Quick answer: Reimport the CSV in the FileSystem dock (or enable automatic reimport), confirm the locale columns are detected, and verify the generated .translation files refresh.
Editing a translation CSV and seeing no change in Godot is almost always a stale import. Forcing a reimport with the right settings fixes it. Here is the process.
How to fix it
1. Reimport the CSV explicitly
Select the CSV in the FileSystem dock and choose Reimport, or right-click and reimport, so Godot regenerates the per-locale .translation files from the edited source.
2. Check the import dock locale detection
In the Import tab confirm the first column is the key and each subsequent header is a valid locale code; a mistyped header silently drops that language's column.
3. Register the translations in Project Settings
Under Localization, ensure the generated .translation files are added so tr() resolves keys; reloading the project after reimport clears any cached lookups.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.