Quick answer: Add an adjustable global game-speed multiplier (for example 50 to 100%) implemented through a consistent time scale, while keeping input and physics stable.
When everything moves faster than a player can react, the game becomes unplayable for them. A speed setting fixes it. Here is how.
How to fix it
1. Scale time consistently
Apply the speed factor through your engine's time scale (or a custom delta multiplier) so all gameplay logic, animation, and timers slow together uniformly.
2. Keep input and UI full speed
Drive menus, cursor movement, and input sampling on unscaled time so slowing the game does not also make navigation sluggish.
3. Guard physics stability
Clamp the multiplier and use fixed-timestep physics so very slow speeds do not introduce tunneling or jitter, and test gameplay at the extremes.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.