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!!! PLEASE READ BEFORE POSTING !!!

== BUG REPORTING ==

Please use: http://mantis.gog.com and include
1. steps to reproduce the bug (if possible)
2. screenshot or movie showing the bug (if possible)
3. Galaxy Client logs (see below)

Where can I find Galaxy logs on my computer?
On Windows 7 or later: C:\ProgramData\GOG.com\Galaxy\Logs
On Mac OS X: /Users/Shared/GOG.com/Galaxy/Logs

== FEATURE SUGGESTIONS ==

Please use: http://www.gog.com/wishlist/galaxy. For feature suggestions and votes on them please try do explain how Galaxy and its users will really benefit from it.

== IMPORT ALREADY INSTALLED GAMES TO GALAXY ==

1. For GOG games installed using installers from the last few months (so called Galaxy-compatible installers)
Click the Galaxy logo button on top of the sidebar and select "scan and import folders" - it will find all compatible games within that folder and add them to the Client.

2. For remaining GOG game INSTALLATIONS
Find the game in the Library (click on the image of the game), then click the More button and select "Manage Installation" -> "Import folder" and point the folder selector into the folder where that game is installed.

== KNOWN ISSUES ==
- throttling max download speed is not yet possible
- notifications related to incoming chat messages and friend requests does not always disappear instantly when consumed and may require reloading Store page
- games imported from existing installations will auto-update once, even if updating is disabled
- Moving Galaxy from /Applications on Mac OS X will stop the app from working
- Galaxy cannot be launched by other users on the same computer
Post edited October 03, 2016 by Liosan
high rated
Hi Everyone,

Below you can find the changelog of GOG Galaxy.

Changelog 1.1.15 (September 7th, 2016):
Changes / Improvements:
• Added Wallet button in dropdown menu under user's avatar
• Performance improvements on UI speed and a little on CPU usage
• Enabled copying text in Galaxy forums
• History will now remember only the 100 most recent pages in history
Bugfixes:
• Fix for "Disk access problem" bug, which broke installation and updates of games. (Bug happened on Windows only, but general mechanism is better on OS X as well)
• Fix for Verify/Repair, which did not work in some scenarios (The above bug for example)
• Fix for "Server problem" while downloading backup installers or other goodies. They will now work, even if temporary download folder is same as destination folder
• Fixed situations in which Store page sometimes did not load properly after waking up computer

Changelog 1.1.16 (September 19th, 2016):
Improvements:
• Galaxy now supports H.264 codecs
• Much better handling of paying using third party processors (PayPal, paysafecard etc.)
• Friends and chat window now scale with the system scaling factor
• New and prettier GOG Eula will be used in games
• Better handling of loading timeouts

Bugfixes:
• "INSTALLED" label will appear all pages of the library now
• Fixed a bug with game time tracking for some games. Galaxy will now register more than one minute:)
• Fixed a bug in which Galaxy in rare cases could not be able to update the game (bug rather existed in rollbacks)
• Galaxy will no longer show a little bit of bare code upon launching
• Fixed blurred images in sidebar expanded list mode

Changelog 1.1.17(hotfix September 20th, 2016):
• Fixed crashes and 'Disk Access Problem' caused by updating Galaxy from 1.1.12 (and earlier versions) to 1.1.16

Changelog 1.1.18 (October 19th, 2016):
Improvements:
• More accurate game time tracking mechanism
• Improved mechanism showing current online status between friends

Bugfixes:
• Fixed a bug which caused Galaxy to stop tracking game time

Changelog 1.1.19 (October 25th, 2016):
Improvements:
• We have removed download size from Galaxy updater. It showed faulty data, as Galaxy Updater doesn't download > 100mb each time and only downloads differences. It will come back in nearest future, when it will show correct data:)
• The first check for game updates will be done 15s after Galaxy starts, instead of 5 minutes.
• OSX: Improved mechanism responsible for removing old files left by Galaxy updates
• OSX: Improved the way Galaxy handles installing games into protected locations like /Applications; you will receive a password prompt about a "Helper tool" installation

