Quick answer: Apply discounts multiplicatively or sum them and clamp the total to at most 100%, then floor the final price at zero so no purchase ever pays the player.
When a seasonal sale, a coupon, and a VIP discount all hit the same item, naive additive math can exceed 100% off and hand the player money instead of charging them. Clamping and ordering the discount math fixes it. Here is how.
How to fix it
1. Decide on a stacking model
Either apply each discount multiplicatively (price *= (1 - d) per discount) so they compound without ever reaching zero, or sum percentages and clamp the total to 100%.
2. Clamp the final price
After all discounts, floor the result at zero (and at any minimum price you want) so rounding and edge cases can never produce a negative charge.
3. Make ordering explicit
If some discounts apply before others (e.g. coupon after sale), encode that order in code rather than letting iteration order decide, since it changes the final number.
4. Log the breakdown
Record each applied discount and the resulting price in a transaction log so a suspicious final price can be traced to which offers stacked.
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 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.