Quick answer: Cap and rotate logs, limit the number of save slots and autosaves kept, and prune caches, so disk usage stays bounded over time.
A game that fills the disk is writing data it never cleans up. Capping and rotating those writes keeps usage bounded. Here is how.
How to fix it
1. Cap and rotate logs
Unbounded log files grow forever. Limit log size and rotate (keep the last few, delete older), so logging is useful for debugging without consuming endless disk.
2. Limit saves and autosaves
Keeping every autosave and screenshot adds up. Cap the number of autosaves and rotating saves you retain, deleting the oldest, so saves do not accumulate indefinitely.
3. Prune caches
Downloaded content and generated caches should have a size limit and eviction. Clear stale cache data so it does not grow unbounded across a long-lived install.
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 your game 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.