Quick answer: Set up continuous deployment that builds and publishes the web game on every merge to main behind cache-correct URLs, so live always matches the latest verified build.
Hand-deploying a web game means it is always a little out of date. Continuous deployment keeps it current. Here is how.
How to fix it
1. Deploy on merge
Trigger a build and publish automatically when main passes its checks.
2. Handle caching
Use content-hashed assets and invalidate the entry page so players get the new build immediately.
3. Roll back on failure
Keep prior deploys so a bad one can be reverted instantly.
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.