steam machine

i’ve-already-been-using-a-“steam-machine”-for-months,-and-i-think-it’s-great

I’ve already been using a “Steam Machine” for months, and I think it’s great


or, “the impatient person’s guide to buying a Steam Machine”

With a little know-how, you can get yourself a Steam Machine right this minute.

I started trying to install SteamOS on other PCs basically as soon as Valve made it possible. Credit: Andrew Cunningham

I started trying to install SteamOS on other PCs basically as soon as Valve made it possible. Credit: Andrew Cunningham

Valve’s second big foray into first-party PC hardware isn’t a sequel to the much-imitated Steam Deck portable, but rather a desktop computer called the Steam Machine. And while it could go on your desk, Valve clearly intends for it to fit in an entertainment center under a TV—next to, or perhaps even instead of, a game console like the Xbox or PlayStation 5.

I am pretty sure this idea could work, and it’s because I’ve already been experimenting with what is essentially a “Steam Machine” underneath my own TV for months, starting in May when Valve began making it possible to install SteamOS on certain kinds of generic PC hardware.

Depending on what it costs—and we can only guess what it will cost—the Steam Machine could be a good fit for people who just want to plug a more powerful version of the Steam Deck experience into their TVs. But for people who like tinkering or who, like me, have been messing with miniature TV-connecting gaming PCs for years and are simply tired of trying to make Windows workable, the future promised by the Steam Machine is already here.

My TV PC setup

I had always been sort of TV PC-curious, but I can trace my current setup to December 2018, when, according to a Micro Center receipt in my inbox, I built a $504.51 PC in a tiny InWin Chopin case centered on an AMD Ryzen 5 2400G processor.

At the time, the Ryzen brand was only a couple of years old, and the 2400G had impressed reviewers by combining a competent-enough quad-core CPU with a usably performant integrated GPU. And the good news was: It worked! It was nowhere near as good as the graphical experience that, say, a PlayStation 4 could provide, but it worked well for older and indie games, while also giving me access to a TV-connected computer for the occasions when I wanted to stream things from a browser, or participate in a living room-scale Zoom call (something that would become the box’s main job during the pandemic-induced isolation of 2020 and early 2021).

(This PC evolved over time and currently uses a Ryzen 8700G processor, which includes AMD’s best CPU and integrated GPU for socketed desktop motherboards. I did this to get more stable 1080p performance in more games, but I would not recommend this build to most people right now—more on that in a bit.)

The main problem was Windows, which was not and still is not particularly well-optimized for controller-driven living room use. What I really wanted was a startup process that felt more or less like a game console: hit the power button, and automatically get launched into a gamepad-navigable interface that would let me launch and play things without touching a mouse or keyboard.

There are third-party apps like Launchbox that make a go of providing this functionality for people more interested in emulation or who own games from multiple PC storefronts. What I eventually settled on was a sort of hacky fix that allowed my user account to log in automatically, and then automatically launch Steam in Big Picture Mode.

This worked… fine—except when I needed to interact with a mouse and keyboard to install driver updates, or when some component of the Windows UI would steal focus from the Big Picture Mode window and make it impossible to use the controller to navigate.

So when reports indicated that Valve was working on a SteamOS version that would run on more hardware, I was immediately interested. SteamOS was designed to boot right into its gaming interface, and the desktop mode was its own separate thing that you needed to open up manually—ideal for my usage model, since I didn’t want to give up the desktop mode but also didn’t need to use it often. But I did run into some bumps during the installation process, which I’ll share here in case it helps you avoid them.

SteamOS or Bazzite

Bazzite’s desktop mode wallpaper. A community supported alternative to SteamOS, Bazzite offers much wider hardware compatibility but can have rough edges. Credit: Bazzite

I had trouble using Valve’s official restore image (SteamOS version 3.7.7, from this support page) to get newer hardware working, which may be one reason why that language was softened. It was no problem to install official first-party SteamOS on slightly older hardware, like the Ryzen 7040 version of the Framework Laptop 13 or an older Acer laptop with a Ryzen 6000-series processor installed. But trying to install the software on newer hardware failed no matter what I tried. Those systems included the Ryzen AI 300 version of the Framework Laptop; a socket AM5 testbed desktop with a dedicated Radeon RX 7800 XT GPU; and, to my great disappointment, my TV desktop’s Ryzen 7 8700G.

