steam

valve-rejoins-the-vr-hardware-wars-with-standalone-steam-frame

Valve rejoins the VR hardware wars with standalone Steam Frame

Valve also tells Ars that streaming to the Steam Frame will be “as efficient as possible,” maximizing battery life from the included 21.6 Wh battery. “Standalone battery life will be much more variable, depending on the game and its settings,” Valve Engineer Jeremy Selan and Designer Lawrence Yang told Ars via email.

While a wired PC connection would go a long way toward addressing those battery-life and extra latency concerns, Valve said the Steam Frame won’t even support it as an option. “We’re focused on a robust wireless streaming experience, which is why we included a dedicated wireless adapter, have a dedicated radio on the headset just for streaming, and invented a new streaming technology to optimize the streaming experience (Foveated Streaming),” Selan and Yang told Ars.

A low-weight modular “core”

All told, the Steam Frame comes in at just 440 grams, a welcome and sizeable reduction from the 515 grams of the Quest 3. Interestingly, Valve’s spec sheet also specifically calls out the 185 gram “core” of the headset hardware, which comprises all the main components besides the battery, headstrap, and speakers (e.g., lenses, displays, motherboard, cooling, processor, RAM, tracking system, etc).

That core weight is important, Selan and Yang told Ars, because “it’s designed to be modular so one could imagine other headsets connecting to this core module that bring different features.” So tinkerers or third-party headset makers could theoretically build modified versions of the Steam Frame with lighter batteries or streamlined headstrap/speaker combos, for instance. The Steam Frame’s monochrome passthrough cameras can also be accessed via a front expansion port with a standardized Gen 4 PCIe interface, Valve said.

It’s an interesting potential direction for new hardware that will launch into a more niche, less irrationally exuberant VR market than Valve’s previous virtual reality headsets. But with companies like Apple and Meta pivoting toward augmented reality and/or mixed-reality hardware of late, it’s nice to see Valve continuing to cater to the small but dedicated market of gamers who are still interested in playing in fully immersive VR environments.

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Steam Deck minus the screen: Valve announces new Steam Machine, Controller hardware


SteamOS-powered cube for your TV targets early 2026 launch, no pricing details.

Meet the ValveCube (not its real name) Credit: Valve

Nearly four years after the Steam Deck changed the world of portable gaming, Valve is getting ready to release SteamOS-powered hardware designed for the living room TV, or even as a desktop PC gaming replacement. The simply named Steam Machine and Steam Controller, both planned to ship in early 2026, are “optimized for gaming on Steam and designed for players to get even more out of their Steam Library,” Valve said in a press release.

A Steam Machine spec sheet shared by Valve lists a “semi-custom” six-core AMD Zen 4 CPU clocked at up to 4.8 Ghz alongside an AMD RDNA3 GPU with 28 compute units. The motherboard will include 16GB of DDR5 RAM and an additional 8GB of dedicated DDR6 VRAM for the GPU. The new hardware will come in two configurations with 512GB or 2TB of unspecified “SSD storage,” though Valve isn’t sharing pricing for either just yet.

If you squint, you can make out a few ports on this unmarked black square. Valve

Those chips and numbers suggest the Steam Machine will have roughly the same horsepower as a mid-range desktop gaming PC from a few years back. But Valve says its “Machine”—which it ranks as “over 6x more powerful than the Steam Deck”—is powerful enough to support ray-tracing and/or 4K, 60 fps gaming using FSR upscaling.

Externally, the Steam Machine is housed in a stark black cube measuring 160 mm (~6.30-inch) on each side, making it slightly larger than the old Nintendo GameCube (sans handle). The front of the Machine sports two USB-A ports, an SD card storage expansion slot, a power button, and a “customizable LED bar” that can change to reflect when the system is booting up, downloading updates, etc. A huge fan vent takes up most of the rear of the unit, alongside three additional USB ports (including one USB-C port) and HDMI 2.0 and DisplayPort 1.4 outputs.

Taking control

While the Steam Machine will be able to connect to standard USB and Bluetooth PC controllers and peripherals, it has been designed with a brand-new Steam Controller in mind. And while both pieces of hardware will be sold separately, they will also be available in a bundle for gamers who want an all-in-one living room gaming solution.

If it weren’t for those touchpads, it would be hard to distinguish this gamepad from a lot of other modern controllers. Valve

The new Steam Controller (not to be confused with the identically named old Steam Controller) will make use of a proprietary 2.4 Ghz wireless connection that allows for around 8 ms of end-to-end latency between a button press and the resulting signal received by the system. A radio for that connection will be built into the Steam Machine but will also be available via an included “plug and play” Steam Controller Puck that can support up to four wireless controller connections.

Without the puck, the new Steam Controller can still connect to PCs (including portable gaming PCs) and smartphones via Bluetooth or a wired USB connection. And while console connections are technically possible, Valve Software Engineer Pierre-Loup Griffais and Designer Lawrence Yang told Ars via email that it would “require collaboration with the vendor” that the company would be “happy to discuss… if it came up.”

The most striking feature of the Steam Controller is the dual touchpads underneath the thumbsticks, mirroring the similar, somewhat underutilized control options on the Steam Deck. Each touchpad will come with its own haptic motor for “HD tactile feedback” that should feel akin to rolling a clicky trackball under your thumb (two more haptic motors in the grips handle force feedback output from the games themselves).

