protonscr

FINAL FANTASY VII EVER CRISIS

protonopen appid 2484110Game compatibility - Unofficial.NET
ValveSoftware/Proton#8198 · opened 2024-10-28 by Wedge009 · updated 2026-05-18 · 9 comments · github · game page · search this game
WWedge009 2024-10-28 github

Compatibility Report

  • Name of the game with compatibility issues: Final Fantasy VII Ever Crisis
  • Steam AppID of the game: 2484110

System Information

I confirm:

  • [x] that I haven't found an existing compatibility report for this game.
  • [x] that I have checked whether there are updates for my system available.

steam-2484110-ubuntu2204.log (runs normally)
steam-2484110-ubuntu2404.log (gets stuck on connection - eventually forced-closed via Alt-F4)

There are a lot of entries for fixme:system:NtUserQueryDisplayConfig in the latter, I don't know if that's significant.

Symptoms

This may not necessarily be a Proton-specific issue, since it appears to be a connection issue within the game itself (it's a PC port of a mobile phone game) and the connection works fine on Ubuntu 22.04 but not on 24.04 (my observation is a confirmation of the report around July 2024 on ProtonDB - there are a few other reports that also refer to the black loading screen problem).

image

Reproduction

  1. Start game
  2. Click past title screen
  3. Indefinite black 'loading' screen on Ubuntu 24.04
  4. Note that game loads as normal with Ubuntu 22.04

Unlike Mobius (service since terminated), this game doesn't cope well going back and forth between phone and PC frequently, so I seldom use the Steam port. But if I do use it, I'd prefer to have it work with Proton as I used to back on the older Ubuntu.

Mmadewokherd 2024-10-28 github

This might be a line of interest:

263319.184:0140:0144:err:module:import_dll Library icu.dll (which is needed by L"S:\\common\\FF7EC\\FF7EC_Data\\Plugins\\x86_64\\FirebaseCppApp-11_9_0.dll") not found
WWedge009 2024-10-29 github

Thanks for the input, but that occurs in both logs. (The game works as normal under Ubuntu 22.04.)

WWedge009 2025-10-26 github

It may be an issue specific to Debian/Ubuntu distributions - https://discourse.ubuntu.com/t/multiple-ubuntu-users-report-issue-with-ffvii-ever-crisis-on-proton/54943.

I also tried Proton 8 and Proton 7 just now - same issue.

WWedge009 2025-11-14 github

No apparent change with Proton 10, but to be expected if the problem is Debian/Ubuntu-specific.

Uunrarp 2026-05-14 · hidden on GitHub github

Hey, apologies in advance for the wall of AI text. I'm a novice and have no idea what some of these terms mean. I tried to debug this today with claude code and we tried a few things but never got the loading screen. claude code generated this summary of what we tried, let me know if I can help getting you any other information


Detailed debugging findings: asset downloads never start, fastaes encryption broken under Wine

System Info

  • Ubuntu 24.04.4 LTS, Kernel 6.17.0-23-generic
  • AMD Radeon 680M (Rembrandt), Mesa 25.2.8 (RADV)
  • Proton 10.0-4, also tested: GE-Proton10-34
  • glibc 2.39, OpenSSL 3.0.13

Symptom

Game launches, reaches start screen, connects to Square Enix API successfully, transitions to loading screen, then hangs indefinitely. No crash, no error dialog.

Investigation

An extensive debug session was conducted tracing Wine internals across multiple Proton versions and system configurations.

Network works fine

WINEDEBUG=+winsock traces show the game successfully:

  • Resolves game-*.app.gl.ffviiec.com, client-masterdata-*.app.gl.ffviiec.com, resources-api-*.app.gl.ffviiec.com
  • Connects to the Square Enix API over IPv6 (Google Cloud) on port 443
  • Connects to CloudFront CDN (52.84.x.x, 99.86.x.x) on port 443
  • Transfers data successfully (~12K recv calls, all status 0)

API calls succeed — Command.ApiNetwork.Api.ApiBase:OnSuccessApi appears in Player.log.

All DLLs load successfully

WINEDEBUG=+loaddll confirms every game DLL loads without error, including GameAssembly.dll, UnityPlayer.dll, grpc_csharp_ext.dll, fastaes_universal.dll, etc.

Notable: Cysharp.Net.Http.YetAnotherHttpHandler.Native.dll (a Rust/tokio-based HTTP/2 client) is present in the Plugins directory but never loaded by the game at runtime.

