Quick answer: Persist the raw allocation (points spent per stat) alongside level, then rebuild final stats from base + level + allocation on load so the player's choices survive.
If players spend level-up points into Strength and lose them after reloading, you saved the wrong layer. Here is how to persist the allocation, not just the result.
How to fix it
1. Save the allocation map
Store a dictionary like {"str": 5, "int": 2} of points the player assigned, separate from base and equipment contributions.
2. Rebuild on load
On load, compute final stats as base + level_growth + allocation + equipment so reloading reproduces exactly what the player built.
3. Track unspent points too
Persist any unspent points so a player who leveled but did not allocate yet keeps their pending pool after reloading.
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 Godot 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.