Aside from that, the Steam Controller seems a lot more standardized than Valve’s last attempt at a controller. It features thumbsticks, a d-pad, face buttons, and shoulder buttons pretty much where you’d expect them, plus four programmable “grip buttons” on the back side of the controller. The familiar Steam, View, Menu, and QAM (aka “three dots”) buttons also come over from the Steam Deck for quick access to useful SteamOS functions.

Internally, the Steam Controller will use magnetic TMR thumbstick sensors, which should hopefully limit the kind of stick drift we see with the mechanical sticks on the Nintendo Switch, for instance. A six-axis IMU will allow for gyro-based tilt controls as well, and a “grip sensor” can help make sure those controls turn off when you’re putting the controller down or picking it up.

Let’s try that again

Software-wise, the Steam Machine will of course run SteamOS, the custom Linux-based operating system popularized by the Steam Deck and recently officially expanded to other handhelds. Valve says that means fast suspend/resume features, easy access to your Steam cloud saves, “and all the other Steam features you’d expect.” It also means the ability to boot to a Linux desktop mode or install Windows with the help of drivers available on Valve’s website, Griffais and Yang told Ars.

Crucially, the new SteamOS offers compatibility with the vast majority of games made for Windows via Proton, a key feature that was missing the last time Valve pushed Linux-based “Steam Machines” hardware roughly a decade ago. Recent versions of SteamOS can actually boast better in-game performance than Windows on some games and hardware in Ars’ testing.

“One of our biggest learnings [from the first Steam Machines effort] is that it’s a tall order to ask developers to port their games to run on Linux—so we have done a bunch of work on Proton to the point where almost all games just work out of the box,” Griffais and Yang told Ars. “Since that time, we’ve gained valuable experience in manufacturing, made big improvements to Steam, Steam Input, and SteamOS, and we are excited to bring our own first party Steam Machine and the new Steam Controller to market.”

Valve’s ill-fated Steam Machines hardware rollout 10 years ago also relied on third-party manufacturers to handle the actual construction of a wide range of branded Linux boxes. This time around, Valve is handling the manufacture and distribution of a singular Steam Machine on its own, following the success of a similar rollout for the Steam Deck. And while we’ve seen leaked “Powered by SteamOS” branding suggesting third-party SteamOS living room boxes might be in the works, Valve hasn’t announced anything official yet.

“We’re always happy to chat with companies who are interested in making their own SteamOS powered devices,” Griffais and Yang told Ars. “We are working on broadening support, and with the recent updates to Steam and SteamOS, compatibility with other devices has improved, starting with other AMD powered PC handhelds.”

But while the Steam Deck filled an obvious market need for portable access to PC games, it’s harder to know where the new Steam Machine will fit in the already crowded market for living room gaming (not to mention the highly modular desktop gaming market). That’s especially true since the Steam Deck and its imitators can already serve as passable living room gaming devices when plugged into any number of third-party USB-C docks.

A lot will depend on pricing details and just how simple and convenient the new hardware makes the experience of playing PC games on the living room TV. We’ll keep you posted as more information comes in and when we’ve had a chance to get some hands-on time with Valve’s newest swing at the hardware market.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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Steam will wind down support for 32-bit Windows as that version of Windows fades

Though the 32-bit versions of Windows were widely used from the mid-90s all the way through to the early 2010s, this change is coming so late that it should only actually affect a statistically insignificant number of Steam users. Valve already pulled Steam support for all versions of Windows 7 and Windows 8 in January 2024, and 2021’s Windows 11 was the first in decades not to ship a 32-bit version. That leaves only the 32-bit version of Windows 10, which is old enough that it will stop getting security updates in either October 2025 or October 2026, depending on how you count it.

According to Steam Hardware Survey data from August, usage of the 32-bit version of Windows 10 (and any other 32-bit version of Windows) is so small that it’s lumped in with “other” on the page that tracks Windows version usage. All “other” versions of Windows combined represent roughly 0.05 percent of all Steam users. The 64-bit version of Windows 10 still runs on just over a third of all Steam-using Windows PCs, while the 64-bit version of Windows 11 accounts for just under two-thirds.

The change to the Steam client shouldn’t have any effects on game availability or compatibility. Any older 32-bit games that you can currently run in 64-bit versions of Windows will continue to work fine because, unlike modern macOS versions, new 64-bit versions of Windows still maintain compatibility with most 32-bit apps.

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hollow-knight:-silksong-is-breaking-steam,-nintendo’s-eshop

Hollow Knight: Silksong is breaking Steam, Nintendo’s eShop

An influx of players excited for this morning’s launch of Hollow Knight: Silksong are encountering widespread errors purchasing and downloading the game from Steam this morning. Ars Technica writers have encountered errors getting store pages to load, adding the game to an online shopping cart, and checking out once the game is part of the cart.

That aligns with widespread social media complaints and data from DownDetector, which saw a sudden spike of over 11,000 reports of problems with Steam in the minutes following Silksong‘s 10 am Eastern time release on Steam. The server problems don’t seem to be completely stopping everyone, though, as SteamDB currently reports over 100,000 concurrent players for Silksong as of this writing.

Ars also encountered some significant delays and/or outright errors when downloading other games and updates and syncing cloud saves on Steam during this morning’s server problems. The Humble Store page for Silksong currently warns North American purchasers that “We have run out of Steam keys for Hollow Knight: Silksong in your region, but more are on their way! As soon as we receive more Steam keys, we will add them to your download page. Sorry about the delay!”

