Jedi Survivor PC and Controller Issue
No matter what I do. My game won't register that I am using controller, it keeps showing up with keyboard option only. Neither I found setting to change it, neither any method helped, I spent 10 hour on various forums and tutorials to fix it. Nothing!! Any other games I open through EA launcher is working with the controller just as fine as it can be. But nope not this game. Steam and Epic launcher also works with my controller so highly believe it is not the controllers issue.19Views0likes3CommentsJedi Survivor: game feels sluggish even though you're a jedi
I started playing on Jedi Grandmaster and the difficulty feels awful and not fun. Cal feels sluggish: his dodge looks so wonky and the recovery is so slow. His special attacks have so much wind up and recovery that it's extremely unsafe to use it most times. Cals sluggish speed is glaring against blaster enemies and especially super battle droids. You get stuck in a snail's pace when blocking and it's very unsafe to drop the block since most blaster enemies can follow up with another shot, especially SBDs. Other souls likes takes place in medieval times so they use slow firing bow and arrows. Jedi Survivor feels like they copied that except again, Star Wars has semi and full auto blasters so trying to defend against multiple blaster enemies is extremely overwhelming. That's not even mentioning the unblockable shots of super battle droids that come out so fast. You have to anticipate them, it's very difficult to react to drop your guard and dodged because the transition feels so slow. Say you do manage to dodge. You get no invincibility frames and you take a barrage of blaster fire for daring to drop your guard. Initiating attacks are extremely risky since enemies can just use an unblockable attack and they tend to one shot Cal, especially that bird that charges at you. So most times, you're forced to play extremely passively. In contrast, enemies break the rules. I noticed this since Fallen Order: enemies can cancel their actions with a block. When I trade attacks with an electrostaff or twin baton purge troopers where my attack should land first, the troopers can cancel their attacks to block. Everyone's probably talked about Ogdo and it's the worst designed boss I've played against in a Souls-like game. 90% of your attacks useless. Heavy special attacks? too slow to safely use without getting damaged. perfect dodge? too risky because the unblockables have very specific dodge windows and you'll eat a lot of damage if you fail. force powers? almost all useless since they can't be pushed or pulled. parrying to deplete their stamina, the main gimmick of the game that you've been encouraged and conditioned to do 90% of the time? good luck, they mix up a lot of their attacks with unblockables and they only have one attack that can be parried. It's honestly boring to fight these guys since you have to play extremely safe and in narrow way: dodge, two hits or eat damage. It restricts all creativity and style, again, forcing you to play in a very specific playstyle. The hitboxes of some unblockables are pretty bad also and it's been an issue since fallen order. The 2nd sister can grab you with her rushing force drain attack even though you're way above the air. The bounty hunter with the double bladed lightsaber can hit you with your grappling hook and Ogdo's rushing attack can hit you even though again, you're way above the air. I feel like a lot of Souls-likes learn the wrong lessons on making a Souls-likes. Difficulty is a major component but fun and game feel should also be taken into consideration. It feels like everyone's trying to copy Elden Ring: bosses can two shot the player and have insane mobility and health but the player moves very slowly. It's not fun when 90% of the flashy attacks are nearly useless because they come out so slow. It's not fun when a boss can one shot you with a very quick attack, forcing you to play very safe and discouraging experimentation.9Views0likes0CommentsGame drops to very low resolution when moving right stick or mouse.
