Quick answer: Avoid states the player can't escape by providing recovery and escape options, test the edge cases that create soft-locks, and capture where players get stuck from the field. A soft-lock traps the player without a crash.

A soft-lock, the player trapped in a state they can't progress from or escape, without a crash, ends their ability to play just as surely as a game-breaking bug. Preventing soft-locks takes designing for recovery. Here's how to prevent soft-locks in your game.

Avoid States the Player Can't Escape

A soft-lock is fundamentally a state with no way out, the player is stuck and can't progress or return. So design to avoid these: provide escape options (a way back, a reset, a recovery path) so the player is never trapped, and avoid creating states that have no valid exit, since the lack of an escape is what makes a stuck state a soft-lock.

Bugnet captures crashes and context, so soft-lock states are identifiable. Avoiding states the player can't escape prevents soft-locks at the design level, by ensuring there's always a way out of any state, which is exactly what a soft-lock lacks.

Test the Edge Cases and Unusual Sequences That Create Soft-Locks

Soft-locks usually come from edge cases and unusual sequences, doing things in an unexpected order, in an unanticipated combination, that lead to a stuck state. So test these edge cases and unusual sequences, including playing in ways you didn't intend, since soft-locks hide in the paths your normal playtesting doesn't take.

Bugnet captures context and breadcrumbs, so the sequences leading to soft-locks are identifiable. Testing the edge cases and unusual sequences prevents the soft-locks that come from players doing things in orders and combinations you didn't anticipate, which is how most soft-locks arise.

Capture Where Players Get Stuck From the Field

Soft-locks depend on player behavior you can't fully anticipate, so capture where players get stuck from the field, via crashes, errors, or behavioral signals around the soft-lock. Seeing players halt at a specific state lets you find the soft-lock and add the escape or fix that prevents it.

Bugnet captures crashes with breadcrumbs, so you can see the states where players get stuck. So prevent soft-locks in your game by avoiding states the player can't escape, testing the edge cases that create them, and capturing where players get stuck, designing for recovery so players are never trapped in a state they can't progress from.

Avoid states the player can't escape by providing recovery and escape options, test the edge cases that create soft-locks, and capture where players get stuck from the field. A soft-lock traps the player without a crash.