Quick answer: Sort by speed, then break ties with a stable secondary key like a fixed unit ID so order is deterministic and reproducible.

When two units share a speed value, an unstable sort can swap their order turn to turn, breaking replays and confusing players. A deterministic tie-break fixes it. Here is how.

How to fix it

1. Use a multi-key sort

Sort initiative by speed descending, then by a stable secondary key such as the unit's spawn index or UUID. Equal-speed units now always resolve in the same order.

2. Keep the sort stable

Use a sort that preserves relative order for equal keys, or include enough tie-break keys that no two entries ever compare equal. This makes turn order reproducible across reloads.

3. Surface the order to players

Render the resolved initiative timeline in the UI so players can see exactly who acts next and trust that ties resolve consistently.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.