

I have to both agree and disagree here.
Disagree because it doesn’t look that bad.
Agree because there is a reason I haven’t used the Deck with a big screen in months.
I have to both agree and disagree here.
Disagree because it doesn’t look that bad.
Agree because there is a reason I haven’t used the Deck with a big screen in months.
Two things to add regarding question 1:
The Steam Deck GPU is optimized for the built-in screen, which has 1280x800 pixels. FullHD is more than twice the number of pixels. The GPUs fragment fill rate will therefore not be sufficient to play many games at FullHD native. The Steam Deck has built-in FSR upscaling though, so if you are not sitting directly in front of the screen, it will look OK-ish…
The second thing is refresh rate. On the deck itself you can set the screen refresh rate to 40 Hz. For many, many games the built-in GPU will not manage 60 FPS even at 1280x800, but it quite often manages to do 40, which still feels OK-ish.
Most external screens don’t support 40Hz though, so you will be stuck with either limiting your framerate to 30 FPS, or you will have to live with either tearing or unsteady framerate.
I now have run into the issue that I myself cannot play Minecraft on my Linux laptop, which is an ARM machine and the ARM Mali GPU does not support the OpenGL version that Minecraft requires. (It also needs some hackery, as the Java-written Minecraft uses some native code libraries.)
I’m now playing VoxeLibre instead, which runs mostly fine on my laptop.
This. So much this.
The “backlog” is not something to work through, it is a lesson to learn: Do not buy a game unless you have time and are motivated to play it that very moment. If you buy it to play it “later”, or “next week”, you very likely are not going to play it, and it is just wasted money.
(The same is true for books, by the way. And when it comes to books, I refuse to learn this lesson.)
What is stopping you from playing Minecraft itself on Linux?
I haven’t played it in a while, but it did work perfectly fine last time I tried it. It is written in Java, after all.
While I am not aware of any way to run custom software on the Steam Deck while it is on standby, you can drastically reduce the power drain if you shut it down fully instead of leaving it on standby. You can either use the “Power” menu after pressing the steam key, or long-press the power button to get the option to do so.
Also, if I am allowed to do some absolutely shameless self promotion: Bus Simulator 21 is verified, and 18 is playable.
It’s the Windows way. There applications typically also ship all dependencies. Either statically linked, or as a DLL files in their install folder.
It’s not a good solution, but for games that’s imho OK.
I’ll give you my point of view as game developer.
Disclaimer first: I work as a coder, everything I say about publisher interaction is second-hand knowledge.
We have made one Linux game. It was the first one of our two “indie” titles (quotation marks, because both of them ended up being partially funded by a publisher, so they weren’t really indie in the end), where we had promised a Linux build on Kickstarter, long before a publisher got involved.
The main reason why we did not do native Linux in our publisher-funded games is quite simple: Our publishers didn’t pay us for it.
There are actually some publishers who are very keen on getting native Linux versions for their games, but we sadly have not released a game with any of them yet…
The publishers we released games with did not agree to the buget that we think is needed to do a Linux port of sufficient quality. If we would lower the price for doing a Linux port to the point where our publishers would agree to it, we would take on a lot of financial risk ourselves, so this is sadly not an option.
If everything worked as it is advertised by engine developers, making a Linux version would be quite cheap: Just click a few buttons and ship it. This is, sadly, not the case in real-life, as there are always platform specific bugs in game-engines. Our one Linux game was made with Unity, and we had quite a few Linux-only bugs that we forwarded to the Unity devs (we didn’t have engine source code access), and had to wait for them to fix… For the engine we mainly use nowadays, Unreal, we have a rule-of-thumb: “Engine features that are used by Fortnite are usually well maintained.” There is no native Linux version of Fortnite… (We did try Unreal’s Vulkan RHI in Unreal 4.26 for Steam Deck support in one of our games. Let me put it this way: The game in question still uses Direct3D on Steam Deck.)
So, from experience we expect that the chance that we would have to find and fix Linux-specific engine bugs is quite high. Therefore we have to budget for this, what makes offering a native Linux version relatively costly compared to the platform’s market share. Costly enough to make our publishers say “no”.
This, by the way, also answers the question why publishers are willing to pay for the way more expensive console ports. There are also way more console players, and therefore potential customers out there…
(I can only guess, but I would expect publishers to be even more reluctant to pay for native Linux, now that WINE works so well that getting a game running on Linux needs typically zero extra work.)
As a gamedev I never saw this as a big issue. Just run Debian Oldstable on your build server, link whatever you can statically, and you are good.
(However, I am talking on a purely theoretical level here - we only released one Linux game, and that was before I joined the company. I will explain our actual reasons in a separate post.)
It isn’t that easy to go indie though, unless you do gamedev as a hobby and have another source of income.
I am working at what was a small studio (about 10 persons) when I joined, and has meanwhile grown to more than 50 employees.
I am a coder, and therefore don’t have direct insight into our finances, so please take everything below with a grain of salt. It is also intentionally vague because I don’t want to violate any NDAs.
Over the years we have started two indie projects, that both were completed and released, but both in the end had a publisher funding a part of the development. So, while they were indie initially, the released products cannot be called indie any more… The reason why we went for publisher contracts for those two projects were manyfold, but an important part was simply that we needed a way to cover our running costs. We are doing gamedev as a day-job, after all, so it needs to pay for our rent, food, etc… (Other important reason for going with a publisher were marketing, customer support,… All the things that we as developers have no experience in.)
Now that we have grown to medium studio size, we are hoping that we can at some point fund an indie project by making enough profit with other, publisher-funded projects. We have several projects running in parallel anyhow, and if 3 of them would yield enough money to pay a 4th project that would be fully our own, we would definitely go for it.
