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34 votes
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PS4 turned into handheld console
16 votes -
Steam Deck shipping to Australia this November
32 votes -
Poke_Transporter_GB: A Pokémon Generation I/II to Generation III transfer tool
19 votes -
Playdate pizza cover available for a limited time for $29
29 votes -
Steam Deck question: how good is the warranty, really?
I'm a new Deck owner, recieved unit in May and played sparingly for the past 2ish months. Overall really liking it, gushed about it everywhere to everyone, and big fan of Valve. But two days ago,...
I'm a new Deck owner, recieved unit in May and played sparingly for the past 2ish months.
Overall really liking it, gushed about it everywhere to everyone, and big fan of Valve. But two days ago, one of the Deck shoulder buttons stopped working suddenly. Reached out to steam and they're having me send it in, which is what I would expect. But the way they phrased it kind of souring my initial high of owning the Deck:
Based on the information you have provided, we believe it is unlikely that the current issue reflects a problem with this device as it was delivered to you. It may instead be related to your particular use of the product. Regardless, we would like to offer complimentary service as a gesture of goodwill.
So it's one of those kinds of warranty that excludes regular use? Is this one rep just awkwardly placing blame on me or is that their overall vibe? In contast, I have PS1, PS2, xBox original/360 controllers that still have all the shoulder buttons functioning normally, along with super old PSPs, DS, DS Lites, 3DS, Switch'es and none of them have failed aside from the infamous Switch drifts. Nintendo, for their part, fixed the drifts without implying it was my fault.
Anyone else dealt with Valve customer service and warranty?
20 votes -
FUEL: I shouldn't be able to play this game
I recently had a hankering to return to one of my all-time favorite games: FUEL. I couldn't stop thinking: how cool would it be if I could revisit the game from the comfort of my Steam Deck? That...
I recently had a hankering to return to one of my all-time favorite games: FUEL. I couldn't stop thinking: how cool would it be if I could revisit the game from the comfort of my Steam Deck?
That was my dream, but a few problems stood in the way:
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FUEL was released in 2009 and was delisted from Steam in 2013. (Thankfully, I have a copy of it in my library, but we're talking about an installation build that is over a decade out-of-date at this point.)
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FUEL still has Securom DRM.
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FUEL still requires Games for Windows Live, which was also shut down in 2013.
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FUEL is pretty mediocre unless you install the REFUELED mod.
So, I sat down with my Steam Deck and a hope and a prayer that maybe, somehow, I could get this game working?
Hurdle 1 wasn't even a hurdle. Proton is so damn good now. The game installed and ran flawlessly. I honestly never should have second-guessed it in the first place!
Hurdle 2 was also, surprisingly, a non-issue. Either the Securom servers are somehow still live and actually checked my CD key, or the dialog box lied to me as part of an offline fallback and told me I was cleared anyway (I'm thinking this is more likely?). Either way, I was happy.
Hurdle 3 was the first actual block. The game crashes when trying to pull up GFWL, which is pretty much what I expected -- the service has been down for over a decade now. Thankfully, there's an unexpectedly easy fix. Xliveless is a DLL that bypasses GFWL and lets the game boot (and save) without it.
Hurdle 4 isn't really a hurdle per se, but that's only because the Steam Deck lets you boot into Desktop Mode and get fully under the hood. I downloaded the mod, dumped the files in the installation folder, ran the mod manager through Protontricks, and then set up all of my mod choices. I then jumped back into game mode, and the game is flawlessly running -- mods and all.
I should also mention that I did all of this on-device. I didn't need to break out a mouse and a keyboard or transfer files from my desktop or anything. From the first install of the game to running it fully modded took me maybe ten minutes total? It was amazingly quick, and most of that time was me searching up information or waiting for the Deck to boot over and back between Desktop and Game Mode.
I realize that, in the grand scheme of game tinkering, this doesn't sound like a whole lot, but that's honestly the point. The fact that this comes across as sort of mundane and uneventful is, paradoxically, what makes it noteworthy. If we're keeping score here, I am:
- playing a 2009 Windows game,
- that was delisted in 2013,
- on a Linux handheld device in 2024.
