Quick answer: Reset every autoload you touch in before_each, or inject a fresh instance instead of using the global, so each test starts from a known state.

Autoloads live for the entire run, so a score or inventory you set in one test bleeds into the next. Resetting them per test removes order dependence.

How to fix it

1. Reset autoloads in before_each

In func before_each(): call a reset method on each autoload you mutate, or reassign its fields to defaults. This guarantees a clean slate per test.

2. Prefer injecting over global access

Where possible, have the system take its dependency as a parameter so the test passes a fresh local instance rather than mutating the shared autoload at all.

3. Order-independence check

Run the suite with GUT's randomized order to surface hidden coupling; if a test only passes in a fixed order, an unreset global is the cause.

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.