Quick answer: Set image-rendering: pixelated on the canvas/img CSS, disable imageSmoothingEnabled on 2D contexts, and scale by integer factors so each texel maps to whole screen pixels.

Your pixel-art web game looks soft and blurry when scaled to the window. The browser is smoothing the upscale unless you tell it not to.

How to fix it

1. Set image-rendering in CSS

Add image-rendering: pixelated; (with crisp-edges as a fallback) to the canvas or img element so the browser upscales with nearest-neighbor.

2. Disable canvas smoothing

For a 2D canvas set ctx.imageSmoothingEnabled = false; for WebGL use NEAREST texture filtering so drawing does not interpolate texels.

3. Scale by integer factors

Size the canvas backing store at the native low resolution and scale up by a whole number via CSS so each texel becomes a clean block of pixels.

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.