I also:
- somehow passed the game's decade-old DRM check,
- bypassed the game's second DRM system that has been officially shut down for over a decade,
- modded the game in literal seconds,
- and did all that using only a controller -- while lying on my couch.
From a zoomed out perspective, I shouldn't be able to play this game. FUEL should be dead and buried -- nothing more than a fond memory for me. Even if I turn the dial a little more towards optimism, it really shouldn't be this easy to get up and running. I thought I was going to spend hours trying to get it going, with no guarantee that it ever would. Instead I was driving around its world in mere minutes.
I'm literally holding FUEL and its massive open-world in my hands, fifteen years after its release, on an operating system it's not supposed to run on, and on a device nobody could have even imagined was possible when the game released.
We really are living in the future. I remain in absolute awe of and incredibly grateful for all the work that people do to make stuff like this possible.
38 votes -
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TETRIS for Sharp Electronic Notebook (1989)
8 votes -
The Steam Deck now has over 5,000 Verified games
According to SteamDB, at the time of this posting: There are 5,006 Verified games. There are 10,240 Playable games. I thought this was a noteworthy milestone worth sharing -- The Little Linux...
According to SteamDB, at the time of this posting:
- There are 5,006 Verified games.
- There are 10,240 Playable games.
I thought this was a noteworthy milestone worth sharing -- The Little Linux Handheld That Could now has a definitive library of >15,000 games!
(The actual library size is significantly larger when you consider how many games run on it that don't yet have a rating, and even that's saying nothing of non-Steam games and things like ROMs as well).
69 votes -
Ghost of Tsushima's Steam Deck performance is fantastic so far - first impressions
19 votes -
Revisiting the GBA Castlevania Games (Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow)
click here for mood music for this post Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on...
click here for mood music for this post
Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on Gameboy Advance, the three on Nintendo DS, and, of course, Castlevania: Symphony of the Night on PSX. I played through most of these back when I was a teenager and liked them, but haven't touched them since. Metroidvania games are a dime-a-dozen these days but I haven't found anything else that scratches the itch of exploration-meets-RPG-elements-meets-gothic-aesthetics.
Well except Bloodstained: Ritual of the Night, I guess. That game was pretty good.
I decided to begin with the GBA trilogy since Circle of the Moon is the first Igavania I ever played and the one I have not played in the longest. I pieced through the whole trilogy in release order over a few weeks; here are some stray thoughts from the experience:
Castlevania: Circle of the Moon
- The graphics in this game have aged beautifully. It's the only of the GBA & DS games that - to my knowledge - doesn't heavily re-use sprites from Symphony of the Nights, and as a result it has an aesthetic cohesion a step above any of the following games. Circle of the Moon is infamous for being way too dark on the original, non-backlit GBA screen (I had to use a wormlight back in the day to be able to see it), but with that limitation irrelevant on modern hardware it has a clean, moody aesthetic that's just solid.
- Overall, the game feels very much like "classic Castlevania stuff, remixed." That's certainly true of the music, which is primarily (very good) remixes of classic Castlevania tunes with just a few (very good) original compositions. This applies to the gameplay too, which is classic (you only get a whip, the upgrades are very standard stuff) but with a big new twist thrown in:
- The DSS system. Throughout the game you can collect 20 cards, divided into two categories, and by equpiping two at once you can utilize your magic meter to activate one of 100 DSS effects. Some are straightforward stat boosts, some offer reprieve like healing or invulnerability, and others offer really fun magic, weapon, and transformation effects. It's a joy to try out the combinations every time you get a new card, and they help give the game a lot of space for exploring your personal play style.
- Did I mention that the whip feels really good? The whip feels really good. The sound effect and animation are really satisfying.
- Circle of the Moon has some rough quirks that keep it from being a 10 out of 10, though. DSS cards, for instance, are locked behind random drops by enemies, some with absurdly low drop rates. If you just play through the game normally, without consulting a guide on specific drops or farming cards, there's a decent chance you'll pick up <50% of the cards before you finish the game. I get that you don't want to give the keys of the kingdom to the player right away, but why on earth would you build an awesome, fun game mechanic, and then set it up so players won't see most of it without extremely un-fun farming and grinding? Thankfully a "Magician" mode that gives you access to all of them straight away opens up after you finish the game once, but not everyone will make it that far or want to go back for a second playthrough.
