Quick answer: Stop pumping callbacks, let the final frame and overlay finish, then call SteamAPI_Shutdown exactly once as the last Steam action before the process exits.
A crash only on exit and only under Steam usually points at shutdown ordering. The overlay shares your process, so tearing down the Steam API while it is mid-frame faults.
How to fix it
1. Shut down last
Call SteamAPI_Shutdown() exactly once, after your final render and after you stop calling RunCallbacks. Calling it mid-loop pulls state out from under the overlay.
2. Drain callbacks first
Stop issuing new Steam calls and let pending callbacks finish before shutdown so no completion handler runs against a freed API.
3. Avoid double shutdown
Guard against calling shutdown twice (for example from both a signal handler and normal exit). A second call into a torn-down API crashes.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.