Quick answer: Handle paths as Unicode end to end (UTF-8/UTF-16 correctly converted), test with a non-ASCII user account, and stop round-tripping paths through 8-bit encodings.
A slice of your audience has usernames your path code may mangle — and they experience it as 'game won't save' or 'won't launch' while your machine works perfectly. Here is the hardening.
How to fix it
1. Use Unicode-safe APIs throughout
On Windows, wide-char APIs or UTF-8 with proper conversion — every fopen on a bytes path built from a UTF-16 profile path via the ANSI codepage is a latent failure for these players.
2. Audit the libraries too
Ini/config/save libraries and older middleware often take char* paths through the system codepage — route them file handles or short ASCII-safe paths (or upgraded versions) instead.
3. Create the test account
A Windows account named with accents/CJK, playing a full save-load cycle, is a one-hour test that covers the entire class — add it to release QA.
4. Recognize the pattern in reports
Failures clustered on 'cannot open/save' with paths containing ? or mojibake in your logs mean encoding, not permissions — capturing the raw path bytes in reports makes it unambiguous.
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.