Quick answer: Use a localization system with plural and gender rules (like ICU MessageFormat), provide all plural forms per language, and avoid concatenating translatable fragments.
Wrong plurals and gender are naive string building. Grammar-aware localization fixes it. Here is how.
How to fix it
1. Use plural-aware formatting
Languages have different plural categories (one, few, many, other). Use a system like ICU MessageFormat that selects the correct form per language and count, instead of just appending an s.
2. Provide all forms per language
Give translators the structure to supply every plural and gender form their language needs, rather than one template. A single form cannot be correct across languages with different rules.
3. Do not concatenate fragments
Building sentences by gluing translated pieces together breaks in languages with different word order and agreement. Translate whole messages with placeholders so translators control grammar and order.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.