Quick answer: Track act/biome index and floor-within-act as separate values, deriving total depth from both, so a transition advances the act and resets the within-act floor cleanly.

Biome transitions break when one counter does two jobs. Splitting act number from floor-within-act lets a transition bump the act and reset the local floor without confusing depth scaling.

How to fix it

1. Separate act and local floor

Keep actIndex and floorInAct as distinct fields. Total depth is derived from both, so each can be reset or advanced independently at a transition.

2. Advance act on the transition

When the player clears a biome's boss, increment the act, reset the within-act floor to zero, and load the next biome's generation parameters.

3. Drive scaling off total depth

Compute difficulty scaling from the derived total depth rather than the local floor so resetting the local counter at a transition does not soften the enemies.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.