Bugfixes:
• Fixed "Essential components missing" error which sometimes appeared after fresh installation
• Fixed a situation where failure in Updater could lead to Galaxy not being able to launch
• Fixed self-update on OSX to properly delete leftover files
• Fixed friends window losing functionality after network loss and reconnect
• Fixed blurry Windows 10 Galaxy tray icon
• Galaxy will remember maximised window status

Changelog 1.1.20(November 2nd, 2016)
Bugfixes:
• Fixed installing XNA4 and other msi-based dependencies.
• Store page won't be reloaded twice upon logging in

Changelog: 1.1.21 (November 17th, 2016)
Improvements / changes:
• Added "with preview updates" suffix to Galaxy window title
• Small optimizations with memory and Galaxy loading time
• Small improvements with updater, it should fail less

Bugfixes:
• Fixed a bug with Galaxy refreshing pages
• Fixed occasional crashes

Changelog 1.1.22 (November 22nd, 2016)
Bugfixes:
• Galaxy will no longer freeze when downloading a game update and checking another game in library
• Galaxy should crash even less now:)

Changelog 1.1.23 (November 28th, 2016)
Bugfixes:
• Galaxy will be now able to reconnect to internet correctly, if computer was put to sleep and then woken up without (initially) Internet connection
• Downloading of games/updates should have less impact on starting other installations

Changelog 1.1.24(December 6th, 2016)
Bugfixes:
• Downloading an installer with Galaxy and using it to install the game should not result in redownloading the whole game again
• Updater should no longer report over 100% progress on download

Adjustments:
• Increased timeout for failures during sign in
• Increased timeout for "Loading Timeout"

Changelog 1.1.25 (December 20th, 2016)
Bugfixes:
• Fixed a crash when trying to install certain games (Game affected was 1979 Revolution: Black Friday).

Changelog 1.1.26 (December 23rd, 2016, Preview only)
Changes:
• Introduced new downloading mechanism

Changelog 1.1.27 (January 26th, 2017, Preview)
Bugfixes:
• Aborting or pausing downloads will be smoother (They will stop faster)
• Pausing downloads will no longer cause memory usage to go super high

Changelog 1.1.27 (January 31th, 2017)
Changes:
• Introduced new downloading mechanism
Bugfixes:
• Aborting or pausing downloads will be smoother (They will stop faster)
• Pausing downloads will no longer cause memory usage to go super high

Changelog 1.1.28 (March 10th, 2017)
Changes / Improvements:
- Better support for differential patches. They are now seperate depending on game's language and system bitness
- Italian & Japanese partial support + more Spanish translations
- Improved checking for new available updates of the games
- We'll sort available DLCs alphabetically
Bugfixes:
- Fixed a crash when Galaxy doesn't have permissions to the logs directory
- Fixed showing empty grey page after a while of inactivity
- Fixed infinite spinner after going to support page
- Fixed displaying of prices in cart when they were over 999 (Bug caused by a comma in the price)
- MacOS: Popup windows (for example chat) will no longer open as a tab but as a separate window instead
- MacOS: Fixed memory leak (~30MB upon GOG Galaxy launch)
- MacOS: Fixed memory leak while playing a game

Changelog 1.1.29 (March 14nd, 2017)
Changes:
- Changes in downloading mechanism, which allows for better control over download's flow
Bugfixes:
- Fixed displaying progress of differential patches (It did not display the "Extracting" status)

Changelog 1.1.30 (March 16th, 2017)
Bugfixes:
- Fixed a crash within games downloading mechanism

== PREVIEW UPDATES* ===

HOW TO ENABLE PREVIEWS?
Go to your Galaxy settings and check the option to receive preview updates.

