Quick answer: Call pygame.event.get every frame to pump events, keep the main loop running without blocking calls, and move long work off the main loop so it stays responsive.
A Pygame window that says it is not responding has stopped pumping events, usually because the main loop is blocked or missing. Keeping the event loop alive fixes it. Here is how.
How to fix it
1. Pump events every frame
Call pygame.event.get() (or pygame.event.pump()) once per frame. The OS considers the window dead if events go unhandled; this keeps it alive and responsive.
2. Avoid blocking calls in the loop
A long sleep, a synchronous network or file call, or an unbounded computation in the loop freezes the window. Move slow work to a thread or split it across frames.
3. Keep the loop structured
A single while-running loop that handles events, updates, and draws each iteration is the right shape. Confirm nothing inside it can hang indefinitely.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.