The PC version of Silksong currently seems to be available for purchase and download without issue. Ars was also able to purchase and download the Switch 2 version of Silksong from the Nintendo eShop without encountering any errors, though others have reported problems with that online storefront [Update: As of 11:18 am, Nintendo is reporting, “The [Nintendo eShop] network service is unavailable at this time. We apologize for any inconvenience this may cause].” The game is still listed as merely “Announced” and not available for purchase on its PlayStation Store page as of this writing.

Hollow Knight: Silksong is breaking Steam, Nintendo’s eShop Read More »

google-and-valve-will-kill-“steam-for-chromebooks”-experiment-in-january-2026

Google and Valve will kill “Steam for Chromebooks” experiment in January 2026

Bad news if you’re one of the handful of people using Steam to play games on a Chromebook: Google and Valve are preparing to end support for the still-in-beta ChromeOS version of Steam on January 1, 2026, according to 9to5Google. Steam can still be installed on Chromebooks, but it now comes with a notice announcing the end of support.

“The Steam for Chromebook Beta program will conclude on January 1st, 2026,” reads the notification. “After this date, games installed as part of the Beta will no longer be available to play on your device. We appreciate your participation in and contribution to learnings from the beta program, which will inform the future of Chromebook gaming.”

Steam originally launched on Chromebooks in early 2022 as an alpha that ran on just a handful of newer and higher-specced devices with Intel chips inside. A beta version arrived later that year, with reduced system requirements and support for AMD CPUs and GPUs. Between then and now, neither Google nor Valve had said much about it.

The Steam beta was one component of a “gaming Chromebook” push that Google made in 2022 and 2023. It saw the release of laptops with better hardware and high-refresh-rate screens and optimized versions of GeForce Now and Xbox Cloud Gaming. Google had reportedly been working to add Steam support to ChromeOS since at least 2020.

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steam-cracks-down-on-some-sex-games-to-appease-payment-processors

Steam cracks down on some sex games to appease payment processors

Valve’s famously permissive rules for what games are and are not allowed on Steam got a little less permissive this week, seemingly in response to outside pressure from some of its partner companies. In a Tuesday update to the “Rules and Guidelines” section of Steam’s Onboarding Documentation, the company added a new rule prohibiting “Content that may violate the rules and standards set forth by Steam’s payment processors and related card networks and banks, or Internet network providers. In particular, certain kinds of adult only content.”

On its own, the new rule seems rather vague, with no details on which of the many kinds of “adult only content” would belong in the “certain” subset prohibited by these unnamed payment processors and ISPs. But the trackers over at SteamDB noticed that the publication of the new rule coincides with the removal of dozens of Steam games whose titles make reference to incest, along with a handful of sex games referencing “slave” or “prison” imagery.

Holding the keys to the bank

Valve isn’t alone in having de facto restrictions on content imposed on it by outside payment processors. In 2022, for instance, Visa suspended all payments to Pornhub’s ad network after the adult video site was accused of profiting from child sexual abuse materials. And PayPal has routinely disallowed payments to file-sharing sites and VPN providers over concerns surrounding piracy of copyrighted materials.

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dustland-delivery-plays-like-a-funny,-tough,-post-apocalyptic-oregon-trail

Dustland Delivery plays like a funny, tough, post-apocalyptic Oregon Trail

Road trips with just two people always have their awkward silences. In Dustland Delivery, my character, a sharpshooter, has tried to break the ice with the blacksmith he hired a few towns back, with only intermittent success.

Remember that bodyguard, the one I unsuccessfully tried to flirt with at that bar? The blacksmith was uninterested. What about that wily junk dealer, or the creepy cemetery? Silence. She only wanted to discuss “Abandoned train” and “Abandoned factory,” even though, in this post-apocalypse, abandonment was not that rare. But I made a note to look out for any rusted remains; stress and mood are far trickier to fix than hunger and thirst.

Dustland Delivery release trailer.

Dustland Delivery, available through Steam for Windows (and Proton/Steam Deck), puts you in the role typically taken up by NPCs in other post-apocalyptic RPGs. You’re a trader, buying cheap goods in one place to sell at a profit elsewhere, and working the costs of fuel, maintenance, and raider attacks into your margins. You’re in charge of everything on your trip: how fast you drive, when to rest and set up camp, whether to approach that caravan of pickups or give them a wide berth.

Some of you, the types whose favorite part of The Oregon Trail was the trading posts, might already be sold. For the others, let me suggest that the game is stuffed full of little bits of weird humor and emergent storytelling, and a wild amount of replayability for what is currently a $5 game. There are three quest-driven scenarios, plus a tutorial, in the base game. A new DLC out this week, Sheol, adds underground cities, ruins expeditions, more terrains, and a final story quest for four more dollars.

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Hands-on with Frosthaven’s ambitious port from gigantic box to inviting PC game

I can say this for certain: The game’s tutorial does a lot of work in introducing you to the game’s core mechanics, which include choosing cards with sequential actions, “burning” cards for temporary boosts, positioning, teamwork, and having enough actions or options left if a fight goes longer than you think. I’m not a total newcomer to the -haven games, having played a couple rounds of the Gloomhaven board game. But none of my friends, however patient, did as good a job of showing just how important it was to consider not just attack, defend, or move, but where each choice would place you, and how it would play with your teammates.

