Quick answer: Ship steam_api64.dll beside the exe in every distribution, whitelist-submit your builds to AV vendors, and instruct players to verify files rather than hand-copy them.
The Steamworks stub DLL must live next to your exe, and three forces remove it: packaging mistakes, antivirus, and players moving files. Here is each countermeasure.
How to fix it
1. Verify your depot layout
The DLL belongs beside the binary that loads it — depot mappings that filter by extension or restructure folders drop it; check the built depot's file list before release.
2. Expect antivirus theft
steam_api DLLs are heavily false-positived — code-sign your game, submit releases to vendor whitelists, and make 'restore from quarantine + verify integrity' a support macro.
3. Route players to Verify Files
Steam's Verify Integrity restores the missing DLL in one step — the answer for the 'I moved the exe to my desktop' cohort as well.
4. Never ship it standalone
Do not distribute your bare exe (press builds, patches) without the DLL and dependencies — zip the game folder as a unit, always.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.