There’s very little information out there about installing or troubleshooting SteamOS on generic hardware, but if you poke around on Reddit about much of anything, you’ll quickly meet a specific Type of Guy who believes that anyone with hardware compatibility issues should just use Bazzite, a community-developed alternate operating system that attempts to provide a SteamOS-ish alternative with wider hardware support (including for Intel and Nvidia hardware, which isn’t likely to be supported by the official SteamOS any time soon).

And so Bazzite I tried! Indicating that I used an AMD GPU and wanted to boot into the SteamOS interface offered me the exact same image that Bazzite offers for the Steam Deck and other handhelds, and it installed on my Ryzen desktop with minimal fuss.

Bazzite also came painfully close to what I wanted it to be, in terms of user experience—a desktop mode to boot into on the occasions I needed one, but otherwise I could just fire up the Xbox controller I had paired to the PC and jump right into a game.

But Bazzite was sunk by the same kind of bugs and edge cases that often chase me away from Linux operating systems when I try them. The main issue was that periodically, the system would boot up into desktop mode without asking (usually this seemed to happen when the Steam client software needed an update, but I can’t say for sure). Restarting the system would usually boot it back into the SteamOS interface—but I’d need to log in all over again, and the OS would switch Bluetooth off by default. Not only am I having to dig out a keyboard and mouse to solve this problem, but I’m needing to use a wired keyboard until I could get Bluetooth turned back on.

By the time this had happened twice, I was sure it wasn’t a fluke; by the time it had happened four or five times, I was determined to blow the entire operating system away and try again. And I was particularly interested in trying actual, for-real SteamOS again, just in case a new Bazzite install would have the same problems as the one I was already using.

After some digging, I found this directory. If you look through those folders, you’ll see OS images for various versions of SteamOS, including newer versions of SteamOS 3.7 (the “stable” version you’ll find on the Deck) and builds of both SteamOS 3.8 and 3.9 (the Deck will pull these down if you switch from the “stable” OS channel to “main”). Not all of those folders include the repair image you need to wipe a device and install SteamOS, but a few do—this one, dated October 27, is the most recent as of this writing.

Those newer versions of the operating system include changes that expand SteamOS’s hardware support, most notably a step up from Linux kernel version 6.11 to version 6.16. And it was that steamdeck-repair-main-20251027.1000-3.8.0.img.zip file that I was finally able to flash to a USB drive and install on my TV desktop using Valve’s instructions.

It has only been a week or so since then, but at least so far I’m finally getting what I wanted: the same experience as on my Deck, just on my TV, with hardware that is somewhat better-suited for a larger and higher-resolution screen (and that’s the main reason to do this, rather than use a docked Steam Deck for everything).

The SteamOS experience

The “console-like experience” designed for the Steam Deck also works well with a TV and a gamepad. Credit: Valve

Once the OS is installed and is up and running, anyone who has used a Steam Deck will find it instantly familiar, and all you’ll need to do to get going is connect or pair a gamepad and/or a keyboard and mouse.

Most of the bugs and quirks I’ve run into stem from the fact that this software was developed for standalone handheld gaming consoles first and foremost. There are multiple settings toggles—including those for adaptive brightness and HDMI-CEC—that serve a purpose on the Steam Deck but just don’t function on a desktop, where these features usually aren’t present or aren’t supported.

SteamOS is also pretty hit or miss about selecting the correct resolution and refresh rate for a connected display. Navigate to the Settings, to Display, and then turn off the “Automatically Set Resolution” toggle, and you’ll see a full list of supported resolutions and refresh rates that you can pick from. You may also want to scroll down and change the “Maximum Game Resolution” from “Native” to the actual native resolution of your screen, since I occasionally encountered games that wouldn’t offer resolutions that were supported by the display I was using.

Similarly, you may need to navigate to the Audio settings and switch output devices if you’re sending audio over HDMI. I also needed to turn the audio output volume up to around 80 percent before the sound coming out of my Steam Machine would match the volume of all the other boxes connected to my TV.

And if you’ve never used SteamOS before, it’s worth reading up on some of its limitations. While its compatibility with Windows games is quite good, Valve’s Proton compatibility layer is in continuous development, and not every game will play perfectly or play at all. Games that use anti-cheat software are still broadly incompatible with SteamOS, since many anti-cheat programs hook into the Windows kernel in ways that are impossible to translate or emulate. And while it’s possible to run games from other storefronts like Epic or GOG, it’s best done with third-party software like the Heroic Games Launcher, adding an extra layer of complexity.

