Quick answer: Raise targetSdkVersion to the required level, update the engine/SDKs to versions supporting it, and fix the behavior changes (permissions, storage, notifications) that the new target activates.
Every year the floor rises, and every year long-lived games hit this on update day. Raising the number is easy; absorbing the behavior changes is the real work. Here is the sequence.
How to fix it
1. Set the target the engine's way
Update targetSdkVersion via the engine's project settings (Unity Player Settings, Godot export, custom Gradle for others) — and update the engine itself if it cannot emit the required level.
2. Audit the behavior changes
Each API level changes runtime behavior: scoped storage, notification permission, exact alarms, foreground service rules — read the migration notes for every level you jump over.
3. Update the SDK stack
Old ad/analytics SDKs misbehave under new targets — upgrade them in the same pass; their changelogs name the minimum versions for each target level.
4. Test on a device running the target OS
Behavior changes apply on new Android versions — a full playthrough on current-OS hardware (permissions, saves, purchases) is the honest compliance test.
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 mobile 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.