Quick answer: Capture the breadcrumbs and context to find the sequence leading into the soft-lock, fix the cause so players can't get trapped, add a recovery path, and verify per version that players can't get stuck.
A soft-lock traps a player in a state with no way out, the game still runs, but they can't progress or escape. Finding the sequence that leads in is the key to fixing it. Here is what to do when your game soft-locks players.
Capture the Sequence That Leads Into the Soft-Lock
A soft-lock is a trap state players enter through some sequence of actions. To fix it, you need that sequence: capture the breadcrumbs leading up to the soft-lock, the actions and events that put the player in the inescapable state, so you can see how players get trapped and reproduce the path.
Bugnet captures breadcrumbs with each issue, so you can see the sequence of actions that leads a player into the soft-lock. That trail reveals how players get trapped, the specific path into the inescapable state, which is exactly what you need to find the cause and prevent it, rather than guessing how players get stuck.
Fix the Cause So Players Can't Get Trapped
Fix the soft-lock at its cause: with the entry sequence known, find why the player gets trapped (a state with no valid exit, a disabled control, a broken transition) and fix it so the trap state can't be entered, or always has an exit. The goal is players can no longer get into the inescapable state.
Bugnet's captured breadcrumbs and context reveal the cause of the soft-lock, the state transition or condition that traps the player, so you can fix it. Knowing the exact path and cause lets you prevent the soft-lock (close the trap, ensure an exit always exists), turning an inescapable state into one players can't get stuck in.
Add a Recovery Path and Verify
Add a way out for safety, and help already-trapped players: even with the cause fixed, provide a recovery path (a way to escape the state, a save fix for trapped players) so a soft-lock is never a dead end. Then verify per version that players aren't getting soft-locked anymore.
Bugnet tracks per version, so after fixing you can confirm soft-locks stopped, players no longer entering the inescapable state. This verifies the fix (and your recovery path) worked, the soft-lock gone from the field data, confirming players can't get trapped anymore, important since a soft-locked player is a quitting player if not freed.
When your game soft-locks players, capture the breadcrumbs to find the sequence leading into the trap state, fix the cause so players can't get stuck, add a recovery path, and verify per version. The entry sequence is the key to fixing a soft-lock.