Quick answer: Initialize Steam Input, define action sets in the manifest, activate the right action set, and read input through the Steam Input actions rather than raw devices.
Steam Input not working is usually missing action-set setup or reading raw input. Here is how to fix it.
How to fix it
1. Initialize and configure actions
Initialize Steam Input and provide the in-game action manifest defining your action sets and actions. Without the configuration, Steam has nothing to bind controls to.
2. Activate the right action set
Activate the appropriate action set for the current context (gameplay, menu). If no set is active, or the wrong one is, inputs do not map. Switch sets as the game state changes.
3. Read Steam actions, not raw input
Query the action states from Steam Input rather than reading the controller directly, so the player's Steam bindings and remapping apply. Reading raw input bypasses Steam Input entirely.
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.