It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
!!! 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
avatar
JojoInstinct: Hey there, I wrote a thread concerning an error (0xc000007b) while installing or launching GOG Galaxy.
Here is a quote of my description of the problem.

Hi,

I wanted to ask you some help about an issue while installing and launching GOG Galaxy.
I have an error message : "The application did not manage to run correctly (0xc000007b)"

I tried to reinstall the C++ packages for VS 2012 - 2013 and 2015 (x64 and x86) but it didn't change anything.
DirectX wasn't installed at first so I managed to do it but again, the same error.

If you guys are able to help me I would really appreciate. Just notice that I don't have any "Games" folder because I didn't buy any game, however I need GOG Galaxy to play Gwent: The Witcher Card Game :)
avatar
JojoInstinct:
Hey JojoInstinct, in your Mantis report you mention installing a certain DLL manually - which DLL was it?
When connecting to an account in the client GOG Galaxy connection error occurs. What to do? that can block access to the GOG connection?
avatar
TomaszGOG: snip
I don't think Galaxy is handing redistributables 100% correctly when redistributables are not installed... I've had to go through the !Downloads folder, then __redist and manually do this because a game failed to run after installing when on a fresh OS install.

Also it looks like Galaxy is bundled with the 2012 Microsoft Visual C++ Redistributables, but why isn't the 2015 redistrbutables bundled or even the 2017 ones since VS 2017 is in RC stage?
Post edited December 29, 2016 by user deleted
Any word on when and if we can expect cloud game saves support? It's at the top of the Galaxy community wishlist. Every major gaming client supports it, except Galaxy. I know it takes time, but no one from GOG has even confirmed if it's coming or not.
avatar
anidais: Any word on when and if we can expect cloud game saves support? It's at the top of the Galaxy community wishlist. Every major gaming client supports it, except Galaxy. I know it takes time, but no one from GOG has even confirmed if it's coming or not.
I know this is not really official; but I one of the <i>Descent: Underground</i> developers if cloud saves were in the works because they had mentioned GOG along with Steam, and their [url=https://www.gog.com/forum/general/in_development_descent_underground_6a426/post163]reply might be suggesting something of the sort.

Though I hope that if GOG decides to implement cloud saves, they will do it themselves instead of letting developers know that such an option exists. For example, they could scan the default save game locations (or ask the user where they are if they have been moved). That way, potentially every GOG game would have cloud save support; while on Steam, not every game has cloud save support because it’s a matter of whether or not the developers have implemented it.
avatar
Tyrrhia: I know this is not really official; but I one of the <i>Descent: Underground</i> developers if cloud saves were in the works because they had mentioned GOG along with Steam, and their [url=https://www.gog.com/forum/general/in_development_descent_underground_6a426/post163]reply might be suggesting something of the sort.

Though I hope that if GOG decides to implement cloud saves, they will do it themselves instead of letting developers know that such an option exists. For example, they could scan the default save game locations (or ask the user where they are if they have been moved). That way, potentially every GOG game would have cloud save support; while on Steam, not every game has cloud save support because it’s a matter of whether or not the developers have implemented it.
There's no reason to have it one way or the other however. The best way to have cloud save support is if it is directly implemented in the game using the central distributor API, so that is how it should be done with games under development. For games that are not under development and thus unlikely to get updated to support this, it could be implemented separately by GOG on a game by game basis.

This is probably the approach that GOG would take on this I believe, however what is most likely in the short term is that which does not put a massive burden on the development resources of GOG. As such, the most likely thing we will see first when it happens is the Galaxy API being extended with functionality to allow developers to use GOG centralized cloud storage. Then support for games that don't have it would be done by GOG "sometime soon", which is a euphemism for "not never, but close". :)
avatar
skeletonbow: As such, the most likely thing we will see first when it happens is the Galaxy API being extended with functionality to allow developers to use GOG centralized cloud storage. Then support for games that don't have it would be done by GOG "sometime soon", which is a euphemism for "not never, but close". :)
In my opinion, their own games should have cloud game saves support by now. There is no reason why the Witcher games (specially 3) don't support cloud saves on GOG, considering (if I'm not mistaken) that a huge portion of people own it on GOG (more than on Steam, at least on release, by now I don't know). I say prioritize your own games, get cloud for those, then work on a game by game basis if it can't be implemented for all. The Galaxy client is almost 2 years old a this point.

