for some odd reason looks like Steam allowed developers to change the support they offer and keep the money
not so recently, last epoch dropped they linux client and everyone got told to use proton or f off, the linux part was removed from system requirements
While I understand the frustration, but here is the reality of any cloud based service, you don’t own the content. This goes for streaming services, cloud based gaming, etc… Thus, you are only paying for a license, not the content. As for Steam itself, like it or not they are the ones that are pushing gaming on Linux. Without them, gaming would not be where it is and gaming on Linux is irrevocably tied to their development of Proton and will be until game developers start developing games that run natively on Linux.
Problem with native linux is that the binaries are fragile. Can you play the linux binaries from the original unreal tournament back in the early 2000s/late 90s? Meanwhile the windows version of it will still run ok on wine.
Its fine. Win binaries + Proton is the way forward for gaming. Its the only one that is practical, sensible and profitable for the game devs.
While I don’t disagree, but that isn’t today’s reality and that isn’t going to happen. The only viable solutions are to leave cloud based everything behind and return to physical media and programs/apps that don’t require internet access to function.
If you want more tangible “ownership” of your games, use GOG, not Steam.
You download the games once you buy them. You can can continue to run them long after they’re removed from the store because the indie studio got acquired by a corporate behemoth.
If it functions as intended using Proton, and the Linux port of it had an overhead cost as far as ongoing maintenance, I fully understand their decision. You lost nothing.
Actually, pretty much every game I own that /has/ a native Linux version runs very considerably and obviously better using the Windows version via Proton.
Proton is fantastic, though. I play a regularly updated MMO that droppped their always unofficial Linux client.
I’m happy if developers just write tests to check that the game is playable under Proton using Flatpak’s distribution of Steam. I consider that enough support, because it usually is.
fwiw if you had more than 20 hours playtime in linux, or played a lot on steamdeck, they have been issuing refunds.
if you haven’t played in ages or mostly don’t play on linux, they aren’t going to refund. its been interesting tracking who has and has not gotten a refund.
The warm, but dissatisfied, breath of gaben can be felt on the necks of companies doing this. even rock star. but they prefer to clash privately… making it a matter of business will encourage the “right” behavior and steam has not forgotten their roots. Is about all I can say.
These days, binary compatibility is overrated in either case.
In theory, it is entirely possible to create a VM, hook a GPU, network and USB stuff to it, and use that as your basic platform for any game. Creating a Linux distro that supports this kind of game is trivial with something like Yocto, and would only incur a small extra penalty of like 50-100 MB per game (most games I install these days are at least 3-5 GB, so not even a 1% increase in install size).
Another way to make this work could be to simply let UE5 (or godot, or Unity, or…) handle your gamepak files for you, and the shared UE5 engine on your computer runs the game itself along with the rest of the UE5 games. This would require that the game devs allow it, though.
In practice, noone has bothered yet because Proton does the same thing and Windows is still incredible at backwards retardedness- sorry, compatibility. Windows bend over so far backwards, it could perform their own colonoscopy.