And although SteamOS includes a useful desktop mode, it’s really not meant to be used as a day-to-day workhorse operating system—security features like “using a password to log in” are off by default in the interest of expediency, and you need to open your system to bootloader tampering just to install it. It’s fine for installing and running the odd desktop app every once in a while, but I’d hesitate to trust it with anything sensitive.

Finally, while our tests have shown that SteamOS generally performs at least as well, if not better, than Windows running on the same hardware, the first-party version of SteamOS is still made with handhelds and other low-power hardware in mind. In my limited testing of SteamOS on desktops with both integrated and with more powerful dedicated GPUs, I’ve generally found that those observations hold up. But I’ve only tested on a narrow range of hardware, and you could easily encounter a setup where SteamOS just doesn’t run games as well as Windows does.

Rolling your own Steam Machine

A Ryzen 7 8700G-based “Steam Machine,” in an InWin Chopin Max case. I enjoy PC building, but the economics of this box aren’t great for most people. Credit: Andrew Cunningham

Say you’re interested in having a Steam Machine, you don’t want to wait for Valve, and you don’t just happen to have a spare ideally configured AMD-based PC to sacrifice to the testing gods.

I am more or less happy with my custom-built mini ITX Steam Machine, but I find it difficult to recommend this hardware combination to basically anybody at this point. For me, it scratched a PC-building itch, and the potential for future upgradability is mildly interesting to me. But given the high cost of AMD’s Socket AM5 platform and spiking costs for RAM and SSDs, it’s going to be difficult to put together an 8700G-focused system in an InWin Chopin for less than $800. And that’s a whole lot to pay for a years-old Radeon 780M GPU.

For a more budget-friendly Steam Machine, consider the range of no-name mini PCs available on Amazon and some other places. We’ve dabbled with systems from manufacturers like Aoostar, Beelink, Bosgame, and GMKtec before and come away conditionally impressed by the ratio of utility-to-performance, and YouTubers like RetroGameCorps and ETA Prime periodically cover new ones and generally have positive things to say. You’re rolling the dice on long-term reliability and support, but it’s also tough to argue with the convenience of the form factor or the pricing compared to a custom-built system.

If you’re going this route, we have some general recommendations and performance numbers, based on testing of similar chips in other laptops and desktops. Note that the Ryzen 6800U/Radeon 680M system is an Acer Swift Edge 16 laptop with 16GB of soldered DDR5, while the Ryzen 7840U/Radeon 780M system is a Framework Laptop 13 with non-soldered DDR5. Performance may differ a few FPS in either direction depending on your hardware configuration. The Ryzen 7700X/Radeon RX 7600 system is a custom-built testbed desktop similar to the one we use for testing CPUs and GPUs; based on hardware alone, we’d expect the real Steam Machine to perform near or slightly below .

A handful of numbers from a single game, to show relative performance differences between some integrated and low-end dedicated AMD GPUs. Credit: Andrew Cunningham

In the $350 to $400 range, look for PCs with a Ryzen 6800-series chip in them, like the 6800H or 6850H (here’s one from GMKTec for $385, and one from Beelink for $379). These processors come with a Radeon 680M integrated GPU, with 12 compute units (CUs) based on the RDNA2 architecture. These boxes will offer performance slightly superior to the actual Steam Deck, which uses eight RDNA2 CUs and squeezes them into a system with a small power envelope.

If you can spend around $500, that generally seems to get you the best performance for the price right now. Look for processors in the Ryzen 7040 or 8040 series, or the Ryzen 250 series (here’s one for $$490 from GMKtec, one for $499 from Bosgame, and one for $449 from Aoostar). These chips all offer broadly similar combinations of eight Zen 4-based CPU cores, and a 12-core Radeon 780M GPU based on the RDNA3 architecture.

In a mini desktop, this GPU can come pretty close to doubling the performance of the Steam Deck, though it will still fall short of most dedicated graphics cards. It’s similar to the performance level of the non-Extreme version of the Ryzen Z2 chip for competing handhelds. The 780M is also the same GPU that comes with the Ryzen 8700G desktop chip I use, and I’ve found that it gets you decent 1080p performance in many games.

The GPU is the most important thing to focus on in these systems, since it’s going to have the most impact on the way games actually run. But keep an eye on RAM and storage, too; a 1TB SSD is obviously preferable to a 500GB SSD. And while most of these come with a healthy 32GB of RAM by default, pay attention to the type of RAM. If it just says “DDR5,” that’s most likely to be socketed RAM that’s a bit slower, but which you can upgrade yourself if you want. If it comes with LPDDR5X, that’s going to be soldered down, but also a bit faster, maximizing your graphics performance.

