huh, I thought it was targeted for 64 bit architecture by default, but I do see what you are saying. In Unity, there's only one option when building for mac.
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Hmmm, when you go to build settings, and select the platform (depending on your unity version), you should be able to select the target architecture as well. The latest in the inspector part of unity's build system (screenshort inside this report: https://github.com/rlabrecque/Steamworks.NET/issues/393). To notarize it, this might help: https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4. Good luck and let me know when you have it. I'd love to play this game at one point, since it looks great ;).
I guarantee you it's not 64 bit. I've also downloaded the Windows and the Linux version, unpacked them, and ran the file command on the invoker binaries. Here is the result: https://pastebin.com/KFY1bf61.
It's clearly built using the 32 bit setting (i386). And you can see that Unity itself was also linked as 32 bit version. Could it be that you developed the game on a 32 bit Windows system?
So, how do you want to proceed? I would really love to play this game. However, I can't get it to run on OSX, due to the aforementioned issue. The Windows version inside my Parallels on Win11 is too slow due to the Unity's (2017 version you used) inability to properly select a non-certified OpenGL driver of an emulated 3D GFX card. Under Linux (Ubuntu 20.04 LTS) I also can't run the game because it also does not support 32 bit applications anymore (updated on https://pastebin.com/KFY1bf61).
We could have a Skype, WebEx, Teams, <you name it> session, where we both look at the build settings on your system. The question is: are you willing to build and release a re-linked 64bit version of your game?
I would like to do this for you and other mac users, but I'm super busy mainly with raising my 3 month old baby right now. Making a 64 bit build will be a major pain since I'll have to update the unity version and rebuild. Stuff usually breaks when updating that many versions. I appreciate your input and willingness to help me get it working, but right now I can't commit to resolving this.