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Ah yes sorry it was not clear, it happens every time.

We found what might be causing the issue and I've updated the builds. If you could test it again we'd be very grateful!

There is not anymore shader error but unfortunately the crash remains:

01-23 15:02:56.637 6910 6927 I ShaderManager: Shader 'fluid' loaded
01-23 15:02:56.801 6910 6927 I ShaderManager: Shader 'light' loaded
01-23 15:02:56.910 6910 6927 I ShaderManager: Shader 'helmet-light' loaded
01-23 15:02:57.207 6910 6927 F libc : Fatal signal 11 (SIGSEGV) at 0xdeadbaad (code=1), thread 6927 (Thread-188)
01-23 15:02:57.449 122 122 I DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
01-23 15:02:57.449 122 122 I DEBUG : Build fingerprint: 'samsung/yakjukr/maguro:4.1.1/JRO03C/M420KRLI1:user/release-keys'
01-23 15:02:57.449 122 122 I DEBUG : pid: 6910, tid: 6927, name: Thread-188 >>> com.apricotjam.spacepanic <<<
01-23 15:02:57.449 122 122 I DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
01-23 15:02:57.879 4980 6649 D dalvikvm: GC_EXPLICIT freed 158K, 18% free 20636K/24903K, paused 26ms+8ms, total 2796ms
01-23 15:02:57.887 4980 6649 I LocationManagerService: request network (pid 6157) 900000 900000
01-23 15:02:57.910 4980 5120 I ActivityManager: Displayed com.apricotjam.spacepanic/.AndroidLauncher: +14s394ms


and the callstack is pretty much similar, pointing to libglslcompiler.so