Quick answer: Switch to simplex noise to break the square lattice, or layer rotated octaves and use a smoother interpolation so the grid alignment is no longer perceptible.
That subtle checkerboard or square ridging in your terrain is Perlin's lattice showing through. Breaking the axis alignment removes it.
How to fix it
1. Use simplex instead of value/Perlin
Simplex noise samples on a simplex grid rather than a square lattice, which has no preferred axis and eliminates the grid-aligned directional artifact at similar cost.
2. Rotate each octave
If you must keep Perlin, rotate the input coordinates by an irrational angle per octave before sampling so the lattices of different octaves do not line up and reinforce each other.
3. Use quintic interpolation
Replace any linear or cubic fade with Perlin's quintic smootherstep fade 6t^5 - 15t^4 + 10t^3 so second derivatives are continuous at lattice points and the grid creases disappear.
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.