Quick answer: Define every stat in the Steamworks dashboard, set values with SetStat, and call StoreStats to commit them, checking the UserStatsStored callback for failures.
Achievements or stats update in your UI but reset or never appear on the Steam profile because nothing committed them to the server. Calling StoreStats with a valid schema fixes it.
How to fix it
1. Define the stats in the dashboard
Every stat name you pass to SetStat must exist in the Steamworks app's Stats & Achievements schema with the matching type. Stats not in the schema are rejected when you store them.
2. Commit with StoreStats
After RequestCurrentStats succeeds and you call SetStat, call StoreStats to persist. Without it the values stay client-side and are lost on quit.
3. Check the stored callback
Handle UserStatsStored_t and log its result. A non-OK result usually means a type mismatch or a min/max constraint violation on a stat, which you fix in the schema.
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.