Quick answer: Reset the joystick vector on On Any Touch End and track the controlling touch by its index so a finger sliding off still clears the input.
If the player keeps walking after you lift your thumb off the virtual stick, the touch-end never reset it. Clearing the stick on any touch end fixes it. Here is how.
How to fix it
1. Reset on On Any Touch End
Add an On any touch end event that snaps the stick thumb back to center and zeroes the movement vector. Relying on a touch-end over the stick sprite misses fingers that slid away.
2. Track the controlling touch index
Store the TouchIndex that started on the stick and only follow that index, so a second finger elsewhere does not hijack or hold the stick.
3. Clamp the vector to the base radius
Compute the offset from the base each tick and clamp its length; when no tracked touch exists, force the offset to zero so stale positions cannot linger.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.