Quick answer: Use the Text object (rendered at display resolution) for scalable UI, set Fullscreen quality to High, and keep SpriteFonts near their native size.
Text in Construct 3 can look crisp at 1:1 but pixelated when the layout scales up, especially with SpriteFonts. Choosing the right text object and high-quality fullscreen rendering keeps it sharp at any zoom.
How to fix it
1. Prefer the Text object for scale
Use the standard Text object for UI that must scale, since it re-rasterizes at the display resolution, whereas a SpriteFont is a fixed bitmap that pixelates when enlarged.
2. Set Fullscreen quality to High
In Project Properties set Fullscreen quality to High so the canvas renders at the device's full resolution instead of a downscaled buffer that softens scaled text.
3. Keep SpriteFonts near native size
If you need a SpriteFont's style, author its bitmap large enough that gameplay never scales it far above 1:1, avoiding the blur that comes from stretching a small glyph sheet.
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.