Quick answer: Store a last-decay timestamp, on load apply elapsed real time up to a configured maximum, then continue decaying in-game from there.
A player returns after a week and either their food is untouched or everything is instantly rotten. Offline decay is either skipped or applied with no cap on elapsed time.
How to fix it
1. Save a real timestamp
Persist when each item last decayed. On load, compute elapsed real time since then. Without a saved timestamp, offline time is simply lost or double counted.
2. Cap offline elapsed
Clamp the applied offline time to a sane maximum so a months-long break does not instantly destroy everything. Design whether offline decay even applies.
3. Resolve lazily on access
Apply accumulated decay when an item is first viewed or used after load rather than looping every item at startup, which keeps load times fast.
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.