HOW TO DISABLE PREVIEW?
- Uninstall Galaxy
- Download current installer from gog.com/galaxy
- Install Galaxy
- Import your games

Changelog 1.2.0 (March 22nd, 2017)
Changes and improvements:
- Cloud saves backup and syncing (supported games only)
- Screenshot capture with F12 (supported games only)
- In-game overlay with FPS counter and notifications (supported games only)
- Greatly improved chat, also in overlay
- Ability to enable or disable achievements, game time tracking, auto-updating games and more
- Desktop and in-game notifications system
- Ability to set bandwidth limit and scheduler
- New settings window
- Rarity information in achievements
- Abort button next to installation status
- Only one Galaxy Updater window will be shown in most cases
- GOG Galaxy updates will be downloaded in the background
- Games are now downloaded directly to their install directory, instead of a temporary location
- Galaxy changelog is displayed in Galaxy

Bugfixes:
- Fixed game time tracking issues
- Initial size of Galaxy Client window will respect Windows scaling
- Improved Windows 10 Galaxy tray icon
- Fixed a bug which caused Galaxy to redownload whole data in case of a failure of installation/update
- Thumbnail highlighting in media gallery now works properly
- Decreased client's network and CPU usage (especially for a lot of games)
- MacOS: Fixed situation when Galaxy Client could downloading due to App Nap
- MacOS: Fixed crash when logging out with "New post" popup open
- MacOS: Fixed game processes not being properly cleaned up after exiting
Post edited March 22, 2017 by TheTomasz
high rated
For everyone who has a problem with missing api-ms-crt dlls in Client's versions post 1.1.5:
Please install one of those windows update: https://support.microsoft.com/en-us/kb/2999226 https://support.microsoft.com/en-us/kb/3118401
You may need to update Windows to meet the requirements for these:
For Windows 8.1 and for Windows Server 2012: https://support.microsoft.com/en-us/kb/2919355
For Windows 7 and for Windows Server 2008 R2: https://support.microsoft.com/en-us/kb/976932

You can also try reinstalling Microsoft Visual C++ Redistributables 2015 (x86) if you meet above requirements.
Available here: https://www.microsoft.com/en-us/download/details.aspx?id=48145

If above instructions doesn't work for you, create a separate issue on mantis.gog.com and we'll try to help you individually.

Please note that this solution only helps with the missing api-ms-crt dlls.


========================================================================================


Answering this question: Why 1.1 doesn't work after updating to 1.2?

This is happening probably due to incompatible database from version 1.2, please delete this folder:
%ALLUSERSPROFILE%\GOG.com\Galaxy\storage
usually
C:\ProgramData\GOG.com\storage\

Then you'll have to use scan&import (menu under the top Galaxy logo) function to see your games back in Galaxy Client.
Attachments:
Post edited March 27, 2017 by TheTomasz
Sorry to say this but as long as GOG has not managed to re-insert manual sorting or at least add proper sorting (meaning using sort_titles to get titles like Witcher 1,2,3 - Broken Sword 1-5 ... sorted correctly) to Galaxy and the users library I really don't believe that Galaxy will ever be a good program. I asked for this the moment they introduced the NAS (new account system) and nothing has happened since then.

Edit: GOG was not able to fix it Adaliabooks fixed it. Here is manual sort order and much more
https://www.gog.com/forum/general/adalia_fundamentals_fixing_gog_so_you_dont_have_to
After installing that script I feel like the luckiest GOG user ever :)
Post edited February 17, 2016 by MarkoH01
I use Galaxy for installing and updating my games. However, I noticed that instead of just updating me when an expansion for the game comes out (Pillars of Eternity, Dreamfall: Chapters), it also seemed to download the whole base game again. This makes downloading an update an extremely long process instead of just downloading a patch/update which should have a much smaller download size.

