Quick answer: Move recurring maintenance into scheduled jobs (cron or a scheduler) with logging and alerting so they run reliably and you hear about failures.
Maintenance that depends on memory eventually gets skipped. Scheduling it makes it reliable. Here is how.
How to fix it
1. Schedule the work
Define cron or scheduler entries for backups, cleanup, and reports so they run without anyone remembering.
2. Log every run
Record each run's result so you can confirm jobs actually ran and succeeded.
3. Alert on failure
Notify the team when a scheduled job fails so a silent skip cannot turn into an incident.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.