Quick answer: Clamp post-repair durability to the item's max, and optionally lower the max slightly each repair so gear eventually wears out for good.

Players repair a sword at 90 percent durability and end up at 130 percent, then keep stacking until it never breaks. The repair adds points without ever clamping to the maximum.

How to fix it

1. Clamp to max durability

After adding repair points, set durability = min(durability + amount, maxDurability). An unclamped add is exactly how items climb past 100 percent.

2. Optionally decay the cap

Reduce maxDurability by a small amount per repair so an item cannot be repaired infinitely. This adds the classic survival-game wear-out loop.

3. Charge by missing durability

Cost the repair on points actually restored, not a flat fee, so topping off a nearly full item is cheap and a near-broken one is expensive.

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 Godot 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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.