Quick answer: Register the URL scheme and universal/app links, host the correct association files, and handle the incoming link in the app to route to the right screen.
Deep links that do not work are a registration or routing problem. Configuring them properly fixes it. Here is how.
How to fix it
1. Register the link scheme and domains
Declare your custom scheme and the universal/app link domains in the app configuration. Without registration, the OS does not hand the link to your game.
2. Host the association files
Universal links (iOS) and app links (Android) require correctly hosted association files on your domain. A missing or malformed file makes the link open a browser or the store instead of the app.
3. Route the incoming link
When the app opens from a link, parse the URL and navigate to the intended screen or content. Registering the link but not handling it lands the player on the default screen.
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 mobile 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.