Quick answer: Run the export from a terminal (or a console build) to see the log, fix the first error it prints, and add startup logging so player machines produce diagnosable reports.
A silent instant exit almost always has a perfectly clear error message — you just cannot see it without a console. Here is how to make the failure speak.
How to fix it
1. Launch from a terminal
Run the exe from cmd/Terminal (on Windows also export the console wrapper variant) and read stderr — the first ERROR line names the actual problem.
2. Check the classic startup killers
Missing main scene in the export preset, an autoload that throws before the first frame, data files excluded from export filters, and Vulkan initialization failures cover most cases.
3. Add early file logging
Enable file logging (user://logs) in project settings so even player machines write a log you can request — or ship crash reporting that captures startup errors automatically.
4. Test exports on a clean machine
Your dev box hides missing-dependency failures; a VM or spare laptop that never had the editor is the honest smoke test.
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 Godot 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.