- The difficulty is also allllll over the place. As a teen I got stuck forever at the twin-headed dragons, and going back as an adult ... yeah, I got stuck again. I had to look up strategies, go hunt down a specific sub-weapon (the cross, which is very overpowered in this game), grind a few more levels, and steal away to an alcove of the battle arena to a specific spot where the dragons can't touch you to abuse the DSS healing power. The dragons are the most egregious example but they're far from the only one; there are several points where the game switches from hard-but-fair to ha-ha-eat-shit-stupid. It seems like the designers fully expected the players to use and abuse DSS, especially the healing abilities, because there's no way someone played through this and thought "yeah that's a smooth difficulty curve."
- Special shout out to the optional battle arena. Yes, it's optional, but the difficulty of this 17 room gauntlet is truly hilarious. I was only able to beat it - near the end of the game, at a high level, with the best equipment available - by abusing save states and playing the last half of it in slow motion (the wonders of emulation). And it still took me over an hour!
- There are also some design decisions that are just strange. Your character, Nathan Graves, begins with an excruciatingly slow walk speed and a unwieldy jump that's almost vertical. Within the first 15 minutes of the game you pick up a character upgrade to be able to run - i.e. move at a normal speed - but you have to double tap a direction on the d-pad to activate it. So now you have to spend the next 6-8 hours of your playthrough double-tapping a direction any time you want to move just to move at a normal speed. Why? Very strange.
- There's also a whole area of block pushing puzzles. They're not too difficult, but is this really what Castlevania needed? 20 minutes of slowly pushing boxes?
- I've read that Circle of the Moon was made by a different team, with a different director, than the rest of the "Igavanias." You definitely get that sense when playing it, that it's just a bit different, and it really endeared me to the game. It has its issues, but most of those can be smoothed out with modern backlit screens, save states, and online wiki guides. Overall it was a joy to revisit, probably an 8 or 9 out of 10 in my book.
- I also highly recommend Jeremy Parish's retrospective look at Circle of the Moon
Castlevania: Harmony of Dissonance
- Castlevania: Harmony of Dissonance is what you get when you learn mostly the wrong lessons from the feedback the previous game received. I played this one back in the day and but lost interest and never finished it. I now see why.
- I'll start with the good. The character movement feels better; we finally have a normal run speed and the shoulder buttons can be used for left and right dashes that are very satisfying to use. Together they give this game a much faster pace than Circle of the Moon. The jump is weirdly floaty but you get used to it.
- The graphics have also seen a big improvement in a technical sense. The sprites are larger and more impressive - especially on bosses - though this is also the beginning of heavily re-using sprites from Symphony of the Night. You'll definitely recognize some old favorites if you played that game.
- Honestly, though, that's where the improvements end.
- The art direction has taken a big step back. Konami heard that Circle of the Moon was too dark and now as a result we've got Harmony of Dissonance, a game so insanely bright and chock full of garish psychedelic color choices that not only did it completely remove the moodiness of the first game, it led me, for the first time in my life, to download and install a romhack. Maybe on the original, unlit GBA screen these choices looked good, but on modern displays it feels like Castlevania by way of a Big Top Circus. And then if that wasn't enough the game adds an extra bright outline around your character at all times. Good grief.
- The music has also taken a humongous step back. Supposedly more of the GBA's processing power was used up by the graphics so the sound had to be deprioritized. But even putting aside the big step down in fidelity most of these compositions - save the main theme and one or two others - are not memorable, hummable, or fun to listen to. They're just ... there. There, with bad sound quality.
- All of this would be excusable if the gameplay were tremendous, but again we've learned the wrong lessons and gone backwards.
- DSS has been removed, and there's nothing nearly as interesting to take its place.
- ...but they decided to leave in block pushing. WHY?!
- The rocky difficulty of Circle of the Moon is gone, and now the game is far too easy. I beat almost every boss in this game on my first try, which is definitely not true of either of the other two GBA Castlevania games. The fun movement options have a side effect of making the game even easier, since you can quickly dart around the screen dodging things.
