Mono path[0] = 'S:/steamapps/common/HavenCraft Demo/HavenCraft_Data/Managed' Mono config path = 'S:/steamapps/common/HavenCraft Demo/MonoBleedingEdge/etc' Input System module state changed to: Initialized. [Physics::Module] Initialized fallback backend. [Physics::Module] Id: 0xdecafbad Initialize engine version: 6000.3.23f1 (09d2ecc7fb28) [Subsystems] Discovering subsystems at path S:/steamapps/common/HavenCraft Demo/HavenCraft_Data/UnitySubsystems GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon Graphics (RADV NAVI33) (ID=0x7481) Vendor: ATI VRAM: 8176 MB Driver: 35.0.65535.65535 Begin MonoManager ReloadAssembly - Loaded All Assemblies, in 0.699 seconds - Finished resetting the current domain, in 0.002 seconds [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded Initializing input. Using Windows.Gaming.Input UnloadTime: 0.695100 ms [General] Created game orchestrator with command line args: S:\steamapps\common\HavenCraft Demo\HavenCraft.exe [General] GameOrchestrator.Init start [General] HavenCraft - Version: 'Alpha 6.0.3', Date: '2026-10-03' Build: 260930-234558-924c25b GPU: AMD Radeon Graphics (RADV NAVI33), GPU Memory: 8176MB, OS: Windows 10 (10.0.19045) 64bit, System Memory: 15599MB Args: S:\steamapps\common\HavenCraft Demo\HavenCraft.exe Couldn't init steamClient got exception: System.Exception: SteamApi_Init failed with FailedGeneric - error: ConnectToGlobalUser failed. at Steamworks.SteamClient.Init (System.UInt32 appid, System.Boolean asyncCallbacks) [0x00110] in :0 at PlatformModule..ctor (System.UInt32 steamId, DionicAsyncTaskManager dionicAsyncTaskManager) [0x00018] in <3be68fe126fd4f008fb12e95b8f01e21>:0 Galaxy SDK was initialized Galaxy SDK sign in... [General] GameOrchestrator.Init done S:\steamapps\common\HavenCraft Demo\HavenCraft.exe [General] Application pause: False, runInBackground: False [General] Application focus: True, runInBackground: False [General] Applied settings to game found crash in old log file Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted. [General] crash report transmitted (45299 chars, 45451 artifact bytes) [General] Application focus: False, runInBackground: False [General] Application pause: True, runInBackground: False [General] Application pause: False, runInBackground: False [General] Application focus: True, runInBackground: False Failed to sign in for reason FAILURE_REASON_GALAXY_SERVICE_NOT_AVAILABLE [General] Application focus: False, runInBackground: False [General] Application pause: True, runInBackground: False [General] Application pause: False, runInBackground: False [General] Application focus: True, runInBackground: False [General] Application focus: False, runInBackground: False [General] Application pause: True, runInBackground: False