Quick answer: Destroy systems and emitters in the Room End or instance Cleanup event with part_system_destroy and part_emitter_destroy, and reuse part types instead of recreating them.
GameMaker particle resources are manual; without explicit destruction they accumulate every room. Cleaning them up at room end stops the leak. Here is how.
How to fix it
1. Destroy systems at room end
In a Room End or Cleanup event call part_system_destroy(sys) and part_emitter_destroy(sys, emitter) so the resources are freed instead of leaking.
2. Reuse particle types
Particle types created with part_type_create are global and cheap to keep. Create them once at game start and reuse them rather than recreating per room, which also leaks.
3. Guard against double-create
Only create a system when its id is invalid (check before creating) so re-entering a room does not spawn a second system on top of the first.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.