// guide
Bug Tracking for Game Developers
Game bugs aren't software bugs. They need different tools.
A null pointer exception in a web app and a physics glitch that launches the player into orbit are both “bugs,” but they need completely different tracking. Game bugs are visual, unpredictable, platform-specific, and often impossible to reproduce without exact steps. Your bug tracker needs to understand that.
Why spreadsheets and Trello fail for game bugs
Most indie teams track bugs in a spreadsheet or as Trello cards. This works for the first 10 bugs. By bug #50, you're losing track of severity, you can't filter by platform, and there's no link between the bug and the task that introduced it.
- No severity system. “Player falls through the world” and “button color slightly off” both sit in the same column.
- No reproduction steps. Someone writes “physics broken” and three people waste an hour trying to figure out what that means.
- No platform tracking. A bug on Switch might not exist on PC. Without platform tags, your PC developer wastes time investigating a Switch-only issue.
- No connection to tasks. When a task introduces a bug, there should be a direct link so the developer has context.
What game dev bug tracking needs
Severity levels that mean something
Game bugs need at least four severity levels: critical (game crashes, data loss, blocks progression),high (major gameplay impact, visible to all players), medium (noticeable but workable), and low (cosmetic, polish). This lets you focus on ship-blocking bugs first and polish bugs last.
Reproduction steps as a first-class field
“How to reproduce” isn't optional — it's the most important field on a bug report. If your QA tester, producer, or community member can't describe exact steps, the developer can't fix it. Your bug tracker should make repro steps prominent and required, not hidden in a description field.
Screenshot and reference support
Game bugs are visual. A screenshot of a character T-posing through a wall tells you more than three paragraphs of description. Your bug tracker needs to surface images, not bury them in attachments.
Status workflow for QA
Game bugs flow differently than tasks: open, fixing, in review, QA, resolved. The QA step matters — someone other than the developer who fixed it needs to verify the fix. A bug tracker without a QA status means fixes go unverified.
How Questlog handles bug tracking
In Questlog, bugs live on the same board as your tasks, but they keep their own details:
- Severity: Critical, high, medium, low, with visual indicators so critical bugs stand out immediately
- Reproduction steps: A dedicated field, plus expected and actual behaviour
- Platforms and screenshots: Which builds are affected, and what it looked like
- Linked task: Connect a bug to the task it belongs to for full context
- Status flow: Open, fixing and resolved, with optional blocked, in review and QA steps
- Assignees and comments: Assign one or more teammates and discuss the bug with @mentions
On the board a bug sits in the matching column next to the tasks, so you see your bug count against milestone progress without switching views. One click filters the board to just bugs.
Bug reports from players
Your playtesters find the bugs you never would. Share a report link with them: they describe the problem, the steps, their platform and build, and how playable the game still is. Reports land in your project's Inbox, where you accept them as bugs on the board or dismiss them. Nobody needs an account to send one.
When to track something as a bug vs a task
Use tasks for planned work: features, content, polish. Use bugs for unplanned work: things that are broken and need fixing. Keeping them as different kinds of cards, on one board, means you can look at your roadmap and your technical debt separately or together, and both count towards milestone progress.