Quick answer: Use pygame.transform.scale (nearest-neighbor) instead of smoothscale, scale by integer factors, and pre-scale art once rather than every frame.
Your pixel-art sprites or background look fuzzy after you scale them up. smoothscale is interpolating and blurring the pixels.
How to fix it
1. Use nearest-neighbor scaling
Replace pygame.transform.smoothscale with pygame.transform.scale, which uses nearest-neighbor sampling and preserves hard pixel edges.
2. Scale by integer factors
Upscale by whole numbers (2x, 3x) so each source pixel maps to a square block of screen pixels; fractional scales leave uneven, soft pixels even with nearest sampling.
3. Pre-scale once
Scale surfaces a single time at load (or on resolution change) and reuse them, instead of re-scaling every frame which costs CPU and can compound softening.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.