Quick answer: Read with .get() and defaults for optional data, validate required keys once at load, and normalize key types when data crosses JSON.
Square-bracket dict access asserts the key exists; real data eventually disagrees. The robust pattern differs for optional vs required keys. Here is each.
How to fix it
1. Use .get() for optional keys
volume = settings.get("volume", 0.8) — every setting added in an update is missing from every old settings file; defaults make that a non-event.
2. Validate required keys loudly
At load: missing = required - data.keys() and fail with a message naming the file and keys — one clear loader error beats a KeyError five systems later.
3. Normalize after JSON
JSON object keys are strings — a dict keyed by int entity IDs, saved and reloaded, comes back keyed by strings; convert keys explicitly on load.
4. Check membership before del
Removal paths (del inventory[item_id]) racing with other removals need if item_id in inventory: — double-remove is a timing bug this exposes.
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 Pygame 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.