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welcome to the official GOG Galaxy forum thread. Please read the below info first:


The Cloud Saves backend will be enabled for selected users in batches. We expect the full rollout to take at least a few days. If the cloud saves feature didn't start working for you yet please give us a few days. We will be posting updates on the rollout process in this thread.


List of games supporting various GOG Galaxy features:
Achievements: https://www.gog.com/games?feature=achievements&sort=bestselling&page=1
Cloud Saves: https://www.gog.com/games?feature=cloud_saves&sort=bestselling&page=1
Overlay: https://www.gog.com/games?feature=overlay&sort=bestselling&page=1


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 (location described on mantis report page)


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.


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.

- Galaxy cannot be launched by other users on the same computer

1.2.27 Beta (October 24, 2017)
Changes and Improvements:
- A dialog will now be shown if the cloud save sync fails due to not enough space in the cloud
- Improved security in communication between Galaxy Overlay and it's UI
- MORE dropdown, or GOG Logo dropdown will not fail to open anymore (happened sometimes)
- [MacOS] Fixed Scan & Import falling in recursive loop, when encountering a symlink leading to root directory (Such symlinks happened in WINE games, eg. Baldur's Gate: The Original Saga)
- Fixed possible cloud saves synchronization freeze after a failure in receiving synchronization request
- Game update will no longer result in broken installation, when new version doesn't have previously installed language
- GOG Galaxy will no longer fail to update itself in some instances due to insufficient permissions
- Error popups (like "Failed to load game database") will be now translated to your application's language

1.2.28 Beta (October 31, 2017)
- New configuration tools for GOG Galaxy SDK

1.2.29 (November 14, 2017)
Changes and Improvements:
- Galaxy will no longer consider partial cloud saves sync (only pull) as complete
- Tweaked desktop notification animations
- Galaxy will no longer periodically fetch friends online status from the server (it will work OK via websockets)
- Unity games will no longer hang on Nvidia graphics cards with Overlay turned on
- Fixed several issues which caused game images in the sidebar to not appear
- Fixed a few cases where extracting the archive with game images did not happen (e.g. when the game was installed with an offline installer)
- Faster shutdown during a game update
- Overlay and game time tracking will properly work with games that uses launchers
- [macOS] Fixed a crash, which happend during updating Tyranny with all DLCs
- Fixed background image not being refreshed after it's source has been changed

1.2.30 Beta (December 04, 2017)
- Testing cloudstorage configuration

1.2.31 (07 December, 2017)
Changes and Improvements:
- Improved Overlay scaling on high resolution displays, as well as on low resolutions (for retro games on fullscreen)
- Decreased minimum resolution threshold required for overlay to work
- Game time is saved when closing Galaxy while a game is running
- [Windows 10 Fall Creator's update] Fixed Galaxy being auto-started by the system when auto-start was disabled in Galaxy settings
- [Windows] Fixed some cases of "Connection to Communication Service was lost and could not be restored"
- FPS counter will be properly showing up when using AMD graphics cards
- Desktop notification will not be shown if you are using fullscreen application (eg. playing non-GOG game)
- Fixed bug that caused problem with updating games because their files were marked as read only
- Game time tracking information will no longer be lost if you were disconnected when shutting down a game
- Fixed an issue with Overlay not showing up in Elex, when using AMD graphics cards
- Screenshots will work properly in DirectX8 games (eg. Zwei)
- Screenshots won't capture Overlay notifications in DirectX11 games (eg. Elex)
- Fixed rendering issue in OpenGL games (eg. Owlboy)
- Fixed rendering issue in DirectX8 games (eg. Mafia)

1.2.32 (December 20, 2017)
Changes and Improvements:
- Galaxy backend will try to determine best servers for Galaxy Updates
- Fix for GOG Galaxy starting very slowly
- Galaxy will not crash when was unable to read user preferences file during initialization
- Friend online notifications won't appear in batches after you wake your system from sleep, or regain internet connectivity
- Galaxy will not falsely bump your gametime tracking by huge value when failing to start a game

1.2.33 (January 10, 2018)
- GOG Galaxy SDK optimizations and bugfixes

1.2.34 (January 17, 2018)
- GOG Galaxy SDK small bugfix in logging routine

1.2.35 Beta (January 17, 2018)
Changes and Improvements:
- Chromium Embedded Framework was updated to version 62, resulting in improved CPU and memory performance
- Cloud copy of save games will be removed on next sync when local files are removed and quota is exceeded
- [MacOS] Fixed a bug with user avatar not being visible after installation
- [Windows] Fixed Unicode support in Galaxy Overlay

