Quick answer: Query GetQuota before large writes, raise the quota in the Steamworks Cloud settings if it is too small, and prune or compress old save files when nearing the limit.
If saves stop syncing once a player's data grows, you have likely hit the Cloud quota. FileWrite returns false but games often ignore the return value and assume the save succeeded.
How to fix it
1. Check available bytes
Call GetQuota(&total, &available) before writing and compare against your payload size. Writing past the limit makes FileWrite return false.
2. Raise the quota
In the Steamworks app admin under Cloud, increase the per-user byte and file quota to fit your largest expected save plus headroom, then publish.
3. Prune old files
Delete obsolete autosaves and rolling backups with FileDelete, and store compact binary saves instead of verbose text to stay under quota.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.