Quick answer: Wrap open/use in error handling with an in-memory fallback, listen for blocked/close events, and treat storage as a privilege the environment may deny.
Some real players simply have no persistent storage — private tabs, kiosk policies, or broken profiles. A game that assumes IndexedDB always works crashes for them at the first save. Here is the resilient layer.
How to fix it
1. Open defensively
The open request can error or never fire success in restricted modes — timeout + onerror handling that flips the game into memory-only saves keeps it playable.
2. Abstract the storage layer
One storage module exposing get/set backed by IndexedDB → localStorage → memory, in order of availability — game code stops caring which tier it landed on.
3. Tell the player once
In memory-only mode, show a small 'progress won't be saved in this browser mode' notice — silent loss of progress becomes a one-star review; a notice becomes understanding.
4. Handle versionchange and close
Multi-tab play sends versionchange when one tab upgrades the schema — close and reopen connections properly or writes start throwing InvalidStateError mid-session.
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 HTML5 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.