Quick answer: Write JSON atomically so it is never truncated, validate and handle parse errors on load, and version the schema so structure mismatches are migrated.
JSON save parse errors are malformed or mismatched data. Robust loading fixes them. Here is how.
How to fix it
1. Write atomically
Write JSON to a temp file and rename it over the save, so an interrupted write never leaves a truncated, unparseable file. Truncated JSON from a crash mid-write is a common parse-error cause.
2. Handle parse errors on load
Wrap parsing in error handling so a malformed file produces a recoverable error (fall back to a backup or defaults) rather than crashing. Never assume the save is well-formed.
3. Version and migrate the schema
If the JSON structure changed between versions, old saves will not match the new parser. Version the schema and migrate older structures, so a structural mismatch is handled rather than throwing.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.