Quick answer: Open the workspace, set your team and bundle ID in Signing & Capabilities, keep Xcode current, and build/archive with the standard iOS flow after each export.

Construct hands you a Cordova project; Apple's toolchain does the rest — and its requirements (signing, versions, capabilities) apply fully. Here is the path from export to TestFlight.

How to fix it

1. Configure signing first

In Xcode's Signing & Capabilities: select your team, set the exact bundle identifier registered in your developer account, and let automatic signing manage profiles for development.

2. Match tool versions

Old Cordova exports meet new Xcode SDK requirements badly — re-export from current Construct, and keep Xcode at the version App Store submissions currently require.

3. Read the first failing build phase

Plugin compile errors and missing pods name themselves in the build log — resolve the named plugin (update or remove the corresponding Construct feature) rather than rebuilding blindly.

4. Test on a real device

Simulator success does not cover signing, capabilities, or performance — run on hardware before TestFlight, where signing errors also first appear.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.