Quick answer: Set gameplay nodes to Inherit or Pausable so they stop when the tree pauses, and reserve Always for only the few systems (like the pause menu or audio) that must keep running.

Godot's pause only affects nodes whose process mode lets it. A node marked Always opts out of the pause entirely, so leaving gameplay on Always defeats the whole pause system.

How to fix it

1. Use Pausable for gameplay

Set gameplay nodes to Inherit or Pausable so get_tree().paused = true actually stops them.

2. Reserve Always for essentials

Use Always only for the pause menu and anything that must run during a pause, not for general gameplay objects.

3. Check inherited modes

Because Inherit follows the parent, confirm no gameplay subtree inherits an Always mode from an ancestor, which would keep it running while paused.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.