Quick answer: Add an explicit reset method on the global state autoload and call it when quitting to menu or starting a new game, since the autoload itself never reloads.

Autoloads persist for the whole application lifetime, which is exactly why quitting to menu does not clear run state. You must reset it deliberately at the right moment.

How to fix it

1. Add a reset method

Give the global state autoload a reset() that restores every run-scoped field to its default value.

2. Call it at session boundaries

Invoke reset() when the player quits to the main menu and again when a new game starts, so each run begins from a clean slate.

3. Separate persistent from run state

Keep settings and unlocks that should survive in a different store than per-run state, so reset clears only the run and not the player's permanent progress.

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.