Quick answer: Update the objective text from the step-change event so the label always reflects the current step, and refresh it on resume too.
Stale objective text that still says “Find the key” after the player already used it makes the tutorial feel broken and leaves players unsure what to do next. The label was set once and never updated. Refresh it whenever the step changes.
How to fix it
1. Update on step change
Drive the objective label from the tutorial's step-changed signal, setting the text every time the active step advances rather than once at start.
2. Centralize the text source
Keep each step's objective text with the step definition and read it on change, so there is one place to update and no second copy to drift.
3. Refresh on resume and reload
When the tutorial resumes from a save or returns from a menu, re-apply the current step's objective text so the label is correct after a reload.
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 Godot 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.