Quick answer: Run an autoload or main scene that creates the ENetMultiplayerPeer, keeps a node in the tree, and stays alive so the SceneTree continues processing network polls.

A Godot server launched with --headless that prints a line and exits never got a reason to keep running. The SceneTree needs a live main loop. Here is how to keep a dedicated Godot server up.

How to fix it

1. Keep the SceneTree alive

Launch a main scene (or autoload) that adds and keeps a node in the tree. As long as a node lives in the SceneTree, Godot keeps processing and the headless process does not exit.

2. Create the server peer at startup

In _ready create an ENetMultiplayerPeer, call create_server(port, max_clients), and assign it to multiplayer.multiplayer_peer. Without an active peer there is no networking to poll.

3. Avoid quit_on_go_away surprises

Make sure nothing calls get_tree().quit() on the last client disconnect unless you intend that. A server that quits when the lobby empties looks like an immediate exit during testing.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.