Quick answer: Determine entitlement from the latest receipt's expiry date and billing-retry/grace flags, refreshed against the store or your server, not from the original purchase.
A subscriber's card fails, they enter a billing grace period, and your game either revokes access immediately or keeps it forever. Reading current expiry and grace state fixes both errors.
How to fix it
1. Read the current expiry
Use StoreKit 2 Transaction.currentEntitlements or the Play billing subscription state to get the active expiry date, and grant access only while it is in the future or in grace.
2. Honor the grace period
If the store reports a billing-retry/grace state, keep access during that window so a transient payment failure does not eject a paying customer.
3. Verify server-side
Have your backend validate the latest receipt (server notifications / RTDN) so expiry is authoritative and not spoofable by the client.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.