Quick answer: Create fonts after pygame.init() (which initializes fonts too), avoid module-level font constants, and keep font usage inside the game's initialized lifetime.

Fonts are a subsystem with an init requirement, and module-level Font objects are the classic violation — they run at import, before anything initialized. Here is the ordering that works.

How to fix it

1. Initialize before any font

pygame.init() covers pygame.font.init(); make sure it runs before the first pygame.font.Font(...) or SysFont(...) call anywhere in the codebase.

2. Stop module-level font creation

TITLE_FONT = pygame.font.SysFont(...) at the top of ui.py executes at import time — wrap fonts in a lazily initialized loader or create them in your game's setup function.

3. Cache, don't recreate

Creating fonts per frame in draw code is a performance trap the loader also solves — build each size once and reuse.

4. Mind the shutdown order

Achievement toasts or exit dialogs rendering after pygame.quit() raise the same family of errors — quit last, after all rendering concludes.

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 Pygame 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.