I played as a “Banner Spear,” one of the six starting classes. Their thing is—you guessed it—having a spear, and they can throw it or lunge with it from farther away. Many of the Banner Spear’s cards are more effective with positioning, like pincer-flanking an enemy or attacking from off to the side of your more up-close melee teammate. With only two players taking on a couple of enemies, I verbally brushed off the idea of using some more advanced options. My developer partner, using a Deathwalker, interjected: “Ah, but that is what summons are for.”

Soon enough, one of the brutes was facing down two skeletons, and I was able to get a nice shot in from an adjacent hex. The next thing I wanted to do was try out being a little selfish, running for some loot left behind by a vanquished goon. I forgot that you only pick up loot if you end your turn on a hex, not just pass through it, so my Banner Spear appeared to go on a little warm-up jog, for no real reason, before re-engaging the Germinate we were facing.

The art, animations, and feel of everything I clicked on was engaging, even as the developers regularly reassured me that all of it needs working on. With many more experienced players kicking the tires in early access, I expect the systems and quality-of-life details to see even more refinement. It’s a long campaign, both for players and the developers, but there’s a good chance it will be worth it.

Hands-on with Frosthaven’s ambitious port from gigantic box to inviting PC game Read More »

11-standouts-from-steam-next-fest’s-thousands-of-free-game-demos

11 standouts from Steam Next Fest’s thousands of free game demos


Let Ars help you find some needles in Steam’s massive haystack of game trials.

If you head over to the Steam Next Fest charts right now, Valve will offer you a glimpse of the 2,228 games offering free downloadable demos as part of the event through Sunday, March 3. That is way too many games to effectively evaluate in such a short time, even with the massive resources of the Ars Orbiting HQ.

But we haven’t let that stop us from trying. With the assistance of some early access provided by Valve and game publishers, we’ve spent the last few days playing dozens and dozens of the most promising Next Fest demos in an attempt to pull out some interesting-looking needles from Valve’s massive haystack. Below are the results of that search—a varied list of 11 titles we think are worth investing some time (and zero dollars of money) into a demo download.

But this is just a starting point. Please use the comments below to share any other diamonds in the rough you think your fellow Ars readers need to know about.

Afterblast

Developer: Lumino Games

Planned release date: April 2025

Popular steam tags: FPS, Online Co-Op, Action Roguelike, Roguelite

Steam page

Start with the roguelike, room-based shooting action of Returnal. Move it to a first-person perspective and add in the double-jump-and-dash movement system of the new Doom games. Throw in a Halo Infinite-style grappling hook that can be used for traversal or combat. The result would come pretty close to Afterblast, a twitch-action shooter that shines from the jump in this fast-paced demo.

This is the kind of game where halting your movement for even a split second often means being instantly overwhelmed by enemies that swarm from all angles. Rather than being hard to handle, though, the game’s zippy movement makes it feel relatively simple to jump and dash from ledge to ledge, avoiding bullet-hell style projectile patterns as you do.

The grappling hook is by far the most satisfying part of the demo, though. Beyond jumping out of the way of opposing fire, you can also use it to drag yourself over to stunned enemies, exploding them into piles of goo and collectible items. Bouncing from enemy to enemy in this way, with a few well-placed jumps and dashes in between, felt like being a kid bouncing on a trampoline.

The Afterblast demo provides a feel for the game’s randomized item system, which gives access to automated drones, powerful grenades, and other superpowers that should make each run feel unique. We can’t wait to see more.

-Kyle Orland

Castle V Castle

Developer: Nopopo

Planned release date: “Coming soon”

Popular steam tags: Card Battler, Roguelite, Card Game, PvE

Steam page

If you remember cult-classic Flash game Castle Wars, you already know the basics of Castle V Castle. You and your opponent take turns using a handful of cards to either build up your own castle or break down the castle on the other side until one castle has been reduced to rubble. You then improve your deck and do it all again.

Playing effectively means figuring out when to attack, when to defend, and when to use cards to bulk up the various resources needed to play future cards. Strong play requires thinking a few moves ahead, both to avoid being left with a hand of unplayable cards and to counter or reflect potential incoming attacks from your opponent (or deny them the resources they might need).

An extremely clean black and white interface and quick, amusing animations make this a very easy game to pick up and play. But it’s the strategy of taking on short-term risks to get long-term rewards that will keep you coming back for round after round. And while the demo’s extremely punishing daily challenges are good for some continued longevity, we’re hoping the final game will add online multiplayer battles rather than just letting us beat down the AI over and over again.

-Kyle Orland

Dragonkin: The Banished

Developer: Eko Software

Planned release date: March 6, 2025 (Early Access)

Popular steam tags: Action, Hack and Slash, Adventure, RPG, Loot

Steam page

If you’ve grown tired of Diablo IV but are looking for another dark, mouse-based action RPG to scratch the same itch, Dragonkin: The Banished should be right up your alley. Just like in Diablo, the name of the game here is clicking to move and attack swarms of enemies in dark isometric dungeons, throwing in some magical attacks with the number keys on your keyboard as needed.

The Dragonkin demo leads you through a lot of extremely expository and overwrought cutscenes, broken up by short playable vignettes that introduce you to the main character classes: the heavy, the archer, the fire mage, etc. These introductory characters seem extremely overpowered for the early game, cutting through enemy grunts like butter while barely taking a scratch from underpowered opposition attacks. But it gives a good feel for the wide variety of available attacks available, from radiating lightning to a satisfying bull charge.

