Quick answer: When a game runs fine at first and crashes after several minutes, the cause is almost always something that accumulates as you play: leaking memory, piling-up resources or objects, or a value that grows until it overflows or exhausts a limit. The delay between start and crash is the accumulation reaching a threshold. Capture the crash with memory context, and profile what grows over a session to find the leak.
A crash that consistently happens a few minutes into play, not immediately, not randomly, but after a fairly predictable amount of time, is a strong signal of an accumulation problem. Something is building up as the game runs, and the crash is the moment it hits a wall. This time-dependent pattern narrows the cause considerably, and points you toward the class of bugs that only manifest over a session.
What 'After a Few Minutes' Tells You
The timing is the diagnosis. A crash that takes a few minutes to happen, rather than occurring instantly or truly randomly, means something is changing steadily over time until it triggers the crash. The classic cause is a memory leak: memory that is allocated but never freed slowly accumulates until the game runs out and crashes (an out-of-memory crash). Other accumulation culprits include resource handles or objects piling up, a list that grows unbounded, or a counter that eventually overflows.
Often the accumulation is tied to a repeated action rather than pure time, every spawn, every effect, every frame leaks a little, so a player doing that thing more hits the crash faster. This is why the timing can vary somewhat with play intensity while still being roughly 'after a few minutes.' The common thread is growth over the session reaching a limit.
How to Diagnose It
Two angles. First, capture the crash itself with memory context, an out-of-memory crash, or a crash that arrives with high memory usage recorded, strongly confirms a leak or accumulation. Bugnet captures device context including memory information with each crash and groups them by signature, so a time-based crash that turns out to be out-of-memory clusters together with the evidence (low available memory, long-ish session) pointing at accumulation.
Second, profile locally: run the game with a memory profiler and watch whether memory (or object/resource counts) climbs steadily over a few minutes of play instead of staying flat. A steadily rising line is the leak. Trigger the suspected actions (spawning, effects, scene changes) repeatedly and watch what grows and never comes back down, that is the resource being leaked.
How to Fix It
The fix is to stop the accumulation: free what you allocate, release resources when done, and bound anything that can grow. For a memory leak, find the allocations that are never released, often something holding a reference that should be dropped, objects not being destroyed or returned to a pool, event handlers never unsubscribed, and ensure they are cleaned up. For piling-up objects, make sure spawned entities are properly destroyed or pooled and reused.
For unbounded growth (a list, a log, a cache that only ever grows), cap it or evict old entries. After fixing, verify with the profiler that memory now stays flat over a long session, and confirm in the field that the time-based crashes stop, using version-tagged crash reporting to see the out-of-memory cluster disappear on the new build. The goal is a game that can run indefinitely without its resource use creeping up.
A crash 'after a few minutes' is the clock of an accumulation, usually a memory leak hitting its limit. Profile what grows over a session and stop it from leaking.