Quick answer: Validate saved window geometry against currently connected displays at startup, clamp into a visible monitor, and give players a reset shortcut or setting.
Restoring window position is polite; restoring it to a ghost monitor strands the game where nobody can click it. Validation at startup fixes it permanently. Here is the pattern.
How to fix it
1. Validate before applying
On startup, intersect the saved window rect with the current virtual-screen/monitor rects — if the intersection is empty (or the saved monitor ID is gone), fall back to centered-on-primary.
2. Clamp, don't discard, near-misses
A window mostly on-screen but hanging off an edge should clamp into bounds — preserving player intent beats resetting on every dock/undock.
3. Offer the escape hatch
A documented reset (launch flag like --reset-window, or a settings button) rescues players already stranded — cheaper than support walking them through registry/config edits.
4. Test the hardware dance
Save position on a two-monitor setup, unplug the second, relaunch — plus DPI-change and resolution-change variants; this five-minute matrix covers the real-world cases.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.