Quick answer: Use a device farm to run automated smoke and key-flow tests across a representative device matrix, and add remote error capture for the long tail you cannot cover.
Your two test phones cannot represent the market. A device farm plus remote capture covers the rest. Here is how.
How to fix it
1. Pick a representative matrix
Choose devices spanning the GPUs, OS versions, and memory tiers your players actually use.
2. Automate on the farm
Run smoke and key-flow tests across the matrix on a device farm to catch device-specific failures.
3. Capture the long tail
Add remote error reporting so the devices you cannot test still report crashes from real players.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.