PerfectDark

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[–] [email protected] 9 points 1 day ago (1 children)

Oh gosh you're way too kind. I wouldn't call it that, but I am happy to share interesting things here. And I'm so lucky that you all read it and agree with me that it is worth the read!!!

Thank you so much!!!!!!

[–] [email protected] 6 points 1 day ago

Totally understandable!

I appreciate you reading through these regardless :)

[–] [email protected] 9 points 1 day ago (2 children)

I guess just on Mastodon!

I tens to post there daily, and I'm trying to force myself to take a break on my regular long-form gaming news posts on Lemmy, and instead focus on my health. I have a important appointment with my specialist on the 17th so, its 50/50 odds whether I'll make another news post here before then or not

But, again, daily on Mastodon!

And thank you so much for your kind, kind words. I feel like an imposter so often when I share these, so your words are really appreciated!

I'm so glad you liked this :)

 

Keeping with the theme of my recent interview with the developer behind the largest-running Nintendo Switch piracy program, I thought I’d post another piece in a similar vein.

Some time ago, I reached out to a pirate known as Masquerade: a prominent figure in the game piracy scene. Working both solo and as part of a group known as KaOs Krew, he's what’s known as a repacker - someone who takes DRM-free games and rebuilds them with streamlined installers to make them easier to install and share.

I wanted to ask him all about... well, everything:

  • What drives him to do what he does

  • How he views the scene now — and what the future might hold

  • The risks, stories, and challenges behind the curtain

  • And most importantly, what it actually takes to repack a game


This interview is conducted for journalistic and educational purposes only. The intention is to explore the motivations, ethics, and technical aspects behind unauthorized software distribution platforms this. The interviewer does not condone, support, or participate in software piracy, nor does this site provide access to or promote the use of illegal content or tools. Readers are encouraged to respect intellectual property laws in their respective jurisdictions.

This post was also made with the moderators’ permission. Not having direct links or instructions on how to pirate means this is just what it appears to be - information from a source you won't hear from typically.


Section 1: The Piracy Scene:

Tell us all about you, who is ‘Masquerade’? How did you get started with gaming?

Masquerade is just an online personality. The character used in my profile picture is The Masked Gentleman from Professor Layton and the Miracle Mask, a Nintendo 3DS game. I've always had a certain affection for masked characters. Behind the mask, I have a scientific career. I'm not very much of a gamer in my personal time. My introduction to gaming was when the Nintendo Wii was around, it wasn't much of an interest to me beforehand. My favourite games to play were the LEGO series by TTGames. They're a fun, light hearted collectable-fest. I like the franchises from which the games are based on (Star Wars, Harry Potter, Pirates of the Caribbean, etc.) and because they're made for kids, they don't take a lot of thought to play. At the time, I wasn't really interested in your typical violet videogames like Call of Duty so I was put off from consoles like the XBOX or Playstation. Alongside the Wii, I also happened to be gifted a Nintendo DS with an R4i card loaded with some popular games at the time. This wasn't my first introduction to piracy, but this was the first introduction to my favourite game series - Professor Layton. Since these simple beginnings, I haved owned an original Playstation, DS, 3DS, Wii, Wii U and XBOX 360.

How did you first get involved in the piracy scene, and what motivated you to join?

I like being able to contribute. Piracy has always been an interest of mine, emboldened by being able to provide free media for my friends and family. Very little of the work I do is for personal gain. I signed up to rin forum in 2018. My first major contribution and start to the Masquerade piracy career was with sharing files for Tom Clancy's Ghost Recon Wildlands in late 2019. This is the PC game in which I have the most hours, I enjoy it a lot. I've played over 500 hours of that game. It was rewarding to me to share the files for the game and I knew from there that I wanted to contribute more in future. I certainly never imagined I'd be where I am today. I'll always be thankful to the people I've met and who have helped me along the way.

How has the piracy scene evolved over the years, and where do you see it going?

I don't think I can comment too much on the history piracy scene since I only really started exploring this world beyond surface level in 2017. I think those who are interested in piracy history, especially around videogames, would LOVE the YouTube channel ModernVintageGamer. I cannot recommend this channel enough. The content is all incredibly well researched and presented in such an intriguing way. Some of my favourite videos are detailing anti-piracy measures from early games consoles.

As for where I see the piracy going, I want people to strive to learn some coding skills, even just the basics, and learn to tackle little things like custom triggers. Start off small and work your way up.

What challenges do piracy groups face today that they didn’t face a decade ago?

I think the current state of the DRM scene explains a lot. 10 years ago we saw the first ever game protected with Denuvo, FIFA 15, which was humiliated by Chinese P2P groups and CPY. The warez scene is pretty much the same today as it has always been. Supply, crack, pack and release. The p2p scene perhaps suffers from pressure of demand to share new games. As someone who shares a large amount of games, in the past I have certainly felt a lot of pressure to release more new games. 10 years ago there was no Discord and reddit communities were considerably smaller so the lines between being "in" on the piracy scene and not were a lot less blurred than they are today. One of the difficulties is just how large the game piracy audience is and the challenge this brings is everyone will have various levels of understanding of what is "correct" and incorrect. An example of this is a semi viral tweet attempting to explain Denuvo cracks which is incorrect on so many levels. (writer's note - this is a Twitter link, if you don't like visiting that site, avoid clicking it!)

Do you think piracy has had any positive impacts on the gaming industry?

Yes, look no further than Danger Gazers and Repella Fella. Posting pirated versions of their own games worked out really well for both developers. I don't think developers should target pirates in particular, but I do think they should see us as people and understand why we do what we do and reap the benefits of this approach. Start off by getting rid of DRM that affects the real customers too.

How do you balance your love for games with the legal risks of piracy?

I don't love games that much. I have a small collection of games that I do absolutely love. I have taken relevant measures to ensure my security online.

Have you had any memorable experiences with any repackers, developers or other members in the ‘scene’ you might like sharing?

I'd prefer to keep this one to myself.


Section 2: The Repack Scene:


What inspired you to join KaOs, and how did the group come together?