Is this working as intended? Are there any settings that I may have to enable in order to fix this?
Post edited February 17, 2016 by ElricofMelnibone
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Ghiran: Feature request: I know it's early to ask this of a software that's "in beta", but it'd be useful if you could enter your system specs into the client (or better, it could scan your system itself) and it could then advise you on how over/under your are for each game's recommended and minimum specs. That way you cut down on dissatisfied customers that inadvertently bought games they can't play, your client has a unique feature that sets it apart from the crowd, and consumers benefit from the information being made easier to understand since otherwise they have to check their specs every time (not the PCMR types, of course, but there are a lot of more casual users that would appreciate knowing what they can run quickly and easily),
Indeed that would be a wonderful feature to have in any gaming client. Unfortunately it's also something that would be incredibly difficult to codify into an algorithm with any level of accuracy as it is very difficult to compare the performance of different parts of a system in a generic way with any level of accuracy. Short of benchmarking every single game with every single CPU+GPU combination I can't see how this could be done, not to mention that it would vary over time as the OS, drivers and the game itself got updated. It'd definitely be a cool feature though if it were possible in any reliable manner.

Aside from that though, it could also have a downside of people ending up not buying games that they actually could run simply because the client tells them their system is underpowered, when the game might run perfectly satisfactorily to them. For example, my GPU is under-spec for The Witcher 3 however I was able to play the game all the way through for 350 hours and enjoyed it just fine. The frame-rate was lower than I'd normally find playable, but the "motion blur" 3D effect essentially hid the lower frame-rate and made the game playable for me.
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ElricofMelnibone: I use Galaxy for installing and updating my games. However, I noticed that instead of just updating me when an expansion for the game comes out (Pillars of Eternity, Dreamfall: Chapters), it also seemed to download the whole base game again. This makes downloading an update an extremely long process instead of just downloading a patch/update which should have a much smaller download size.

Is this working as intended? Are there any settings that I may have to enable in order to fix this?
Yes, this is because GOG has not yet added delta-updates and compression to the downloading process, so it manually synchronizes any file that has changed in the game between game patches and does so without compression. Essentially that means more or less redownloading the entire game for many games even if only 10 bytes changed in a single 4GB file. That is painful but expected due to the way Galaxy currently handles updates. For about a year and a half now they claim however that a future release of the Galaxy client will have delta updates with compression which will make the update process work much better however there is not yet any release date set for when we might see this feature appear.

The best way to get updates currently, is to disable auto-updates in Galaxy and manually download all of the game installers/patches/extras, then perform updates locally. With most games you can just run the patch file to update to the latest release, and the download size of that is usually quite small compared to what Galaxy ends up downloading. Galaxy may still do a sync check to the GOG servers to compare the local and remote copy though, and if it does its on-screen display gives the illusion it is downloading many gigabytes of data when in fact it is just comparing local and remote files without really downloading anything unless there are differences found, and only then if auto-updates are enabled.
Post edited February 17, 2016 by skeletonbow
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skonvolt: Please include in the game description if there is a native support for controller and which kind
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BKGaming: Well games now include "Controller Support:" under features on the store page. Doesn't specify which kind, but I would assume 360 controller is the target controller since it's arguably the most used controller on PC.
I'll try to better explain, if you look for Divinity OS EE there is a line in the LONG DESCRIPTION, that say that controller is now supported, but there is no icons or fast info about, like in the "fast description" on the right side, or in the SYS REQ.

What i'm suggesting is to have a clear and fast info about possible controller support, without doing a deep research in the long description, or CDPR can add a "moron proof" icon
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skonvolt: I'll try to better explain, if you look for Divinity OS EE there is a line in the LONG DESCRIPTION, that say that controller is now supported, but there is no icons or fast info about, like in the "fast description" on the right side, or in the SYS REQ.