However, the market situation is tough, and we currently cannot afford to do that. Almost all profit we make goes into developing prototypes that we need in order to have a realistic chance to get the next publisher-funded project…
Two years ago it was a lot easier to get publisher contracts. Back then we were quite optimistic about being able to fund a fully independent project, but then the market changed, getting new publisher-funded projects has become a lot more difficult, and right now doing an indie project is (for us) not financially possible…
So, what we are doing now is that we are taking our game ideas and presenting them to publishers. The prottypes I mentioned? Most of them are for our own ideas. Having something the people at the publisher can play goes a long way in convincing them that a game-idea is fun. That’s not indie, but it is as close as we can get to making the games we want to make. While the last year has been tough, with publishers being very, very, very cautious about new ideas, the situation seems to slowly change, and we might eventually get funding for one of our own ideas. Maybe. If we are lucky.
You can’t build a game studio without funding, and that is where the problem lies…
Publishers have become very risk-averse ever since Embracer went downhill. They basically only invest in <literally the same game as some previously successful title>…
I would rather not waste money on a Windows license I am not going to use.
(Not that I would buy an Ally, I already have a SteamDeck.)
I fully second the sentiment that there is no good reason to switch distribution once you have found one that you like.
However, if your goal is to learn something new, and you don’t care about having to nuke the install and start over, then you could go the crazy route and install Linux From Scratch. It is unlikely to yield a maintainable result at first try, but if learning is your goal, this is your best shot at it.
Or you could go the not-that-crazy route and use Gentoo, which is basically Linux From Scratch, but automated. Setting it up is way quicker (couple of hours - except if you configure the kernel by hand), and you will with near certainty get a maintainable system on first try, but it is also far less educational, given that the automation does most of the work for you. (I have switched from Debian to Gentoo 10 years ago, after trying it on my netbook for some time, and I could not be happier. It only does what it should, is rolling release, and only very rarely has issues.)
I would only recommend those two approaches on a second PC though, without immediately switching the main PC over. Linux From Scratch is, as said, unlikely to yield a maintainable installation on first try, so you will likely nuke the install again. Gentoo, while perfectly usable as a daily driver, is certainly not everyone’s beer, and you might simply want to switch away again because you don’t like it.
5 GiB is plenty of space for a Linux root filesystem, at least if you move all writeable parts (logs, temporary files, etc.) to different filesystems. Unless you want to install LaTeX, then you probably need 15 GiB or so.
However, CUPS has had a fair share of security issues (for instance https://www.evilsocket.net/2024/09/26/Attacking-UNIX-systems-via-CUPS-Part-I/), so it is probably a good idea to have it disabled by default, unless the user needs printer support.
I guess this was being sarcastic, but just in case it wasn’t:
If you launch the game through Steam that probably won’t matter, because Steam brings along its own libraries for games to use. That collection of libraries is called “Steam Runtime”, and if the game only uses libraries from the Steam Runtime, it will run on any distribution that the Steam Runtime is compatible with (what afaik means basically all distributions).
There are some exceptions though. Graphics drivers for instance are not bundled in the Steam Runtime.
And last, but not least: Even if you don’t run the game through Steam, it’s probably just a bunch of libraries that need to be installed. They only need to be the same or a newer version than those used on the developers’ build server.
According to Steam, I spent most hours this year playing Book of Hours. (The word “Hours” is in the name of the game, so what choice did I have?) It is an amazing game, and I recommend it to anyone who likes cozy games with lots of lore to explore.
However, there is one game that I must confess I had even more fun with, even though it’s relatively short: The Pristine Cut of Slay the Princess.
I can’t really say much about it other than that it’s a horror visual novel with excellent voice acting and incredibly good writing, as almost any detail of the game’s story would be a spoiler.
(Edit: I know, both of those games released last year, but the question was about which Steam Replay and which games one had fun with this year - not about games that released this year.)
I did play a lot of of HoMaM back in the days - and also just recently installed VCMI on my PC, in order to re-play HoMaM 3. I didn’t start with that though - too many other games to play in my backlog… I never tried any mods - I don’t even know if the modding scene already existed back in the 90s, when I originally played it. I must confess that I prefer HoMaM 4 over HoMaM 3 - it feels a bit more complex.
There is one game series that is quite similar to Heroes of Might and Magic, that I personally love, and that gets the “fun all the times” and “100 hours play time” easily for me, but I didn’t mention it before because the current iterations are way above $10: Dominions. I haven’t bought Dominions 6 yet because of the size of my gaming backlog, but I have had a lot of fun with Dominions 4 and 5.
The way I understood it was that she did not loose her ability to use magic, but rather decided not to use it any more after what happened when she had to draw power from fire.
She also used magic to escape Bonhart/Skellen/Rience after Kenna’s attempt to read her mind unintentionally gave her a bit of magical power.
Even if it would be a bit disappointing, I think an explanation as simple as “she grew older, and had a lot more time to deal with the trauma of what happened in the desert” would be sufficient to explain why she is OK with using magic again.
Near-Mage. It’s a point-and-click adventure from the same studio that also made Gibbous, and set in the same world. However, the theme is much lighter. Gibbous was (while still a comedy) about cosmic horror. Near-Mage is fantasy.
While I definitely recommend the game, it is lacking a bit when it comes to riddles. Most point-and-click adventure games have lots of them, where you need to think, give up, and then just try random stuff until something happens. This is almost completely missing in Near-Mage… There is almost always a quest goal that directly tells you what to do - up to the point that situations that give you a choice are explicitly marked as such.
On the other hand, just like Gibbous, the game is beautifully drawn and animated, and all dialogues are fully voiced. The characters are likeable and - call me a furry if you want - really cute. What keeps me playing is mostly the world - there is always new stuff to discover, even in late-game, and the mix of fantasy and (what I assume to be) Romanian folklore is great.