Quick answer: Have players install the VC++ redistributable (which carries the UCRT) or Windows Update on legacy systems — and decide explicitly which minimum Windows you support.
This awkwardly named DLL is the Universal C Runtime, and its absence marks old or unpatched Windows. Your build's floor and your support policy meet here. Here is the resolution.
How to fix it
1. The redist carries the fix
The current VC++ redistributable installs the UCRT on systems lacking it — same support macro as other runtime DLLs, one installer, both architectures.
2. Unpatched legacy systems need updates
Windows 7/8.1 got UCRT via Windows Update — machines offline since 2016 need updating first; your FAQ should say so plainly.
3. Declare your floor
If you state Windows 10+ requirements, this error is out-of-scope by policy; if you support 7, bundle the redist and test there — an explicit decision beats case-by-case tickets.
4. Prefer bundling over assumptions
As with all runtime DLLs: your installer or depot shipping the redist converts this from recurring ticket to non-event.
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.