- The level design is poor, with endless, unmemorable hallways and generally boring layouts. Plus the entire first half of the game is basically linear
- Then the cherry on top is that halfway through the game reveals that there are two parallel castles, and it sends you on an excruciating fetch quest across both of them. So you get two identical castles of boring level design, middling music, recycled bosses, and the most tedious backtracking I've done in years.
- There are so many aspects of the game design that just feel sort of busted. Once you're 10 levels above an enemy they only grant you 1 EXP for each kill, so there is truly no upside to all of the tedious backtracking you're forced to do. There are shops in the game, but they all have weird requirements you have to meet to spawn them, and even once you do there's barely anything interesting to buy.
- This game is a chore, and is the only one I would not recommend. It's not "bad," necessarily - I'd give it a 5/10 - but I had to consult guides so many times to figure out where in which castle I needed to go, and I was downright relieved when it was over.
Castlevania: Aria of Sorrow
- It feels like this is where the team at Konami finally found their groove. Aria of Sorrow is a very good game.
- The graphics are still brighter than Circle of the Moon's moody look, but the color choices are dialed back to a sensible, tasteful level. No more wild acid circus backgrounds, and no more bright outlines around characters!
- The music has taken a big step up, with tons of memorable tunes.
- The character control has finally found a nice middle ground between Circle of the Moon's stiffness and Harmony of Dissonance's hyperfast floatiness. Instead of left and right dashes letting you zip around the map there's just a backdash, which is a sensible compromise that allows for lots of maneuverability in combat.
- The level design is a huge, huge step up from Harmony of Dissonance, and is probably better than Circle of the Moon's. Aria of Sorrow does a great job at giving compelling reasons to backtrack with interesting ability unlocks and thoughtfully placed warp zones and area connections.
- The difficulty curve is pretty smooth throughout, except maybe the boss fight with Death - but I found that one an interesting challenge, rather than a brick wall. This is still an easier game than Circle of the Moon, but not a total pushover.
- We've finally got a system to rival DSS: souls that you can gather from enemies and then equip for all sorts of passive and active effects. It's still luck based, but you'll get enough of a variety of souls through normal play for it to not be too bothersome. There are lots of interesting souls, but I missed the "combination" aspect of DSS, of experimenting between combining different cards and seeing what they do together. Here we've just got basically three slots for three types of souls - passives, abilities, and attacks. This is a totally fine way to do it, but it means that one or two of those slots are always just going to be the same one or two souls that give you whatever stat boost you need and whatever ability you rely on the most.
- There are a few more interesting abilities that tie into the exploration as well. When you start the game you can't sink into water and explore, you merely float at the top. Before you even get that ability, though, you get the ability to walk on top of water as if it's a hard surface, opening up interesting level design gimmicks. Later on you can both sink or stand on top depending on what you have equipped.
- The downside is this does mean too much time in menus switching between the same 3 or 4 souls over and over again - at least until you get flight abilities that let you skip a lot of the navigational tedium. One wonders why they couldn't have made things like on top of water / in water contextual abilities (maybe you land on the water, but then press down to sink into it?) instead of requiring players to unequip the ability they want to use 95% of the time, equip a water navigation soul for one room, then open the menu again to switch back.
- At least we don't have any huge block puzzle rooms any more! The environmental puzzles that do exist are far more interesting.
- Instead of the whip of the previous two games there are several classes of weapons the main character, Soma, can equip, including swords, axes, and even a handgun (which seemed pretty useless in my time with it). The variety is neat, but I have to say none of the weapons felt as good to use as the satisfying whip of Circle of the Moon, with its supremely meaty sound effects. I didn't expect to, but I found myself missing the straightforward, satisfyng combat of Circle of the Moon.
- And that's sort of my feeling on the game as a whole. It is a very good game, at least as good as Circle of the Moon, and it doesn't have nearly as many strange friction points as CoTM. It's an 8 or 9 out of 10, for sure. But for me, specifically, something about Aria of Sorrow sort of came and went for me, like it was much smoother than CoTM but didn't leave me with as many memorable moments. I'm not sure how to describe it, so I'll chalk it up to personal insanity.
Oh also all three of these games have a story. Does anyone care about the stories in Castlevania games? I skim the character dialogue while quickly clicking through it and that's pretty much it.
