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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
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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
Has anyone had achievements unlock since that last update a few days ago? I've tried two different games now and in both achievements are not unlocking.
Galaxy crash at me at the begining of any game, no error, and no achivement count...
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TentacleMayor: Galaxy has a long, long way to go to being as lightweight as Steam. When anything is queued for download, its CPU usage jumps all over the place, sometimes to 10-15%, even when nothing is downloading.
Sounds like this issue I posted about earlier.
If you have problems with achievements(as i do with Witcher 3) on GOG 1.1.11 - please go to settings of GOG and see if you can turn on 'Achievement' check box(i can't - it's unchecked and unactive - see attached pic) .
Attachments:
no_ach.png (30 Kb)
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Angmarets: If you have problems with achievements(as i do with Witcher 3) on GOG 1.1.11 - please go to settings of GOG and see if you can turn on 'Achievement' check box(i can't - it's unchecked and unactive - see attached pic) .
Yea that's been liked that since alpha, it just means you can't enable/disable them. They are enabled by default for now. I've not had any issue with achievements for a long time until recently.
Any particular reason Dreamfall: Chapters won't put a shortcut on my desktop? I've uninstalled/reinstalled it twice now, checking the "ADD SHORTCUT TO DESKTOP" option and there isn't one. Just for The Longest Journey and Dreamfall: The Longest Journey.
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In-game I've gotten 4 achievements in the last 4 or 5 days roughly, and in-Galaxy exactly zero of them have registered. This was with The Witcher Adventure Game. Same status quo as my comment that preceeded yours basically. I've been playing King's Bounty: The Legend since then though which doesn't have achievements. What would be funny is if Galaxy malfunctioned and started granting me achievements in King's Bounty even though the game has none. :)
Please fix achievements not unlocking! I just beat The Witcher 3 on Death March difficulty and the achievement didn't unlock which was very frustrating after 70hrs of gameplay!
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skeletonbow: In-game I've gotten 4 achievements in the last 4 or 5 days roughly, and in-Galaxy exactly zero of them have registered. This was with The Witcher Adventure Game. Same status quo as my comment that preceeded yours basically. I've been playing King's Bounty: The Legend since then though which doesn't have achievements. What would be funny is if Galaxy malfunctioned and started granting me achievements in King's Bounty even though the game has none. :)
Yep broken for sure. Just got 4 or 5 in The Wolf Among Us... can see them unlocked in game but not in Galaxy. Sigh, sucks though I only get time to game on the weekends and I actually like getting achievements. I really hope they pop when this is fixed...
I've got into the habit of leaving the Galaxy client open for days at a stretch over the course of the sale, and I'm remembering why I stopped doing that in the past.

Over the course of a couple of days, as long as the Galaxy task-tray widget is running, one of the helper tasks will balloon to half a gig's RAM usage. It's done this for multiple versions, and on both Windows 7 and 10, and while I have memory to spare it often causes odd performance dips.
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Bieeanda: I've got into the habit of leaving the Galaxy client open for days at a stretch over the course of the sale, and I'm remembering why I stopped doing that in the past.

Over the course of a couple of days, as long as the Galaxy task-tray widget is running, one of the helper tasks will balloon to half a gig's RAM usage. It's done this for multiple versions, and on both Windows 7 and 10, and while I have memory to spare it often causes odd performance dips.
This is something that seems to surprise a lot of people commonly, but perhaps what people don't realize fully is that all of the major gaming clients on all major retail distribution platforms including but not limited to Steam, Origin, Uplay, Galaxy, Desura and others are all nothing but highly customized modern web browsers. Most if not all of these are based on Google Chrome/Chromium, just taking the browser engine and writing their own custom user interface around it which adds features specific to being a gaming client.

As such, they are fully capable web browsers at their heart and consume similar resources that any other modern browser consumes. Another thing people don't always realize however is that the majority of the memory used up by any modern web browser is actually the content being downloaded from the webserver and decompressed in RAM, not the browser itself. Sure, JPG images might be 47kB or whatever as JPG files, but once they're downloaded and decompressed, the same image might be 5-10 megabytes in RAM, multiplied by dozens of graphic images such as what one finds on the front page of the GOG sales promo right now. All of the images, video and other elements that make up a modern web page consume a lot more memory when in-RAM ready to be displayed than the compressed files that are on-disk and sent over the wire. This data furthermore gets cached in RAM and on disk even when navigating to other pages for performance reasons.

That's just how modern web browsers work, and since all of the gaming clients are modern web browsers, that's how they work by design. On a fresh startup with no caching one might find a browser or gaming client only uses 200-300MB of RAM, but after it's been running for a while and caching content, etc. it is naturally going to consume more RAM as a result, again this is by design.