What i'm suggesting is to have a clear and fast info about possible controller support, without doing a deep research in the long description, or CDPR can add a "moron proof" icon
If I'm understanding what your saying, then yes they are doing that now is what I'm saying. It just doesn't go deep into which type of controllers are supported. But I guess not for every game has this yet looking at Divinity IS EE. On the right side they now include controller support under features. You can even sort all the games by which games have controller support. I assume your looking for something like Steam does, a little icon or something that says full controller support or partial controller support that easy to spot.

For instance see the attached picture of Alan Wake:
Attachments:
Post edited February 17, 2016 by BKGaming
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Ghiran: Feature request: I know it's early to ask this of a software that's "in beta", but it'd be useful if you could enter your system specs into the client (or better, it could scan your system itself) and it could then advise you on how over/under your are for each game's recommended and minimum specs. That way you cut down on dissatisfied customers that inadvertently bought games they can't play, your client has a unique feature that sets it apart from the crowd, and consumers benefit from the information being made easier to understand since otherwise they have to check their specs every time (not the PCMR types, of course, but there are a lot of more casual users that would appreciate knowing what they can run quickly and easily),
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skeletonbow: Indeed that would be a wonderful feature to have in any gaming client. Unfortunately it's also something that would be incredibly difficult to codify into an algorithm with any level of accuracy as it is very difficult to compare the performance of different parts of a system in a generic way with any level of accuracy. Short of benchmarking every single game with every single CPU+GPU combination I can't see how this could be done, not to mention that it would vary over time as the OS, drivers and the game itself got updated. It'd definitely be a cool feature though if it were possible in any reliable manner.

Aside from that though, it could also have a downside of people ending up not buying games that they actually could run simply because the client tells them their system is underpowered, when the game might run perfectly satisfactorily to them. For example, my GPU is under-spec for The Witcher 3 however I was able to play the game all the way through for 350 hours and enjoyed it just fine. The frame-rate was lower than I'd normally find playable, but the "motion blur" 3D effect essentially hid the lower frame-rate and made the game playable for me.
Hmm. Perhaps a simpler implementation, then - just store the system specs and display them next to the games', so consumers can compare for themselves? I never meant a definitive answer, by the way, more of an itemised list saying "your VRAM is overspec, your GPU is severely underspec, your HDD space is adequate" and so on for each item.

W.r.t. missing games they can run, minimum specs are meant to be that, the bare minimum - at that point, you've already turned off all your graphical effects and FoV, and whether it runs at all is the issue. If devs set them too high, it's on them when consumers that don't meet the requirements don't buy them.

I'll also point out that GoG doesn't accept refunds for games that we don't have the tech to run, so it should have a responsibility to make that info easy to access.
Post edited February 18, 2016 by Ghiran
Can not click any game in my library in GOG Galaxy, do others have this problem too?

Definitely something wrong there:

2016-02-18 10:39:57:319 [galaxy_client][Information]: Starting ClientTask: FetchGameViewInformationTask
2016-02-18 10:39:59:171 [galaxy_client][Information]: ProductDetails fetched for game '1207658658'. Sending to frontend.
2016-02-18 10:39:59:858 [galaxy_client][Information]: FetchGameViewInformationTask completed with result 5
2016-02-18 10:39:59:859 [galaxy_client][Information]: ClientTask finished: FetchGameViewInformationTask
2016-02-18 10:39:59:862 [galaxy_client][Error]: Could not reload product info for Product ID: 1207658658
Post edited February 18, 2016 by DanielRuf
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Ghiran: Hmm. Perhaps a simpler implementation, then - just store the system specs and display them next to the games', so consumers can compare for themselves? I never meant a definitive answer, by the way, more of an itemised list saying "your VRAM is overspec, your GPU is severely underspec, your HDD space is adequate" and so on for each item.

W.r.t. missing games they can run, minimum specs are meant to be that, the bare minimum - at that point, you've already turned off all your graphical effects and FoV, and whether it runs at all is the issue. If devs set them too high, it's on them when consumers that don't meet the requirements don't buy them.

