Quick answer: Watch for players reporting they're stuck with no way out but no crash, players trapped in a state they can't escape, and complaints about being unable to continue without an error. A soft-lock traps the player without crashing.
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, but quietly. Here are the signs your game has a soft-lock.
Players Stuck With No Way Out but No Crash
The defining sign is players stuck with no way out but no crash, the game runs fine, but the player is trapped, unable to progress or get back. Reports of being 'stuck with no way out' or 'trapped' (where the game didn't crash, it just won't let them continue) point directly at a soft-lock.
Bugnet captures context and breadcrumbs, so the states players get trapped in are identifiable. Players stuck with no way out but no crash is the defining sign of a soft-lock, and since there's no crash, you find it from where players get trapped (the breadcrumbs and state leading to the stuck point), not from a crash report, capturing the context of the trapped state is how you locate the soft-lock.
Players Trapped in a State They Can't Escape
A sign is players describing being trapped in a state they can't escape, stuck in an area with no exit, in a menu they can't leave, in a situation with no valid action forward. A soft-lock is a state with no way out, so descriptions of being unable to escape a situation point at one.
Bugnet captures breadcrumbs, so the sequence leading to the trapped state is identifiable. Players trapped in a state they can't escape is a sign of a soft-lock, and capturing the breadcrumbs (the sequence of actions that led the player into the no-exit state) is how you understand how players get trapped, so you can fix the state to have an exit or prevent players from reaching the no-exit condition.
Complaints About Being Unable to Continue Without an Error
A telling sign is complaints about being unable to continue but without an error or crash, players noting the game didn't crash, it just won't let them proceed. This 'no crash but can't continue' description is distinctive of a soft-lock, distinguishing it from a crash or freeze (the game is running and responsive, the player is just stuck).
Bugnet captures context, so soft-lock situations (no crash, player stuck) are identifiable from the surrounding data. Complaints about being unable to continue without an error are a distinctive sign of a soft-lock (no crash, the game running, the player trapped), and since there's no crash to capture, locating it relies on where players report being stuck and the context of those stuck states, which capturing breadcrumbs and state helps reveal.
Watch for players reporting they're stuck with no way out but no crash, players trapped in a state they can't escape, and complaints about being unable to continue without an error. A soft-lock traps the player without crashing.