Quick answer: Compile release builds with YYC to produce native code that is harder to read, and keep any sensitive validation or secret off the client.

Your GameMaker build is a VM export, so its bytecode can be disassembled and data files inspected, revealing how your checks and economy work. Building with the YYC (native C++) compiler turns logic into native code that is far more effort to reverse, though not impossible.

How to fix it

1. Build with YYC for release

Use the YoYo Compiler target for distributed builds so GML compiles to native code instead of VM bytecode, raising the effort to disassemble your logic.

2. Protect data files

Bundle sensitive data in encrypted or signed form rather than plain files in the package, and verify integrity on load so edits are detected.

3. Validate critical actions server-side

For online economies or leaderboards, do not trust client-computed results; confirm them on a server the player cannot modify.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.