Quick answer: Remove created elements from the DOM, call removeEventListener for every listener you added, and null out references so detached nodes can be collected.
Your web game's memory creeps up every time the player changes scene until the tab crashes. Detached DOM nodes and dangling listeners keep the old scene alive. Tear them down explicitly on each transition.
How to fix it
1. Remove listeners on teardown
For every addEventListener in a scene, call the matching removeEventListener when the scene ends; a live listener pins the element and its closures in memory.
2. Detach and null elements
Remove created DOM and canvas elements from their parents and drop your references so the garbage collector can reclaim them after the scene unloads.
3. Confirm with heap snapshots
Take two heap snapshots across a scene cycle in DevTools and compare; a growing count of detached nodes pinpoints exactly what is leaking.
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 HTML5 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.