Quick answer: Make the write atomic (temp file plus rename) and keep the suspend-time save small and fast so it completes within the OS's brief grace period.
When the OS suspends your app mid-write, the file is left truncated. An atomic temp-then-rename plus a small fast save keeps the real file intact across suspends.
How to fix it
1. Write atomically
Save to a temp file and rename it over the real save. If suspend freezes you mid-write, the rename never happened, so the previous good save survives.
2. Keep the suspend save tiny
In the background/suspend callback, write only the minimal snapshot you prepared in advance, so the operation finishes inside the short grace window.
3. Validate on next launch
On startup, checksum the save and fall back to the last backup if it fails, so a truncated file from a hard suspend cannot brick the save.
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 mobile 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.