Quick answer: Use resolution-independent UI scaling, enforce minimum readable text sizes, and test legibility at 1280x800 on a handheld viewing distance rather than a desktop monitor.
Steam Deck Verified explicitly checks that text is legible. A UI laid out in fixed pixels that looks fine on a 27-inch monitor can fail because it is unreadable on the handheld.
How to fix it
1. Scale UI to resolution
Set your canvas to scale with screen size (in Unity, CanvasScaler set to Scale With Screen Size at a 1280x800 reference) so UI grows proportionally rather than staying pixel-fixed.
2. Enforce minimum text size
Clamp body and HUD fonts to a minimum readable point size at 1280x800. Steam Deck Verification flags text that is too small to read comfortably.
3. Test at handheld distance
Run on a Deck or at native 1280x800 windowed and judge readability at arm's length, not on a large desktop where small text still looks fine.
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 Unity 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.