Quick answer: Have players reinstall/repair the exact VC++ redistributables the game needs (sxstrace names them), and modernize builds off legacy SxS runtimes where possible.
SxS errors are manifest resolution failures — Windows knows exactly which assembly it could not satisfy and will tell you via sxstrace. Mostly a legacy-runtime story. Here is the drill.
How to fix it
1. Name the assembly with sxstrace
sxstrace trace + reproduce + sxstrace parse outputs which assembly/version failed — turning the vague dialog into 'VC90 CRT x86 missing', which is fixable in one install.
2. Repair the named runtime
Install/repair the specific redistributable (2005/2008-era for old titles, matching architecture) — modern 2015+ runtimes don't use SxS this way, so this error usually means an older dependency.
3. Check what you shipped
If your build embeds manifests referencing runtime versions you did not bundle or require, align the manifest, the shipped DLLs, and the installer's redist step.
4. Modernize when maintaining
Rebuilding legacy projects with current toolchains moves them off registry-registered SxS entirely — worth it for titles still selling and generating these tickets.
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.