Quick answer: Disable texture filtering on the tileset, add a texture margin or use the pixel-snap settings, and keep the camera on integer positions.
Gaps between tiles are texture-filtering and sub-pixel sampling. Here is how to fix them.
How to fix it
1. Disable filtering on the tileset
Set the tileset texture filter to Nearest so it does not blend across tile edges. Linear filtering samples adjacent tiles or transparent padding at the seams, producing thin lines.
2. Add a texture margin or use snapping
Add padding between tiles in the atlas (and account for it in the tileset), or enable the rendering pixel-snap settings, so sampling stays within each tile and does not bleed at the edges.
3. Keep the camera on integer pixels
Sub-pixel camera positions cause sampling between texels, opening seams. Snap the camera to whole pixels (and use an integer-scaling stretch mode) so tiles align exactly to the pixel grid.
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.