Quick answer: Define the stat in the Steamworks app admin, call SetStat then StoreStats to commit, and confirm the UserStatsStored callback reports success before relying on the value.
A stat that reads back zero on the next launch was never committed to Steam. SetStat is local; the value only survives if StoreStats uploads it and Steam confirms the write.
How to fix it
1. Commit with StoreStats
After SetStat or SetStatFloat, call StoreStats() to upload. Without it the new value lives only in memory and is lost on exit.
2. Define the stat first
Create the stat with the exact API name on the Steamworks partner site and publish it. SetStat against an unknown name returns false and writes nothing.
3. Wait for the stored callback
Handle UserStatsStored_t and check its result before assuming success. Batching many SetStat calls then one StoreStats per frame avoids rate limits.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.