Quick answer: Use a deferred deep linking solution that preserves the destination across the store visit and delivers it to the app on first launch.
A player taps a 'play this challenge' link without the app installed, installs from the store, and lands on the home screen because the destination was lost. Deferred deep linking fixes first-run routing.
How to fix it
1. Use deferred deep linking
Adopt a deferred deep link mechanism (an attribution SDK, Android Install Referrer, or your own token relay) that carries the intended destination through the store install.
2. Read the destination on first launch
On the first run after install, fetch the deferred link payload and route to the target once your content systems are ready, then clear it.
3. Fall back gracefully
If no deferred payload is recovered (the player waited too long or the match failed), land them on a sensible default rather than an error.
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 mobile 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.