Quick answer: Record the exact point cost paid for each node when it is unlocked and refund that recorded amount, not a recomputed current cost.

If respeccing leaves players with more points than they started, the refund is recomputing costs instead of returning what was paid. Store the paid cost per node. Here is the fix.

How to fix it

1. Record cost at purchase

When a node is unlocked, store the exact number of points it cost at that moment. Refunds then return that recorded value instead of a recomputed one.

2. Sum recorded costs on respec

On a full respec, total the recorded costs of all unlocked nodes and grant exactly that many points back, so the refund cannot exceed what was ever spent.

3. Validate the post-respec total

After refunding, assert the player's available points equal their lifetime earned points minus current spend, catching any over- or under-refund immediately.

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 GameMaker 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.