Quick answer: Validate and strip before converting, parse via float() when decimals are possible, and wrap external-data conversion in error handling that supplies defaults.
Every game that reads config, saves, or text input eventually feeds int() something unparseable. The conversion sites are the input boundary — treat them like one. Here is the hardening.
How to fix it
1. Handle the empty case
Blank lines, missing config values, and untouched input fields convert as int("") — check if s.strip(): first, else use the default.
2. Go through float for decimals
int("3.0") raises; int(float(s)) accepts both integer and decimal strings — right for anything humans or spreadsheets produced.
3. Wrap with defaults at the boundary
try: v = int(s)
except ValueError: v = default; log_warning(...) — a malformed settings file should degrade, not crash the launch.
4. Find the writer when it recurs
Repeated bad values in saves mean the writing side stores the wrong thing (locale decimal commas, units appended) — fix the writer and add a save-version migration.
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 Pygame 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.