Quick answer: On save-room interaction, write both the save file and the active respawn point so that death returns the player to the most recently used save room.

Players expect a save room to also be where they respawn. The fix is to update the checkpoint position alongside writing the save when the player interacts with the save point.

How to fix it

1. Set respawn and save together

In the save room's interaction, set global.respawn_room and global.respawn_x/y to this save point and then write the save file, so both progression and respawn reflect the same place.

2. Restore both on load

When loading a save, read the stored respawn room and position so a fresh launch puts the player at their last save room rather than the level start.

3. Confirm the action to the player

Play a save animation and show a confirmation so the player knows their checkpoint moved here, avoiding confusion when they later respawn somewhere they expect.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.