Quick answer: Serialize all access to the save file through a single thread or a mutex so a load and a save can never touch the file at the same time.
If a background save fires while the game is still loading the same file, the reader gets garbage and the file can be corrupted. Gate all file access behind one mutex.
How to fix it
1. Guard with a mutex
Wrap every read and write of the save file in a Mutex lock so concurrent threads queue instead of overlapping on the same file.
2. Route I/O through one thread
Alternatively, funnel all save/load requests to a single dedicated thread via a queue. With one owner, races on the file are impossible.
3. Write atomically too
Combine this with a temp-file-then-rename write so even a crash mid-save leaves the previous file intact rather than a partial one.
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 Godot 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.