Quick answer: Generate and point Godot at a debug keystore in the editor settings, and for release set the keystore path, alias, and passwords in the export preset.
Godot Android exports fail signing when the keystore is not set up. Configuring the debug and release keystores fixes it. Here is how.
How to fix it
1. Set up the debug keystore
Godot needs a debug keystore for debug exports. Generate one and set its path in the editor settings (export, android), or let Godot create it. A missing debug keystore fails the export.
2. Configure release signing
For a release build, set the keystore file, key alias, and passwords in the export preset's release fields. An unsigned or misconfigured release export will not install or upload.
3. Keep credentials consistent
Use the same release keystore for every update — Android rejects an update signed with a different key. Store the keystore and passwords safely so you can sign future versions identically.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.