Quick answer: Load assets lazily per level, convert surfaces once with convert/convert_alpha, cache them in a dict, and drop references to assets you no longer need.

Your Pygame project's RAM use climbs as you add levels because every asset is loaded at startup and kept forever. Loading inside the loop makes it worse. Here is how to control asset memory.

How to stop it

1. Load lazily and cache

Load images when a level needs them and store them in a dictionary keyed by filename. Loading the same file inside the game loop creates a fresh surface every frame and leaks memory fast.

2. Convert surfaces once

Call convert() or convert_alpha() right after loading so each surface matches the display format. Do it once at load time, not per blit, and store the converted surface in your cache.

3. Release unused assets

When you leave a level, drop the references to its surfaces (clear them from the cache) so Python can collect them. Holding every level's assets at once is what bloats memory over a long session.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.