Phoenix Point game pass version: stuck at processing

I played in XCloud and liked the game, then i decided to download it to play in a better resolution. To my surprise, when the cutscene ends the game stay in “processing…” window, the command “press e to continue” don’t appears. I contacted the Xbox support but the problem still here, so they sad to contacted the game’s support, so here I am.

It’s literally been working for me up until now. I get the same exact thing when starting Phoenix Point now. The only thing that was done different for me was that I tried to see if I could open the game via xbox cloud on my system. It opened and it worked fine but now I can’t play it at all on my PC. Does anyone have any suggestions?

I have the same problem. I started playing recently on Xbox. Loaded up PC gamepass version this morning and it won’t load to main menu. Stuck at “processing …”

Not sure if this is helpful, but in the unity log, there is an error near the end of the file after launching the game:

[INFO] 2708 (19.986): Accessing Options.jopt in mode Read: completed successfully!
UnityTools.LogFormatter:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Base.Platforms.<WithRecord>d__18:MoveNext()
Base.Core.Updateable:Call()
Base.Core.TimingScheduler:CallUpdateable(TimeUnit, Updateable)
Base.Core.TimingScheduler:Update(UpdatePhase)
Base.Core.<UpdateScheduler>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

[INFO] 2708 (19.986): Quality Settings: UsedPresetIndex - 10
UnityTools.LogFormatter:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PhoenixPoint.Common.Core.OptionsManager:InitialPresetSetup()
PhoenixPoint.Common.Core.OptionsManager:InitLoadedOptions()
UnityEngine.SkinChangedDelegate:Invoke()
Base.Core.<LoadOptions>d__41:MoveNext()
Base.Core.Updateable:Call()
Base.Core.TimingScheduler:CallUpdateable(TimeUnit, Updateable)
Base.Core.TimingScheduler:Update(UpdatePhase)
Base.Core.<UpdateScheduler>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
  at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00000] in <00000000000000000000000000000000>:0 
  at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <00000000000000000000000000000000>:0 
  at PhoenixPoint.Common.Core.OptionsManager.InitialPresetSetup () [0x00000] in <00000000000000000000000000000000>:0 
  at PhoenixPoint.Common.Core.OptionsManager.InitLoadedOptions () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.GUISkin+SkinChangedDelegate.Invoke () [0x00000] in <00000000000000000000000000000000>:0 
  at Base.Core.OptionsComponent+<LoadOptions>d__41.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at Base.Core.TimingScheduler+Updateable.Call () [0x00000] in <00000000000000000000000000000000>:0 
  at Base.Core.TimingScheduler.CallUpdateable (Base.Core.TimeUnit updateableNow, Base.Core.TimingScheduler+Updateable updateable) [0x00000] in <00000000000000000000000000000000>:0 
  at Base.Core.TimingScheduler.Update (Base.Core.TimingScheduler+UpdatePhase phase) [0x00000] in <00000000000000000000000000000000>:0 
  at Base.Core.TimeComponent+<UpdateScheduler>d__5.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
UnityTools.LogFormatter:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Base.Core.<>c:<Awake>b__4_0(IUpdateable, Exception)
System.Action`2:Invoke(T1, T2)
Base.Core.TimingScheduler:CallUpdateable(TimeUnit, Updateable)
Base.Core.TimingScheduler:Update(UpdatePhase)
Base.Core.<UpdateScheduler>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: currently not available on il2cpp Line: -1)

[ERROR] 2708 (19.986): CHECK/REPORT PREVIOUS ERROR!!! Broken coroutine call chain:
Crt: Base.Core.OptionsComponent+<LoadOptions>d__41 ONU: ThisFrame SNU: ThisFrame
  Crt: Base.Core.Timing+<WaitFor>d__93 ONU: Monitor SNU: Time 00:00:00
    Crt: PhoenixPoint.Common.Game.PhoenixGame+<UserChangedCallback>d__61 ONU: Monitor SNU: Time 00:00:00
      Crt: Base.Platforms.Platform+<SetCurrentUserJoystickCrt>d__52 ONU: Monitor SNU: ThisFrame

UnityTools.LogFormatter:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Base.Core.<>c:<Awake>b__4_0(IUpdateable, Exception)
System.Action`2:Invoke(T1, T2)
Base.Core.TimingScheduler:CallUpdateable(TimeUnit, Updateable)
Base.Core.TimingScheduler:Update(UpdatePhase)
Base.Core.<UpdateScheduler>d__5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

I was having this issue for a week. Searched online everywhere for a solution. I tried a bunch of different things: Uninstall and then reinstall, uninstall and then reinstall game and hit the “Stop Syncing”, restarting computer, using Xbox console to delete, using Xbox to install game on console to start new game. Nothing worked except on the console.

Then I decided to try something… Uninstall the Xbox/Xbox Game Pass on the computer. Redownload it. Download Phoenix Point. Start game.

Now comes the time sensitive part…
When the game loads and the makers of the game pop up and you hit ESC to skip that, it goes to a loading screen then cuts to the “Opening Cinematics” of where it starts saying “Record highs in the Arctic…”
Hit ESC to skip that. A screen will pop up talking about syncing data. Hit Cancel/Stop and then STOP SYNCING. You will only have about a second or two before it goes away.

After that, it took me to the Main Menu. I have been able to play ever since. I hope that helps you as I have no idea exactly what I/it did to make it work.

Hmm… hopefully that information helps lead to a proper fix.

With this workaround though, won’t you be missing any progress made on xbox since you cancelled the sync from cloud?

Actually, my saved game was still there from the Xbox console. I thought I would have to start completely over but I was still able to access my game.