KaOs Krew is one of the oldest repack groups in the business along with the likes of Kapital Sin. When I first started repacking, I went solo. I didn't touch torrents much, all of my files were shared via Google Drive. In May/June 2022, Google took action against GDrive abuse and took down a lot of the exploits I was using to store an insane amount of data. One afternoon, I opened my account to learn that I had lost about 17TB of backed up repacks over two Google Drives. Strangely, this is not the sucker punch of a loss it sounds like. I don't feel strongly attached to the repacks, more the work and skills learned whilst making them. After this, I faced a big issue. I had my own website which had no alive links so I'd have to start again, or I could ask to join an existing repacking group and release under a new name. This would liberate me from having an empty catalogue and being swamped with upload requests I could never fill. At the time, my upload speed was still 2mb/s so taking to upload the 7TB I have backed up locally would be a futile task.

I had actually been offered a place in KaOs Krew multiple times by KiNG since I had started repacking but the data loss pushed me to join. I don't know much about the origins of the KaOs Krew. I am happy knowing that the group has a clean history and the name is well known amongst those of us who have been in this scene for a long time. KaOs has outlived many others who have came and gone over the years, perhaps even myself one day.

What’s the most challenging part of creating a quality repack?

The main compression algorithms all repackers used have not really changed since 30th December 2018 when the final version of lolz compressor released. Instead, the quality aspect from the release comes from being able to reverse compression methods and rip game data from archives to allow for selective download options. By far the most challenging aspects of repacking for me is when I face a difficult compression algorithm or encryption scheme that I don't have sufficient knowledge to deal with. I have made friends with talented people who can reverse engineer some code and data formats but sometimes achieving perfection is outside of my current knowledge. I hope to learn more about dealing with complicated formats in the future. A lot of Japanese developers have started using encryption in Unity games. Japanese developers love encryption - I wish they would stop already.

Sometimes you will also get seemingly random decompression failures - ancient algorithms can just be a little buggy here and there.

How do you decide which games to focus on when repacking?

I mainly follow the upcoming SteamDB upcoming list. I typically avoid rubbish asset flip games. I like to repack games with a charming art style regardless of the game engine. Also, I like to make time to repack the family friendly games published by Outright Games. There's something immensely special in my mind of parents who will download games for their children to enjoy or enjoy as a family. Games that use a unique engine (or literally anything other than Unity or Unreal) are also exciting to see.

What’s the community response like when you release a major title, and do you feel pressure to deliver?

People appreciate my repacks, even moreso since I have joined KaOsKrew. I'm very grateful for this. I used to put myself under a huge amount of pressure to release highly anticipated titles as quick as possible because there is a certain element of racing against other repackers. I don't put myself under as much pressure these days. My attitudes have slightly changed in that I'd rather take some extra time to make a better repack. This decision has been heavily influenced by FitGirl having 100+ games in her upcoming list. With the amount of new games releasing exponentially increasing, there's only competition for a small amount of hot new releases. The rest will just come when they're done. 2021 me would be disappointed but the scene is different now.

How do you approach compressing large games while maintaining their quality?

There is little to no relationship between the size of a game and its complexity to repack. Here's some examples:

  • SHINORUBI: tiny game, uses LZMA algorithm which makes it interesting to repack.

  • God of War: huge game, uses no compression, easy repack to make.

  • Steel Division II: huge game, simple compression algorithm, constant decompression errors meaning you have to punish those installing the repack in order to repack it correctly.

  • Franchine Hockey Manager: tiny game, no interesting algorithms, easy repack to make.

Have there been any games that were particularly difficult to repack?

Mario Kart 8 has always been a weird one that comes to mind. It uses one of Nintendo's proprietary algorithms. When you recompress this data and load the rom into the emulator for testing, some courses will work fine however others cause the emulator to crash.

I mentioned Steel Division 2 earlier. This game uses ZLIB/DEFLATE algorithm which is easy to deal with thanks to Razor12911's XTool but you get decoding errors every time you try and decompress your final archive. To repack this game properly, you need to decompress every single game archive individually and then make your archive. During installation, you need to extract all of the decompressed data and recompress it on the users' disk which is slow and means you need an excessive amount of disk space for a task which is always done in memory.

I don't really like doing large games due to the insane amount of time they take to complete. ARK Survival Evolved took nearly 50 hours to compress. Never again.


Section 3: Gaming:


What are some of your favorite games, both from the past and recent releases?

Few things would make me happier than explaining my favourite games:

  • Professor Layton. My absolute favourite videogame series of all time. Please look them up and give them a go if you've never played them before. These simple puzzle games have fantastic characters, emotional soundtracks and beautiful stories that truly push the boundaries of what a puzzle game should be. Despite replaying these games many times over the years, I still end up in tears by the time the credits roll. These games mean so much to me and I'll continue to replay them again and again. Professor Layton and the Lost Future is probably the best game, followed by Pandora's Box. Nothing will ever beat these games as being the best I have ever played.

  • Persona 5 Royal. I struggled to really fall in love with any game other than Professor Layton until November 2022 rolled around. This hit Japanese game which I had heard only a little bit about was getting a release on PC and Nintendo Switch. Cool! I was working with FitGirl at the time to work out getting the Switch rom to work correctly in emulators and figuring out between the two of us the best way to compress the rom. It's important to test the games that get repacked so I must have played the first 10 mins of the game a good 5 or 6 times over, tweaking little bits each time. Something about the opening of Persona 5 just... hit me. The casino, Life Will Change playing over the desparate voiceover, the pure adrenaline of the moment that the player is dropped into. I found myself thinking... "I need to try this game". I was hooked. I spent my entire Christmas sinking hundreds of hours into this game and feeling every single emotional pull. The third semester was so unbelievably emotional and I found myself feeling empty and hollow after I finished the game. Its a feeling I am sure that those who have finished Persona 5 will know well, that broken feeling and not being able to fill the hole that was left.

  • Persona 5 Tactica. When this game got announced, I was gutted by the goofy artstyle. I actually warmed to this a lot and really enjoyed the game. The soundtrack and extended cast were excellent. Again, had me in tears many, many times.

Other games I have enjoyed are Persona 3 Reload. This one was fun but my dumbass failed to understand the gravity of the ending. The Episode Aigis DLC didn't really work for me. A solid 8/10 nonetheless. Tom Clancy's Ghost Recon Wildlands is my most played game on PC with about 500 hours in game. I can play this repeatedly. Watch_Dogs 2 is another one I have played a lot of. I do also enjoy Hitman. Do check out RTGame's series of Hitman gameplay if you want a good laugh.

How do you stay up to date with the latest in gaming, and do you get to play a lot outside of repacking? So many people I’ve talked to [in gaming], and who are legitimate developers struggle with even wanting to play games, when essentially their 9-5 is about them. Do you feel that same struggle?

