Quick answer: Write each transaction to a durable, append-only log and flush it before or atomically with applying the balance change, so the log and balance never disagree.
If your economy audit log is missing the transactions right before a crash, it is being buffered and never flushed. Writing the log durably as part of each transaction fixes the gap. Here is how.
How to fix it
1. Append durably per transaction
Write each currency change as an append-only log entry and flush it to disk at the time of the transaction, not only at clean shutdown.
2. Order the writes safely
Persist the log entry before (or atomically with) mutating the balance, so a crash can never leave a balance change with no corresponding record.
3. Include enough to reconstruct
Record the timestamp, currency, delta, reason, and resulting balance in each entry so the log alone can verify or rebuild the wallet.
4. Verify on startup
On load, replay or reconcile the log against the stored balance and flag any mismatch, catching corruption before it confuses support or analytics.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.