Quick answer: Use the import settings to enable VRAM compression and reduce texture size where appropriate, and exclude raw working files so only optimized assets land in the PCK.
Godot bundles imported assets into the PCK. If your art is authored at very high resolution and imported without compression or resizing, the PCK grows fast. Tuning import settings and keeping working files out of the project trims it.
How to fix it
1. Find the large imported assets
Sort the project FileSystem by size or inspect the exported PCK. Oversized textures and unused source files are typically the biggest contributors.
2. Enable compression on import
For textures that can tolerate it, set Compress > Mode to VRAM Compressed in the Import dock so they ship as block-compressed instead of raw.
3. Exclude working files
Move raw .psd/.kra working files outside the project, or add export filters to exclude them, so only the optimized imported assets end up in the PCK.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.