I'll also point out that GoG doesn't accept refunds for games that we don't have the tech to run, so it should have a responsibility to make that info easy to access.
Like I said I understand the desire for it, but it is not really technically feasible in any really accurate way. Sure, it's easy to compare the amount of RAM, the OS version and certain other elements, but it isn't so easy to compare CPUs/GPUs in a way that is really meaningful between games. A single threaded game running on a single core of a 3GHz 2 core processor will run faster than running on a 2.5Ghz 4 core processor, while a multi-threaded game running on the same CPUs might run faster on the 4-core while another entirely different multithreaded game runs faster on the 2-core. Similar problems would exist for GPUs and how they're used. Aside from that the minimum and recommended specs that are given for individual games are made up by the publisher/developer based on their own criteria and not on any unified standard process. To attempt to do what you ask would be a lot of effort resulting in something that at best is frail and misleading to customers who would never ever be happy unless the results they got were 300% perfect. The developer and publisher would likely have to agree to it also and neither the developer, publisher, nor GOG would really benefit from all of the effort that would have to be put into even attempting this.

All 3 companies would look at a request like this, know full well the technical limitations and major shortcomings and deem the effort not worthwhile to bother attempting, and would cite the fact that if someone buys a game and it does not work with their system well that the store already has a return policy that should cover this. Additionally GOG who is already way behind on implementing major features wanted by the masses would not likely consider a niche feature like this to be a priority even if it were technically possible in a viable manner unless there was a massive demand for it worthy to allocate developer resources to. I think that they probably have enough work already stockpiled of incomplete major features that are wanted by a larger majority of people than a niche feature like this though.

Feel free to put it on the Galaxy wishlist however and let people know so they can vote for it. Link is at the bottom of the web page. If it gets 10000 votes or so I'm sure it'll catch their attention to discuss, but realistically I wouldn't expect more than a dozen or so people to vote for it and like I said, I really don't think it is technically feasible nor that GOG, the publishers nor developer stand to gain anything valuable from it, and if anything it could cause people to avoid buying games that might actually work on their systems.

Aside from that however, there is also the aspect that the computer being used to purchase and/or download a game is not necessarily the one that someone will be using to actually play the game.

There are lots of features we can all dream up that would be amazing to have, but which may very well be technically infeasible or may not be worthy of implementation even if they are feasible simply due to lack of compelling interest, or due to other features having much higher impact and priority. That's what the wishlist is for though, to let it be known what fantasy features we'd all like to see. :)

To be honest, the better way to approach features like this is to provide an addon/extension API in the client to which 3rd party modules can be installed and loaded from, not unlike how Firefox/Chrome/IE etc. can load 3rd party addons, and let 3rd party developers attempt to write such functionality themselves for their niche base. One company can't really do it all ultimately. :) On the upside, GOG has stated previously they plan to publicly document the entire Galaxy API to enable 3rd party developers to write their own downloaders/clients etc. too.

P.S. One more thought I had after submitting my above comment was that if I were a developer working for a company like GOG and saw such a request, I would not only be thinking what I already said above, but I would be thinking how much effort it would take to attempt that, and just exactly how many multiple ways it could go wrong and blow up in a way that caused a lost sale due to bad results, weigh the risks of that versus the benefits and just not see the benefit of attempting it. That's what I'm really trying to highlight here, the cost-to-risk-to-benefit ratio for something fragile like that is just not feasible.
Post edited February 18, 2016 by skeletonbow
Yours is a long post, so I'll address one point quickly before my full response.

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skeletonbow: All 3 companies would look at a request like this...and would cite the fact that if someone buys a game and it does not work with their system well that the store already has a return policy that should cover this.
GoG's returns policy very specifically does not cover this situation:
13. My system doesn't meet the minimal requirements specified on product page, can I get a refund?