The Steam Deck is a useful benchmark here, because it’s a fixed hardware platform that’s popular enough that PC game developers sometimes go out of their way to target. Games often include Steam Deck-specific graphics presets, which are a useful starting point when you’re fiddling with settings.

I would generally try to avoid systems with Ryzen AI 300-series chips in them—their Radeon 890M GPUs are faster, but they can also be twice as expensive as the Radeon 780M boxes. I’d also stay away from anything with Ryzen 5000 or 3000-series chips, or Ryzen 7030-series chips. The price tags on these $200 to $300 systems are tempting, and they will probably run SteamOS, but their older Vega-based GPUs will fall far short of the Steam Deck’s GPU, let alone the Radeon 680M or 780M.

The Framework Desktop is a compelling alternative to the actual Steam Machine, if you don’t mind paying for it. Credit: Andrew Cunningham

OK, but what if you have more money to spend, and you’re more interested in 1440p or 4K gaming performance (roughly what Valve is targeting with the actual Steam Machine)? I think that the Framework Desktop is a surprisingly good fit here; $1,200 will get you a console-sized PC with an eight-core Zen 5 CPU, a Radeon 8050S GPU with 32 CUs based on the RDNA 3.5 architecture (the Steam Machine has 28 RDNA3 CUs), 32GB of RAM, and a 1TB SSD.  I can confirm firsthand that SteamOS 3.8/3.9 installs and runs just fine.

This desktop is probably a bit more expensive than the Steam Machine will end up being, but it’s impossible to say how much more expensive before Valve actually puts out a price.

The TV PC is ready for its close-up

TV-connected PCs have historically been a niche thing. They’re expensive, they’re finicky, and purpose-built game consoles have always provided a more pleasant and seamless experience for people who just want to do everything with a controller from the couch.

But the TV PC could finally be ready for its moment. In SteamOS, Valve has created a pretty good, pretty widely compatible Windows substitute that buries a lot of the PC’s complexity (without totally removing it, for the people who want it sometimes). Like the Nintendo Switch, Valve has crafted a user interface that feels good to use on a handheld screen and on a TV from 10 feet away.

And this is happening at the same time as a weird detente in the console wars, where Sony seems to be embracing PC ports and easing up on exclusive releases at the same time as Microsoft seems, for all intents and purposes, to be winding down the Xbox hardware operation in favor of Windows. Valve is way out in front of Microsoft on its console-style PC interface at the same time as the PC is becoming a sort of universally compatible über-console.

I’m kind of the ideal audience for the Steam Machine; nearly all my PC games are on Steam, I play practically nothing that requires anti-cheat software, and I play mostly graphically undemanding indie games rather than GPU-bruising AAA titles. So, you know, take my enthusiasm for the concept with a grain of salt.

But as someone who has already functionally been living with a Steam Machine for months, I think that Valve’s new hardware could do for living room PCs what the Steam Deck has done for handhelds: defining and expanding a product category that others have tried and failed to crack. This year, my Steam Machine has ably kept up with me as I’ve played SilksongUFO 50, Dave the Diver, both HD-2D Dragon Quest remakes, part of a bad-guy run through Baldur’s Gate III, some multiplayer Vampire Survivors experimentation, several Jackbox Party Pack sessions, and more besides. I’ve never been less tempted to buy a PlayStation 5.

Photo of Andrew Cunningham

Andrew is a Senior Technology Reporter at Ars Technica, with a focus on consumer tech including computer hardware and in-depth reviews of operating systems like Windows and macOS. Andrew lives in Philadelphia and co-hosts a weekly book podcast called Overdue.

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are-you-ready-for-a-$1,000-steam-machine?-some-analysts-think-you-should-be.

Are you ready for a $1,000 Steam Machine? Some analysts think you should be.

If you ask random gamers what price they think Valve will charge for its newly announced Steam Machine hardware, you’ll get a wide range of guesses. But if you ask the analysts who follow the game industry for a living the same question… well, you’ll actually get the same wide range of (somewhat better-informed) guesses.

At the high end of those guesses are analysts like F-Squared‘s Michael Futter, who expects a starting price of $799 to $899 for the entry-level 512GB Steam Machine and a whopping $1,000 to $1,100 for the 2TB version. With internal specs that Futter says “will rival a PS5 and maybe even hit PS5 Pro performance,” we can expect a “hefty price tag” from Valve’s new console-like effort. At the same time, since Valve is “positioning this as a dedicated, powerful gaming PC… I suspect that the price will be below a similarly capable traditional desktop,” Futter said.

