Quick answer: Schedule each tick against an absolute target time computed from a monotonic clock and a tick count, rather than sleeping a fixed interval and adding error each cycle.
Your background tick thread is supposed to fire every 100 ms, but after an hour it is seconds behind. Each sleep(100) actually sleeps a bit longer, and the error compounds. Here is how to keep it locked to the clock.
How to fix it
1. Use a monotonic clock
Base timing on a monotonic source (such as a steady stopwatch), not wall-clock time, so NTP adjustments and clock changes do not jump your scheduling.
2. Schedule against an absolute target
Compute the next deadline as start + n * interval and sleep until that absolute time, so any overshoot in one tick is absorbed rather than added to all future ticks.
3. Skip or coalesce when behind
If a tick is badly late (the app was suspended), skip the missed ticks or coalesce them instead of trying to fire a burst that never catches up.
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 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.