Quick answer: Persist both the active branch and the step within it, and on resume restore both so the player continues exactly where they branched.
Branching tutorials that send players down the wrong fork after a reload undo the choice they made. The branch decision lived in memory and got reset. Save which branch is active alongside the step index and restore both on resume.
How to fix it
1. Persist the branch identity
Store the selected branch ID together with the current step in your save or tutorial state, not just the step number. Step 2 of branch A and branch B are different lessons.
2. Restore branch then step
On resume, first select the saved branch, then jump to the saved step within it. Restoring the step against a default branch is how players land in the wrong place.
3. Validate the branch still applies
If the branch was chosen by a condition that may have changed, re-check it on resume and either keep or re-prompt, rather than silently defaulting.
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.