Quick answer: Add localized store descriptions, capsule text and screenshots for each language in your store backend, and verify the right listing shows when switching client language.
Localizing the game but not the store page means non-English players still see English marketing. Filling in per-language listings fixes it. Here is how.
How to fix it
1. Add per-language store listings
In Steamworks (or your store backend), supply the short and full description, capsule and feature text for each supported language rather than only the default.
2. Localize screenshots and capsules where it helps
Provide screenshots that show localized UI and translated capsule text for languages where it materially improves conversion, not just translated prose.
3. Verify by switching client language
Set the store client to each language and confirm the localized listing, tags and system-requirement text appear, since missing translations silently fall back to English.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.