Quick answer: Save to non-synced locations by default (AppData over Documents), write atomically, and handle sync-induced errors (locks, placeholders) explicitly.

Millions of PCs redirect Documents into OneDrive, and games saving there inherit sync's failure modes. The durable fix is the save location; the mitigations cover the rest. Here they are.

How to fix it

1. Prefer AppData to Documents

%APPDATA%/YourGame (or Saved Games) is not synced by default — Documents is; choosing the right root at design time avoids the entire class.

2. Write atomically with retries

Temp-file-then-rename saves, plus a brief retry on sharing violations, survive sync-client locks — a direct overwrite interrupted by sync is how saves corrupt.

3. Expect placeholders

Files-on-demand may leave your old saves as cloud placeholders that block or stall on read — treat unexpected I/O errors on load as a first-class path with player messaging, not an assert.

4. Detect and log the environment

Note in error reports whether the save path is under a known sync root — support tickets about vanished or conflicted saves then diagnose themselves.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.