Quick answer: Drive both reward value and shop prices from the same progression curve (or a shared base), so income and costs scale together and affordability stays balanced.
If late-game shops are unaffordable because drops are still worth early-game amounts, your reward curve and price curve have diverged. Tying both to one shared scaling curve fixes the gap. Here is how.
How to fix it
1. Share the scaling source
Compute both reward values and shop prices from the same progression multiplier so they rise in lockstep rather than drifting apart.
2. Plot income vs cost per stage
Estimate per-stage income from scaled rewards against per-stage costs, and confirm the ratio stays within your intended affordability band.
3. Avoid independent constants
Do not hardcode reward amounts separately from prices; derive them from a common base so a future price change cannot strand income behind.
4. Verify across the range
Sweep the full level range in a test asserting that typical income at each stage covers a reasonable share of scaled prices, catching divergence early.
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 Unreal Engine 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.