I've now moved on to the DS games, and am loving revisiting Dawn of Sorrow so far - my favorite from back in my teenage years. I'm very interested to revisit Portrait of Ruin and Order of Ecclesia, which I don't remember as clearly, and Symphony of the Night, which I remember loving...and then loathing the inverted castle. Still, it's been >10 years, so who knows how things will hit these days.
Has anyone else played (or replayed) these Castlevania games recently? What were your thoughts?
18 votes -
Nintendo pre-announces a Switch 2 announcement is coming… eventually
25 votes -
"We never really thought anyone was going to make a Playdate game"
21 votes -
PortMaster: a simple GUI tool designed to facilitate the downloading and installation of game ports for Linux handheld devices
3 votes -
The insane engineering of the Nintendo Game Boy
16 votes -
PlayStation Portal sales continue to impress despite skepticism
22 votes -
Rumor: Insider claims Xbox handheld under development
28 votes -
Playtron: the startup hoping to Steam Deck-ify the world
20 votes -
Nintendo is telling game publishers Switch 2 will be delayed [until early 2025]
25 votes -
The Playdate handheld console is now in stock and available in twenty-two additional countries
32 votes -
73% of the top 1000 games on Steam run on the Steam Deck
48 votes -
Recommendations on portable power stations
After one too many blackouts for the past few years, we're in the market for a backup power solution. Guidelines include: Would rather have multiple smaller units than one large one. Should be...
After one too many blackouts for the past few years, we're in the market for a backup power solution.
Guidelines include:
- Would rather have multiple smaller units than one large one.
- Should be enough to charge phones, watch a television, run the Keurig. If it can spike up enough to run a heater or keep the fridge from spoiling, that's a bonus.
- Would like to keep it at ~$300 a unit.
We're looking into a whole home generac as well, but this is more of a bandaid trial solution for now.
23 votes -
Why more PC gaming handhelds should ditch Windows for SteamOS
21 votes -
Steam Deck OLED - A thought and some feelings
I guess this is just a thing I like to do lol. I got an OLED Steam Deck and have been playing around with it for about a week, so I wanted to share what all I got. TL;DR: OLED is the definitive...
I guess this is just a thing I like to do lol. I got an OLED Steam Deck and have been playing around with it for about a week, so I wanted to share what all I got.
TL;DR: OLED is the definitive version of this product. If you're at all interested, whether or not budget is a concern this model is worth looking at, especially if you can actually get your hands on one to try for a bit. Words aren't quite what they need to be to get across how it looks and feels.
The long of it:
Valve wasn't kidding about stuff like a little performance improvement and better battery life. It feels like someone took the LCD deck and made a checklist of every single thing that could be improved, and then did it. The result is just about the best refresh of a product I've ever seen.
The screen is the most obvious upgrade and it really is great to look at. It is a big jump to go from an LCD at 60hz, to OLED at 90hz with HDR available. As great as VibrantDeck is, no amount of color fuckery can really reproduce what is happening when you have these features. For games that support HDR, it can feel like you've actually made an upgrade, because of how differently it can handle things like bright flashes of light and particle effects on top of the color differences. The refresh rate is tied to the frame limiter by default, so when you drop the frame limit the refresh rate tends to stay double whatever that is. 40fps/80hz feels better than 40/40 to me, like stuttering just isn't as bothersome.
Be aware it's on developers to implement HDR, which means sometimes you run into a game with a shitty implementation. FFVII R comes to mind. Just know that if you run across a game where this feature seems to make the game look terrible, it's not the device doing it.
The improvements to the battery do mean something like a ~40% increase. Games like Armored Core VI and Elden Ring tended to last about 1.5-2 hours on the LCD model, on OLED it's more like 2.5-3, and this is the sweet spot imo. Rare that I'm gonna sit down and play for that long in the first place, so having this much power available means being able to play here and there with much less concern. Games that already played well in a low power state just get that much more time. One thing to know if you're coming from an LCD - it doesn't save your power profiles. Input profiles yes (if you saved them), but power settings need to be redone game-to-game.
