▲ 34 r/Codeweavers_Crossover+1 crossposts

[Guide] Fixed "Microsoft Visual C++ 2015-2022 Redistributable (x64) is required" loop in CrossOver (Steam game, Unreal Engine)

Spent an evening fighting this with a Steam game (Strikers Club, Unreal Engine) running through CrossOver on my Mac. Sharing the full path in case it saves someone the trip.

The problem

Every time I launched the game from Steam inside CrossOver, I got:

>The following component(s) are required to run this program: Microsoft Visual C++ 2015-2022 Redistributable (x64)

Installing the redistributable through CrossOver did NOT fix it. The dialog kept coming back even though the runtime was clearly installed.

Why it happens (the actual root cause)

Two things are going on:

  1. The installer "fails" because a newer version is already there. If you check the vcredist install log inside the bottle you'll see Error 0x80070666: Cannot install a product when a newer version is installed. That error is benign: the runtime you have is newer than the one the game ships with, so the old installer refuses to downgrade. You are not actually missing anything.
  2. The game's bootstrapper checks for a physical file, not the registry. The log also shows it searching for C:\windows\system32\api-ms-win-crt-runtime-l1-1-0.dll. On real Windows that file exists. In Wine/CrossOver the Universal CRT is implemented as a builtin, so the file is not physically there, and the check wrongly concludes the redistributable is missing. The runtime works fine, the detector is just naive. So: runtime installed, game refuses to believe it.

What did NOT work

  • Reinstalling any version of the vcredist (x86 or x64) inside the bottle.
  • Renaming installscript.vdf files under steamapps/common/Steamworks Shared/_CommonRedist/. Worth trying first in your case, because if the dialog comes from Steam's first-time setup this alone fixes it. In my case the check was inside the game's own bootstrapper, so it kept failing.

What DID work

The game folder looked like this (classic Unreal layout):

StrikersClub/
  Engine/
  UFG/
  UFG.exe          <- bootstrapper, does the broken check

The real game binary is at:

StrikersClub/UFG/Binaries/Win64/UFG-Win64-Shipping.exe

Steps:

  1. Keep Steam open in the background inside the bottle (needed for DRM).
  2. CrossOver > select the Steam bottle > Run Command.
  3. Point it to the Shipping exe: "C:\Program Files (x86)\Steam\steamapps\common\StrikersClub\UFG\Binaries\Win64\UFG-Win64-Shipping.exe"
  4. Before running, hit Save Command as Launcher so you get a double-clickable icon and never do this manually again. The game launched immediately. The bootstrapper (and its broken check) is simply skipped.

Bonus fix 1: online services not connecting

Launching the Shipping exe directly means SteamAPI does not know which game you are, so online features fail with "cannot connect to services". Fix:

  1. Find your App ID:

​

   grep -i "name\|appid" ".../steamapps/"appmanifest_*.acf
  1. Create steam_appid.txt next to the Shipping exe containing just the ID:

    echo "1952920" > ".../UFG/Binaries/Win64/steam_appid.txt"
    
  2. Launch again with Steam running in the background. Online worked after this.

Bonus fix 2: fake NVIDIA driver warning

On first launch the game warned about an outdated NVIDIA driver for D3D12 and offered a download link. There is no NVIDIA GPU in a Mac; that is the fake driver identity Wine reports. Just click No. Harmless.

Extra tip

If you get bad performance or crashes with D3D12 (runs through D3DMetal in CrossOver), Unreal games usually accept forcing DX11 by adding -dx11 to the launch command.

Hope it helps. Setup: CrossOver on macOS, Steam bottle, Unreal Engine game.

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u/WLE_iGhost — 7 days ago
▲ 1 r/iOSDevelopment+1 crossposts

Shipped ClipCard Pro on the App Store about 4 months ago. It's a Face ID-locked vault for the stuff people actually copy on iPhone — credit cards, crypto wallets, contacts, URLs.

Stack: SwiftUI, Core Data + NSPersistentCloudKitContainer for iCloud sync, StoreKit 2, App Intents (Shortcuts), AES-256-GCM via CryptoKit for encrypted export. iOS 17+. Bilingual EN/ES. Solo build.

Here's the brutal part: 4 months live and zero customer reviews. Not 1. Zero.

After digging in, I found two compounding problems:

  1. My in-app review prompt was firing on launch — the worst possible moment. User opens app, gets a "rate me!" before they've copied anything. Result: tap "Not now" or just dismiss. Apple's daemon then silently throttles future asks.

  2. Discovery is broken without Apple Search Ads. I'm Serbia-registered which means ASA is unavailable to me (Apple doesn't list Serbia as a billing country). So organic ASO + word of mouth is the only path.

What I'm trying now:
- Rewrote the rating prompt to fire after the user has successfully copied 3 clips (the actual high-engagement moment), with a 60-day throttle between attempts.
- Cleaned up App Store metadata: subtitle, keywords, promo text.
- Started actually telling the story of why I built it — that's this post.

Honest question for the sub: if you've shipped a paid iOS app on App Store with no ASA budget, what was your first 100 paying users moment? I keep reading "ProductHunt + Reddit" but I want concrete first-hand stories.

App is here if anyone wants to poke at it: https://apps.apple.com/app/id6757620270

u/WLE_iGhost — 3 months ago

A friend texted me his BTC wallet last week and I almost saved it as a screenshot. That was the moment.

Most people I know save sensitive copy-paste data in some mix of Notes, Photos, and random text files. None of those are designed for the job — they leak across iCloud Photos, get backed up to Telegram favorites, etc.

ClipCard Pro is what I built to fix that:

  • Auto-detects credit cards, crypto wallets, phone numbers, URLs from your clipboard with confidence scoring
  • Multi-chain crypto: Bitcoin (Legacy + SegWit), Ethereum, Solana, TRON. Tags 13 currencies (BTC, ETH, SOL, USDT, USDC, BNB, ADA, DOGE, TRX, TON, SHIB, CAKE, BUSD)
  • Face ID at the door, AES-256-GCM for export, NSFileProtectionComplete on the database.
  • Tag clips to contacts (using Apple's privacy-preserving Contacts picker — only the contacts you select are accessible)
  • Hidden-by-default in the list view; tap to reveal
  • Sync via your own iCloud, no third-party server
  • Bilingual EN/ES from day one
  • Voice shortcuts via the Shortcuts app

Free tier: 5 clips, credit cards + free text. Pro is $2.99/mo or $19.99/yr with a 2-week trial. Lifetime $59.99.

App Store: https://apps.apple.com/app/id6757620270

Built solo over the past months. Open to honest feedback — especially edge cases I haven't thought of yet.

u/WLE_iGhost — 3 months ago