Quick answer: Remove the elevation requirement from the chain: design updaters to write user-owned locations, clear forced-admin manifests/compat flags, and require elevation only in the installer where it belongs.

Games should run as standard users; error 740 means part of your chain disagrees. Elevation demands cause launch failures under restricted accounts and scare players. Here is the de-escalation.

How to fix it

1. Audit the manifests

Check each exe's embedded manifest for requireAdministrator — launchers inherit boilerplate that demands elevation for no reason; asInvoker is correct for the game and launcher.

2. Fix the updater's design

Patchers needing admin to write Program Files should instead update user-writable installs (or use the store's update mechanism) — self-updating games belong outside protected paths.

3. Clear compat-flag leftovers

Players (or old installers) set 'Run as administrator' compatibility flags that then fail under UAC-restricted accounts — support docs should include checking the Compatibility tab.

4. Confine elevation to install time

The installer may elevate; the game must not — this split works on every account type and is what store platforms expect.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.