Quick answer: Detect the lost-access state, save progress and pause instead of crashing, and clearly tell the borrower they have a short grace period to buy the game or stop.

When a shared-library player is abruptly kicked, the owner began playing and Steam reclaimed the license. Your game should handle this transition cleanly rather than crash or lose data.

How to fix it

1. Detect access loss

Family Sharing access can be revoked mid-session; watch for licensing callbacks and a failed ownership re-check, then enter a safe paused state instead of continuing.

2. Save before locking out

Flush the player's progress to disk and the cloud the moment access is lost so they keep their save when they buy the game or the owner stops.

3. Explain the grace period

Show a clear message that the library owner started playing and the borrower has a short window to purchase or exit, rather than a generic error.

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.