1.2.36 (January 31, 2018)
Changes and Improvements:
- Chromium Embedded Framework was updated to version 62, resulting in improved CPU and memory performance
- Cloud copy of save games will be removed on next sync when local files are removed and quota is exceeded
- Fixed a bug in GOG Galaxy SDK, which could cause games to crash
- [MacOS] Fixed a bug with user avatar not being visible after installation
- [Windows] Fixed Unicode support in Galaxy Overlay

1.2.37 (February 05, 2018)
Changes and Improvements:
- After quitting a game, GOG Galaxy will check if game updates are available
- Added indication on gameview that a game's beta channel is no longer available
- General improvements to download mechanism
- [Windows] Fixed GOG Galaxy Notifications Renderer's icon and details
- Fixed Galaxy self-update on MacOS with multiple system accounts
- Fixed issues with starting GOG Galaxy, when one of the configuration files was corrupt
- Fixed issue where some DOSBox games would be broken by Galaxy updates

1.2.38 Beta (Februrary 28, 2018)
- Released only to beta, it consisted changes from 1.2.39

1.2.39 (March 13, 2018)
Changes and Improvements:
- Increased the default number of download threads from 10 to 32. This should improve download speeds at the cost of CPU usage.
- Improvements to windows handling: size and position persistance, native behaviours
- [MacOS] GOG Galaxy notifications respect "Do Not Disturb mode"
- Small network improvements during GOG Galaxy update
- Fixed a bug with downloading older games in China
- Fixed rare issue where downloading a backup installer would fail with "Server problem" for no apparent reason
- [MacOS] Fixed showing %appName% instead of the application name in an error dialog
Post edited 5 days ago by TheTomasz
we have released Galaxy 1.2.13 to Beta Channel.

It contains a MacOS version of in-game Overlay, this feature currently has been activated for most of our games and if you encounter any troubles with it, feel free to report it on mantis.gog.com.

It also contains an update for Windows In-game Overlay, allowing to show FPS counter despite of showing the rest of Overlay.

Also we have improved our download mechanisms to reduce download size :)

As again, it's only available, if you have Beta updates enable.
Post edited July 05, 2017 by TheTomasz
GOG Galaxy for Linux is not yet available. We currently don't have a solid ETA for Linux support. Libraries themselves won't solve the issue until the whole suite of apps is available.
Post edited July 05, 2017 by Venom
shmerl: See the linked thread. Libraries can solve part of the issue.
We're talking directly to developers, and we're aware of all the issues including their technical details. What you proposed would not solve any of them.
SpecShadow: Did that and no error appeared.
Do you know what's the size quota? Just to know for the future...
It's different per game but I believe it's currently 1GB for The Witcher 3. Of course this size can change.
korell: Can anyone else try downloading The Witcher Enhanced Edition game backup copy (i.e. the installer) through GOG Galaxy? I just keep getting a "failed: server problem" error.

EDIT: I ended up downloading the files through the browser instead. Clearly there is no server problem as the files are there, it's just the GOG Galaxy can't download them.
Thank you for reporting it - we can confirm the issue for TW:EE and TW2 backup installer downloads. Our team is working on it.
Update: The issue should be fixed now.
Johny.: Update: The issue should be fixed now.
neurasthenya: Working!

You guys are the best. :D
Yeah, especially for breaking it in the first place. :D
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we have made two releases today.

1.2.14 version contains an update for everyone. It contains optimizations for Cloud saves system and multiplayer stability.

1.2.15 version is a public beta release. Most importantly it contains changes to our patching mechanism. Instead of downloading entire files which differ, Galaxy will now download only .diff files, which contain information about changes in files. Later on Galaxy patches those files locally.

This should greatly reduce download size: eg. patch for Gwent was reduced from 470MB to just a few.

1.2.15 Known issues:
- Progress of update may be misleading as currently Galaxy informs only of Download progress and doesn't include information of how many items were already patched. This will be especially visible on games with a lot of files: eg. Pillars of Eternity
OHMYGODJCABOMB: GOG Galaxy uses the original Killing Time executable file (KILLTIME.EXE) instead of fixed one (GOGLauncher.exe). It causes the infamous problem with incorrect displaying of colors.

I have submitted this little issue almost a month ago but there is still no solution (except bypassing the client).
Your ticket was closed, but the problem is still there. I know it is scheduled to be fixed - you'll see an update for this game soon (probably today).
OHMYGODJCABOMB: GOG Galaxy uses the original Killing Time executable file (KILLTIME.EXE) instead of fixed one (GOGLauncher.exe). It causes the infamous problem with incorrect displaying of colors.

