Quick answer: Define exactly what carries over, reset everything else cleanly, and validate that carried-over power does not break early-game progression or scripting.

Broken New Game Plus is unclear carryover rules. Defining them precisely fixes it. Here is how.

How to fix it

1. Define what carries over

Explicitly list what New Game Plus keeps — levels, gear, currency — and what resets — story, quests, world state. Vague carryover keeps things that break the new playthrough or drops things players expect.

2. Reset everything else cleanly

Reset all non-carried state to a fresh start, including world flags, quest progress, and scripting. Leftover state from the previous run causes broken quests and skipped or repeated content.

3. Validate early-game with carried power

Carried-over power can break early scripting (one-shotting a tutorial boss, skipping gates). Validate that the early game still functions with the carryover, adjusting scaling or gating as needed.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.