A source is one place AW Next can read achievements from: an official launcher’s local data, a Steam-compatible save file, or a console emulator’s trophy file. Every source is switched on or off individually in Settings → Sources.

Each source is a separate switch; the shield marks the official desktop libraries
After enabling a source, refresh the library. Only libraries actually detected on this PC are shown.
These read the launcher’s own local data. They are marked with a shield in Settings.
| Source | What AW Next reads | What it needs |
|---|---|---|
| Steam | Local appcache state, public-profile data, achievement schemas and cached product metadata | Steam installed, and your Steam profile set to public; connecting an account is optional |
| GOG Galaxy | The Galaxy client’s local databases, plus compatible legacy saves | GOG Galaxy installed |
| Ubisoft Connect | Native local data and legacy Uplay formats | Ubisoft Connect installed |
| Epic Games | Local installations, plus the games the account owns and their official achievement state once you connect an account | Epic Games launcher for local installs; an account connection for the rest |
| Xbox PC | Local Game Pass / Microsoft Store installs, plus the games the account owns and their Xbox Network achievement state | The Xbox app for local installs; an account connection for the rest |
Steam, Epic Games and Xbox PC each have three settings rather than on/off: None, Installed (games on this PC) or Owned (the whole library that account owns). Owned lists games that are not installed here, which is what a PC with none of that store’s games installed needs; it requires the account connection below.
[!IMPORTANT] Steam only exposes your achievements while your profile is public. In Steam, open Profile → Edit Profile → Privacy Settings and set both My profile and Game details to Public. With either set to private, Steam returns nothing and the games appear with no progress.
[!NOTE] EA Desktop is deliberately different. It reads EA Desktop’s local achievement log for games that sit outside EA’s managed folders. It does not import your regular official EA library.
Steam, Epic and Xbox PC can each optionally be connected from Settings, to read what the local files do not carry. Every token is encrypted before it is stored on this PC, and everything else works without any account at all.
| Account | What connecting adds |
|---|---|
| Steam | Your real library, Steam Family titles included, so a private profile still lists the right games. Hide games no longer in your Steam library then removes the leftovers; a game installed on this PC or shared through Steam Family is never hidden. Sign-in happens on Valve’s own page. |
| Epic Games | Which achievements you have already unlocked, and with Owned the whole library the account holds - each game with its full achievement list, unlock state and rarity. Names, descriptions and rarity of an installed game work without it. |
| Xbox PC | Your Xbox PC library: unlock state and rarity from Xbox Network, cached locally afterwards. With Owned it also brings games the account has only played elsewhere. |
A tile carries a small badge for what the connection established - bought on that store, shared through Steam Family, or no longer in your library - so the library says where a game came from rather than leaving you to guess.
AW Next reads the achievement and stats files written by Steam emulators - achievements.json,
achievements.ini, achievements.bin, stats.ini and compatible layouts - from the locations those
tools use.
That covers Goldberg and GBE Fork (the two AW Next can also install and repair), GreenLuma, LumaPlay, SmartSteamEmu, CreamAPI, the Nemirtingas emulators and scene releases writing a compatible layout. A game whose files are in a custom location can be added under Settings → Folders.

The folders AW Next checks on its own, and the ones you add - per-game saves or whole libraries
Portable releases are the case worth knowing about. A CODEX/RUNE/CPY release normally writes to
%PUBLIC%\Documents\Steam\<SOURCE>\<appid>, but a portable copy keeps that same tree inside the game
folder, where nothing is looking for it. Adding the game’s own folder under Settings → Folders is
enough: its steam_emu.ini (or cpy.ini) names the AppID, and the save tree is looked for beside it
before the shared location. A game with no save written yet is still added, at 0%.
A release that ships no emulator config at all, or whose ini you deleted, works too: the save
tree itself is read, since Steam\RUNE\<appid> carries the AppID in its folder name. The same
layouts are probed one level below the folder you add, so pointing AW at your games library works as
well as pointing it at one game.
When a folder cannot be used, AW says why: it holds a game but no readable unlock file, it holds nothing achievement related, or it is an EA app release. That last one never keeps achievements on disk - they live on the EA account and are read through the EA source - so no folder you add can make such a game appear. The message also names how many layouts were probed, so “nothing found here” is distinguishable from “not looked at”.
Two of these are a different shape and are handled separately:
If a game using one of these shows no achievements, its Game Health panel names the missing piece - see Game Health and Goldberg / GBE setup.
| Emulator | Console | Trophy / achievement file |
|---|---|---|
| RPCS3 | PlayStation 3 | TROPUSR.DAT beside the trophy list |
| ShadPS4 | PlayStation 4 | TROP*.XML, which holds the list and the earned state together |
| Xenia | Xbox 360 | .gpd, which likewise holds both |
Each one is watched live, so an unlock in the emulator raises a notification like any other.
All three let you move their data off the default path, and AW Next reads the same settings the emulator reads rather than assuming the default:
vfs.yml (including a $(EmulatorDir)-relative remap), a
portable folder beside the executable, and RPCS3_CONFIG_DIR.user folder or game_data
itself, and config.toml is read from either of the two places shadPS4 has kept it.storage_root and content_root in its config.So a relocated RPCS3 virtual disk or a ShadPS4 data folder can be added under Settings → Folders directly, with no emulator executable anywhere near it.
| Source | What it is |
|---|---|
| Games for Windows LIVE | XLiveLessNess installs. Each profile’s unlock records are read, and the achievement list, its texts and its icons come out of the game’s own executable, so nothing has to be downloaded. Watched live. |
| FINAL FANTASY VII (2013) | That re-release predates Steamworks achievements and keeps its 36 unlocks in an 8-byte bitfield beside its saves, found in Documents without adding the folder by hand. |
| Import notification cache | Reads the background tracker’s own cache as an extra source of past unlocks. |
| Manually added games | A game added from a title and executable, with an optional platform and Steam AppID - see Advanced tools. |
No Steam Web API key and no connected Steam account are used. Each game’s achievement list is
fetched with a keyless chain: the official GetGameAchievements endpoint first (which carries hidden
descriptions, icons and global rarity), then SteamHunters enriched with the SteamCommunity page, then
SteamCommunity alone, and a browser scrape only as a last resort.
Results are cached per language in %APPDATA%\Achievement Watcher Next\steam_cache\schema, so local
sources and previously seen games keep working offline.
Steam never announces when a game update adds achievements, so a cached list re-checks itself every 3 days and picks up anything new without ever removing an achievement already cached. To check immediately, use Settings → Advanced → Recheck achievement lists.
DLC and update achievements are tagged with the group that owns them (for example a Hearts of Stone tag) under the achievement title. The groups come from the same keyless lookup.
In Simple interface mode the Sources list folds away six niche rows - GreenLuma, LumaPlay, the two Nemirtingas emulators (the GOG and Epic save readers), Goldberg SocialClub and the notification-cache import - but only while a row is still enabled and no game in your library came from it. Switch one off, or own a game it detected, and its row comes straight back, so the interface mode can never hide the one control that would explain a missing game. Advanced always lists every source.
Next: Notifications - choose how unlocks are announced.
Source-specific setup: Goldberg / GBE · Uplay R2 · Game Health