Quick answer: Drop every stored reference to the freed node, disconnect signals you connected to it, and use is_instance_valid before touching nodes that may have been freed.

You call queue_free on spawned enemies but memory keeps climbing across waves. queue_free only frees a node once nothing references it, and a lingering array entry or signal keeps the whole instance resident. Here is how to clean it up.

How to stop it

1. Release stored references

Remove the freed node from any array, dictionary, or member variable that holds it. Setting the slot to null (or erasing the entry) lets the object actually deallocate after queue_free().

2. Disconnect signals

Signals you connected from the node to a longer-lived object keep a reference alive. Disconnect them in _exit_tree(), or connect with CONNECT_ONE_SHOT so they clean themselves up.

3. Guard late access

Code that runs after a node is queued for deletion can resurrect a reference. Wrap access in is_instance_valid(node) and clear your cached pointer once it returns false.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.