Quick answer: Create the item once, persist its PublishedFileId, and on every later publish call StartItemUpdate with that stored ID and SubmitItemUpdate rather than CreateItem again.

If publishing an update spawns a new Workshop listing each time, you are calling CreateItem repeatedly. Updates must reuse the original item's PublishedFileId, not mint a new one.

How to fix it

1. Create once, store the ID

Call CreateItem only for a brand-new item and persist the returned PublishedFileId locally so future publishes can find it.

2. Update with StartItemUpdate

On subsequent publishes, call StartItemUpdate(appId, publishedFileId), set content and preview, then SubmitItemUpdate to replace the existing item in place.

3. Clean up stray items

If duplicates already exist, delete the extras with DeleteItem and keep the one with the right subscriber count to avoid confusing subscribers.

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.