Post-release technical support for games

Our video game development company runs independent projects, jointly creates games with the client and provides additional operational services. Expertise of our team allows us to cover all gaming platforms and develop an amazing product that matches the customer’s vision and players preferences.
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Post-release technical support for games
Medium
~5 business days
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Post-Release Game Technical Support

First 72 hours after release — most stressful period. Crashlytics shows crash-free rate 94% instead of expected 99%. Firebase Performance records cold start time 8 seconds on mid-range Android. App Store gets reviews "crashes on level 3." Team has no response process — developers switched to next project, support not structured.

Post-release technical support is not "answer user emails." It is monitoring, diagnosis, hotfixes, and regular updates with predictable cycle.

Monitoring: what we watch first days

Firebase Crashlytics — mandatory tool. After release monitor dashboard near-realtime: crash-free users percentage, new issues by versions, devices with disproportionately high crash rate. Criteria for immediate hotfix: crash-free users < 98% or appearance of crash with Fatal severity on top devices.

Crashlytics shows stack trace, but for Unity IL2CPP-builds need dSYM-file (iOS) or symbol table (Android) to decrypt native stacks. Without symbols trace looks like libil2cpp.so line 0x00034abc — useless. Firebase Crashlytics Symbol Upload in Fastlane or manual upload via firebase-tools — set up once during build.

Firebase Performance: monitor app_start trace, _st screen traces, custom traces for critical game paths (level load, IAP transaction). Anomalous time on specific devices/OS-versions — first problem signal.

Google Play Console and App Store Connect: ANR (Application Not Responding) rate on Android — target < 0.47% (Google's threshold for poor state). If ANR rate grows — check main thread blocking via Android Profiler.

Hotfix process

Severity 1 (crash on startup, IAP broken, progress not saved): response within hour, hotfix within 24 hours. Pipeline: diagnosis via Crashlytics + local reproduction → fix → test on target devices → build via CI (GameCI) → expedited review in App Store (usually 24 hours with justification) → phased rollout on Android (10% → 50% → 100%).

Severity 2 (gameplay bugs, UI issues, performance): hotfix or scheduled patch within 1-2 weeks.

Phased rollout on Google Play is critical practice. Fastlane supply supports rollout: 0.1 for 10% audience. Monitor crash rate and rating for 24-48 hours, then expand. One hotfix containing critical bug itself — worse than no hotfix.

Regular updates

Outside crisis situations — scheduled update cycle. For mobile games optimal: patch-updates every 2-4 weeks (balance, bugfix), content updates every 6-8 weeks.

Each update requires regression testing. Autotests via Unity Test Framework (Edit Mode + Play Mode Tests) cover critical paths: game launch, save load, IAP flow. Manual testing on 5-10 target devices before each release — not economical but because autotests don't reproduce GPU-specific bugs.

Support outsourcing vs in-house

Typical scheme: main dev team switched to new project, 1-2 people do support. Without normal onboarding docs ("how to reproduce dev environment," "project architecture," "third-party SDK list with versions") support takes three times longer.

Project handover document — investment paying back on first hotfix from new person.

What contract includes

  • Monitor Crashlytics, Firebase Performance, store reviews (daily)
  • Issue diagnosis and severity classification
  • Severity 1 hotfixes within 24 hours
  • Scheduled patch-updates by agreed schedule
  • Monthly report: crash rate, ANR rate, average rating, DAU dynamics
  • SDK update under new OS requirements (iOS major update yearly)

Timeline and formats

Support Format Contract Duration
On-call support (4-8h response) from 1 month
Full support with scheduled patches 3–12 months
One-time audit + monitoring setup 1–2 weeks

Cost determined after analyzing project complexity, target platforms, and required SLA.