Quick answer: Add a failing regression test for each shipped bug before fixing it, and strengthen assertions to check actual outcomes rather than mere absence of exceptions.
A green suite that never fails on regressions is giving false confidence. Writing a test that reproduces each bug first, then fixing it, builds a suite that earns its trust.
How to fix it
1. Write the failing test first
For every reported bug, write a test that reproduces it and confirm it fails on the current code; only then fix it. This guarantees the test would have caught the regression.
2. Assert outcomes, not absence of errors
Replace weak checks ("did not throw") with assertions on the actual result value or state, so a wrong-but-non-crashing behaviour fails the test.
3. Mutation-check critical logic
Spot-check by deliberately breaking a critical function and confirming a test goes red; if nothing fails, the coverage is illusory and needs a real assertion.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.