Quick answer: Replace the steep exponential with a gentler polynomial or piecewise curve, and tune it against measured XP-per-hour so each level takes a roughly bounded time.

If level 20 takes ten minutes but level 40 takes three hours, your XP curve is outpacing income. Reshaping the requirement curve to track real XP gain keeps the climb steady. Here is how.

How to fix it

1. Model income vs cost

Estimate XP earned per minute at each stage and compare it to the XP required per level; the stall is where the cost curve crosses above the income curve.

2. Pick a tamer growth function

Swap a high-base exponential (base ** level) for a polynomial like k * level ** 1.5 or a piecewise curve, so requirements grow but do not explode.

3. Target a time budget

Tune constants so each level takes a bounded amount of play time (e.g. roughly linear minutes-per-level), then verify with a simulation of average income.

4. Keep totals consistent on retune

When you change the curve, decide whether existing players' total XP re-levels them correctly, and migrate stored level so no one loses or gains a level on update.

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 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.