Quick answer: Make the server the source of truth for balances, apply only validated deltas through server endpoints, and never accept an absolute balance from the client.
A player edits their local save to set 999,999 gold and your server stores it because it trusts the client total. Server-authoritative balances with validated transactions fix the cheat.
How to fix it
1. Store the balance server-side
Keep the authoritative balance in your backend and treat the client value as a display cache that the server can correct at any time.
2. Apply validated deltas
Mutate currency only through server endpoints that validate the action (earned from a verified purchase, a completed level, a granted reward), never by accepting a client-set total.
3. Reconcile and reject drift
On sync, if the client's reported balance disagrees with the server, the server value wins; large unexplained gains can flag the account.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.