Quick answer: Emit a currency_change event on every grant and spend with the delta, the new balance, and a reason code, so the warehouse can sum sources and sinks per cohort.

Without a per-transaction ledger you cannot tell whether inflation comes from a too-generous quest reward or a too-weak shop sink. Logging each flow with a reason makes the economy auditable.

How to fix it

1. Log every currency change

Route all balance edits through one function that emits currency_change with the signed delta, resulting balance, and currency type. Direct balance writes that bypass it create blind spots.

2. Attach a reason code

Tag each change with a source/sink reason (quest_reward, shop_purchase, iap_grant) so you can rank inflows and outflows. This is what lets you find the runaway faucet.

3. Reconcile against balance

Periodically check that summed deltas match the stored balance to catch flows that skipped instrumentation. A mismatch means a code path is editing currency without logging.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.