Quick answer: Register translations under the codes Godot will look up, enable fallback to the base language, and use the right locale code so pt_BR resolves to your pt strings.
When the device says pt_BR and you shipped pt, Godot can miss the match and show English. Aligning locale codes and fallback fixes it. Here is how.
How to fix it
1. Align translation locale codes
Register your translations under codes that match how Godot resolves them, and decide whether to ship base-language (pt) or region (pt_BR) codes consistently.
2. Set locale with fallback explicitly
Call TranslationServer.set_locale with the resolved code and rely on base-language fallback so a region locale degrades to its language rather than to English.
3. Test with override locales
Use the project's test locale or TranslationServer.set_locale in a debug build to simulate pt_BR, de_AT and similar codes and confirm they resolve to your strings.
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.