Quick answer: Profile over a long session to find what grows (object counts, memory, draw calls), then clean up the accumulation on the right lifecycle event so per-frame cost stays flat.
A game that gets slower the longer you play is accumulating work it never releases. Watching what grows over the session finds it. Here is how.
How to fix it
1. Profile over a long session
Run for a while and watch object counts, memory, and per-frame cost. A metric that rises steadily and never falls is the accumulation slowing you down — that is what to chase.
2. Find what is not cleaned up
Common culprits are spawned objects never destroyed, growing lists and histories, particle or effect instances that linger, and event subscriptions that pile up. Trace the rising metric to its source.
3. Clean up on the right event
Destroy or pool objects when done, cap or clear growing collections, and release effects and subscriptions on the correct lifecycle event. Re-profile to confirm per-frame cost stays flat over a long run.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.