

Software engineer (video games). Likes dogs, DJing + EDM, running, electronics and loud bangs in Reservoir.


I really hope they come up with some kind of certification system for games targeting Steam consoles, in the same way Microsoft/Sony/Nintendo do. All the boring stuff like making sure controllers connect and disconnect gracefully, the console can be slept/woken at any point in gameplay without bugs, consistent language/UX etc. That stuff goes a long way to making things “just work” on a platform. IMHO it’s the one edge console still has over PC gaming. Even if it was an optional certification, it would give players some decent guidance as to what will work well.


I backed the Kickstarter, and oh wow did I get my money’s worth! I genuinely wasn’t expecting them to finish, and that’s fine - I was there for the support and the ride, however it turned out.
It’s been so long since I originally backed the project that I’m not really that interested in playing it any more, but I’m happy for them that they got it over the line… well, most of it.
Like many Kickstarters they promised a lot without realising just how difficult or expensive it would be. There’s still a lot of deliverables ahead for them, but they’ve been pretty open about running out of money and operating on pure good will at this point, and I can’t say I blame them with over a decade of their lives poured into it.
I hope it does well for them!


But is the overall market growing? What I’d love to know is if less people are playing non-MTX games now than before, or if we’re just getting more people staying to play games and they happen to be drawn to MTX games, ie. a broader target market, in the same way we saw mobile gaming explode with people who never played games before.


For couch gaming, the discontinued Steam Link hardware is still king IMHO. I tried switching to the Android app on my smart TV and have had nothing but trouble with connection quality (even over a gigabit wired connection) and maintaining 4 controllers connected to the TV at once. It seems extremely sensitive to host hardware and software issues, which often change underneath you with TV updates. The Android hardware and software it runs on is just too variable to ensure a consistent reliable experience, and Bluetooth controller support is often hit or miss.
The Steam Link hardware was amazing as it did exactly what it needed to do, and most importantly was tested more thoroughly than the thousands of Android devices that all have their own quirks and specs. I hope they bring it back.


It’s the responsibility of the game developer to ensure their game performs well, regardless of engine choice. If they release a UE5 game that suffers from poor performance, that just means they needed to spend more time profiling and optimising their game. UE5 provides a mountain of tooling for this, and developers are free to make engine-side changes as it’s all open source.
Of course Epic should be doing what they can to ensure their engine is performant out of the box, but they also need to keep pushing technology forward, which means things may run slower on older hardware. They don’t define a game’s minspec hardware, the developer does.
The “complicated” Fediverse signup process is actually the perfect filter. If someone isn’t willing to learn such a trivial process to gain access to an open decentralized discussion platform, then they really only have themselves to blame when they keep ending up in enshittified algorithmically-manipulated echo chambers.


I’ve already installed Arch on a spare laptop to assess the difficulty of switching over. So far I’m very impressed!
arch-install made the setup pretty easy, and KDE Plasma feels very natural for someone migrating from Windows. Flatpaks make installing/updating apps a breeze, and there’s way more apps available than I expected, including commercial ones like Spotify.
Most of the “muscle memory” habits translate across too, for example pressing Meta and typing “notepad” shows KWrite in the start menu. That was a nice surprise.
I can already tell it’s going to be viable for 90% of my needs, and the fact that there’s good free software to do everything from video editing to office tasks is really amazing. Linux desktop has come a LONG way.


And yet Fallout: London - a community-made singleplayer experience - just hit 1 million players. It feels like there’s a huge mismatch between what many players want and what public game companies are chasing… they’re all going after online MTX and completely discounting singleplayer because it makes less money overall.


No, see you’ve fallen into the exact trap I just described. The “exact same binaries” is not true. The Steam build will have the Steam overlay SDK integrated into it. The GOG build won’t. Each store may require its own SDK and API integrated into the build. But even they were the exact same binaries, you’ve still got to think about QA, build pipelines, storefront configuration (including achievements and online subsystems like leaderboards, parties/lobbies and voice chat, plus collectables and any other bespoke stuff a particular store has) and community management, plus any age ratings and certification/testing each store requires (though PC is usually pretty sparse on this front).
For small indie teams, all of this can seriously eat away at your time, so it makes sense to limit how many stores you target based on risk vs reward.
Edit: btw I’m not trying to be a troll, I just know from first-hand experience. I’ve been in the games industry for over two decades and have done everything from AAA to running my own indie studio. Indie development is brutal, you really have to be clever about your time management otherwise your risk of failure skyrockets.


The reality is those other platforms won’t make much difference on sales at all, and with a limited indie dev team they’ve made a wise decision to focus on the largest PC storefront.
It’s the same reason a lot of indies don’t target Linux, the effort vs reward simply doesn’t make sense for small teams. Anyone who says “But Unity and Unreal Engine support Linux! It’s literally two clicks!” has no idea what they’re talking about and hasn’t actually been through the process of releasing a game for multiple platforms.


The US has absolutely atrocious employment laws, so yes they can: https://en.m.wikipedia.org/wiki/At-will_employment
Using it for upscaling and frame interpolation was reasonable - that felt like a good use of AI to emulate higher performance for a lower cost. But using it as a filter over the entire vision of the game? Utterly insane and strongly smells of NVIDIA targetting other companies for more investment/sales, not gamers.