Well, there's a reason why we post the system requirements on each game's page: so you can see for yourself what you'll need to have on your rig in order to be able to run the game. If your game doesn't work because you misread our system specs, all we can really offer is that we're sorry for you. :(
Please note that we also cannot provide support if you're trying to run our games through virtual machine software.
This is part of why I made that post, it should be easy for customers to see "Oh, I've got a GTX 750 and the spec is GTX 830." and make their decision based on that. It is, of course, up to publishers/devs to set specs at their discretion, but they should accept that setting it too high will cause less customers to buy and setting it too low will see them returning the game, which will incentivise them to set an accurate bar.
Little feature request - Games in Library need a 'Go to Store page' button/option somewhere (like Steam has).
I have a bunch of games I've gotten for free here and thus I don't really remember what genre they are or what they're about. I'm looking at them and I don't even know if I want to play them or not. Would be nice to be able to easily go to the store page and read the description to refresh my memory.
HI,

I've noticed that the GOG Galaxy client only detects that you are playing a game if you launch that game from the Galaxy library, not by using an external shortcut or a Steam shortcut. That means, that time played and achievements won't register properly...

Right now, Galaxy doesn't have screenshots support nor in-game interface, therefore, I want to use Steam for those things, but if Galaxy doesn't know that I'm playing, I lose the achievements function.

Is all of this correct or did I do something wrong?
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JAD2012: HI,

I've noticed that the GOG Galaxy client only detects that you are playing a game if you launch that game from the Galaxy library, not by using an external shortcut or a Steam shortcut. That means, that time played and achievements won't register properly...

Right now, Galaxy doesn't have screenshots support nor in-game interface, therefore, I want to use Steam for those things, but if Galaxy doesn't know that I'm playing, I lose the achievements function.

Is all of this correct or did I do something wrong?
Achievements should still work fine, however you're right that Galaxy needs to start the game in order to keep track of game time. You could possibly in theory set it up so that Galaxy launches the game through Steam to get screenshots, or Steam launches the game through Galaxy, but I haven't had any luck with that.
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Pirate_PL: Little feature request - Games in Library need a 'Go to Store page' button/option somewhere (like Steam has).
I have a bunch of games I've gotten for free here and thus I don't really remember what genre they are or what they're about. I'm looking at them and I don't even know if I want to play them or not. Would be nice to be able to easily go to the store page and read the description to refresh my memory.
Yes, this! I can't tell how many times I am in my library view or on the game install/play view and want to go to the store card for the game to see system requirements or game writeup description, reviews, or some other related info that is on the store page. Right now you can't do it in one, two, or even 57 mouse clicks, you have to go to the Store->Browse Games then either navigate one page at a time until you find it or type it into the search field. Very non-user-friendly PITA! :)

I am guessing that the reason they do not have links from the games to the store page for a game, is because the games in-library are unbundled and they'd have to create a mapping from an unbundled game ID to the bundle it came from, however there may be games that there is no one to one mapping such as games with different variations like Pillars of Eternity that has 3 different editions, or games that come with and without the DLC, etc. Still, Steam manages to do this and it works so I'm sure GOG has the capacity to figure out something useful also. Worst case they can study Steam. :)
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skeletonbow: I am guessing that the reason they do not have links from the games to the store page for a game, is because the games in-library are unbundled and they'd have to create a mapping from an unbundled game ID to the bundle it came from, however there may be games that there is no one to one mapping such as games with different variations like Pillars of Eternity that has 3 different editions, or games that come with and without the DLC, etc. Still, Steam manages to do this and it works so I'm sure GOG has the capacity to figure out something useful also. Worst case they can study Steam. :)
Don't forget games that are no longer available! But yes, this is something that needs to be fixed.
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Blackdrazon: Don't forget games that are no longer available! But yes, this is something that needs to be fixed.
Yeah that too. That sucks on Steam too because they completely remove the page and all the info it contains, then redirect to the homepage. They should have a game page graveyard that says "no longer available for purchase" or something.