Quick answer: Track every dynamically created sprite or surface and call sprite_delete or surface_free when done, and avoid recreating them every step.
Your GameMaker game's memory rises steadily, often from sprites added at runtime that are never deleted. Built-in assets are managed, but dynamic ones are your responsibility. Here is how to free them.
How to stop it
1. Delete dynamic sprites
Every sprite_add returns an index you must release with sprite_delete when you are done. Re-adding the same external sprite without deleting the previous one leaks a sprite each time.
2. Free surfaces you create
Surfaces are volatile and the ones you allocate must be freed with surface_free. Recreating a surface every step instead of checking surface_exists first piles up GPU memory quickly.
3. Recreate only when needed
Guard runtime asset creation so it happens once, not every step. A sprite_add or buffer load inside the step event is an easy way to allocate continuously without noticing.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.