Quick answer: Keep the .pck next to the executable with the matching base name, or embed the PCK into the executable, and ship both files together.
Your Godot game runs in the editor but the exported executable shows a blank window or fails because it cannot find its PCK. Shipping the PCK alongside it (or embedding it) fixes it.
How to fix it
1. Keep the PCK next to the executable
By default the binary loads a .pck with the same base name in the same folder. Ship both files together and do not rename one without the other, or the game has no data to load.
2. Or embed the PCK
Enable Embed PCK in the export preset to bundle the data into the executable, producing a single file that cannot get separated from its content.
3. Match the base name
If you rename the executable, rename the .pck to match (or load it explicitly), since a name mismatch means the binary looks for a PCK that is not there.
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.