Quick answer: Add a brightness/gamma calibration screen with a reference logo or shape that should be barely visible, and apply the chosen gamma globally.
If players cannot adjust brightness, dark scenes are invisible on many setups. A calibration step fixes it. Here is how.
How to fix it
1. Add a calibration screen
Show a reference element (a faint logo on a dark field) with instructions to adjust until it is barely visible, the standard way to set gamma consistently.
2. Apply gamma globally
Drive a post-process gamma or brightness curve from the slider so the adjustment affects the whole image, then save it and reapply on launch.
3. Offer it during onboarding
Prompt the calibration on first run, and keep it reachable from the video settings so players can revisit it on a different display.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.