Honestly I have no clue about any upcoming games. I only keep tabs on the SteamDB upcoming list and I have my RSS feeds for warez releases. There have been many times where I have opened the site and gone "oh, that's released today, cool" and been taken by surprise. I play only a little amount of games as and when I wish. Having other hobbies does help.

Are there any genres or franchises you’re particularly passionate about?

I have already spoke about my favourite games, so I hope instead that I could talk about some of my favourite films and music instead? I like punk music, my favourite bands are UK Subs, Subhumans and the Dead Kennedys. I have a small collection of my favourite films too - including Smokey and the Bandit (I + II) and Cannonball Run (I + II). Snatch and Lock Stock and Two Smoking Barrels are also in there. Watch Amelie too!

How do you feel about the rise of live-service games and their impact on game ownership?

Vote with your wallets. That's all I can say on the matter.

Do you buy many games? Being such a name in this scene, and essentially having free reign over endless games, do you support any devs? Any games?

I don't play any pirated games. All of the games that I play, I own.

Section 4: The Steam Deck and Handhelds:

How do you think the Steam Deck, Ally (X), Legion Go have impacted gaming, especially for pirates and modders? Have you personally seen any shift with these becoming so common-place?

I have no comments to make regarding handheld consoles. I don't know anyone in real life who owns one.

Have you done any specific optimizations in your repacks for, say, Steam Deck users? When I interviewed Dodi [another 'big' name in piracy], he mentioned some of his repacks are specifically for Steam Deck users, and the Deck coming out directly changed his process.

Nope, no such practices.

Do you think devices like the Deck could push more people towards piracy due to ease of access? So many users think (wrongly in my opinion) that pirating on the Deck and Linux is too much of a hurdle, I see it as the opposite. An open OS and a easy process. What do you think?

Piracy is already easy enough on a mainline system, so I don't see it any harder on a handheld. Open Source operating systems are great but I will only offer guaranteed Windows support for my installations.

Have you received any interesting feedback from handheld Windows users, or Steam Deck users about your repacks?

No, I know people online who own them but I haven't had any specific feeback about handhelds and my repacks.


Section 5: Future of Repacking & Piracy:


Where do you see the future of the repack scene heading in the next few years?

It's not looking great - the rapid integration of the oodle compression algorithm into the likes of Unreal Engine is making repacking harder. Oodle is a very efficient algorithm and you save only a small amount of data when a game is compressed by default with a high level of Oodle algorithm. The sheer volume of new releases is also posing a challenge as I simply don't have enough free time to repack loads of games anymore. Beyond that, things will keep ticking over as normal. I don't imagine a huge amount of changes.

How do you think A.I. and new technology will affect piracy and repacking?

The only space for Large Language Models in repacking is the use of ChatGPT for writing quick little scripts, for example, when you need a script that will check and modify the first 4 bytes of a file when you have several thousand files to modify. It saves a lot of time because you then don't need to learn the basics of a programming language. Beyond that, LLMs are useless and should be purged from the face of the earth. People joke about using ChatGPT to crack Denuvo. Like that's ever gonna happen.

What’s your vision for KaOs Repacks, and are there any plans for growth or new directions?

Just keep ticking over, it's a very relaxed group which I appreciate. I don't think there's much of a way to grow the group further beyond taking on more repackers which are in short supply and I wouldn't want the quality of the group to degrade. We do the games we can.

How do you handle the constant updates and patches that modern games receive?

I don't really do many updated repacks unless there is a major update or DLC released, in which case there is ususally a warez scene release to accompany this.

Do you think game streaming services will impact piracy, and how?

You cannot pirate streamed games. Like I said for live service games, vote with your wallet. I'd certainly just buy games that I can keep the files for and crack myself, should the way to download them be removed. If all games are streamed, it will probably be game over for piracy.

What do you think of new users who are trying to enter the repacking and piracy scene?

A big mistake I see newbie repackers make is purchasing domains/hosting/remote servers without having experienced repacking for a few months first. Get at least 4 months of steady releases under your belt and then decide if you want to continue or if it's not sustainable. Don't waste your money on domains/hosting etc... in this case. Build your reputation slowly, from the ground up, using existing platforms. Only when you grow a large enough audience should you even remotely consider purchasing ANYTHING. Secondly, never stop learning. Do lots of research, read old forum posts. Look beyond basic toolsets. You don't become a good repacker instantly.


Bonus Questions:


Have you noticed a rise in demand for Linux-compatible repacks?

Yes, I have noticed this and I can only offer my apologies for those who have issues installing mine on Linux. The tools I use are built for windows, so support for other operating systems are never guaranteed. It's excellent to see Linux becoming more common!

Do you see Linux becoming a more dominant platform for gaming in the future?

Yes, but I can see this being in the forum of specialised operating systems like SteamOS.

How do you approach compatibility when repacking for Linux users?

I don't think about Linux at all when making my repacks. YMMV.

Confirmation/proof from when this was sent back to me:


The end!


…and that’s that. Again, I’d encourage you all to remember this is not endorsing the practice or repacker, it’s just a chance to have someone explain how and why they do what they do. As I keep on saying - a ‘peek’ behind the curtain.

I have also done a few of these interviews now, and posted them here to Lemmy, if you'd like to read them:

...and I have more to come in the future.

Mastodon:

If you want more of this kind of thing, come join me on Mastodon!

[–] [email protected] 2 points 2 days ago

I'm just over 10 hours on my desktop PC right now, playing Epic's version through Heroic (enabling EOC overlay so that achievements are shown!)

And I'm nowhere near completing, but only because I love gliding and exploring and collecting. Its the perfect stress-free game to play :)

[–] [email protected] 5 points 2 days ago

Mobile gaming, on Android, is an interesting space right now. I used to buy flagship phones exclusively, as high spec as I could just...because I could. I played a few emulated Nintendo Switch games on them, as well as the odd Game Pass title (with a telescoping GameSir Xbox mounted controller thing) and then I realized I really had no use for them. I rarely played, and my most recent phone purchases have been mid-range.

