Quick answer: Call SteamAPI_RunCallbacks once per frame in your main loop on the same thread that created your callback handlers, and never block that loop for long.
If achievements, lobby joins, or overlay events seem to vanish, your callbacks are queued but never dispatched. Steamworks does not use background threads to deliver them; you must drive the pump.
How to fix it
1. Pump every frame
Add SteamAPI_RunCallbacks() to your main game loop so it runs every frame. Without it, registered STEAM_CALLBACK handlers and CCallResult completions never execute.
2. Use one consistent thread
Register callbacks and call RunCallbacks on the same thread. Dispatching from a different thread than the one that owns the handler leads to missed or racy callbacks.
3. Avoid long stalls
Do not block the pump thread with synchronous I/O for seconds at a time, or callbacks back up and arrive late, making achievements and invites feel broken.
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.