Quick answer: Install/repair the current VC++ 2015–2022 redistributable (which includes the _1 variant), and ship the redist with your game so players never manage runtimes themselves.
VCRUNTIME140 and its newer sibling VCRUNTIME140_1 come from the same redistributable — but outdated installs lack the _1, confusing players who 'already installed it'. Here is the resolution.
How to fix it
1. Update, not just install
Players with the error on _1 have an OLD redist — the current combined 2015–2022 package includes it; 'I already have it' means 'I have an outdated one'.
2. Repair broken installs
The redist's installer offers Repair — cleanup utilities and failed updates leave half-registered runtimes that repair fixes without registry surgery.
3. Ship the runtime
Same as every VC++ DLL error: bundle the redist in your installer or store config — the error class disappears from your support queue.
4. Verify your toolchain expectations
Building with the newest MSVC raises the runtime floor — deliberate choice; document it in your requirements and installer instead of discovering via reviews.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.