Quick answer: Process gravity one column at a time with a destination pointer that resets to the bottom of each column, so a tile can only fall straight down within its own column.

Match-3 gravity is strictly vertical: a tile only ever falls within its own column. If tiles slide into neighboring columns, your collapse loop shares state across columns. Reset the fill pointer for each column.

How to fix it

1. Process each column in isolation

Loop columns in the outer loop and rows in the inner loop. Keep a write pointer that you reset to the bottom row at the start of each column.

2. Write survivors straight down

Within a column, read tiles bottom-up and place each at the current write pointer in the same column, then advance the pointer upward. Never cross into another column's index.

3. Fill the top with new tiles

After placing survivors, fill the remaining cells above them in the same column with newly spawned tiles, again staying within the column.

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 Construct 3 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.