I'm encountering a very odd graphical issue. I'm on an RX 9070XT. I don't think it was happening before. Whenever I move my mouse or right stick, the game goes super low res. I tried every setting imaginable, including on AMD Software. Nothing does it. It even happens in the intro screen and on loading logos. I've attached a file of me just pushing the stick on the customization screen. Bitrate is a bit low but it should still be visible. The weird thing is it isn't even tied to camera movement, just to moving the right stick or the mouse.47Views0likes0CommentsVisual Glitch on PC
I bought the game a couple of days ago, and everything since the opening cutscene has been glitched red and white. I've tried restarting my computer, uninstalling and reinstalling, and playing around with the settings. I also made sure my device was compatible with the game, so I am unsure of what the issue is. I previously played Fallen Order and had no issues with that game. Has anyone else experienced this/know a way to fix it?33Views0likes2CommentsJedi Survivor Crashing on Startup
Started playing the game this morning for the first time on PC. Played for around ~90 minutes or so, then took a short lunch. On relaunching the game, it now crashes as soon as the title logo appears. I've tried repairing files, the app, reinstalling the whole game, verifying file integrity, launching at a lower resolution, turning off any and all overlays/overclocking applications, etc. Nothing has worked. The crash is typically (but not always) in the form of an Unreal engine error. Here is the summary information: LoginId:eabde2f8fc62000b4268f71008b93b6e LowLevelFatalError [File:Unknown] [Line: 686] RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed at D:/depot/r8branches/r8release/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1411 with error DXGI_ERROR_DEVICE_REMOVED I will gladly give more information upon request if anyone is willing to direct me to where I can find the crash data.119Views0likes4Comments"An error on our end caused the launch to fail. Try again a little later"
Trying to figure out what is going on with my copy of Jedi Survivor and Jedi Fallen Order. Both purchases on Steam around launch. Tried coming back to them around May the 4th for Star Wars day and was met with the error above. I've tried using EA app recovery. I've uninstalled, and reinstalled. Verified files as well as attempted to run as administrator and nothing allows me to launch the games. Was able to launch both of these games perfectly fine around when they launches but am not having such luck now. Hoping I can get any assistance possible to be able to play these games again. Ill add attachment next type I restart my PC because for whatever reason the error code won't pop up again on the EA App51Views1like3CommentsInfinite Loading Loop on startup
Hi, When im trying to play game, i always see starting defualt startup videos, but then, instead of starting screen or compilating shaders screen i see infinite loop circles, which showw up and don't missing after minutes or hours of waiting. Game at the same time don't answer in task manager, but uses CPU resourses. Specs: AMD Ryzen 5800x, RTX 4070ti, 32gb RAM, WIn 11, last nvidia drivers (610.74), Steam version of game What i've trying to fix issue by order (and nothing of this work). 1. Check integrity of game files in steam 2. Reinstall, or update nvidia drivers 3. Comletely reinstall the game 4. Turn of any keyboard, mouse, comtrollers while launching game 5. Updating windows 6. Modify or delete "Default_Startup_Loop.mp4" which is looping on sturtup 7. Modify or delete Save files of game 8. Modify GameUserSettings.ini ([ShaderPipelineCache.CacheFile] LastOpened=SWGame to Test) 9. Installing Mod "SWJS - Fixes and Improvements" Help, i just wont to play game, but its completely broken5Views0likes0CommentsMore Ideas
back to the traversing, a force charged vertical jump would be great for more movement, and when falling holding the same button for Controlled Descent and finally doing away with annoying falls almost completely, while using force awareness(automatic dodge) the enemys weakspots could light up and that would pass for Shatterpoint, and bring back the dodge roll already will u?uh and pressing L1(block)+R1,cal could enter in a blade mode of sorts, to chop off limbs as the highlighted weaknesses suggest Man itd be nice to see that mechanic in a new game. Maybe some crowded areas within the open world to hide from enemies using Cloak thus avoiding some fights entirely whether that means shrouding cals presence in the force, or turning completely invisible, while on the subject of sneaking around, being able to use Projection at a certain distance in order to scout enemy environments ahead of time. Deflection could play a part in the form of the grabbing mechanic in survivor but instead of physical objets, for blaster fire and all other projectiles including unblockables, then again u could just upgrade force pull to Grip and make it work on all interactable objects: tap for pull, hold for grip, now the pull tap also works on the larger animals(a clear upgrade in power and skill 4 cal), while holding use either the stick or the directional buttons in the ps controller 4 example, to lift, slam, throw and move the selected thing any way u want. REPULSE: I definitely wanna see cal do this, an ultimate chargable move that can empty the force meter at full power, ideal for when enemies crowd u, the command being holding L3 and R3, and tapping for supermode, a middle point between everything else and supermode which should be an improved form of stasis. And LIGHTNING, theres gotta be lightning, that could be the in game visual of cals karma,it starts out blue, slowly frying enemies and causing them pain, as cal goes further down the hole it becomes purple and eventually red(the ultimate expression of dark side prowess), and when cleansed, it becomes white, if on the other hand cal stays on the light side, as he grows in power, it turns yellow to the point where instead of prolonging the pain the skill tree shows the option