Quick answer: Format prices with a currency-aware formatter that knows the locale's symbol, position and spacing, passing the currency code rather than gluing a symbol on.
Many locales write the currency symbol after the number, with a space, and use their own grouping. Hardcoding $ in front is wrong abroad. Currency formatting fixes it. Here is how.
How to fix it
1. Use a currency formatter
Call a currency-style formatter such as Intl.NumberFormat(locale, {style:'currency', currency:'EUR'}) so the symbol, its position and grouping all follow the locale's conventions.
2. Pass the currency code, not the symbol
Provide the ISO currency code and let the formatter pick the symbol, since the same glyph or placement differs by locale and the formatter handles minor-unit digits too.
3. Keep store prices authoritative
For real purchases, display the price the platform store reports for the user's region rather than converting yourself, so the formatted amount matches what they are actually charged.
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 HTML5 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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.