Quick answer: Cap retry attempts, detect failure and restart or relax constraints, and validate that the space can actually fit what you are trying to place.

Your generator freezes the game on certain seeds. It is almost always a while loop that retries placement until it succeeds, but the constraints make success impossible, so it never exits. Here is how to make it terminate.

How to fix it

1. Bound every retry loop

Replace while not placed with a counted loop that gives up after N attempts. An unbounded retry on an over-constrained space is a guaranteed hang on some seeds.

2. Fail and recover deliberately

When the attempt cap is hit, either restart generation with a fresh derived seed or relax a constraint (smaller room, fewer items). Surface the failure in logs so you can see which seeds are problematic.

3. Check feasibility up front

Before placing, verify the available area can hold the requested content (free cells >= required cells). Catching the impossible case early avoids spinning on a layout that can never satisfy the rules.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.