That said, so much is now possible on Android. You can emulate everything from Switch to PS3, use pretty front-ends to use as a launcher station (a quick note of appreciation for the totally FOSS option - Lemuroid), and as unbelievable as it still is to me, you can even play full PC games like GTA V using winlator

The scene for Android emulation is incredibly dramatic with frequent in-fighting, but also pretty impressive from a technical standpoint. It's not going to be everyone's cup of tea - and that's fine, but the mobile scene which isn't just gatcha games hooking kids on the Play Store is so varied. Then you've got actually impressive games like DREDGE getting a Android release, replete with custom builds and changes for the Android system (no lazy ports!). Heck, even No Man's Sky is coming to Android soon!

[–] [email protected] 5 points 2 days ago (1 children)

This is the second really positive review of the game I’ve read the past few days.

I'd like to imagine I'm responsible for the first! Do try it, it's really good. It doesn't feel like other games, there's no frenzied movement, nothing really skill-based, or reaction-based, you can just explore a beautifully designed world (the art style is so unique), with a perfect soundtrack (Japanese Breakfast!)...tackle things your own way!

Its a beautiful game, not something I'd typically enjoy but slowing down to enjoy a slower game made me happy.

[–] [email protected] 91 points 2 days ago (1 children)

Well now my name has some baggage

[–] [email protected] 5 points 2 days ago (1 children)

It's just...going to seem selfish of me, because it's a lovely initiative...but reformatting, citing and posting elsewhere just adds to the 'work' of this. I like to contribute to the open-source, community-driven Lemmy world, it makes me feel happy that there's a space like this around.

But, that said, if you wanted to add it, by all means please do! I've zero objections. I just have too much on my plate right now to even consider it!

Thanks for the idea though, it's nice to see another space where the community writes, cites, edits and posts their own work to be hosted :)

[–] [email protected] 7 points 3 days ago (2 children)

Oh thank God.

I was picturing the community sharpening their pitchforks for this kind of sensitive topic!

(Glad you enjoyed it!)

 

I'm sure you've seen by now that I've been arranging interviews with developers of various Linux and Steam Deck programs and projects, done in a question-and-answer style, and posting them here to Lemmy.

These have mostly been with personal friends of mine. Projects like Heroic, Lutris, RomM Project, Junk Store and so on. My idea for these is to give you all a peek behind the curtain (so to speak) as to who is behind the projects you know and love - but this time the interviewee and content is a little different.

I got in touch with the lead dev and creator of what is called a 'Nintendo Switch Freeshop'. This dev runs the biggest piracy freeshop around - over 1 petabyte at its peak - and they're doing it right under Nintendo's nose. I wanted to know what brought them down this road, how they justify their piracy, and what it’s like operating something so massive (and illegal) in the shadow of one of the world’s most aggressive copyright enforcers. What I got was a surprisingly candid look into the mindset of someone who sees themselves less as a thief, and more as a digital archivist, a rebel, or even a necessary evil in a broken system.

This interview is conducted for journalistic and educational purposes only. The intention is to explore the motivations, ethics, and technical aspects behind unauthorized software distribution platforms this. The interviewer does not condone, support, or participate in software piracy, nor does this site provide access to or promote the use of illegal content or tools. Readers are encouraged to respect intellectual property laws in their respective jurisdictions.

This post was made with the moderators’ permission. I’ve omitted both the name of the shop and the interviewee to avoid inadvertently promoting or encouraging their work.


Personal Background & Development History:


How did you first get into software development or programming? I’m trying to imagine how someone ends up running the most prolific Nintendo Switch Freeshop (currently)...was this one a gradual progression from ‘regular projects’ to your program?

I was around 14 or 15 years old, stuck in my room during the COVID lockdown. One day, I created a simple JSON file that allowed me to install games on my 3DS using an app called Universal-Updater. The games were hosted on a free Dropbox account.

Originally, I uploaded the file to a random GitHub repository — mostly just to avoid losing it. At the time, I didn’t know much. I could only build small websites in JavaScript and tweak JSON files, but that was about it.

Then one morning, I woke up to find dozens of videos talking about my little 3DS script. Back then, it only had a few games and, to be honest, it was pretty bad. But I think people were feeling nostalgic about the old Freeshop, which probably explains why it got so much attention.

That’s when I had the idea to create the eShop, mainly to meet a need I personally had. I was also inspired by an old, now-defunct project made by a developer on GitHub — I think his name was "Tom Stalcker" or something like that, I can’t remember exactly. His work had left an impression on me, and I wanted to recreate something similar in my own way. Apparently, I wasn’t the only one looking for something like this. Seeing how much interest the project was generating, I started working on it more seriously — but still for fun, and out of passion.

I wouldn’t say it was a gradual or “traditional” progression. Once things started taking off and gaining some visibility, I focused entirely on making the kind of service I’d personally want to use as a user.

So no, I didn’t start with "regular projects", even if I’ve worked on other things since then that helped me level up my skills — both in development and in server management.

Speaking of your program, can you tell those reading here who haven’t a clue – what is it, what does it do, how does it run?!

This question is actually quite broad considering the number of related projects, but let’s say we’re talking about the most well-known one. To put it very simply, it’s like the Nintendo eShop — but without financial barriers. Everyone is equal, regardless of their wealth, and can download content (games, updates, additional content) without having to pay.

Its main purpose is the preservation of digital heritage.

Have you worked on any non-piracy-related projects in the past? Indie games, tools, programs or otherwise?

Yes, I’ve personally made some mini-games before. Usually, when it’s just for fun, I like to create mashups — for example, I’ll challenge myself to mix Mario Kart with Space Invaders, just out of curiosity and for my own enjoyment.

I also often build simple websites just for fun — to improve my skills, explore ideas, or sometimes simply because something made me laugh and I wanted to turn it into a little project.

What drew you specifically to console hacking/homebrew/piracy scene?

I didn’t have any money, and like many kids who own a console but can’t afford games, I just wanted to be able to play video games.

Would you consider yourself more of a developer, a hacker, or an activist or something else entirely?

I wouldn’t presume to label myself as any of those. I’d say I’m simply someone trying to do what I love, creating what I’d want to have as a user, while also trying to help as many people as possible.

Are you operating solo, or is this a collaborative effort?

Generally, I prefer not to answer this question, but no, I’m not working alone. It wouldn’t be possible to manage the community, handle the servers, add content, and do the programming all by myself. So yes, there are several of us, although for security reasons, I prefer not to specify how many we are or who manages what.


Creation of the shop:


When and how did the idea for your freeshop begin?

During the COVID period in 2019-2020, refer to the first question in the previous section.

What 'technical challenges' did you face in building a freeshop for the Switch compared to older consoles like the 3DS?