It’s only after this introduction that you’re thrown into a more standard challenge, clearing out a dungeon with a low-level character that needs all the help they can get. While the moment to moment gameplay will be familiar to Diablo heads, a few small touches like a handy dash-dodge maneuver make it all lean a bit more towards the “action” side of “action RPG.”

If you’re looking for pyrotechnic explosions, cinematic cut scenes, and plenty of things to click on, you could definitely do a lot worse.

-Kyle Orland

Glum

Developer: CinderCat Games

Planned release date: 2025

Popular steam tags: Adventure, Funny, Singleplayer

Steam page

First-person shooters are obviously all about the shooting—it’s right there in the name, after all. But the most satisfying part of these games is often running right up to an enemy and pounding them with a suspiciously powerful close-range melee attack.

Glum takes this satisfying melee bit and makes it the focus of the whole game. Instead of fists or a bludgeoning weapon, though, your main melee weapon in Glum is a steel-toed boot. You’ll see that boot hovering menacingly and incongruously in front of you as you zip around vaguely medieval-themed rooms, charging back with a bent knee for perfectly timed strikes as soon as an enemy gets in your face.

The Glum demo already takes this “first-person booter” concept in some interesting directions, providing plenty of barrels and other heavy objects you can convert into single-use projectile weapons with a kick from the right angle. You can also kick off of walls and other angled surfaces to fly through the air in some surprisingly satisfying and floaty platforming, which is key to finding the many secrets hidden in the demo’s tutorial-esque rooms.

But the most satisfying part is still kicking an enemy directly and watching the ragdoll corpse fly off a wall and back toward your boot, where you can send it flying into other encroaching foes. The light-hearted comedy action is especially welcome in an industry that sometimes seems full of first-person games that are too full of themselves.

-Kyle Orland

Guntouchables

Developer: Game Swing

Planned release date: “To be announced”

Popular steam tags: Action Roguelike, Multiplayer, Post-apocalyptic

Steam page

Seeing and hearing the pre-game logo screen for Ghost Ship Games immediately puts my brain into Deep Rock Galactic mode: headset on, workday stress abandoned, beverage ready. Guntouchables, published by Ghost Ship and developed by Game Swing, could readily fit into that slot. It’s a multiplayer-first overhead shooter in which you and up to three other sausage-y folks with tiny stick legs grab loot, kill baddies, and get the heck out of there. If it’s been a moment since you and your squad have shot some things together, send them a message and link the demo.

A horde of mutants have overrun the world, and you and your fellow redneck preppers are having their moment. You pick a weapon, like the precise but slow hunting rifle or pray-and-spray SMG, and a character, each with their own secondary weapons and skill trees. The game shows you a map with stuff to grab or destroy and the car you need to reach to escape. Then you’re off, moving with WASD keys and aiming in a circle with a mouse. The demo wasn’t ready for controller play yet, but I could see it coming in the future (along with another justification for the trackpads on the Steam Deck).

I cajoled a friend into playing, and we had a great time, both blasting and winning, but also explaining to each other just how dumb that last move was. The game could do more to help you quickly identify and distinguish among your teammates, as they’re currently all green names and health bars. And an optional tutorial mission would go a long way to help explain weapon and item mechanics that we had to test out live. But it’s a demo, and the core experience—shoot, run, grab, swarm coming, panic—already feels plenty strong. There’s a goofy, lightly icky charm to the voice-overs and visuals, and the upgrade paths are pleasantly addictive. It’s a ridiculous game with a ridiculous name, and I recommend it.

-Kevin Purdy

Hyper Empire

Developer: Fair Weather Studios

Planned release date: Q1 2025

Popular steam tags: 4X, Turn-Based Strategy, Auto Battler, Strategy

Steam page

When you play an RPG or strategy game, do you spend hours just staring at the tech tree, trying to figure out the upgrade path that will maximize your power going forward? If so, you’ll probably love Hyper Empire, a super-condensed 4X space simulation where a good 80 percent of the game is spent staring at a menu screen and deciding how best to spend your limited resources.

That’s actually more interesting than it might initially sound. You need to spend money on a fleet of ships to defend your carrier from potential attack, of course. But spending too much on powerful ships means you can’t invest in the outpost stations and tools that will bring in even more resources (and more powerful ships) later in the run. The balance between short-term risk and long-term reward seems well-tuned for those who like to agonize over every potential decision.

When battles inevitably happen, they play out as automated orgies of interstellar explosions that can be a joy to watch, especially once you hit a critical mass of defensive ships. And while random happenings can influence your resources between those battles, none of them have seemed too impactful in the demo so far.

The biggest problem with Hyper Empires right now is that the demo caps out at 30 turns, right when the “just one more turn” resource-building loop is starting to get good. We can’t wait to continue to juggle a bunch of numbers like an intergalactic accountant in the full game.

-Kyle Orland

Monaco 2

Developer: Pocketwatch Games

Planned release date: 2025

Popular steam tags: Co-op, Heist, Indie, Arcade, Top-Down, Loot

Steam page

It’s been well over a decade since the first Monaco wowed us with its ultra-stylish overhead “heist simulator” gameplay. This long-delayed sequel keeps the same basic find-the-Macguffin-and-escape gameplay, but now with vibrant 3D graphics and more complex, multi-floor building layouts.

