I've had this happen repeatedly across my projects: the program behaves correctly for a while, then suddenly stops working even though I don't remember changing the relevant code. For example, I added a cooldown to my ball-and-paddle collision logic to prevent bugs, and it worked well at first, but later the collision behavior stopped working properly. I'm using C++ with SFML in Visual Studio. Can code really fail without changes, or is this usually caused by a bug, changing conditions, or something in the development environment?
5 Answers
Code generally doesn’t randomly change behavior on its own. Usually, either the code changed, the inputs or timing changed, or the program has a bug that only appears under certain conditions. In C++, undefined behavior and uninitialized variables can seem to work repeatedly and then fail when the memory layout changes. A cooldown can also behave differently if it depends on frame rate instead of measuring elapsed time with something like an SFML clock and delta time.
Use the debugger and tools such as AddressSanitizer to look for invalid memory access, use-after-free errors, and uninitialized values. If you have access to Valgrind, it can help too. Add logging around the collision and cooldown code so you can verify the input values, timer values, and collision state when the failure occurs.
A workaround that adds a delay may only hide the actual problem. The triggering conditions may have changed, such as object positions, input order, frame timing, or file contents. Capture the exact situation when it fails and inspect the relevant variables instead of assuming the code itself has somehow deteriorated.
Keep the project under version control and commit whenever you reach a working state. If something breaks, compare the current version with the last known-good commit or use a binary search through the commits to find exactly which change introduced the problem. Also check external factors such as changed data files, system libraries, compiler settings, or other dependencies.
Make sure you’re measuring time rather than counting frames. If the cooldown decreases once per frame, the result depends on the frame rate, which can change with system load, battery settings, window focus, or synchronization settings. Use elapsed time between updates so the game logic remains consistent even when the frame rate changes.

I ran into something similar when I first made a game. It behaved very differently on computers with different CPU speeds because the movement and timing were tied directly to how quickly the loop ran.