Quick answer: Derive claimable rewards from the player's current progress against the reward table on each load, and grant any earned tier whose reward is still unclaimed.

When you fix or add a battle-pass reward, players who already earned that tier are left out if grants only fire at the crossing moment. Backfilling from current progress on load fixes it. Here is how.

How to fix it

1. Grant from progress, not just crossings

On load, compare the player's total progress to the reward table and grant any tier they have reached whose reward is not yet in their claimed set.

2. Use a claimed set

Track claimed tier rewards by id so backfilling only grants what is genuinely outstanding and never double-pays a tier already received.

3. Make rewards data-driven

Define tier rewards as data the grant logic reads each session, so adding or fixing a reward automatically becomes claimable for qualifying players.

4. Notify the backfill

Show a summary of retroactively granted rewards on next login so players understand why new items appeared.

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 HTML5 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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.