Quick answer: Use tr_n() (or the equivalent plural translation call) with PO-file plural forms so Godot selects the correct plural category for the count and locale.

Godot's tr() does not know about plural categories, so "1 item"/"5 items" is wrong in Russian or Polish. Using tr_n() with plural rules fixes it. Here is how.

How to fix it

1. Call the plural-aware translation

Use tr_n(singular, plural, n) so Godot consults the locale's plural rules and chooses the right form for the count rather than a fixed singular/plural pair.

2. Provide plural forms in PO files

Author the translations as gettext PO entries with the correct Plural-Forms header and indexed msgstr[0..n] so each language supplies all the forms it needs.

3. Interpolate the number after selection

Insert the formatted count into the chosen plural string with placeholders so the category comes from the integer, not from a pre-built localized number string.

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.