As with the first Monaco, this is a stealth game that doesn’t absolutely require stealth. Sure, it’s easier if you sneak by the guards and cameras without raising the alarm, using handy sightlines and quiet movements to avoid detection. But if you’re found, the game quickly transitions into something of a 3D game of Pac-Man, where you have to outrun the guards and use hidden corridors or hidey-holes to outsmart them.

The Monaco 2 demo includes four classes of thieves, each with their own unique way of distracting or avoiding the guards. I especially liked the socialite, who uses a toy poodle to charm nearby guards into ignoring her, and the tech specialist, who can use a drone to interact with doors and items while he hides in relative safety.

The updated 3D viewpoint loses some of the simplistic charm of the original’s overhead perspective. Still, this modernized version of the classic stealth game is incredibly easy to pick up and play, especially with a few friends in co-op mode.

-Kyle Orland

Monster Train 2

Developer: Shiny Shoe

Planned release date: “Coming Soon”

Popular steam tags: Strategy, Card Game, Roguelike, Demons, PvP

Steam page

Monster Train 2 is a lot more Monster Train. Given that the original is in my top five of all-time Steam game hours, I’m happy about that. Just 30 minutes into testing it, I had to tell myself, “No, this really is the last round,” and physically walk away to enforce it. Well, the last round, and then some upgrade shopping. OK, one more and then no more.

Monster Train 2 is, like the original, an amalgam of turn-based tactics and roguelike deckbuilding, with a heaven-versus-hell backstory that is arch, goofy, and entirely skippable. Enemies enter your train on the bottom of three decks and fight their way upward, turn by turn. Your card deck has hellish monsters that you place across three levels of your train and spells that can damage, buff your monsters, and debuff their misguided angels. The music is high-energy melodic metal, the art pops off the screen, and the challenge is largely the same: balancing momentary threats against the need to prepare for future baddies.

Besides new monsters, cards, and clans, the sequel adds some new things, all of which might add up to be a bit too much to manage for some folks. Hero-type creatures can have abilities with cooldowns. New card types include equipment you can put on creatures and abilities you can apply to train floors. You can customize your train and upgrade its core pyre with abilities. This demo had me forgetting monster abilities and feeling overwhelmed with where to focus my upgrades. And yet I had a good time, and I’ll probably learn a new approach to turn actions over time. Hell, after all, devours the indolent.

-Kevin Purdy

Reignbreaker

Developer: Studio Fizbin

Planned release date: March 18, 2025

Popular steam tags: Indie, Hack and Slash, Action Roguelike, Combat

Steam page

The surface similarities between Reignbreaker and Hades are hard to ignore. But Reignbreaker‘s flavor of isometric run-and-gun-and-bash gameplay sets itself apart instantly with an extremely compelling steampunk aesthetic, full of clanging metal sound effects and relentless robotic enemies. That extends to the art direction, with thick outlines making it easy to pick out the color-coded hazards from the dull blues and grays of the metal-and-stone backgrounds.

Reignbreaker also stands out for some extremely chunky-feeling melee attacks and a javelin that can be used for powerful ranged projectiles or slammed down as a temporary turret. Tight controls make it a joy to dash between enemy projectiles as you wait for the opportune moment to go in for the kill. The Reignbreaker demo also shows off a few of the powerful bosses that will require most players to acquire a few permanent power-ups before making it too deep into the game’s randomized corridors.

This is one to keep an eye on as Hades 2 continues to barrel through Early Access toward its eventual final release

-Kyle Orland

Shuffle Tactics

Developer: Club Sandwich

Planned release date: “Coming soon”

Popular steam tags: Singleplayer, Roguelike, Tactical RPG, Isometric

Steam page

Like any good game with the word “Tactics” in its title, Shuffle Tactics is all about positioning. Move your units on a grid to maximize the damage they can inflict on enemies while minimizing the counterattacks that will inevitably come on their next turn. You know the drill.

But Shuffle Tactics adds just a hint of Slay the Spire into the mix, limiting your actions to those drawn from a deck of cards that you can build and modify between battles. As the game goes on, that means you might not be sure what options will be available on your next turn, forcing some quick improvisation if you want to maximize your chances.

I’m already a big fan of the demo’s satisfying sword-throwing mechanic, which lets you toss your melee weapon for a ranged attack and then call it back for more damage when it returns to your hand. I’m also enamored with the game’s evocative pixel-art animations, which make every movement and attack a joy to watch.

My biggest problem is that the demo gets very difficult very quickly; I had quite a few runs fall apart incredibly early when faced with an unavoidable “Elite” matchup that I wasn’t yet powerful enough to conquer. Hopefully. the developer can work out the balancing issues before launch because this mix of tactical strategy and card-based luck is a match made in heaven.

-Kyle Orland

Squirreled Away

Developer: Far Seas

Planned release date: “Coming soon”

Popular steam tags: Exploration, Third Person, Cute, Relaxing

Steam page

“Be the squirrel” is Far Seas’ description of its upcoming game, and while that’s a big promise, Squirreled Away seems on track to deliver. You’re not just a squirrel, mind you, but a tool-crafting, home-building, achievement-unlocking squirrel, owing to the demands of the gaming format. But when moving around, you get to experience the manic, sticky-pawed, and often weightless nature of squirreldom. Why do squirrels run corkscrews around the perimeter of a tree instead of climbing straight up? Maybe because, like me, they’re trying to keep up with their camera view on their right controller stick while moving with the left.