The device itself is a little lighter, and it feels like it sits in my hands a little better. The difference is minute, but noticeable, and nice. All of the buttons feel good, the sticks have slightly more resistance to them, and the trackpads are much nicer to use. In particular, the way you click the trackpads is more forgiving by default, so while it is a little easier to mis-click it feels more like using a "real" trackpad. The deck in general is the only device I find doesn't really aggravate my carpal tunnel, and the OLED model keeps that up.
On the software side there isn't really a difference - SteamOS is more or less exactly the same with a few OLED-specific settings. Most of your info gets saved and loaded up when you log in. Cloud saves are one piece of course, but too, any controller profiles you saved will come back, and the SD card can just be freely transferred/there isn't really any setup to it. From boot to play I mostly just waited on the game to download - setting up the device was as simple as waiting for it to do an update, then log in, and that's it. It doesn't pester you to register for anything/no ads.
Things like sleep/wake and transitioning to desktop mode are faster and more consistent. Pretty regularly, my LCD model would fail to sleep/wake correctly - I'd put it to sleep and upon waking it, it would reboot. Inconsistent but often enough to get annoyed with. With the OLED model, i notice this doesn't happen as often. It still does, but much less frequently. The improvements to the trackpads means I use desktop mode more often, it feels much nicer to navigate. All of the stuff I had before was simple to install and restore - emudeck, decky, cryoutilities all installed without any issues and worked fine after I moved over all my stuff from the first deck. Haven't hit any issues with decky plugins either.
Even the carrying case got a pass. It's been redesigned a little, with an extra velcro fastener bit and tighter mold inside, black instead of white.
Transferring my information was about as easy as you could do. There are several options - I mostly used KDE connect, but there's also Warpinator, and a deck plugin called DeckMTP that can let you do a direct USB connection. Literally just copy/paste, once I installed all the stuff I had before I could just drop in the old device's things and be good to go. One thing to be aware of, is that for games which don't support Steam Cloud, you need to copy their save data over. That's gonna mostly be in a folder in /steamapps called CompatData. Takes a little doing but it's not hard to figure out. The hardest thing to set up was STALKER Anomaly, and all that was was about a five step process of clicking things in Wine. By the way, if you make a custom controller profile for a non-steam game, when you add that game to the library make sure it has the same name as before and your controller profile will be saved!
Overall I'm impressed to the point I intend to hold off buying any more PC hardware until a Deck 2 appears. If that product gets the same kind of attention this one did there's no doubt in my mind it will be fantastic. Considering too, the ability to dock and use peripherals, I think I'd feel safe recommending an OLED steam deck as a replacement for a gaming machine + non-work computer to just about anybody. $399 as a base price for PC Gaming is fucking awesome, and $549 for this improved model, at least I feel is very much worth it. $150 for an OLED screen, more storage, bigger battery is not bad. The deck is a hugely popular product, which means you get the added benefit of folks constantly tinkering and messing with stuff to make it work, on top of the odd developer specifically targeting it (such as in Cyberpunk, or how Bannerlord reworked its control scheme). Those kinds of communities exist around other devices, but not nearly to the same extent, and they'll die fast as those products come and go.
So that's what I got. I hope this was informative and helpful. If you have any questions I'm happy to answer as best I can. I'm super happy with the deck as a product, it feels a lot like getting to see what it looks like when someone goes the distance and throws their full weight behind this kind of product.
Edit: I don't know how well this will come through looking on different screens, but here are a few screenshots from AC VI and Morrowind that made use of HDR. Even if it doesn't come through - if you've never owned a deck and were considering one, yeah stuff can look this good on it! It's amazing.
51 votes -
Bought my first Steam Deck after seeing the deep discounts on refurbs...what should i know as a first time Steam Deck/PC gamer?
As title says, once Valve announced the OLED deck, I saw the refurbished originals go on a deep discount and figured it was time to buy in. So I ordered a refurb 512GB and I’m so excited for it to...
As title says, once Valve announced the OLED deck, I saw the refurbished originals go on a deep discount and figured it was time to buy in. So I ordered a refurb 512GB and I’m so excited for it to arrive! Been in a gaming rut for a long time now and, having never been a PC gamer, I’m look forward to checking out a bunch of games I’ve never played before.
What tips do you have for a first time Deck owner?
Any essential games I should be sure to get?
And finally, is it possible to get games I own on the Epic Games Store (I collected all their free games over the years) or Xbox Game Pass PC games on my Steam Deck?