Asset bundle downloads never start

The Octo asset manager initializes with 106,679 asset bundles in its database, but the download directory (octo/d/) remains empty across every launch. The game never schedules asset bundle downloads. Without downloaded assets, the post-loading-screen scene renders as a black screen with no UI content (though click animations still work, confirming the engine is responsive).

fastaes encryption is broken under Wine

The game includes fastaes_universal.dll, a Rust+MinGW compiled AES library used by the Octo SecureFile system. Every launch produces this error in Player.log:

Octo/SecureFile: Secure file is corrupt: S:/common/FF7EC/FF7EC_Data\..\octo\pdb\3001\323173179\octocacheevai

The file is actively written by the game (15MB, modified timestamp updates each run), but the game cannot decrypt it back on subsequent reads. The encryption produces data that fails decryption. This is consistent with the System.Security.Cryptography.CryptographicException: Bad PKCS7 padding. Invalid length 0 reported by other Linux users.

With a fresh Proton prefix (no octocacheevai file exists), the first Octo setup bypasses the encrypted cache and reads the DB directly — this succeeds, and loading screen visuals render correctly. The game then writes a new octocacheevai during that session. On subsequent Octo setup iterations (and subsequent launches), it attempts to read the file back, fails decryption, and falls back to a degraded code path.

This broken encryption likely affects other internal crypto operations beyond just the cache file, which would explain why asset bundle downloads are never scheduled despite successful network connectivity.

No errors surface anywhere

  • Player.log: only the SecureFile corruption error and an ICMP ping failure
  • Wine stderr: completely silent — no game error output
  • PROTON_LOG=1: only 4 benign Wine errors (winebth, DispatcherQueue, kerberos, ntlm)
  • Bugsnag: no local error reports stored
  • System journal/dmesg: nothing relevant

The game silently catches and swallows whatever internal exceptions prevent asset downloads from being scheduled.

Not a host userspace library issue

The game was tested inside a Fedora 41 Distrobox container (glibc 2.40, OpenSSL 3.2.6) sharing the Ubuntu host kernel. Behavior was identical — same SecureFile corruption, same infinite loading screen. This rules out Ubuntu's userspace libraries (glibc, openssl, etc.) as the cause. The issue is in Wine/Proton's precompiled binary or its interaction with the kernel/GPU driver.

Tested configurations

Configuration Result
Proton 10.0-4 Hangs on loading screen
GE-Proton10-34 Hangs on loading screen
Fresh Proton prefix Loading visuals appear on first launch, then same hang on subsequent launches
YAHA DLL removed No change (DLL was never loaded anyway)
Fedora 41 Distrobox (Proton 10.0-4) Identical behavior to native Ubuntu

Summary

The game's Rust-compiled AES library (fastaes_universal.dll) produces inconsistent encryption/decryption results under Wine. This breaks the Octo asset management secure cache and likely other internal crypto operations, preventing asset bundle downloads from ever being scheduled. The game connects to servers and downloads metadata successfully, but never progresses to downloading actual game content assets — resulting in an infinite loading screen.

WWedge009 2026-05-14 github

never got the loading screen

You mean you didn't get stuck and it loaded normally or you didn't even reach the point of where it gets stuck?

I've yet to see if the same occurs on Ubuntu 26.04 but I have no reason yet to believe anything has changed here.

Uunrarp 2026-05-15 github

Sorry, I meant to say I never got past the loading screen. Same issue as the OP, first 3 steps to reproduce (I only have Ubuntu 24.04)

Uunrarp 2026-05-17 github

Tried again with opus 4.7 and it figured it out based on my logs (last conversation was with opus 4.6)

The game uses Unity's Ping (ICMP) to verify the server is available before continuing. Ubuntu does not allow unprivileged ICMP sockets via net.ipv4.ping_group_range, which defaults to 1 0 — an empty range that blocks every GID. The ping never succeeds, so the game waits forever.

You can verify if this affects you:

  1. Check the sysctl — if it shows 1 0 (or any range where low > high), you're affected:
$ cat /proc/sys/net/ipv4/ping_group_range
  1   0
  1. Check Player.log — the last line before the hang will be:
Ping: Error performing ICMP transmission. Possibly because of a timeout
  1. Log path: ~/.local/share/Steam/steamapps/compatdata/2484110/pfx/drive_c/users/steamuser/AppData/LocalLow/SquareEnix/FF7EC/Player.log

Test the fix:

sudo sysctl -w net.ipv4.ping_group_range="0 2147483647"

Then relaunch the game. If that lets you past the start screen, make it permanent:

echo 'net.ipv4.ping_group_range = 0 2147483647' | sudo tee /etc/sysctl.d/99-ping-group.conf
WWedge009 2026-05-18 github

Fascinating. I didn't know about that Player.log, but it does indeed appear that Debian/Ubuntu closed down pings between Ubuntu 22.04 and 24.04. I confirm I'm able to download again by allowing pings only for my group ID (1000 in my case).

Not sure if this counts as an implementation fault with the game itself, since it shouldn't become unresponsive like that. But aside from this, the game itself plays fine overall - at least running against vanilla Proton 10.0-4.

Proton versions

Launch options

DLLs