Quick answer: Use CLDR plural rules to select among zero/one/two/few/many/other per language, and let each translation provide the forms its language actually needs.

English has two plural forms; Russian and Arabic have more. A binary singular/plural rule produces wrong grammar in those languages. CLDR categories fix it. Here is how.

How to fix it

1. Adopt CLDR plural categories

Replace the count == 1 check with a plural-rule lookup that returns one of zero, one, two, few, many, other based on the value and locale.

2. Store one message per category

Let each translated string define only the categories its language uses, with other as the required fallback, so Russian can supply few/many while English supplies one/other.

3. Pass the raw count, not a pre-formatted string

Feed the integer to the plural selector and interpolate the formatted number afterward, so the category is chosen from the true value rather than a localized display string.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.