44 votes -
Steam Deck users, has anyone found a compact docking setup?
I live in a pretty compact house, and have my work office upstairs in a corner of one of my kids bedrooms. Obviously, gaming in there after they are asleep is a no go! Our one tv is usually given...
I live in a pretty compact house, and have my work office upstairs in a corner of one of my kids bedrooms.
Obviously, gaming in there after they are asleep is a no go! Our one tv is usually given over to my wife on evenings I break out the Steam Deck - which has been my first foray back into gaming since having kids and I'm thoroughly enjoying it.
However, I'm interested if anyone has found a neat solution to use it in e.g. desktop mode without a conventional monitor or TV to dock with, that I could break out quickly on a breakfast bar and then stow easily.
I'm envisaging some kinda of Frankensteined cheap laptop shell housing to contain the screen and keyboard-
Steam Deck -> USB C Dock -> HDMI out to laptop screen and USB out to keyboard.
Anyone familiar with something resembling this kind of setup, or something similar?
19 votes -
Introducing Steam Deck OLED - November 16
61 votes -
What do we know about the Switch 2’s hardware power?
17 votes -
CNC machining a wooden Game Boy
13 votes -
Nintendo files patent for magnetic anti-drift joysticks, similar to "Hall Effect" sticks
21 votes -
PlayStation’s first Remote Play dedicated device, PlayStation Portal remote player, to launch later this year at $199.99 USD
19 votes -
Leaked images reveal Lenovo’s Steam Deck competitor with a hint of the Switch
39 votes -
Four friends built a ‘Hypercube’ to play Final Fantasy Crystal Chronicles
35 votes -
What are the best portable retro consoles under 120 US dollars?
The idea is to get a console to play raging in complexity from the NES, SNES, up to Nintendo DS and PSP. Anything above that is not a priority or a necessity. But it would be nice to have a screen...
The idea is to get a console to play raging in complexity from the NES, SNES, up to Nintendo DS and PSP. Anything above that is not a priority or a necessity. But it would be nice to have a screen large enough to handle DS games in some form. Can I find anything decent in that price range?
Thanks :)
24 votes -
The fifteen greatest Nintendo DS games of all time
36 votes -
Steam Deck hits over 10,000 verified and playable games
98 votes -
Fire Emblem (GBA) coming to Nintendo Switch Online Expansion Pass on 6/23
11 votes -
Diablo IV works on the Steam Deck
Just tested it myself. Here’s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too: From Desktop Mode Download the...
Just tested it myself. Here’s the process that worked for me, in case anyone else needs a guide. No guarantees, of course, but hopefully it works for others too:
From Desktop Mode
Download the Battle.net installer
Add the installer as a non-Steam game
Change the installer settings in Steam to run with Proton Experimental
Run the installer
(tip: to make it easy to find the launcher in the next step, you can change the install path to be in your downloads folder instead of deep in the Proton path)Once installed, exit the installer
Add the installedBattle.net Launcher.exeas a non-Steam game
Change the launcher settings in Steam to run it with Proton Experimental
Run the launcher
Log in
Install Diablo IV
(tip: uncheck the high res textures option which is on by default to save yourself about 40 GB of space)
Close launcher
(tip: if D4 is the only Bnet game you’re planning on playing, you can rename the launcher in Steam toDiablo IV)From Gaming Mode
Launch the launcher
Click the Play button on Diablo IV
Enjoy!
Other Tips
During installation or the game, whenever you need a keyboard, press
STEAM + Xto call it up.Occasionally, during installation or in the Launcher in game mode, my trackpad input would get wonky or stop responding. When this happens, hold the
STEAMbutton down while using the trackpads, and they should work again.Beyond that, the game automatically worked from me. It loaded low graphics settings (which are perfect for the Deck) and recognized my controller. It even opens with some accessibility settings before you start playing that lets you scale the font size up too, which makes it easier to read on the small screen.
I can’t say much about how the game actually plays as I really just did this to test if it works. I’ll be putting in my first actual time with the game tomorrow.
34 votes -
McDonald's releases new game for old console: Grimace's Birthday, on Game Boy Color
26 votes -
I spent three weeks trying to port Super Auto Pets to the Game Boy Advance
10 votes -
Steam Deck or ASUS ROG Ally?
