Quick answer: Run soak tests that play the game continuously for hours and watch for memory growth, slowdowns, and errors, so long-session bugs surface before players hit them.

Some bugs only show up after hours of play that no manual test covers. Soak tests find them. Here is how.

How to fix it

1. Play for hours

Run automated play continuously far longer than a manual session.

2. Watch for accumulation

Monitor memory, frame time, and counters for slow growth over the session.

3. Capture the failure

Record state when something degrades so the long-session bug is diagnosable.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.