Quick answer: Serve the worker file from the game's own scope over HTTPS with a JavaScript MIME type, fix the path, and treat registration failure as non-fatal (the game must still run online).

Offline support is a nice-to-have that fails loudly when the hosting is not exactly right. Registration errors name their reason — and none of them should break the game. Here is the checklist.

How to fix it

1. Meet the transport rules

HTTPS is mandatory (localhost excepted) and the file must be served as JavaScript — hosts returning text/plain or an HTML 404 page fail with exactly these console errors.

2. Serve from the right scope

A worker at /static/sw.js cannot control /game/ by default — place it at or above the pages it controls (or use the Service-Worker-Allowed header).

3. Wrap registration defensively

navigator.serviceWorker?.register(...).catch(log) — private modes and enterprise policies block it; the game should merely lack offline mode, not fail.

4. Beware stale workers during development

DevTools' 'Update on reload' and 'Bypass for network' options save hours of confusion when the old worker keeps serving old files.

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 HTML5 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.