Quick answer: Use threaded loading (ResourceLoader.load_threaded_request and load_threaded_get) to load in the background, and show progress while it loads.
ResourceLoader blocking the game is synchronous loading. Threaded loading fixes it. Here is how.
How to fix it
1. Use threaded loading
Use ResourceLoader's threaded loading (load_threaded_request to start, load_threaded_get to retrieve) so loading happens on a background thread and the game keeps running, rather than load() which blocks the main thread.
2. Poll progress
Poll the threaded load's status to show a progress bar and know when it is ready, so the player sees loading happening rather than a frozen game. This turns a freeze into a smooth loading screen.
3. Preload where possible
For resources known ahead of time, preload them (or load them during a loading screen) so they are ready when needed, avoiding any runtime load — threaded or not — during active gameplay.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.