Quick answer: Cap the frame rate, lower it on menus, and reduce or pause per-frame processing when nothing is changing.
Godot high CPU when idle is uncapped processing. Capping it fixes it. Here is how.
How to fix it
1. Cap the frame rate
Set a maximum FPS (in project settings or with Engine.max_fps) so the game does not render and process as fast as the CPU allows. An uncapped loop pegs a core even on a static menu.
2. Lower the rate when idle
On menus and static scenes, lower the frame rate further to reduce CPU use, since they do not need a high frame rate. This saves power and reduces idle CPU dramatically.
3. Reduce idle processing
If _process does work every frame that is not needed when idle, gate it on whether anything is changing, or use signals instead of polling. Per-frame work that runs when nothing is happening wastes CPU.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.