If I had the issue, I'd back up the savegame and start nuking things: the save first of all, then mods, then just try a clean 0.641. If the game still hangs, I'd probably just cry that there is no log of any kind, pack up the game+save I could reproduce it on and hand it over to the developer, because at that point it might as well be some sort of a "global" software issue (Windows being "Oooooh, what does THIS update do?", for example)...or hardware...or both. But I don't have the issue so I can't test anything.
TL;DR - if you have a source, then get 0.621, and if you're feeling adventurous get 0.641 and back up your save. Both might work fine for you.
Well, I was ready to complain that I tried everything, so I got a fresh 0.641, ran with wine, got the expected error - and was getting to capture the stack trace (HRT: compiled.js at 193, wine: underlying stuff implicating api-ms-win-crt-private-l1-1-0.dll and/or d3dcompiler_47.dll).
Then I got the idea to copy a different d3dcompiler_47.dll into the main directory. Doing this got me past my problems, but left me at the 397/398 issue.
But then... I dug up some old posts, and at page 19, john_cena had instructions for running it natively on linux (previous page was useful for context). I did that and it's running better than ever on 0641 via electron. So, as is sometimes the case with development: problem resolved, root cause still unknown, moving along for now...
Last thing: not sure if this is a clue, but the issue (0, this.gA[a])(b,c) still seems to exist (mentioned in one of the old posts). Particularly, I found it failed due to not finding "u_light_cascade_shadowed.cascade_dists", which might be system dependent. It's probably different from the mystery problem, since this one has existed for a while. On the other hand, sometimes non-fatal issues can become fatal later, though it would be pretty bad luck if something like that was system dependent.