Quick answer: Capture the combat state, the hitboxes and timing, the stamina, and the dodge and invincibility-frame state on soulslike bug reports, because the genre demanding, precise combat means a hitbox or timing bug feels like an unfair death. The frame-precise combat context is what makes a soulslike combat bug reproducible and a felt-unfair death diagnosable.

Soulslike games are built on precise, demanding combat where every hit matters and death is frequent and meaningful, which makes the fairness of the combat sacred: players accept hard, but not unfair. A bug in the combat, a hitbox that does not match the animation, an invincibility-frame timing that is off, a stamina calculation that is wrong, a dodge that should have worked but did not, feels like an unfair death, which in a soulslike is the cardinal sin, since the genre demands that death always be the player fault. Tracking soulslike bugs means capturing the frame-precise combat state behind a felt-unfair death.

Soulslike combat must be fair to be hard

The soulslike genre is built on demanding combat and frequent, meaningful death, and its core promise is that the difficulty is fair, death is always the player fault, a punishment for a mistake the player could have avoided, which is what makes the hard combat satisfying rather than frustrating. This makes the fairness of the combat sacred, since the moment a death feels unfair, caused by a bug rather than a player mistake, the genre core contract is broken.

This means combat bugs in a soulslike are uniquely damaging, since a hitbox that does not match the animation, a timing that is off, a dodge that should have worked, produces a death that feels unfair, and unfair death is exactly what the genre cannot tolerate. Players accept dying repeatedly to a hard boss, but not to a bug, and they are intensely sensitive to the difference. Understanding that soulslike combat must be fair to be hard, that the genre depends on death always being the player fault, frames the bug tracking: the combat bugs that produce unfair deaths are the critical ones, and capturing the precise combat state is what lets you find them.

Capture the combat state and hitboxes

The core context for a soulslike combat bug is the combat state, the positions and actions of the player and enemy, the attacks in progress, and crucially the hitboxes and hurtboxes, since many soulslike combat bugs are hitbox mismatches, a hit that landed when the attack visually missed, or missed when it should have landed. Capture the hitbox and hurtbox state and the combat positions when a combat bug is reported, much as in a fighting game.

A felt-unfair hit, the hit that landed when the player thought they had dodged or were out of range, is a hitbox question, and capturing the actual hitbox and hurtbox geometry at the moment lets you see whether the hit was geometrically justified or a hitbox bug. The combat state and hitboxes are what turn a felt-unfair death into a concrete geometric question, did the hitbox actually overlap the hurtbox, which is the crux of most soulslike fairness complaints. Capturing the combat state and the hitboxes is the foundation, providing the precise combat geometry that the genre fairness depends on and that a felt-unfair death requires to diagnose.

Capture the timing and invincibility frames

Soulslike combat is frame-tight, and timing is central, especially the invincibility frames of the dodge roll, the window during which the player is invulnerable while dodging, which is the core defensive mechanic and a precise timing system. A bug in the timing, the invincibility frames being off, an attack timing that is wrong, an animation timing mismatch, produces a death that feels unfair because the player timing should have worked.

Capture the timing and invincibility-frame state when a combat bug is reported, the frame timing of the player dodge and its invincibility window, the enemy attack timing, since a dodge that should have evaded an attack but did not is an invincibility-frame timing question, and capturing the timing lets you see whether the invincibility frames covered the hit as they should have. The frame-precise timing, especially the dodge invincibility frames, is where many soulslike fairness bugs live, since the genre demands the player precise timing be rewarded. Capturing the timing and invincibility frames is what makes these frame-tight combat bugs, the ones that make a well-timed dodge fail, diagnosable.

Capture the stamina and resource state

Stamina is a core soulslike system, governing attacks, dodges, and blocks, and stamina bugs affect the combat fairness, a stamina calculation that is wrong, a dodge that did not happen because of a stamina misread, a stamina drain that is off, can produce a death that feels unfair because the player expected to have the stamina to act. Capture the stamina and relevant resource state when a combat bug is reported.

A report that a dodge or action did not happen when the player expected becomes diagnosable when you can see the stamina state, revealing whether a stamina misread or calculation prevented the action, which is a stamina bug rather than an input or timing issue. The stamina, alongside the hitboxes and timing, is part of the precise combat state that determines whether the combat was fair, and a stamina bug undermines the fairness just as a hitbox or timing bug does. Capturing the stamina and resource state completes the combat-state picture, covering the resource system that governs the soulslike combat and whose bugs also produce the felt-unfair deaths the genre cannot tolerate.

Setting it up with Bugnet

Add an in-game report option and attach the combat state, the hitbox and hurtbox geometry, the timing and invincibility-frame state, and the stamina and resource state as custom fields, with a screenshot. Bugnet stores them so a soulslike combat bug arrives with the frame-precise combat context needed to reproduce a felt-unfair death and determine whether it was a hitbox, timing, or stamina bug rather than a player mistake.

Group identical reports into occurrence counts, since when a combat bug produces unfair deaths, many players report the same thing, and the cluster confirms it is real and fairness-critical. Because the soulslike genre depends on death always being fair, this precise combat-state capture is what lets you find and fix the hitbox, timing, and stamina bugs that produce unfair deaths, restoring the fairness that makes the demanding combat satisfying rather than frustrating, which is the core contract the genre rests on and that players will abandon the game over if broken.

Test the combat at frame precision

Because soulslike combat is frame-precise and its fairness is paramount, test the combat at frame precision, verifying the hitboxes match the animations, the invincibility frames cover the dodge as intended, the timing windows are correct, and the stamina behaves right, since these precise combat properties are what the genre fairness depends on, and a frame-level discrepancy produces an unfair death. Frame-precise combat testing catches the fairness bugs before players hit them.

Combine the frame-precise combat testing with your captured reports, which reveal the specific combat situations players experience as unfair, the particular attack, the specific dodge, the exact timing, that you did not test. Your testing verifies the combat precision in the situations you check, and the captured reports surface the unfair-feeling combat bugs from real play across the many combat situations players encounter. Together they keep the soulslike combat fair at the frame level, ensuring that the demanding, death-filled combat the genre is built on always punishes player mistakes rather than bugs, which is the fairness that makes a soulslike hard-but-fair rather than unfair.

Soulslikes must be fair to be hard. Capture the hitboxes, timing, and stamina behind every death that felt unfair.