Quick answer: Check every save write's return value or catch its exception, verify the file afterward, and show the player a clear error so they can free space and retry.
When the disk is full, the write fails but the game keeps going as if it saved. The player loses progress. Check the write result and tell them to free space.
How to fix it
1. Check the write result
Inspect the return code or wrap the write in a try/catch. A full disk surfaces as an IOException or a non-OK error you must not ignore.
2. Verify the file after writing
Re-open the just-written save and validate its size or checksum. If it is truncated or missing, treat the save as failed.
3. Tell the player and retry
Show a clear message ("Could not save, your disk may be full") and keep the in-memory state so they can free space and try again without losing progress.
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.