DFC Intelligence analyst David Cole similarly expects the Steam Machine to start at a price “around $800” and go up to “around $1,000” for the 2TB model. Cole said he expects Valve will seek “very low margins” or even break-even pricing on the hardware itself, which he said would probably lead to pricing “below a gaming PC but slightly above a high-end console.”

A loss leader?

At the other end of the spectrum, Superdata Research founder and SuperJoost newsletter author Joost Van Dreunen predicted the entry-level Steam Machine could come in as low as $549, rising to $749 for the 2TB version (plus an additional $50 for bundles including a Steam Controller).

To Van Dreunen, Valve’s unique position as a private company with a loyal fan base means it can “price its hardware to hit its own strategic sweet spot rather than mirror the competition.” And in this case, he said, that could mean taking a “modest” loss on the hardware as a way to get more gamers invested in SteamOS.

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits.

Credit: Valve

Getting people to buy more games on SteamOS could be worth a lot more to Valve than any Steam Machine hardware profits. Credit: Valve

“Just like Sony and Microsoft, the real money isn’t in the box, it’s in the ecosystem you enter once you buy it,” Van Dreunen said. “To me the question isn’t whether Valve can afford to eat margin. It’s whether they want the SteamOS footprint to grow fast enough to justify it. … Strategically, this is about expanding the platform, not squeezing the hardware.”

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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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Why Valve should make Half-Life 3 a SteamOS exclusive


The ultimate system seller

Opinion: Just as Half-Life 2 helped launch Steam, a sequel could help establish non-Windows PC gaming.

We found this logo hidden deep in an abandoned steel forge, Credit: Aurich Lawson | Steam

A little over 20 years ago, Valve was getting ready to release a new Half-Life game. At the same time, the company was trying to push Steam as a new option for players to download and update games over the Internet.

Requiring Steam in order to play Half-Life 2 led to plenty of grumbling from players in 2004. But the high-profile Steam exclusive helped build an instant user base for Valve’s fresh distribution system, setting it on a path to eventually become the unquestioned leader in the space. The link between the new game and the new platform helped promote a bold alternative to the retail game sales and distribution systems that had dominated PC gaming for decades.

Remember DVD-ROMs?

Remember DVD-ROMs? Credit: Reddit

Today, all indications suggest that Valve is getting ready to release a new Half-Life game. At the same time, the company is getting ready to push SteamOS as a new option for third-party hardware makers and individual users to “download and test themselves.”

Requiring SteamOS to play Half-Life 3 would definitely lead to a lot of grumbling from players. But the high-profile exclusive could help build an instant user base for Valve’s fresh operating system, perhaps setting it on the path to become the unquestioned leader in the space. A link between the new game and the new platform could help promote a bold alternative to the Windows-based systems that have dominated PC gaming for decades.

Not another Steam Machine

Getting players to change the established platform they use to buy and play games (either in terms of hardware or software) usually requires some sort of instantly apparent benefit for the player. Those benefits can range from the tangible (e.g., an improved controller, better graphics performance) to the ancillary (e.g., social features, achievements) to the downright weird (e.g., a second screen on a portable). Often, though, a core reason why players switch platforms is for access to exclusive “system seller” games that aren’t available any other way.

Half-Life 2‘s role in popularizing early Steam shows just how much a highly anticipated exclusive can convince otherwise reluctant players to invest time and effort in a new platform. To see what can happen without such an exclusive, we only need to look to Valve’s 2015 launch of the Steam Machine hardware line, powered by the first version of the Linux-based SteamOS.

Valve offered players very little in the way of affirmative reasons to switch to a SteamOS-powered Steam Machine in 2015.

Credit: Alienware

Valve offered players very little in the way of affirmative reasons to switch to a SteamOS-powered Steam Machine in 2015. Credit: Alienware

At the time, Valve was selling SteamOS mainly as an alternative to a new Windows 8 environment that Valve co-founder Gabe Newell saw as a “catastrophe” in the making for the PC gaming world. Newell described SteamOS as a “hedging strategy” against Microsoft’s potential ability to force all Windows 8 app distribution through the Windows Store, a la Apple’s total control of iPhone app distribution.