I know GOG probably don't have the man power or resources other companies have, but at ths rate it will be years before we see true progress on the client. Stuff like the overlay is still slow to load, bad-looking and buggy. I know it is beta and all but ever since I started using Galaxy when Witcher 3 released I haven't seen any huge improvement to the client. Heck, we still don't have desktop notifications for when friends come online or message us (basic functionality for any client).

I am, however, thankful that they decided to create Galaxy. Much easier to manage a game collection than hunting down files on a website.
avatar
Tyrrhia: Though I hope that if GOG decides to implement cloud saves, they will do it themselves instead of letting developers know that such an option exists. For example, they could scan the default save game locations (or ask the user where they are if they have been moved). That way, potentially every GOG game would have cloud save support; while on Steam, not every game has cloud save support because it’s a matter of whether or not the developers have implemented it.
avatar
skeletonbow: There's no reason to have it one way or the other however. The best way to have cloud save support is if it is directly implemented in the game using the central distributor API, so that is how it should be done with games under development. For games that are not under development and thus unlikely to get updated to support this, it could be implemented separately by GOG on a game by game basis.

This is probably the approach that GOG would take on this I believe, however what is most likely in the short term is that which does not put a massive burden on the development resources of GOG. As such, the most likely thing we will see first when it happens is the Galaxy API being extended with functionality to allow developers to use GOG centralized cloud storage. Then support for games that don't have it would be done by GOG "sometime soon", which is a euphemism for "not never, but close". :)
I am a person with OCPD. It’s either X or Y—can’t have both! :P

Anyway, not a lot of games make use of the Galaxy API (older games probably never will), so I don’t know if a lot of games would support cloud saving without GOG’s intervention. GOG needs to do something about those games, as it would be a great advantage over Steam.

And I don’t think it would be that much extra work to do it for all the games (do it once and apply the same method to everything else, right?). I think it would only require the knowledge of where the save games are located; and since GOG curates and tests the games before selling them, I’m pretty sure they already have that information available.
avatar
anidais: In my opinion, their own games should have cloud game saves support by now. There is no reason why the Witcher games (specially 3) don't support cloud saves on GOG, considering (if I'm not mistaken) that a huge portion of people own it on GOG (more than on Steam, at least on release, by now I don't know). I say prioritize your own games, get cloud for those, then work on a game by game basis if it can't be implemented for all. The Galaxy client is almost 2 years old a this point.

I know GOG probably don't have the man power or resources other companies have, but at ths rate it will be years before we see true progress on the client. Stuff like the overlay is still slow to load, bad-looking and buggy. I know it is beta and all but ever since I started using Galaxy when Witcher 3 released I haven't seen any huge improvement to the client. Heck, we still don't have desktop notifications for when friends come online or message us (basic functionality for any client).

I am, however, thankful that they decided to create Galaxy. Much easier to manage a game collection than hunting down files on a website.
When they are implementing the feature internally, the most likely scenario is that they will be adding support for it to one of their own games. Probably Gwent since it is the newest and they're more involved with it IIRC. They'll likely have a number of publishers on deck with up coming releases to add experimental support for the feature as well when the time comes. I say this because this is more or less how everything has been done in the past with every other major Galaxy feature.

