Quick answer: Ship the .pck alongside the executable with the matching name (or embed it in the export preset), and keep the pair together through zips, installers, and launcher shortcuts.
This error means the engine started but found no game to run. It is a packaging problem, not a code problem — and it happens when files are moved after export. Here is the packaging rule.
How to fix it
1. Keep exe and pck married
A non-embedded export produces Game.exe + Game.pck; the names must match and they must sit together. Renaming one side breaks the pairing.
2. Or embed the PCK
Tick Embed PCK in the export preset to produce a single self-contained executable — simplest for itch uploads and reduces user-error surface.
3. Audit your distribution pipeline
Zips that flatten folders, installers that copy selectively, and Steam depots configured file-by-file are where the pck goes missing — verify the shipped layout, not the export folder.
4. Reproduce by isolating
Copy just the exe to an empty folder and run it — you get this exact error, confirming the mechanism and letting you test your fix.
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 Godot 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.