On the 3DS, I wouldn’t say it was very complex, because for the app itself, we had forked Universal-Updater at the time — although that might soon change given some big projects aiming to simply patch the 3DS eShop are in development.

But I’d say the biggest challenges we faced on the Switch were, first and foremost, dealing with DMCA takedowns from companies like Nintendo and Markscan...

Another major challenge was bandwidth for a public, free shop. In terms of numbers, the public shop serves at least 200TB every 24 hours on a normal day.

How do you source the game files and keep the library updated?

I’ll answer this question in two parts. First, I’ll explain how we managed to gather over 12,000 games right from the launch.

Without bragging, I’m someone who analyzes a lot, so I’m quite skilled at creating workarounds and even more so at developing automated scraping systems.

Using my knowledge, I created a set of scripts that, initially, scraped the biggest trusted sites offering Switch games. This required two things: integrating an ad blocker (like uBlock) directly into all the scripts, and then scraping the affiliate links.

Once all the links were collected, I wrote a simple script to bypass link shorteners stuffed with ads, to get the full list of 1fichier.com links. When the 1fichier.com links list was ready, I just used a program like JDownloader to mass-download everything.

But that only worked for the first few months. Later, I was contacted by someone who had a full backup of the entire content from an old shop.

Regarding adding new content, there are several sources: One external source is the scene, with dumps coming from teams like Venom, Suxxors, to name a few.

Since (another shop I'm omitting the name of) closed, most new content comes from our own dumps, which we do thanks to donations and payments we receive for our professional services.

We dump around 200 to 300 games per month, and up to 500 updates some months. DLCs occasionally come in dumps too, but that’s rarer — although we’re getting more interested in those lately.

Do you design it to be resilient against takedowns or detection? Speaking of, can you tell me about that side of this, I can’t imagine Nintendo is unaware of your efforts, have you been contacted at all, DMCA’d, any legal notices?

Regarding the systems we have in place, yes, we’ve implemented more than a hun- dred techniques, methods, and systems to ensure the entire project isn’t affected by DMCA takedowns.

As for the DMCAs, we receive them — whether for content, links, or other reasons — sometimes over 500 in certain months, either directed at us or companies linked to our services. Most of these are generated by automated systems from companies affiliated with Nintendo, like Markscan, and some are directly issued by the legal team of NOA (Nintendo of America).

Why create something this polished and accessible, knowing it could attract heavy legal attention?

The goal isn’t focused on the legal side. Whether it’s me personally or other members of the team, we primarily want to create a trustworthy service — exactly the kind of service we’d want to have ourselves as users.

Just because we’re doing something that goes beyond the legal boundaries in some countries doesn’t mean it has to seem shady, obscure, or inaccessible.


Ethics, Legality, and Preservation:


How do you personally justify what is undeniably piracy with the project?

Personally, I don’t limit myself by legal boundaries; my limits are ethical. As long as what I do is ethical and doesn’t harm almost anyone, I’m okay with it.

The most important thing is to consider who this project impacts — both positively and negatively — including our users, donors, Nintendo, game studios, and so on.

The reality is that out of 100 people affected, over 98% are helped and given the opportunity to dream.

So, since the project has a positive impact on more than 98% of the people directly or indirectly affected, I don’t mind it. I believe projects like this serve a necessary purpose.

Is this about game preservation, access, anti-corporate stance, for monetary gain — or just practicality? I’m super curious what stance you take for justifying this kind of platform. I interviewed one of the two ‘main’ PC gaming repackers last year, who said that where he lives (a ‘third world’ country) the price of games means any and all gaming was totally inaccessible to he and everyone he knows. He did this (in his words) as a way to give those who wouldn’t be able to game a chance to do so.

Our goal is both preservation and access, because by enabling access, we indirectly ensure preservation.

One of the first things to understand is that if services like this exist, it’s because there is demand — and where there is demand, there will always be supply.

Moreover, thanks to services like these, some games will still be available in 200 years simply because a service — whether ours or another — dumped and shared them.

If projects like (shop name omitted) eShop exist, it’s to give users and people confidence that when they come to our service, they will only find trusted, high-quality files. That’s also why, for example, you won’t find any ads on our platform. Monetary gain is not something we’re interested in. Of course, what cannot be denied is that an infrastructure like this isn’t free.

Generally, the people who pay or donate are not paying for the games themselves, but for the service we provide.

Do you think there's a meaningful difference between pirating current-gen games and legacy titles?

Of course there is a difference. I consider that “pirating” an old game isn’t really pi- racy as soon as the game is no longer commercially available, because piracy means stealing. But at what point can it be considered stealing when the content is no longer sold?

Regarding recent games, the main issue is the price, especially with Nintendo openly mocking its users by selling Mario Kart World for around $90. And we’re still talking about Mario Kart…

I agree with Nintendo that purchasing power has recently increased in Japan, but they forget one important detail: the majority of their users simply aren’t Japanese.

For example, the Brazilian currency is worth about four times less than the US dollar.

So, I would say that people who “pirate” retro games don’t have the same needs as those who pirate recent games.

Old games are mostly no longer legally accessible, whereas recent games are inaccessible mainly because of their price.

How would you respond to indie devs or studios who rely on every sale?

Unfortunately, some developers make great games but end up paying the price. However, blaming piracy isn’t the right target — if anyone should be blamed, it’s companies like Nintendo.

This question comes up quite often, and while the impact of piracy on indie developers is one of the few real indirect effects, it largely stems from decisions made by Nintendo and others.

What’s your take on Nintendo’s approach to digital rights and game availability?

I would simply say that Nintendo shows absolutely no respect for their community and is now solely focused on filling their pockets.

Back in the day, we had real games—not necessarily standing out for their visual quality, but for their ability to bring people together.

Today, Nintendo mostly just re-releases remakes originally from old consoles, selling them for $60. It’s getting worse with the Switch 2, where they now dare to sell texture packs or minor upgrades for $5 to $10.

Unfortunately, Nintendo’s priorities today are purely financial. And I’d rather not even talk about the closure of the 3DS eShop, which would have been a huge disaster if projects like hShop didn’t exist. I want to clarify that hShop is neither a competitor nor directly or indirectly affiliated with (shop name removed).

Our eShop for the Switch is simply what hShop is for the 3DS.


Gaming Life & Relationship with Nintendo:


What's your history with Nintendo consoles — were you a fan growing up?

