Quick answer: Subscribe each relic's effect to its trigger event exactly once when acquired and unsubscribe when removed, so one trigger produces exactly one proc.

If an on-hit relic deals its bonus three times per hit, its handler is subscribed multiple times. Registering it once on acquire and removing it on loss makes the proc count correct.

How to fix it

1. Subscribe once on acquire

Wire the relic's effect to its trigger event the moment it is acquired, not on every floor load or recompute, so it is registered a single time.

2. Unsubscribe on removal

When a relic is lost or transformed, detach its handler so a later re-acquire does not stack duplicate subscriptions.

3. Make subscription idempotent

Before adding a handler, ensure it is not already attached (or use a set of active effects keyed by relic id) so accidental double-registration is impossible.

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 Unity 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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.