Quick answer: Write to a temporary file and atomically rename it over the real save, keep a backup of the previous save, and validate on load.
Interrupted-write corruption is non-atomic saving. Atomic writes fix it. Here is how.
How to fix it
1. Write to a temp file then rename
Write the new save to a temporary file, flush it, then atomically rename it over the real save. An interruption then leaves either the complete old save or the complete new one — never a half-written file.
2. Keep a backup
Before overwriting, keep the previous save as a backup. If the latest somehow fails to load, you can fall back to it rather than losing all progress.
3. Validate on load
Check the save's integrity (a checksum or structural validation) when loading, and recover from the backup if it fails, so a corrupt file is caught and handled rather than crashing.
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.