Quick answer: Track loaded chunks by distance from the player, unload and free chunks beyond a radius, and cache their seed so they regenerate identically if the player returns.

An infinite world that slowly eats all your RAM is missing an unload step. Evicting distant chunks and regenerating from seed keeps memory flat.

How to fix it

1. Unload chunks outside a radius

Each time the player crosses a chunk boundary, despawn and free chunks farther than your keep-radius. Memory then depends on the radius, not on total distance traveled.

2. Regenerate from a deterministic seed

Derive each chunk's content from a seed function of its coordinates so an unloaded chunk regenerates byte-identically when revisited, letting you discard it safely instead of keeping it in memory.

3. Persist only player-made changes

If the player can modify the world, store just the diffs against the deterministic generation for visited chunks, so you keep a tiny delta rather than the whole chunk in memory.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.