Quick answer: Enable WER LocalDumps for your executable (or better, write your own minidumps in a crash handler), teach support where dumps live, and centralize collection with symbols to make them readable.

'Do you have a crash dump?' is only useful if one exists. Windows can produce them for your game — with a registry opt-in or your own handler. Here is the collection pipeline.

How to fix it

1. Enable LocalDumps for your exe

Registry key HKLM\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\YourGame.exe (DumpFolder, DumpType=2) makes Windows write full dumps on crash — your installer can set it, or support can send a .reg to affected players.

2. Better: write your own minidumps

A crash handler calling MiniDumpWriteDump (or a crash SDK doing it) produces dumps on every machine with zero setup — plus the chance to attach logs and breadcrumbs and upload automatically.

3. Know the default locations

%LOCALAPPDATA%\CrashDumps and WER's ReportArchive hold what exists by default; Event Viewer's Application log records the faulting module even without a dump — useful triage when that is all you have.

4. Keep symbols for every build

A dump without matching PDBs is guesswork — archive symbols per released build and symbolicate on your side; players ship you the dump, never the burden.

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.