I also agree that it would be nice to have such features for the entire Witcher series of games also, but keep in mind that is something falls within CD Projekt RED's jurisdiction rather than GOG even though they are sister companies. At this point in time I predict it unlikely to see the feature added to The Witcher games however, my opinion being based on the fact that neither The Witcher nor The Witcher 2 have had Galaxy achievements or any other Galaxy features added to them since these features were available with Galaxy. It'd be awesome if they would work with CDPR to have their own games updated with these features though, but I suspect their limited developer resources will instead go into continuing to work on more of the missing Galaxy features everyone wants, and that CDPR's developer resources will instead go into developing Cyberpunk 2077. That is if past observations are of any use in predicting the future anyway.

avatar
Tyrrhia: Anyway, not a lot of games make use of the Galaxy API (older games probably never will), so I don’t know if a lot of games would support cloud saving without GOG’s intervention. GOG needs to do something about those games, as it would be a great advantage over Steam.

And I don’t think it would be that much extra work to do it for all the games (do it once and apply the same method to everything else, right?). I think it would only require the knowledge of where the save games are located; and since GOG curates and tests the games before selling them, I’m pretty sure they already have that information available.
Lots of games make use of the Galaxy APIs, but that is almost universally limited to newly released games other than a small handful of legacy releases (like AvP 2000 for example).

I agree that it would be a nice advantage over Steam for legacy games that do not have such feature on Steam, and I think it is something that GOG might consider doing at some point in time. I think that feature-wise however that GOG has a lot of higher priority features that will see the light of day before cloud storage for arbitrary games does, and Galaxy feature development timelines are very very long in the tooth if you know what I mean. In short, I think we may see a feature like this sometime in 2030 or so. :)
Post edited December 30, 2016 by skeletonbow
avatar
skeletonbow: Lots of games make use of the Galaxy APIs, but that is almost universally limited to newly released games other than a small handful of legacy releases (like AvP 2000 for example).

I agree that it would be a nice advantage over Steam for legacy games that do not have such feature on Steam, and I think it is something that GOG might consider doing at some point in time. I think that feature-wise however that GOG has a lot of higher priority features that will see the light of day before cloud storage for arbitrary games does, and Galaxy feature development timelines are very very long in the tooth if you know what I mean. In short, I think we may see a feature like this sometime in 2030 or so. :)
Lots of games use the Galaxy API? Huh? I went on the Games page, selected achievements as a feature, and it showed me four pages (with some entries being DLCs or other editions) out of thirty‐seven. That doesn’t seem like a lot to me, though perhaps there are other ways games can use the API?

I agree, though, that it shouldn’t be one of the higher priorities. It would require, I think, too many resources (both financially and . . . manly? :P ).
avatar
skeletonbow: ... In short, I think we may see a feature like this sometime in 2030 or so. :)
Taking the current rate of updates that actually contain features and multiplying it by how fast GOG actually responds to what their fan base wants.... this seems about right. GOG when a bug is found in Galaxy... relevant.
Post edited December 31, 2016 by user deleted
avatar
BKGaming: Taking the current rate of updates that actually contain features and multiplying it by how fast GOG actually responds to what their fan base wants.... this seems about right. GOG when a bug is found in Galaxy... relevant.
LOL. In fairness... sometimes bugs ARE features! Opt1m1z34710nZZ!
hvhv
I mentioned this about a year ago (in what seems to be a deleted thread), but the way the GOG client handles unowned games is rather unintuitive. It essentially acts as if offline with:

"NOT CONNECTED

GOG Galaxy cannot offer online functionalities at this time, because it is not connected to GOG.com.

[CONNECT NOW]"

Would be nice if, at the very least, it offered a more informative message that it isn't found in the client's logged in account.

It's nice to see the Play button is available either way (though assuming it's offline only?).
Post edited January 02, 2017 by MetalPlateMage
avatar
MetalPlateMage: Of note the Play button is available either way, I don't remember that being available a year ago.
It was. It was available since before the Elder Scroll games were released here. I should be able to dig up a picture if you wish.