Quick answer: Add a lint rule that flags user-facing string literals not wrapped in your translate call, and use pseudolocalization to visually surface anything still in raw English.

A string that was never wrapped for translation is invisible to your extractor and stays English forever. Linting and pseudoloc surface them. Here is how.

How to fix it

1. Lint for unwrapped UI literals

Add a static check that flags string literals assigned to user-facing text fields without going through your tr()/translate wrapper, catching missed strings at build time.

2. Run a pseudolocalization pass

Replace all extracted strings with a transformed pseudo-locale; any text still in plain English on screen was never extracted and is now obvious to spot.

3. Wrap and re-extract

Wrap each found literal in the translation function, re-run extraction so the new keys enter the table, and add them to the translator queue.

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 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.