Galaxy specifically is in beta right now and so it's incomplete and not totally optimized, but realistically it is always going to use 300-500MB of RAM standard as there is no other way to provide a full blown gaming client that is a web browser that handles the modern rich media web and make it do all of that without consuming 500MB of RAM, because it is the content downloaded from the webserver that is consuming the RAM, not the program itself. Graphic images and video ultimately are what consume the majority of that RAM. If someone doesn't want the storefront in their gaming client and any of that web functionality, then they might be better off not bothering with any official gaming clients and perhaps instead using a 3rd party game launcher program, which is more or less a GUI frontend to just launch the games. There are tonnes of them out there and presuming they're not full blown web browsers, they probably consume far less RAM.

But for people expecting Galaxy, Steam or any other modern gaming client to not use 500MB or so of RAM is just unrealistic because the modern web pretty much demands it based on the type of content that websites currently hold.

This comes up time and time again, but it's highly unlikely that it is ever going to change because the web is never going to change. If anything the future web content will consume even more RAM.

If the RAM usage of a gaming client causes one's computer to be unusable or have another bad experience, then it is best to either upgrade the computer or to avoid gaming clients, as they're only going to increase the RAM requirements over time, and very unlikely to go in the other direction. I'd say "blame Tim Berners-Lee" but it's not entirely his fault. :)
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skeletonbow: That's just how modern web browsers work, and since all of the gaming clients are modern web browsers, that's how they work by design. On a fresh startup with no caching one might find a browser or gaming client only uses 200-300MB of RAM, but after it's been running for a while and caching content, etc. it is naturally going to consume more RAM as a result, again this is by design.
You made me check how much memory Chrome was taking, and . . . holy cow! Over 1,500 MB of RAM (out of 4 GB)! I should probably restart it someday, but I find that annoying. I wish it would save my opened bookmarks—even though I only keep about three open at all times, so it wouldn't be that bad re-opening them manually. I could try to crash it since I know it asks you if you want to restore pages after a crash, but I don't know how to do that intentionally. :P

Anyway, that was an interesting read!
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skeletonbow: That's just how modern web browsers work, and since all of the gaming clients are modern web browsers, that's how they work by design. On a fresh startup with no caching one might find a browser or gaming client only uses 200-300MB of RAM, but after it's been running for a while and caching content, etc. it is naturally going to consume more RAM as a result, again this is by design.
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Tyrrhia: You made me check how much memory Chrome was taking, and . . . holy cow! Over 1,500 MB of RAM (out of 4 GB)! I should probably restart it someday, but I find that annoying. I wish it would save my opened bookmarks—even though I only keep about three open at all times, so it wouldn't be that bad re-opening them manually. I could try to crash it since I know it asks you if you want to restore pages after a crash, but I don't know how to do that intentionally. :P

Anyway, that was an interesting read!
I have about 400 tabs open in Firefox currently, consuming about 7GB of RAM (64bit Firefox). I've got Chrome running for fallback for some things and for web development testing also, but generally don't use it if I can avoid it, but it has about 12 pages open also currently. My Chrome appears to be using about 600-700MB of RAM currently. Galaxy is using about 500MB at the moment, Steam is using about 300-350MB currently (although I just started it a short while ago and haven't viewed the store today), Origin using about 200MB currently also just started a short while ago. Altogether that's about 10GB of RAM being used by software built upon web browser technologies. :)

Kind of sucks because it means there is only 21.7GB of unused available RAM in my PC currently, but I'll have to manage to live with it I guess. :)
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skeletonbow: Kind of sucks because it means there is only 21.7GB of unused available RAM in my PC currently, but I'll have to manage to live with it I guess. :)
Oh wow, you have a lot of RAM! But you should be still fine with 20 GB, it's already plenty! Unless you make your computer do some really heavy stuff.

And I just realised that I have, in fact, 8 GB of RAM. I saw in the Task Manager that Chrome was taking 1,500 MB and it showed 59% used, so I thought I only had 4 GB, because surely nothing else is using RAM.

My Galaxy is rather light-weight; it's only using about 170 MB of RAM at the moment, and I opened it more than twelve hours ago, though I never use the store and community sections because it will probably always be faster to use a traditional browser for those purposes.
Yes, I am aware that these clients are stripped-down web browsers. Congratulations on your extraordinary display of pedantry, though. That little 'get a better computer, noob' bit at the end is probably older than you are, though.

I thought it was worthy of note because while Galaxy loves to foul its nest, I've rarely seen Steam's processes blip above a hundred megs of used RAM. I'm afraid that MMO marketing and Google's development practices have pretty much diluted the concept of 'beta' into nonexistence.

But hey. You're welcome for the opportunity to wave your e-penis around.