Quick answer: Make the code path async all the way down so awaits release the pool thread instead of blocking it, and avoid Task.Run wrappers around naturally async IO.
Your background loading slows to a crawl under load, and thread counts spike. Tasks are blocking on other tasks, tying up every pool thread until none are left to do the work they are waiting for. Here is how to stop starving the pool.
How to fix it
1. Async all the way down
Replace blocking calls like task.Result and task.Wait() with await task so the await yields the pool thread back instead of pinning it while idle.
2. Do not wrap async IO in Task.Run
Naturally async IO (file, network) does not need a pool thread to wait. Wrapping it in Task.Run burns a thread for no benefit and accelerates starvation.
3. Isolate long blocking work
If you truly must block (legacy sync API), run it on a dedicated long-running thread rather than the shared pool so it cannot exhaust pool capacity.
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.