Quick answer: Read the selected character first, create the RunState, then apply that character's starting kit and stats into the fresh state before the first room loads.

If every class starts the same despite the selection screen, the loadout is being applied at the wrong time. Sequencing character read, state creation, then kit application fixes it.

How to fix it

1. Order setup explicitly

On run start, read the chosen character id, construct the RunState, then call the character's ApplyStartingKit to add items and set base stats before loading the first floor.

2. Define kits as data

Store each character's starting inventory, relics, and stat overrides in a data table keyed by character id so applying a loadout is a single lookup-and-copy.

3. Verify the kit after apply

Log the resulting inventory and stats right after applying the kit so a selection that silently falls back to defaults is caught in testing.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.