Quick answer: Run Steam logged into an account owning the App ID, place steam_appid.txt beside the runner for dev testing, and configure the extension's SDK and App ID exactly.
All Steam features silently no-op when init fails, so achievements 'not working' usually starts here. The init requirements are strict but short. Here they are.
How to fix it
1. Confirm the basics
Steam client running, logged in, and the account owns (or has a dev license for) the App ID — init fails cleanly on any miss.
2. Provide steam_appid.txt in development
IDE test runs need steam_appid.txt containing your App ID next to the executable/runner; shipped Steam launches do not — that file must NOT ship.
3. Configure the extension fully
Set the App ID in the Steamworks extension options and supply the SDK version it expects — mismatched SDK files fail init or specific calls.
4. Gate features and log the result
Branch every Steam call on the stored init result, and record failures with context (dev vs shipped, OS) — players launching the exe directly instead of via Steam is a common wild cause your logs will reveal.
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 GameMaker 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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.