Quick answer: Call SetAchievement then StoreStatsAndAchievements through the Galaxy Stats interface, handle the store success callback, and let Galaxy sync queued unlocks when it comes back online.
If GOG achievements show locally but never appear on the player's GOG profile, you set them without committing. The Galaxy SDK needs an explicit store call to upload them.
How to fix it
1. Set then store
Call Stats()->SetAchievement("key") followed by Stats()->StoreStatsAndAchievements(). The set alone is local; the store uploads it to the player's profile.
2. Handle the store callback
Implement the stats-stored listener and check for success. A failed store (often offline) should be retried rather than assumed complete.
3. Sync after reconnect
Galaxy queues unlocks made offline and syncs on reconnect, so keep the SDK initialized and let it flush rather than discarding the local state.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.