Quick answer: On first run, read the OS or platform locale, map it to your nearest supported language (falling back by language then to English), and persist the choice.
Players expect the game to start in their system language. Reading and mapping the OS locale on first launch fixes the English-by-default problem. Here is how.
How to fix it
1. Read the OS/platform locale
Query the system language at startup (e.g. OS.get_locale(), CultureInfo.CurrentUICulture, or navigator.language) instead of assuming English.
2. Map to your nearest supported language
Match the detected locale to your closest shipped language, falling back from region to base language (pt-BR to pt) and finally to English when nothing matches.
3. Persist and let the player override
Save the resolved locale so subsequent launches skip detection, and expose a language menu so a player whose OS language differs from their preference can change it.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.