Quick answer: Persist the current tutorial step and completion flags in the save data, and on load resume from the saved step instead of restarting.

Players who quit mid-tutorial and reload should not be dragged back to step one. If your tutorial state lives in a runtime-only variable, every reload wipes it. Save the progress alongside the rest of the game state and resume from it.

How to fix it

1. Add tutorial fields to the save model

Store the current step index and a set of completed step IDs in your save struct. In Godot, include them in the dictionary you write with FileAccess or your save resource.

2. Resume on load

When a save loads, read the saved tutorial step and jump straight to it instead of starting the sequence from zero. Skip any one-time intro that already played.

3. Save at step boundaries

Write tutorial progress whenever a step completes, not only at the next autosave. That way a crash or quit mid-tutorial still resumes near where the player was.

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 Godot 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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.