Quick answer: Verify the key exists in every language file, add a pseudolocalization pass to surface missing keys, and fall back to the source language instead of the raw id.
Your menu shows ui.start_button instead of Start. The localization system could not find that key, so it echoed it back. Missing or mistyped keys are the usual cause, and they hide until that screen is shown.
How to fix it
1. Confirm the key exists everywhere
Check that the exact key is present in every language table, not just the one you tested; a key added to English but not French shows raw in French.
2. Run pseudolocalization
Enable a pseudo-locale that wraps all translated strings in brackets; any text without brackets at runtime is an untranslated or missing key, making gaps obvious.
3. Fall back, do not echo the id
Configure the system to return the source-language string when a key is missing rather than the raw id, so players never see internal identifiers.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.