Quick answer: Validate every receipt server-side with the store, bind each transaction ID to one account, and store used transaction IDs so a receipt cannot be redeemed twice.
A player buys once, captures the receipt, and submits it on multiple accounts or repeatedly, each time getting the item, because the server trusts the receipt without checking it with the store or recording it. Validate with the store and dedupe by transaction ID.
How to fix it
1. Validate with the store server-side
Send the receipt to Apple or Google's verification API from your backend and grant only on a confirmed, non-refunded purchase. Never grant from a client-asserted receipt alone.
2. Bind and dedupe by transaction ID
Record the store transaction ID against the purchasing account; reject any receipt whose transaction ID is already redeemed or belongs to another account.
3. Reconcile refunds and chargebacks
Subscribe to store refund notifications and revoke entitlements when a purchase is reversed, so a refunded receipt does not leave the item granted.
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 mobile 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.