Quick answer: Mock external services behind interfaces so tests run against fast, deterministic fakes and exercise both success and failure paths.
Tests that depend on a live backend are slow and flaky. Mocking the boundary fixes it. Here is how.
How to fix it
1. Abstract the boundary
Put external calls behind an interface so tests can substitute a fake implementation.
2. Provide deterministic fakes
Use in-memory fakes that return known data so tests are fast and repeatable.
3. Test failure paths
Have the fake simulate timeouts and errors so your error handling is actually covered.
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 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.