Quick answer: Test in a clean browser profile, clear Construct's cached data, disable suspicious addons, and read the browser console for the real error.
Construct runs in the browser, so a broken preview is usually browser state rather than your project. The clean-profile test splits the world in half immediately. Here is the sequence.
How to fix it
1. Split with a clean profile
Open Construct in an incognito/fresh profile (no extensions): preview works → your extensions/cache are the problem; still broken → project or addon.
2. Read the preview console
F12 on the preview window/tab — a red error naming an addon script or a project file turns 'stuck bar' into a specific culprit.
3. Suspect third-party addons
Outdated addons break with editor updates; disable non-essential ones and retry — an addon that errors during startup halts the whole preview.
4. Clear site data as last resort
Browser site settings for the editor domain > clear storage (after confirming cloud saves are current) resets corrupted local state and service workers.
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 Construct 3 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.