Quick answer: Track progression XP server-side, compute tiers from total XP consistently, and grant each tier's reward exactly once.
Battle pass bugs are XP tracking and reward-granting issues. Server-side tracking fixes them. Here is how.
How to fix it
1. Track XP server-side
Keep the authoritative progression XP on the server so it cannot be lost on a client crash or manipulated. Client-side tracking risks lost progress and cheating on a monetized progression system.
2. Compute tiers from total XP
Derive the current tier from total accumulated XP with consistent thresholds, rather than incrementing a tier counter that can drift. Recomputing from the total is robust against missed or double increments.
3. Grant rewards once
Track which tier rewards have been granted and grant each exactly once, even if progression is recalculated or synced again. Without this, a resync can re-grant rewards or skip ones already passed.
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.