Quick answer: Do not rely on background execution, save state so a kill loses nothing, and where appropriate guide players to exempt the game from battery optimization.

Battery optimization killing the game is aggressive vendor management. Saving state and not relying on background work handles it. Here is how.

How to fix it

1. Do not rely on background execution

Aggressive battery optimization (notably on some Android vendors) kills backgrounded apps and throttles them. Do not depend on the game running or completing work in the background, since it may be killed at any time.

2. Save state so a kill is harmless

Save state when backgrounding so a battery-optimization kill loses nothing. Treat being killed as expected, with the game resuming from the saved state, rather than assuming it stays alive in the background.

3. Guide exemption where appropriate

For games that genuinely need background behavior (a timer, notifications), guide players to exempt the app from battery optimization in settings, since the OS will otherwise throttle or kill 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 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.