Quick answer: Bank meta currency the moment it is earned (or on every floor transition) into the persistent profile, rather than waiting for the death screen to total it up.
Players who quit a losing run to save time still earned their currency. If they lose it because they did not technically die, the bug is that banking only happens on death. Bank as you go.
How to fix it
1. Bank on earn, not on death
When the player picks up meta currency, immediately add it to the profile total and queue a save. The death screen then just displays the already-banked amount.
2. Persist on focus loss and quit
Hook the window's focus-lost and close events to flush the profile to disk so an abrupt quit does not drop unsaved currency.
3. Make the bank idempotent
Track which pickups have been banked with an id so retries or a resumed run cannot double-count or re-award the same currency.
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 GameMaker 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.