Quick answer: Diff the two environments systematically: toggle the overlay, replicate Steam's working directory and arguments, and test Steam Input settings — the differing component is the culprit.

Same binary, different launcher, different result — the delta is the Steam runtime environment, which you can reproduce piece by piece. Here is the isolation order.

How to fix it

1. Toggle the overlay first

Disable the Steam overlay for the game and retest — overlay injection is the most common single cause, particularly around graphics API edge cases and other injected software.

2. Match the working directory

Steam launches with its own working directory and launch options — run the exe from a shell with the same cwd/arguments; relative-path assumptions that only break under Steam show immediately.

3. Check Steam Input

Controller remapping changes what device APIs see — test with Steam Input disabled/enabled per-game; input-init crashes that follow it are configuration, not mystery.

4. Capture crashes in both modes

Your crash reporting tags sessions by launch context — with dumps from the Steam-launched failures, the differing module (overlay DLL in the stack, path errors) is named rather than inferred.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.