I'm interested in buying one of the new PC gaming handhelds, and I'm torn. If I went for the Steam Deck I'd be buying the 512GB version, so the price difference between it and the ASUS is only...
I'm interested in buying one of the new PC gaming handhelds, and I'm torn. If I went for the Steam Deck I'd be buying the 512GB version, so the price difference between it and the ASUS is only about £50/£100 more. The ASUS seems to do a lot better in benchmarks, has a nicer screen, and comes with Windows 11. I love Linux but there's several games I'd want to play on it that the anti cheat just won't work with Linux. I know you can dual boot the Steam Deck, so that could also be an option. The main thing that is making the decision more difficult is that the Steam Deck has touchpads, and the ASUS apparantly has inferior thumbsticks and D-pad. But then again the ASUS is sleeker and lighter, so potentially more portable? Sorry for the ramble, I just wanted to express my thoughts so far, and hear what you all think. Help me decide!
35 votes -
Traumatarium - A new dungeon crawler RPG for the Nintendo Game Boy with killer black-metal graphics
8 votes -
The top 100 games played on the Steam Deck
7 votes -
The forgotten portable NES
4 votes -
Happy Birthday to the Steam Deck!
It has been one year since the Steam Deck officially launched. At the time: you had to wait a long time, months even, to be able to get the hardware the number of supported games was low the...
It has been one year since the Steam Deck officially launched.
At the time:
- you had to wait a long time, months even, to be able to get the hardware
- the number of supported games was low
- the software was still highly buggy and rough around the edges
Currently:
- it is available on-demand, though unfortunately not for all countries
- there are nearly 3,000 Verified and 5,000 Playable games on the device (with many more unconfirmed titles that work anyway)
- the software is much more mature and a healthy ecosystem of third-party applications and support has sprung up
For those here who have Steam Decks, let us know your thoughts on the device, this past year, and the future to come.
Happy Birthday, Steam Deck!
23 votes -
Valve answers our burning Steam Deck questions
10 votes -
Steam Deck and Docking Station now in-stock and available!
EDIT: It is official! We're happy to announce that with today’s batch of order emails, we have completed our reservation queue. We are now in-stock and Steam Deck is available for purchase! The...
EDIT: It is official!
We're happy to announce that with today’s batch of order emails, we have completed our reservation queue. We are now in-stock and Steam Deck is available for purchase!
The Docking Station is available for purchase now! Learn more about it here, or order one here.
Previous post:
I wanted to give everyone here a heads' up that it seems like Valve is through most of its preorders for the Steam Deck, so the delay between reserving one and receiving a confirmation is essentially negligible at this point (unlike the months-long waits of the past).
Anecdotally: my husband put in a reservation on Sunday and received confirmation on Monday, the next day (US 512GB model).
Less anecdotally: /r/steamdeck is unofficially confirming this for all queues except the EU 64GB model.
If you've been waiting out the wait time for a Steam Deck, it looks like your time has come! You should be able to get one almost ASAP moving forward.
Also, if you're on the fence about it, I cannot recommend it enough. I absolutely love mine.
17 votes -
Steam Deck production update (it's good news)
17 votes -
Should the Steam Deck just be a gaming tablet?
I struck me while using my Steam Deck the other day to watch Twitch that the device has almost everything it needs to provide users with a tablet-like experience alongside being a gaming device....
I struck me while using my Steam Deck the other day to watch Twitch that the device has almost everything it needs to provide users with a tablet-like experience alongside being a gaming device. When you're not in desktop mode Steam provides you with a high quality UI optimized for many of the same constraints as a tablet. For "great on deck" games and the store/library UI you get an easily navigable touch screen-supporting experience. If Valve can bring in Android apps for Twitch, YouTube etc. we could get that kind of experience universally.
Desktop mode can peacefully co-exist with a tablet experience as you will switch between the two distinct modes of operation. This seems like a great way to capture a market of users normally turned off by ideas of tablets replacing their normal computers. I haven't used a tablet in years but I would use one that was a full Linux gaming OS at the same time.
8 votes -
Steam Deck: Acceleration – 5000 games and trending up
9 votes