Quick answer: Always save and load settings from user://settings.cfg so Godot writes to the per-app sandbox directory the OS actually permits.
On Android your game can only write to its own sandbox. Saving a ConfigFile to res:// or a raw path returns an error and nothing persists. Using user:// fixes it.
How to fix it
1. Use the user:// path
Save with config.save("user://settings.cfg"), not res:// (read-only after export) or a hardcoded device path. user:// resolves to the app's private storage on every platform.
2. Check the returned Error
ConfigFile.save() returns an Error code. Log it and verify it equals OK; an ERR_FILE_CANT_OPEN there tells you the path is unwritable on the device.
3. Load from the same path
On startup, call config.load("user://settings.cfg") and fall back to defaults if the file is missing. Never assume the file exists on first launch.
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 Godot 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.