Quick answer: Remove every addEventListener with removeEventListener, clear intervals and timeouts, and null out references when entities or scenes are destroyed.

Memory that grows the longer a web game runs usually means listeners or references outlive the objects that registered them. Cleaning them up on destroy stops the climb. Here is how to find and fix it.

How to fix it

1. Remove listeners on destroy

Every addEventListener needs a matching removeEventListener when the entity or scene goes away. A listener bound to a method keeps the whole object alive. Track and remove them.

2. Clear timers and animation frames

setInterval, setTimeout, and requestAnimationFrame callbacks hold references and keep running. Clear intervals and cancel animation frames when the owner is destroyed.

3. Null out and verify with the heap profiler

Drop references in long-lived caches and pools on cleanup. Use the browser's memory heap snapshots to compare over time — detached DOM nodes and growing object counts point at what is not being released.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.