I mainly played on the 3DS from when I was 6 until I was 15, so I don’t have as much experience with other consoles.

For many years, my 3DS was my only way to escape my reality, from a childhood that was simply very difficult...

The 3DS was simply Nintendo’s best era, and I don’t think we’ll see anything like that again given the current direction of their latest consoles...

Do you still play games regularly? If so, what’s your current favorite title or platform?

Unfortunately, over time, I play less and less. I truly enjoy only older games now, and I have less and less time to play. It’s one of my regrets not to make more time for it, but life seems to go faster and faster with each passing year.

Have your views of Nintendo changed over time — either as a fan or as a developer?

Yes, a lot, as I explained earlier.

Were there any particular events or decisions by Nintendo that directly motivated you?

See previous answers =)

Do you see a piracy front-end mimicking the Nintendo eShop as an act of protest against Nintendo’s practices? Or are you purely mercenary here – this is for money?

It’s important to know that (shop name edited out by me) eShop was fully funded by myself from 2019 to 2024, so no, this is not about money.

We simply want to provide a high-quality, trustworthy service that is as user-friendly as possible.


The Broader Scene:


What do you think the future holds for freeshops like yours

I can’t give a very detailed answer to this question, but it’s important to know that the more piracy is condemned, the more accessible it becomes. The community, pirates, and hackers will always evolve and become increasingly motivated...

Have you got any data for us? I’m beyond curious to know, have you got any idea of the metrics: total users, total downloads, how much data you host? I read that “at its peak the service was handling over 1 petabyte of data per day” – that’s a crazily large operation. And I really don’t expect to get an answer for this one, but how much have you made, an estimate would be nice, from your freeshop?

In terms of bandwidth, yes, it has reached several petabytes per day during some peak periods. However, on quieter days now, we handle between 200 and 300 terabytes within 24 hours. As for users, we recently surpassed the milestone of 3 million across all services combined.

Regarding financials, personally, this does not generate income for me. I prefer to prioritize improving our services and expanding our projects.

You should know that personally, money is not an issue for me. I’m a pretty simple person— as long as I have a roof over my head, food to eat, and internet access, that’s enough.

Between the ages of 18 and 20, I founded four bulletproof hosting companies, which I later sold. Today, I still own two companies—one in hosting and another providing large-scale network systems for major enterprises.

When I need extra money for vacations, I sometimes take on freelance work, like building websites and other projects. So, financial gain isn’t something I’m interested in.

Do you believe the piracy/homebrew community is growing or fracturing?

No, the community is growing and will continue to grow. It’s important to remember that the more piracy is punished, the more services will become available.

Also, as games become increasingly unaffordable, the demand will only keep rising.

Are you concerned about potential legal action or consequences? We all know about Gary Bowser, who was sentenced in 2021 to 40 months prison and $14.5m USD in fines. This has to play on your mind, right?

I am not worried about that at all. I’m not completely reckless—if it’s going to happen, it will happen. Life is short, so I prefer to do what I want now.

Besides, I’m not acting blindly; I’ve already taken precautions and prepared for any eventuality. When you do something like this, you always need to keep some advantages.

You also have to understand that Nintendo doesn’t have the same power everywhere. I could mention countries like Iran or Panama, just to name a few. Panama, for example, is one of the few countries that has no agreements with the NSA or similar agencies.

Do you plan to expand features — or create tools for other platforms? By your own words elsewhere on the internet, I read it’s been quite a tumultuous year for your program...what exactly happened?

We plan to eventually expand our projects across all platforms, including consoles up to the PS4 and PS5. We also aim to explore torrenting, IPTV services, and streaming platforms.

Our core goal remains the same: providing access and maintaining high-quality service.

This year has been quite eventful, with personal challenges as well as a tenfold growth in user numbers. As a result, we had to completely overhaul parts of our network, add new servers, improve some systems, and even rewrite others from scratch.

If Nintendo offered a better digital access or preservation model, would that change your approach? Further, what would make you close shop and change your stance? Would that even be an option?

I don’t think that will ever happen, but the only way to shut down services like ours would be to reduce the demand—because without demand, there’s no need for supply.

Personally, I don’t see myself involved in the project much longer. I created it in 2019, and now it’s 2025. Whether we like it or not, a project like this is extremely mentally exhausting, even if it’s enjoyable to manage. It’s complex and has grown very large.

But no worries—I’ve already started planning my succession, and trusted people will be ready to take over and contribute to the project. Personally, I plan to step away before 2027.

It would become too costly to maintain and pointless without users. But we all know Nintendo will never admit what they are doing or change their stance.

What do you think about the Nintendo Switch 2?

There’s so much to say—between game prices like Mario Kart World at $90, a $500 console that only comes with a black and white theme, $10 texture packs, and even paid software just to learn how to use the console...

I just hope other manufacturers like Sony, Microsoft, and the others don’t follow this same path.

But honestly, it doesn’t really matter, because by doing this they’re alienating a lot of people. There are now many who are solely focused on breaking the console’s security, and the more Nintendo continues down this road, the more they’re pushing their own community away.

Anything in general you’d like to say? The floor is yours!

The one thing I want to say to everyone is: don’t overcomplicate things. Today’s society has become way too complex. Live and enjoy the present moment because you never know what tomorrow will bring. Do what you want, when you want — we only have one life. And remember: in whatever you do, only those who achieve less than you will try to put you down.


The end!


...and that's that. Again, I'd encourage you all to remember this is not endorsing the program, it's just a chance to have someone explain how they justify doing what they do. As I keep on saying - a 'peek' behind the curtain.

This was quite brief, but their time was limited and I'm grateful that they even accepted my request and let me do this. I've edited some of their answers, as you'll see - 99% of these edits have been to remove the eShop's name.

I have also done a few of these interviews now, and posted them here to Lemmy, if you'd like to read them:

...and I have more to come in the future.

Mastodon:

If you want more of this kind of thing, come join me on Mastodon!

[–] [email protected] 1 points 1 week ago

Thanks for reading through!

207
submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

As ever and always, I’m back with a week’s worth of gaming news I’ve spotted and thought I should share with you all!

This week is slightly less than is typical (1,000-ish words less than my last week’s I can tell you!) for a few reasons:

  • I’ve cashed in some of my crypto and bought a cabin. Which makes me sound like an actress in a Stephen King movie
  • I’ve had some odd health hiccups lately – nerve damage in my hip which means I feel nothing when touching a small patch of skin, but it also feels like it is on fire

So I’ve been a little distracted, but I do pinkie-swear next week’s will be back to my normal output!

