Quick answer: Find the leak with the debugger's memory graph, free what you create (surfaces, ds, particles), and audit texture group residency for peak usage.
GameMaker games rarely OOM from static content — they OOM from leaks that compound over a session. The allocation crash is the end of a long curve. Here is how to see the curve.
How to fix it
1. Watch memory over time
Run the debugger and watch memory during ten minutes of looped gameplay — a steady climb during repeated identical actions is a leak, and the action identifies the system.
2. Free the classic leakers
surface_create without surface_free (minimap, lighting done per-frame), ds_* without destroy, and part_system_create per effect instead of reused systems are the big three.
3. Recreate surfaces safely
Surfaces are volatile (lost on device events) — the correct pattern checks surface_exists and recreates, but must still free when the owner dies.
4. Bound the caches
Anything that grows with play (damage numbers pool, chunk cache, replay data) needs a cap or eviction — telemetry on session length vs memory confirms the fix holds in the wild.
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 GameMaker 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.