Squirreled Away‘s demo gives you a taste of its core mechanics, like stashing away items in a cache for winter or building an axe out of a pebble and twig so you can break larger branches into sticks for a fellow squirrel. The look, feel, and sound of the experience are decidedly calm, with single-instrument melodies lilting in and out as you scamper about, gather resources, and unlock quests and areas. You have health and stamina bars, but the game is gentle if you run them out, sending you back to safety or reminding you to eat some food.

It feels like a more kinetic Animal Crossing, with friendly animals and low-stakes challenges. Except that at any time, you could bail on your tasks, scamper upward, and leap from one far-out branch to another, living out the daydreams of anybody who works next to a window overlooking a tree.

Kevin Purdy

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

11 standouts from Steam Next Fest’s thousands of free game demos Read More »

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Valve releases full Team Fortress 2 game code to encourage new, free versions

Valve’s updates to its classic games evoke Hemingway’s two kinds of going bankrupt: gradually, then suddenly. Nothing is heard, little is seen, and then, one day, Half-Life 2: DeathmatchDay of Defeat, and other Source-engine-based games get a bevy of modern upgrades. Now, the entirety of Team Fortress 2 (TF2) client and server game code, a boon for modders and fixers, is also being released.

That source code allows for more ambitious projects than have been possible thus far, Valve wrote in a blog post. “Unlike the Steam Workshop or local content mods, this SDK gives mod makers the ability to change, extend, or rewrite TF2, making anything from small tweaks to complete conversions possible.” The SDK license restricts any resulting projects to “a non-commercial basis,” but they can be published on Steam’s store as their own entities.

Since it had the tools out, Valve also poked around the games based on that more open source engine and spiffed them up as well. Most games got 64-bit binary support, scalable HUD graphics, borderless window options, and the like. Many of these upgrades come from the big 25-year anniversary update made to Half-Life 2, which included “overbright lighting,” gamepad configurations, Steam networking support, and the like.

Valve releases full Team Fortress 2 game code to encourage new, free versions Read More »

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The Sims re-release shows what’s wrong with big publishers and single-player games


Opinion: EA might be done with single-player games—but we’re not.

The Sims Steam re-release has all of the charm of the original, if you can get it working. Credit: Samuel Axon

It’s the year 2000 all over again, because I’ve just spent the past week playing The Sims, a game that could have had a resurgent zeitgeist moment if only EA, the infamous game publisher, had put enough effort in.

A few days ago, EA re-released two of its most legendary games: The Sims and The Sims 2. Dubbed the “The Legacy Collection,” these could not even be called remasters. EA just put the original games on Steam with some minor patches to make them a little more likely to work on some modern machines.

The emphasis of that sentence should be on the word “some.” Forums and Reddit threads were flooded with players saying the game either wouldn’t launch at all, crashed shortly after launch, or had debilitating graphical issues. (Patches have been happening, but there’s work to be done yet.)

Further, the releases lack basic features that are standard for virtually all Steam releases now, like achievements or Steam Cloud support.

It took me a bit of time to get it working myself, but I got there, and my time with the game has reminded me of two things. First, The Sims is a unique experience that is worthy of its lofty legacy. Second, The Sims deserved better than this lackluster re-release.

EA didn’t meet its own standard

Look, it’s fine to re-release a game without remastering it. I’m actually glad to see the game’s original assets as they always were—it’s deeply nostalgic, and there’s always a tinge of sadness when a remaster overwrites the work of the original artists. That’s not a concern here.

But if you’re going to re-release a game on Steam in 2025, there are minimum expectations—especially from a company with the resources of EA, and even more so for a game that is this important and beloved.

The game needs to reliably run on modern machines, and it needs to support basic platform features like cloud saves or achievements. It’s not much to ask, and it’s not what we got.

The Steam forums for the game are filled with people saying it’s lazy that EA didn’t include Steam Cloud support because implementing that is ostensibly as simple as picking a folder and checking a box.

I spoke with two different professional game developers this week who have previously published games on Steam, and I brought up the issue of Steam Cloud and achievement support. As they tell it, it turns out it’s not nearly as simple as those players in the forums believe—but it still should have been within EA’s capabilities, even with a crunched schedule.

Yes, it’s sometimes possible to get it working at a basic level within a couple of hours, provided you’re already using the Steamworks API. But even in that circumstance, the way a game’s saves work might require additional work to protect against lost data or frequent problems with conflicts.

Given that the game doesn’t support achievements or really anything else you’d expect, it’s possible EA didn’t use the Steamworks API at all. (Doing that would have been hours of additional work.)

A pop-up in The Sims says the sim has accidentally been transferred $500 because of a computer bug

Sadly, this is not the sort of computer bug players are encountering. Credit: Samuel Axon

I’m not giving EA a pass, though. Four years ago, EA put out the Command & Conquer Remastered Collection, a 4K upscale remaster of the original C&C games. The release featured a unified binary for the classic games, sprites and textures that were upscaled to higher resolutions, quality of life improvements, and yes, many of the Steam bells and whistles that include achievements. I’m not saying that the remaster was flawless, but it exhibited significantly more care and effort than The Sims re-release.

I love Command & Conquer. I played a lot of it when I was younger. But even a longtime C&C fan like myself can easily acknowledge that its importance in gaming history (as well as its popularity and revenue potential) pale in comparison to The Sims.

