Quick answer: Refund queued items in full and refund the active item proportionally to remaining build progress.

Players exploit or lose resources when a cancel refund does not match what was actually spent. Queued items refund fully; the one in progress refunds by remaining time. Here is the correct accounting.

How to fix it

1. Separate active from queued

Track which queue entry is currently building and which are merely waiting. Waiting entries have spent only their reserved cost and refund 100%.

2. Refund the active item by progress

For the item under construction, refund cost * (1 - progress) where progress is elapsed build time over total build time, so partially built items return only the unspent portion.

3. Reserve cost at enqueue

Deduct cost when an item enters the queue, not when it starts, so the refund math has a single, consistent source of truth and cannot be exploited.

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.

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