Quick answer: Deliberately test boundary values and edge cases (empty inventories, max stats, zero and huge inputs, first and last items), since that is where bugs cluster.
Bugs at boundaries hide from typical testing. Deliberately testing extremes finds them. Here is how.
How to fix it
1. Test the extremes
Test with zero, one, maximum, and empty cases — an empty inventory, a full one, a max-level character, the first and last item. Bugs cluster at boundaries that normal mid-range play never reaches.
2. Test invalid and extreme inputs
Feed extreme and invalid values — negative, huge, zero — to systems that expect normal ranges. Off-by-one errors, overflows, and divide-by-zero live at these edges, not in the middle.
3. Make edge cases part of testing
Add boundary and edge cases to your test plan and automated tests deliberately, rather than relying on stumbling into them. The edges are predictable places to look, so test them on purpose.
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.