One persistent bug was a memory leak issue where the game (either on the client or server side) soaked up more and more system RAM until it crashed. The team has been squashing this bug whenever they find it, ....
I've been in software development for 40+ years. When we find a memory leak - it's a bug, each time. it isn't just one bug that exists in multiple places in the code.
Each individual instance is its own bug. So ... if one of those 24..26 ship stoppers is a "memory leak" that is actually a bunch of different memory leaks in different places in the source code, each one of which has to be individually found and nailed ... how many ship stoppers do they really have?
And what if they're doing this for other ship stoppers. E.g., a bug which is written as "UI for Mobiglass is wrong" might actually be 5..10 different bugs that each have to be found and fixed ...
(Not that I believe in their count anyway; I want to make that clear. It's just that their bullshit excuses are as badly done as their "game". And no, despite 40+ years writing compilers, performance monitors, static code analyzers, desktop applications, and high-availability back-end servers, I am, sadly,
not a "game developer". So I guess my opinion is bullshit too, huh?)
(BTW, based on previous bug notes in their "release notes" they're using C++. C++ before the 2011 standard was notorious for the ease with which you could write code that had memory problems: leaks, double deletes, accessing memory after deletion, accessing memory out of bounds, etc. That's what gave rise to Java, C#, etc. However. There's no reason on new code anymore to be using pre C++11. It is still possible in modern C++, with modern best practices, to write memory leaks/access out of bounds/etc. But it should be damn unlikely, if you're doing it right. But I guess we all know they're not doing it right.)