I have submitted this little issue almost a month ago but there is still no solution (except bypassing the client).
Johny.: Your ticket was closed, but the problem is still there. I know it is scheduled to be fixed - you'll see an update for this game soon (probably today).
Update should be live - build version is labeled 'gog-6'
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Venom: We're talking directly to developers,
shmerl: I guess you are already aware, but if not, here is the recent precedent. According to developers, Tooth and Tail isn't coming out on GOG for Linux because of missing Galaxy libraries. So did you try to prevent such scenario, and why it didn't work out?
I don't see a single word about lack of Galaxy libraries on Linux there but lack of the Galaxy Client itself for Linux - and I think this is what your misunderstanding with Venom is about.

I believe part of this misunderstanding is also assuming that developers are interested in offering on Linux a SKU that lacks in-game features that other OSes / platforms have in the first place. You see, the idea that you're pitching, as I understand it, is some sort of stub library - but that does not address most of key features such as auto updating, multiplayer or publishing and testing builds among many others that still require Client or other tools. In reality it is as "good" (or as "bad") solution as not implementing Galaxy to Linux SKU at all and releasing it without it... which is possibility since we've started offering Linux games.

Please keep in mind, and this is something that Venom pointed out earlier, that we talk to developers for days every single GDC, E3, Gamescom, have regular calls and visit them as well. We are aware of what are they needs and requirements, what options are on the table and what's their viability from the business side.
Post edited July 19, 2017 by Destro
shmerl: snip
It's not really an architecture problem, but whether the idea solves anything better in the first place. If you, as a game developer, built SKUs for another platform with certain in-game platform features (like achievements or multiplayer) and then proceed to build a SKUs with new code that is handled by the stub library, then you're as good as disabling / not including that platform-specific code. Either way, assuming that you accept that said SKU could be perceived inferior to others, which I think is a quite bigger question really.

Aside from stub not solving the issue, you still lack auto-updates and won't be able to push and publish builds directly to GOG - features which in many cases are an absolute musth have for developer to release the game on GOG in the first place.
Post edited July 19, 2017 by Destro
shmerl: OK, so to confirm, it's up to developers, and if they want, nothing stands in their way to release Linux version that doesn't provide Galaxy features.
I'm actually perplexed by the suggestion. Considering that GOG Galaxy is not available on Linux, why would be against the Linux game release?
I'll answer you even a step further: if Galaxy was available on Linux it wouldn't change our approach. Both on Windows and Mac it's up to the developer to commit to having specific Galaxy features in the game or not. It's their game, we respect their decision.

shmerl: I guess this conflates two unrelated issues.

1. Updates that users get through the client or manually.
2. Way to push updates from developers to GOG.

#1 is your regular Galaxy standalone client, GUI and all. #2 can be implemented in cross platform fashion with less sophistication than #1 (were are talking about developers after all). So how does the lack of #1 prevent it?
Pushing build is just a part of the flow. Many developers upload game builds to an internal branch and download / patch it to check the implementation. Sometimes QA downloads different RCs from other branches. Finally some do internal betas on couple of other branches which also require a way to download them... all this before the button "publish to master" is pressed. As you can see, a tool for downloading and updating builds / jumping between branches and game version is required and that's why GOG Galaxy Client is a part of the equation here.
I guess this might not be obvious as this is rarely visible to the end user, except maybe for some games-in-development titles, but it's there nevertheless.
Post edited July 20, 2017 by Destro
Johny.: snip
BKGaming: Shouldn't games imported auto update once even if updates are disabled? Because it looks like when auto updates are turned off this doesn't happen. They don't auto update, and they don't show a blue dot. I've been manually verify and repairing them.

If auto updates are on they do automatically update upon being imported...
When you're disabling auto-updating feature, that means you don't want your games to update automatically for one reason or another.
As for the lack of blue dot - we can't really show it, because we can't know whether the update for imported game is available or not. In game's settings, you can see that no version is selected. You will see the blue dot when next version is published - because that certainly means that an update is there for you.
Part of this behavior may be changed in the future (communication of the game's version state), and changing installers/patches to provide this data may also happen - but it's not that simple. I'm just shooting words here, because I don't know whether any of this will happen, but we've considered it.
Johny.: flurp
BKGaming: Okay I was just wondering because I was under the impression Galaxy needed to update at-least once with an imported game to be fully Galaxy compatible. Because as you already know I guess if I don't verify/repair after importing Galaxy reports it doesn't know what game version I am on, etc.

I assume everything will still function correctly without doing a verify/repair then, Galaxy just won't be able to tell the version?
I don't know what you mean by "fully Galaxy compatible", but yes - everything should work just fine. It's not perfect, but we had to agree on something when we were to give users the choice to disable auto-updates globally for all games.