Quick answer: Re-download the matching runtime from the runtime feeds dialog, align IDE and runtime channels, and clear the runtime cache when downloads corrupt.
No runtime, no builds — the IDE compiles nothing itself. This state follows updates and fresh installs, and the fix is in the runtime feeds. Here is the sequence.
How to fix it
1. Open the runtime manager
Preferences > Runtime Feeds: install the runtime matching your IDE version and channel — a monthly IDE cannot use only-LTS runtimes and vice versa.
2. Fix the download path
Corporate proxies and flaky networks abort the multi-GB download; retry on a clean connection, and check available disk on the runtime cache drive.
3. Clear corrupted caches
Delete the broken runtime folder from the cache directory and re-download — half-installed runtimes show as present but fail every build.
4. Log out and back in
Runtime entitlement comes with your license session; re-authenticating refreshes the feed when the list shows empty after subscription changes.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.