Quick answer: Clean the cache first, read the compile/runner output for the last thing that ran, bisect early-game code, and update graphics drivers and extensions.
An instant runner crash usually has a mundane cause hidden by the abruptness. The debugger and the clean button resolve most cases. Here is the order.
How to fix it
1. Clean before debugging
Corrupted intermediates cause exactly this after crashes or version changes — press the broom icon, rebuild, and only investigate further if it persists.
2. Run with the debugger
F6 (debug run) stops at the failing line where a plain run just dies — most 'runner crashes' are ordinary GML errors in scripts that execute before the first frame.
3. Bisect the startup path
Comment out halves of your initialization (global scripts, first room's creation code) to find the culprit — infinite loops in Create events also present as an instant hang/crash.
4. Check extensions and drivers
Native extensions built for other runtime versions crash at load; temporarily remove them to test, and update GPU drivers for machine-specific startup crashes.
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 GameMaker 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.