So what are these posts?

My aim for these News Posts in general is to make them a more clearly not a professional, but someone who cares about gaming manner than most gaming sites do now. I see so many sites, even the independent ones, bombarding with ads, banners and reminders to support them. I get it, I really do, but it’s an unpleasant experience to me.

My ever-lasting inspo is the old, old video game sites, blogs and magazines that I never had the privilege of being alive for:

  • Image/gif/link heavy (though once again this week I have few of these, so this dot-point’s a bit needless)

  • Personal voice (I can’t help rambling, send help – this won’t be even slightly professionally written)

  • Mostly news or articles or points which you won’t find on normal gaming sites. These are the smaller, lesser things that I’m drawn to. I know you’ll have spotted the big news articles, so I’m hoping some of these smaller ones might have been missed by you.

A mixed bag of what I’ve considered news this week, so there really is a bit of everything ahead.


General Gaming News:


A New PS2 Emulator – Iris:

After 7-8 months of working on it, Lycoder (also goes by Allkern) has released their PS2 emulator called Iris. While games are running with very low/low/unplayable frames at the moment, they want to reassure people that this is constantly in development and improvements are being made regularly.

Windows, Linux and MacOS are supported.

The GitHub page is here, if you’d like to read a little more!

...and here is the link to the 0.10-alpha build of Iris

Funnily enough, it was only very recently that I fixed a DMAC bug that was keeping a lot of games from booting, and now this opens up a ton of potential to further debug and fix other issues, which may lead to even more games to boot. There's still a lot of work to be done, especially in the optimization department. I'm really looking forward to continue working on this project and advancing PlayStation 2 emulation!

It’s lovely to have another player in the scene, particularly with PS2 emulation.

And, naturally, here’s some pictures:


System Shock 2: 25th Anniversary Remaster Delay:

...sorry, don’t want to make you panic if you’re a PC gamer – no delays on that front, but if you’re a console gamer then it has been delayed for now:

Knowing the publishers, I’d say you’re in good hands without having to wait too long to play it, and I’m so excited to play through myself.


How to Fix Xbox’s Stupid Update:

I can’t even be bothered taking picture to illustrate this one, but if you’re on Xbox you’ll have seen it. Select a game and then you’re presented with a new screen giving you another step before you can select it again to play the game. And half that screen is taken up with their hopeful promotions of DLC and micro-transactions.

Shitty.

Anyway:

Settings / General / Personalization / Games & Apps / Choose whether game huds open automatically from the following places -

  • Recently played list
  • Groups
  • Installed games

Grounded 2 Hype:

With the announcement of Obsidian’s Grounded 2, the numbers of the first game (Honey, I Shrunk The Kids meets Arrietty have exploded, bring a 193.8 boost to current players. The game shot up the Xbox charts from #88 to #23 (overtaking Halo: MCC and Elden Ring)

The game was announced two weeks ago, and the trailer is here for those curious

The first game on Steam holds a ‘Very Positive’ rating with 66,596 all-time ratings.


Lies of P:

I’m sure you’ve read this in at least four other places by now, but it still warms my heart. I couldn’t really make it through Lies of P – the souls-like and even souls-adjacent genre is not my cup of stressful tea. What I did love though was the atmosphere and setting, reminding me for no particular reason of Drood, the novel by Dan Simmons about the last five years of Charles Dickens and how spooky it could get.

Anyway, the devs behind Lies of P and Overture (the DLC) got a bonus for their efforts, with the two selling over 3m copies combined. They got a bonus, two weeks vacation and a free Nintendo Switch 2. IDK, a nice rarity in today’s gaming world!


Still Wakes The Deep:

The Chinese Room - Developers behind the BAFTA-winning-game Still Wakes The Deep have laid off some of their team, just after the release of their DLC – Siren’s Rest.

At a glance, around 10 staff with the studio listed as their current employer have the 'looking for work' label on their LinkedIn profiles – though this is not a reliable metric by itself.

A full article telling you not much more than I just wrote is here on GamesIndustryBiz if you’re wanting to find more details on things.

However, The Chinese Room will share news on changes for the studio in the coming weeks so more will come out, I suppose. Sad news for those who worked on the rather amazing game.


Subnautica 2 Dev Vlog:

The latest dev vlog for the game has come out, titles ‘Building Unknown Worlds’

Join senior narrative designer Seth Dickinson, level designer Artyom O’Rielly, environment artist James Stout, and senior environment artist (and rock connoisseur) Ben Hale as they walk you through the incredible work that goes into building out the world of Subnautica 2.

The link to the YouTube video is here, go watch it, its a great glimpse behind what is going on behind the scenes!

My fav comment on the video is this one:

I have never been so excited over rocks


LEGO Island in Browser:

As the title says, the game is now available to play in your browser. I’m way too young for this game to have any impact in my life, but I think the older members here might remember it. Released in 1997, it’s certainly got a rabid following.

The link to the site is... now unavailable, the mod checked in in the comments and wanted it changed, so you'll have to do a search yourself for it, sorry!

And one more thing, I found the fact the devs created a physical island in actual LEGO when making the game, and this is ancient and adorable:


Auto-Shutdown after game download:

A gamer by the username of Avaneesh13 has created a Python-based application when they saw room for it – shutting their PC down for them after a big game download completed (rather than having their PC on all night)

This application is called SteamDown, and the link to the GitHub page is here for you to read through if you’d like.

SteamDown:

  • Monitors your Steam download activity in real-time
  • When downloads go inactive for a set period (you choose how long), it automatically performs an action of your choice
  • Actions include: shutdown PC, sleep mode, stop Steam, or other custom actions
  • Completely free and open-source

I kept starting massive game downloads (looking at you, Call of Duty) before going to bed, only to wake up and find my PC had been running idle for 6 hours after the download finished at 3 AM. Felt wasteful and probably wasn't great for my electricity bill either. Now I just set it to wait 5-10 minutes after downloads stop, then shut down my system automatically. Much better for power savings and peace of mind.

