Quick answer: Re-fetch localized strings when the language changes, raise a language-changed event that refreshes all visible text, and avoid permanently caching localized strings.
Language not updating at runtime is cached localized text. Refreshing on change fixes it. Here is how.
How to fix it
1. Refresh on language change
When the language setting changes, re-fetch and reapply localized strings to all visible UI. Text localized once and left in place stays in the old language until that screen is rebuilt.
2. Raise a language-changed event
Broadcast a language-changed event that every localized element listens for and responds to by updating its text. This refreshes the whole UI consistently rather than piecemeal.
3. Avoid permanent caching
Do not bake localized strings into objects permanently at creation. Keep a reference to the localization key and re-resolve it on language change, so switching language updates everything.
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 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.