Quick answer: Distribute spawns by walking all rooms and assigning a quota per room based on size or depth, so spawns spread evenly across the whole dungeon.

Empty back rooms and a crowded entrance mean spawn distribution is biased toward the start. Assigning per-room quotas spreads content across the level.

How to fix it

1. Assign spawns per room, not globally

Iterate every room and give each a spawn quota proportional to its floor area, so large rooms get more content and small ones get less, but none are skipped.

2. Weight by depth for pacing

Scale spawn density and difficulty by each room's graph distance from the start so the dungeon ramps up as the player progresses, instead of front-loading everything.

3. Place within the room, spaced

Within each room, place its spawns on distinct floor cells with a minimum separation so multiple spawns in one room do not stack on the same tile or the doorway.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.