Quick answer: Detect known conflicting combinations and either block the offer, neutralize the conflict, or provide an escape valve so the build cannot reach a zero-damage softlock.

Negative synergies are fine until a combo makes the run literally unwinnable. Guarding against the specific conflicts (or capping their effect) prevents the build from softlocking.

How to fix it

1. Block the offer when it conflicts

If taking an item would create a known unwinnable combo with what the player owns, remove it from the offer pool for that player so the conflict never forms.

2. Cap effects so damage cannot reach zero

Floor key outputs (e.g. minimum damage) so even a bad synergy leaves a path to win rather than a hard zero that softlocks the run.

3. Provide an escape valve

Offer a way to remove or transform an item (a shop remove service or altar) so a player who lands in a bad combo can recover rather than restart.

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 Unity 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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.