Quick answer: Run a traversal simulation over the player's real movement rules after generation and require the objective to be reachable, regenerating any level that fails.

A level the player can fall into and never escape is a generation softlock. Simulating the player's movement before load proves every level is completable.

How to fix it

1. Model the player's traversal rules

Encode what the player can actually do: jump distance, climb height, one-way drops, swimmable water. The reachability check must use these rules, not simple grid adjacency, or it will pass impossible levels.

2. Search for a path to the objective

Run a graph search from the start under those traversal rules and confirm the exit or objective is reachable. Treat one-way connections as directed edges so drops the player cannot climb back up are handled correctly.

3. Regenerate or repair on failure

If the objective is unreachable, either regenerate the level or apply a repair (add a ladder, lower a ledge, carve a bypass) and re-check, so no softlockable layout ever ships.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.