Quick answer: Embed a monotonically increasing save version and a real-time timestamp inside the save itself, then resolve conflicts on that field rather than trusting filesystem mtime.
Steam Cloud trusts file timestamps to decide which save is newest. A skewed PC clock makes a stale save win. Store your own version counter in the file and compare on that.
How to fix it
1. Add an in-file version counter
Increment an integer saveVersion on every write and store it inside the save payload. This is independent of any machine's clock.
2. Resolve conflicts on your own field
When Steam reports a conflict, load both candidate files, compare the embedded saveVersion, and keep the higher one rather than relying on file mtime.
3. Handle the conflict callback explicitly
Respond to Steam's cloud-conflict UI/callback with your resolution rather than letting the default last-write-wins behavior silently discard 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.