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using the offline installer, game gets stuck at the initial loading screen. logs indicate that it fails to load gog galaxy glue dll.

[GOGManager] GalaxyInstance.Init exception:
System.TypeInitializationException: The type initializer for 'Galaxy.Api.GalaxyInstancePINVOKE' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Galaxy.Api.GalaxyInstancePINVOKE.SWIGExceptionHelper' threw an exception. ---> System.DllNotFoundException: Unable to load DLL 'GalaxyCSharpGlue'. Tried the load the following dynamic libraries: Unable to load dynamic library 'GalaxyCSharpGlue' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(GalaxyCSharpGlue, 0x0005): tried: 'GalaxyCSharpGlue' (no such file), '/usr/local/lib/GalaxyCSharpGlue' (no such file), '/usr/lib/GalaxyCSharpGlue' (no such file), '/Applications/games/GalaxyCSharpGlue' (no such file)
at Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper.SWIGRegisterExceptionCallbacks_GalaxyInstance (Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate applicationDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate arithmeticDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate divideByZeroDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate indexOutOfRangeDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate invalidCastDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate invalidOperationDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate ioDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate nullReferenceDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate outOfMemoryDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate overflowDelegate, Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper+ExceptionDelegate systemExceptionDelegate) [0x00000] in <00000000000000000000000000000000>:0
at Galaxy.Api.GalaxyInstancePINVOKE+SWIGExceptionHelper..cctor () [0x00000] in <00000000000000000000000000000000>:0
at Galaxy.Api.GalaxyInstancePINVOKE..cctor () [0x00000] in <00000000000000000000000000000000>:0
at Galaxy.Api.InitParams..ctor (System.String _clientID, System.String _clientSecret) [0x00000] in <00000000000000000000000000000000>:0
at GOGManager.Initialize (System.Boolean userAction) [0x00000] in <00000000000000000000000000000000>:0
at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at GOGManager.Initialize (System.Boolean userAction) [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.SingletonSystem`1+<AwakeEx>d__10[T].MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Coroutines.CustomCoroutines.Enumerator+<Recursive>d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Coroutines.CustomCoroutines.CoroutineEx.StepToNextUnfinishedElement (System.Boolean performEnumeratorInitializationStep) [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Coroutines.CustomCoroutines.CoroutineEx.RecurseIntoCoroutines (System.Boolean performEnumeratorInitializationStep) [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Coroutines.CustomCoroutines.CoroutineEx.Start (UnityEngine.MonoBehaviour behaviour, System.Collections.IEnumerable coroutine, UnityEngine.MonoBehaviour coroutineBehaviour) [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Initializer._Initialize (CS.Essentials.IInitializingBehaviour initializingBehaviour) [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Initializer.Unlock () [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.PrefabsServicesProvider.InstantiatePrefabs () [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.InitializationBehaviour.CS.Essentials.IInitializingBehaviour.OnEnableEx () [0x00000] in <00000000000000000000000000000000>:0
at CS.Essentials.Initializer.FinishInitialize (CS.Essentials.Coroutines.CustomCoroutines.CoroutineEx coroutine) [0x00000] in <00000000000000000000000000000000>:0
at IYieldExtensions.WhenFinished[TYield] (TYield yield, System.Action`1[T] callback) [0x00000] in <00000000000000000000000000000000>:0
--- End of inner exception stack trace ---
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I’m having the exact same problem—I see the developer/publisher logos, and then a loading animation of bricks floating around in space… which just continues forever. I have sent in multiple tech support requests but have received no response (beyond the automated “request received” email) for *weeks* now.
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AbacusWizard: I’m having the exact same problem—I see the developer/publisher logos, and then a loading animation of bricks floating around in space… which just continues forever. I have sent in multiple tech support requests but have received no response (beyond the automated “request received” email) for *weeks* now.
I’m having this issue as well. Running it under Rosetta does not work either. I have tried on an M1 iMac, an M1 Pro MacBook, and even an Intel iMac 27”. The game just gets stuck on that loading screen of animated bricks in the center.
Same here, game was running in v 1.3 on my i7 Mac as well as on the M1 Pro. After install just had to enable Rosetta in info screen, to avoid the endless bouncing intro bricks. With every new release the game is simply stuck in that endless intro screen. Had contact to helpful Gog team, tried 15 different things (all files located and deleted, de-quarantine, unpacking vs. installing, change sudo permissions, add Bricktales to all things in privacy…), but nothing helped. V. 1.8 is just the same. Sad thing, Gog asked me to contact Thunderful Support, which I did twice and never got a reply. Hope anyone will be able to get this nice game running again…
9/24/20204 - just bought this game on sale, didn't know about the mac problem. tried both the linux and windows versions and they work fine. mac version presents publisher screen, then animated colored lego bricks dancing around and never progresses. macOS 15.0. sad because I wanted to play this on my mac.
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scottjl: 9/24/20204 - just bought this game on sale, didn't know about the mac problem. tried both the linux and windows versions and they work fine. mac version presents publisher screen, then animated colored lego bricks dancing around and never progresses. macOS 15.0. sad because I wanted to play this on my mac.
I have the same issue: infinite bricks animation on start. MacOS 14.6.1. CPU: M2.
I just bought this game as well, and came here to confirm the same issue everyone has been having: the game gets stuck on the loading screen (dancing bricks) and never loads any further. Currently running macOS 11.

It's crazy to me that this issue has been going on for over a year and still remains unaddressed!

What's going on GOG team?
I wrote to LEGO support and they replied:

> We at LEGO customer service are not dedicated to video games.
> We've collaborated with some very talented game developers to create our fantastic LEGO video games. If you have any questions or problems with the games, it is best to contact them directly.
> In this case, we advise you to contact Thunderful Games directly, here is the link with their contacts:
> https://thunderfulgames.com/contact/

I wrote to Thunderful Games support and waiting for response.
Post edited September 27, 2024 by s.trump
Same issue with bouncing legos forever, M2 Macbook Air on Sequoia.