Quick answer: Read the ascension level at the very start of run setup and feed it into generation parameters and starting stats before the first floor is built.
If cranking the heat does nothing, the modifiers are applied too late or not threaded into generation. Reading the ascension level up front and using it everywhere fixes the difficulty.
How to fix it
1. Apply ascension at run setup
Read the ascension level when constructing the RunState and bake its modifiers into starting HP, enemy scaling, and reward rates before any floor generates.
2. Thread it into generation
Pass the ascension modifiers into enemy spawning and reward functions so each affected system reads the level rather than relying on a global flag set too late.
3. Show active modifiers to the player
List the active ascension modifiers on the run-start screen and verify the run reflects them, which makes a non-applied modifier obvious in testing.
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 Godot 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.