Quick answer: Re-key the table on stable identifiers (e.g. ui.menu.start) and store source text in a separate column that translators see but the runtime never keys on.
Keying a string table on the English text feels convenient until a copy edit detaches all your translations. Stable keys plus a source column fix it for good. Here is the migration.
How to fix it
1. Introduce stable string IDs
Generate a unique key per entry like dialogue.intro.greeting that never changes when the English copy changes. The runtime looks up by this ID, not by the displayed sentence.
2. Keep source text as a tracked column
Store the English string in its own source field used only for translator reference and change detection. When the source changes, flag the row as needing re-review rather than orphaning it.
3. Migrate existing data with a mapping pass
Write a one-time script that assigns IDs to current rows and rewrites every code call site and translation file to reference the new keys, verifying counts match before deleting the old text-keyed columns.
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.