When Microsoft failed to impose that kind of hegemonic control over Windows apps and games, Valve was left with little else to convince players that it was worth buying a Windows-free Steam Machine (or going through the onerous process of installing the original SteamOS on their gaming rigs). Sure, using SteamOS meant saving a few bucks on a Windows license. But it also meant being stuck with an extremely limited library of Linux ports (especially when it came to releases from major publishers) and poor technical performance compared to Windows even when those ports were available.

Given those obvious downsides—and the lack of any obvious upsides—it’s no wonder that users overwhelmingly ignored SteamOS and Steam Machines at the time. But as we argued way back in 2013, a major exclusive on the scale of Half-Life 3 could have convinced a lot of gamers to overlook at least some of those downsides and give the new platform a chance.

A little push

Fast forward to today, and the modern version of SteamOS is in a much better place than the Steam Machine-era version ever was. That’s thanks in large part to Valve’s consistent work on the Proton compatibility layer, which lets the Linux-based SteamOS run almost any game that’s designed for Windows (with only a few major exceptions). That wide compatibility has been a huge boon for the Steam Deck, which offered many players easy handheld access to vast swathes of PC gaming for the first time. The Steam Deck also showed off SteamOS’s major user interface and user experience benefits over clunkier Windows-based gaming portables.

The Steam Deck served as an excellent proof of concept for the viability of SteamOS hardware with the gaming masses.

Credit: Kyle Orland

The Steam Deck served as an excellent proof of concept for the viability of SteamOS hardware with the gaming masses. Credit: Kyle Orland

Still, the benefits of switching from Windows to SteamOS might seem a bit amorphous to many players today. If Valve is really interested in pushing its OS as an alternative to Windows gaming, a big exclusive game is just the thing to convince a critical mass of players to make the leap. And when it comes to massive PC gaming exclusives, it doesn’t get much bigger than the long, long-awaited Half-Life 3.

We know it might sound ludicrous to suggest that Valve’s biggest game in years should ignore the Windows platform that’s been used by practically every PC gamer for decades. Keep in mind, though, that there would be nothing stopping existing Windows gamers from downloading and installing a free copy of the Linux-based SteamOS (likely on a separate drive or partition) to get access to Half-Life 3.

Yes, installing a new operating system (especially one based on Linux) is not exactly a plug-and-play process. But Valve has a long history of streamlining game downloads, updates, and driver installations through Steam itself. If anyone can make the process of setting up a new OS relatively seamless, it’s Valve.

And let’s not forget that millions of gamers already have easy access to SteamOS through Steam Deck hardware. Those aging Steam Decks might not be powerful enough to run a game like Half-Life 3 at maximum graphics settings, but Valve games have a history of scaling down well on low-end systems.

Valve’s leaked “Powered by SteamOS” initiative also seems poised to let third-party hardware makers jump in with more powerful (and more Half-Life 3-capable) desktops, laptops, and handhelds with SteamOS pre-installed. And that’s before we even consider the potential impact of a more powerful “Steam Deck 2,” which Valve’s Pierre-Loup  Griffais said in 2023 could potentially come in “the next couple of years.”

Time for a bold move

Tying a major game like Half-Life 3 to a completely new and largely untested operating system would surely lead to some deafening pushback from gamers happy with the Windows-based status quo. An exclusive release could also be risky if SteamOS ends up showing some technical problems as it tries to grow past its Steam Deck roots (Linux doesn’t exactly have the best track record when it comes to things like game driver compatibility across different hardware).

The Lenovo Legion Go S will be the first non-Valve hardware to be officially “Powered by SteamOS.” A Windows-sporting version will be more expensive

The Lenovo Legion Go S will be the first non-Valve hardware to be officially “Powered by SteamOS.” A Windows-sporting version will be more expensive Credit: Lenovo

Despite all that, we’re pretty confident that the vast majority of players interested in Half-Life 3 would jump through a few OS-related hoops to get access to the game. And many of those players would likely stick with Valve’s gaming-optimized OS going forward rather than spending money on another Windows license.

Even a timed exclusivity window for Half-Life 3 on SteamOS could push a lot of early adopters to see what all the fuss is about without excluding those who refuse to switch away from Windows. Failing even that, maybe a non-exclusive Half-Life 3 could be included as a pre-installed freebie with future versions of SteamOS, as an incentive for the curious to try out a new operating system.

With the coming wide release of SteamOS, Valve has a rare opportunity to upend the PC gaming OS dominance that Microsoft more or less stumbled into decades ago. A game like Half-Life 3 could be just the carrot needed to get PC gaming as a whole over its longstanding Windows dependence.

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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