of just stunning or killing quickly, instantly, the way lightning originally works. Also at some point in the story I wouldnt hate if cal got a robot arm in full SW fashion, to help channel the lightning. Now for the dark side abilities; first of in order to further highlight cals significant spike in combat prowess, the game should accomodate large groups of enemies, making cal decimate whole platoons can really show off his newfound strengh, and reinforce our worries when he does it by tapping into the darkness. Tutaminis can be dark side or light side really, not very specific, u use deflect and redirect energy back at the enemy, by cal healing himself from others lifeforce and not needing BD anymore, it reinforces the isolation that comes with the dark side, thats something else tutaminis can do, maybe dark side abilities in general should do more damage and demand greater force consumption, following up on the stunning aspect, theres Scream, bringing down all enemies healthbars in a designated radius and leaving them open to a killing blow(during which the controller should vibrate), indusing Fear in the minds of the enemies, making them fall to the ground as their health starts to drain gradually but not completely, lasting as long as the ultimate version of mind trick in survivor, similar to that, Domination, perpetually making enemies fight for u and rather agressively until they get killed, and u can just stand there and watch them dispatch each other, being able to use Crush on both organics and all droids seen in survivor, with choosing to use it only on droids being an option if u r going for a light side campaign, as long as theres the posibility of instant kill abilities such as lightning, id like to see Choke and Deadly Sight, they should not however affect any enemy stronger than the purge troopers, that seems reasonable, maybe 1 tier higher, and finally, Nihilus trademark, Drain, with upgradable damage, amplified further the more force u use, oh and cutscenes and finishers should vary according to the currently equipped stance and gripstyle, that always bothered me in survivor, always switching to the single stance, and flashy hack and slash style lightsaber combos to further lean into the power fantasy, but perhaps thats too much to ask6Views0likes0CommentsPS5 - Progression blocker in Jedha (Singing Ruins / Reach Pilgrim's Sanctuary)
Platform: PlayStation5 Game Version: Latest version (as of July 2026) Issue: I encountered a game-breaking progression bug in Jedha during the objective "Reach Pilgrim's Sanctuary." After obtaining the Air Dash ability, I progressed through the large metal door leading toward the wind tunnel area. Later, after loading my save, the same door was closed again. The door can no longer be opened, and there is no interaction prompt or way to reopen it. As a result, I am completely unable to continue the main story. Steps to Reproduce: 1. Progress to Jedha and reach the objective "Reach Pilgrim's Sanctuary." 2. Obtain the Air Dash ability. 3. Pass through the large metal door after acquiring Air Dash. 4. Save, quit the game, or reload the save. 5. Return to the door. Expected Result: The door should remain open (or be reopenable) so the player can continue the story. Actual Result: The door is closed permanently with no way to reopen it, causing a complete progression blocker. Additional Information: - Restarting the game does not resolve the issue. - Reloading the save does not resolve the issue. - This save file is now permanently stuck. - I have already invested around 12 hours into this playthrough, and I cannot continue without starting over. I found multiple reports from other players describing the same issue over the past few years, but it still appears to occur on PS5. Please investigate this bug and, if possible, provide a fix that restores affected save files. Thank you.24Views0likes0CommentsGame Crash at start logos. DXdiag and crash file attached
So i've spent the last 10 hours or so of time at my PC between yesterday and today doing many troubleshooting things. I have never been able to play this game, I just finished Fallen order and really wanted to continue the story. So far I have turned it off and back on again (lol), ran everything as admin, upgraded user access to main game folder, disabled raytracing in nvidia app, used DDU then updated game ready driver yesterday, tried going back to two different confirmed working nvidia drivers (one from 2024 and one from 2025), upgraded to new game ready driver again today, cleared cache 1000x times, reinstalled the game 3 times including 2 different m.2 drives. uhh, tried to force dx11, tried to force dx12, tried to force windowed, tried to run in safe mode, change to compatability mode, disabled xmp, disabled multicore enhancement, disabled fullscreen optimization, moved all settings in Nvidia APP to the absolute lowest, ETC.. I mean ive really thrown the gauntlet at this thing. If an EA Dev can check these folders out and let me know if they see anything glaring. Yes, its 4 monitors and yes i did try unplugging 3 of them to no avail, and yes i see the vbaudio error things and tried without VBaudio to no avail. Also, I have been able to play multiple other unreal engine games with no issues at all. Really looking for someone to throw me a bone here! Thanks! System Specs: System: - Intel i9-14900KF - NVIDIA RTX 4080 - 96GB DDR5 RAM - Windows 11 - Latest NVIDIA drivers installed - No mods installed - Game installed through EA App Errors received (I have not yet made it to the title screen, this is all during/before logo's appear): 1. Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018 2. Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000239190c0f05 3. Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001dde22d022e 4. LowLevelFatalError [File:Unknown] [Line: 686] D3D12RayTracing.cpp:397 error E_INVALIDARG 5. LowLevelFatalError [File:Unknown] [Line: 964] Tried to create a Gfx Pipeline State without Vertex Shader 6. LowLevelFatalError [File:Unknown] [Line: 3958] Retry was NOT successful.Solved93Views0likes3Comments