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Developer alerts watch your game’s log stream and tell your team when something goes wrong at scale — a crash loop after a release, a payment error spiking, a backend call suddenly failing. You define the rule once; Flock does the watching. Everything lives in the Alert Center. Error Logs is the raw stream your game reports; Alert Rules is where you turn a pattern in that stream into an alert. A rule says: when this log type (optionally narrowed to a specific error code) occurs at least N times within a window of minutes, fire an alert at a chosen severity — info, warning, or critical. Each rule has a cooldown (an hour by default) so a sustained incident produces one alert, not a page of duplicates, and you can test a rule against recent logs before enabling it. When a rule fires, the alert lands in your team’s notification bell, and the Events page keeps the history — what fired, when, and the counts behind it. There’s nothing to integrate on the game side: rules evaluate the logs your game already reports to Flock, so if your errors show up under Error Logs, they’re alertable.
Start with one critical rule on your most player-visible failure — a crash or failed purchase — with a generous threshold, and tighten it as you learn your game’s normal error rate.