> ## Documentation Index
> Fetch the complete documentation index at: https://docs.qwacks.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Developer Alerts

> Get notified when errors spike in your game — before players tell you.

export const Scope = ({children}) => <Info>
    <b>Scope:</b> {children}
  </Info>;

**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.

<Scope>alert rules are defined per **game**.</Scope>

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.

<Tip>
  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.
</Tip>
