Integrate GOG Galaxy SDK statistics, achievements, leaderboards, and lobby matchmaking into a PC game
domain: docs.gog.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Request a Client ID/Client Secret pair from GOG for the game and pass them to IGalaxy's Init() call
Call ProcessData() every frame so the Galaxy Peer can process its input/output streams and fire listener callbacks
Sign the user in via one of IUser's SignIn...() methods, then confirm backend connectivity with IUser::IsLoggedOn() before relying on online features
Retrieve and update stats/achievements with IStats::RequestUserStatsAndAchievements() and IStats::StoreStatsAndAchievements()
Use IMatchmaking to filter, list, create, and join lobbies, and INetworking::SendP2PPacket() to exchange gameplay data with peers in the same lobby
Known gotchas
A user can be signed in locally to the Galaxy Peer while still failing to log on to Galaxy backend services (limited availability), in which case only partial functionality works — check IsLoggedOn() rather than assuming SignIn success means full service access
The GOG Galaxy client is not required to launch the game; if it isn't installed, features like achievements, leaderboards, stats, and multiplayer must be disabled gracefully rather than assumed available
Reading other users' leaderboard ranks (RequestLeaderboardEntriesGlobal/AroundUser/ForUsers) is a separate asynchronous call from SetLeaderboardScore, which only ever updates the signed-in user's own entry
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