Quick answer: Make the server authoritative for any currency that has real or competitive value: the server holds the balance, applies spends and grants, and the client only displays it.
Your hard currency (the kind players buy or grind for) is stored in the local save. Editing the save or memory changes the balance directly, and the server never disagrees because it does not track it. Move the authority server-side so the client value is just a cached display.
How to fix it
1. Hold the balance on the server
Persist the authoritative balance in your backend keyed to the account. The client requests spends and grants; the server validates and returns the new balance.
2. Make spends transactional
Apply each spend or grant as an atomic, idempotent server operation with a request ID, so retries do not double-spend and a tampered client cannot fabricate a balance.
3. Treat the client value as a hint
Show the cached balance for responsiveness, but reconcile against the server before any meaningful action. Reject the action if the server balance cannot cover it.
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 mobile 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.