Quick answer: Ship the .pck alongside the .exe (or embed it), code-sign the executable to avoid antivirus blocks, and test on a clean machine without the editor installed.
A Godot game that runs on your machine but not a friend's is usually missing its data pack, blocked by antivirus, or relying on something only your dev box has. Here is how to diagnose it.
How to fix it
1. Ship or embed the .pck
By default the export produces an .exe and a .pck data file that must sit together. If you send only the .exe it cannot find its assets. Embed the pck in the export options or distribute both files.
2. Code-sign to avoid antivirus blocks
Unsigned executables are frequently quarantined or flagged by Windows Defender and other antivirus, which looks like a silent failure to launch. Signing the binary removes most of these blocks.
3. Test on a clean machine
Your dev machine has libraries a player's may not. Test the export on a PC without Godot or your toolchain installed to catch missing runtime dependencies before players do.
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.