If EA could do all that for C&C, it’s all the more perplexing that it didn’t bother with a 25th-anniversary re-release of The Sims.

Single-player games, meet publicly traded companies

While we don’t have much insight into all the inner workings of EA, there are hints as to why this sort of thing is happening. For one thing, anyone who has worked for a giant corporation like this knows it’s all too easy for the objective to be passed down from above at the last minute, leaving no time or resources to see it through adequately.

But it might run deeper than that. To put it simply, publicly traded publishers like EA can’t seem to satisfy investors with single-purchase, single-player games. The emphasis on single-player releases has been decreasing for a long time, and it’s markedly less just five years after the release of the C&C remaster.

Take the recent comments from EA CEO Andrew Wilson’s post-earnings call, for example. Wilson noted that the big-budget, single-player RPG Dragon Age: The Veilguard failed to meet sales expectations—even though it was apparently one of EA’s most successful single-player Steam releases ever.

“In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category,” he explained, suggesting that games need to be multiplayer games-as-a-service to be successful in this market.

Ironically, though, the single-player RPG Kingdom Come Deliverance 2 launched around the same time he made those comments, and that game’s developer said it made its money back in a single day of sales. It’s currently one of the top-trending games on Twitch, too.

It’s possible that Baldur’s Gate 3 director Swen Vincke hit the nail on the head when he suggested at the Game Developers Conference last year that a particular approach to pursuing quarterly profits runs counter to the practice of making good games.

“I’ve been fighting publishers my entire life, and I keep on seeing the same, same, same mistakes over and over and over,” he said. “It’s always the quarterly profits. The only thing that matters are the numbers.”

Later on X, he clarified who he was pointing a finger at: “This message was for those who try to double their revenue year after year. You don’t have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop.”

In light of Wilson’s comments, it’s a fair guess that EA might not have put in much effort on The Sims re-releases simply because of a belief that single-player games that aren’t “shared world experiences” just aren’t worth the resources anymore, given the company’s need to satisfy shareholders with perpetual revenue growth.

Despite all this, The Sims is worth a look

It’s telling that in a market with too many options, I still put the effort in to get the game working, and I spent multiple evenings this week immersed in the lives of my sims.

Even after 25 years, this game is unique. It has the emergent wackiness of something like RimWorld or Dwarf Fortress, but it has a fast-acting, addictive hook and is easy to learn. There have been other games besides The Sims that are highly productive engines for original player stories, but few have achieved these heights while remaining accessible to virtually everyone.

Like so many of the best games, it’s hard to stop playing once you start. There’s always one more task you want to complete—or you’re about to walk away when something hilariously unexpected happens.

The problems I had getting The Sims to run aren’t that much worse than what I surely experienced on my PC back in 2002—it’s just that the standards are a lot higher now.

I’ve gotten $20 out of value out of the purchase, despite my gripes. But it’s not just about my experience. More broadly, The Sims deserved better. It could have had a moment back in the cultural zeitgeist, with tens of thousands of Twitch viewers.

Missed opportunities

The moment seems perfect: The world is stressful, so people want nostalgia. Cozy games are ascendant. Sandbox designs are making a comeback. The Sims slots smoothly into all of that.

But go to those Twitch streams, and you’ll see a lot of complaining about how the game didn’t really get everything it deserved and a sentiment that whatever moment EA was hoping for was undermined by this lack of commitment.

Instead, the cozy game du jour on Twitch is the Animal Crossing-like Hello Kitty Island Adventure, a former Apple Arcade exclusive that made its way to Steam recently. To be clear, I’m not knocking Hello Kitty Island Adventure; it’s a great game for fans of the modern cozy genre, and I’m delighted to see an indie studio seeing so much success.

A screenshot of the Twitch page for Hello Kitty

The cozy game of the week is Hello Kitty Island Adventures, not The Sims. Credit: Samuel Axon

The takeaway is that we can’t look to big publishers like EA to follow through on delivering quality single-player experiences anymore. It’s the indies that’ll carry that forward.

It’s just a bummer for fans that The Sims couldn’t have the revival moment it should have gotten.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

The Sims re-release shows what’s wrong with big publishers and single-player games Read More »

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Sony removes PlayStation account requirement from 4 single-player Steam games

Sony’s game publishing arm has done a 180-degree turn on a controversial policy of requiring PC players to sign in with PlayStation accounts for some games, according to a blog post by the company.

A PlayStation account will “become optional” for Marvel’s Spider-Man 2, God of War Ragnarok, The Last of Us Part II Remastered, and Horizon Zero Dawn Remastered. Sony hasn’t lost hope that players will still go ahead and use a PlayStation account, though, as it’s tying several benefits to signing in.

Logging in with PlayStation will be required to access trophies, the PlayStation equivalent of achievements. (Steam achievements appear to be supported regardless.) It will also allow friend management, provided you have social contacts on the PlayStation Network.

Additionally, Sony is providing some small in-game rewards to each title that are available if you log in with its account system. You’ll get early unlocks of the Spider-Man 2099 Black Suit and the Miles Morales 2099 Suit in Spider-Man 2, for example—or the Nora Valiant outfit in Horizon: Zero Dawn.

Some of these rewards are available via other means within the games, such as the Armor of the Black Bear set for Kratos in Ragnarok.

Sony removes PlayStation account requirement from 4 single-player Steam games Read More »