How it is different from other solutions:

*Generic system monitors that don't understand Steam's download behaviour specifically

  • Command-line tools that require technical setup and aren't user-friendly
  • Part of a larger system suite with bloatware I didn't want
  • Paid solutions for what should be a simple utility

Technical details:

  • Written in Python and built it as a standalone .exe (no installation needed)
  • Works on Windows primarily, though I might explore macOS/Linux support
  • Planning to add support for other launchers like Epic, GOG, etc. in future updates.
  • Codebase clean and modular in case anyone wants to contribute or fork it

The functionality should be working as expected - it reliably monitors Steam and performs the shutdown actions. The UI could use a bit of work though (I'm more of a backend person), so if anyone has suggestions or wants to contribute on the interface side, I'd welcome the help!

Again, the GitHub link is at the start of this section, so take a look if you’re curious!


Epic reaches 500:

When Epic officially started their free games each week, all the way back in 2018, no one anticipated it would go for as long or be filled with the quality titles it has today. Starting with Subnautica (though unofficially giving away Shadow Complex Remastered before this in an effort to get users to install the launcher), we’re now up to 502 PC games given away.

Now they’re even expanding on this, with mobile phone games given away free each week. This coming week’s giveaway will be Sable (more on that later!).

But if you’d like to scroll down the list of every game given away by Epic, you can do so with this article which gets updated each week on PCGamer

...though be warned, it might make you sad to see what you’ve missed out on.

And what is this free games each week on Epic thing I mention? Well, there’s a tiny chance you don’t know:

The Epic Games Store gives away free games every week (to keep forever) as part of its strategy to attract new users and keep existing ones engaged. Anyone with a free Epic account can "claim" these games during the giveaway period (usually one week), and once claimed, the games are permanently added to the user’s library—no strings attached. This initiative started in 2018 and is funded by Epic to build its user base. The games are often high-quality indie titles big-budget releases, and you don’t need a subscription—just an account.

If you’re a Linux gamer you can use methods such as Heroic Games Launcher or Junk Store to play these games without requiring Epic’s own launcher (Epic’s CEO Tim Sweeney is famously anti-Linux).


Warhammer 40,000 DLC:

Warhammer 40,000: Rogue Trader, the incredibly well regarded cRPG made by Owlcat Games has released their next DLC – Lex Imperialis.

(...the YouTube link for the trailer is here)

Lex Imperialis, the second major expansion for Warhammer 40,000: Rogue Trader, offers a new 15-hour storyline and introduces the Adeptus Arbites — a faction of incorruptible enforcers — alongside a new companion: the grim and relentless Solomorne Anthar. Featuring battle familiars like cybernetic eagles and cyber-mastiffs, this DLC is AVAILABLE NOW to all players.

Rogue Trader holds ‘Very Positive’ ratings on Steam, with 22,120 reviews on Steam. I own the game on GOG, and I enjoyed it far more than I expected to. There’s a lovely gothic/space setting, kinda unsettling, and a deep game behind the Warhammer branding.

While releasing this DLC, Owlcat games is also working on two more games (both ‘coming soon’):

Become an acolyte of the Inquisition in this grim dark, party-based, story-driven cRPG. Lead investigations, uncover grand conspiracies, master tactical combat, and wage a secret war against heresy. Make tough choices as a conduit of the God-Emperor’s will.

The Expanse: Osiris Reborn is a third-person Action RPG set in The Expanse universe. You’re no hero — just a merc caught in the wrong place at the wrong time, trying to hold your crew together and keep the ship up and running. Your choices will shape your story.

One thing is for sure with Owlcat (aside from the initial release of their games tending to need a patch or two!), they care about their games and support them for the long haul.


Crosswind – MORE PIRATES!!!

Since you’re reading this, you’ll probably know by now that I cry about the lack of games set in the golden age of piracy. It’s a setting I like to think is popular but just...kinda ignored. AC: IV Black Flag is still in my opinion the best-of-the-best, but we’ve got another to add to the collection. Crosswind!

Crosswind is a survival adventure in the Age of Piracy. Explore procedural open world, gather, build and craft. Overcome challenging bosses in soulslite combat. Sail your ship, fight on land and sea, play solo or with friends. Live your swashbuckling life in PvE or rise to power in optional PvP.

They’re calling it a ‘pirate survival adventure’, and they devs known as Crosswind Crew have released a statement along with the trailer, which is as follows, in their words:

Crosswind is our dream pirate game. Heavily inspired by great titles like Valheim or Enshrouded, it also feautres naval combat similar to AC: Black Flag and soulslite bossfights. The upcoming Alpha is a big milestone -- with playtesters live feedback we will be able to thoroughly verify a lot of work and designs. It's not gonna be perfect, but we hope it will move in the right direction, and we are absolutely willing to complete this journey whatever it takes.

The Alpha will feature:

  • Basic survival gameplay (building, crafting, upgrading);
  • 3 unique biomes scattered across a big archipelago - each with unique resources, enemies and bosses;
  • 3 playable ships and one NPC merchant (of course to plunder it!);
  • Land combat, basic naval combat and early version of boarding actions;
  • Very basic Tortuga social hub.

All in all we hope it will provide 30-40 hours of a survival adventure, but of course some parts of the game will be much less polished then others.

For those interested in playtesting: we start small, and have very limited server slots for the test, but for those willing to try the game -- the signups are open on Steam page. We will be gradually letting people in starting tomorrow; Steam picks people randomly. There will be other tests in the future, so even if you want to try Crosswind and don't make it in the first wave, you may get luckly later.

The Crosswind Steam page is here, for you to check it out

The Crosswind trailer on YouTube is here, via this link


Jurassic World Evolution 3:

After some people got (rightly) angry at Jurassic World Evolution 3 using A.I. generated assets for scientist portraits, the devs realized they’re being stupid and released a statement:

Thanks for your feedback on this topic. We have opted to remove the use of generative AI for scientist portraits within Jurassic World Evolution 3.

...you can read their statement here on the Steam community page

Meh, I’m hardly going to celebrate devs for doing the bare minimum here.


Major Mod - Black Orchestra:

...admittedly a game and gigantic mod I’ve never heard of before, but Black Orchestra Worldfront: 37-54 is coming. Made for Rising Storm 2 Vietnam, it adds the Pacific, Western, Mediterranean and Eastern Fronts of World War II to the game.

The mod is deemed feature complete now,


GOG Library Price Checker:

Someone has made a site which checks your GOG games library and gives you an estimate on the value of the total games. Or, it makes you feel awful about seeing a cold number stating you’ve spent way too much.

It’s wonky, and makes mistakes, and doesn’t seem to register all games. I can also see GPT everywhere in this, which as someone who enjoys writing kinda makes me feel icky. But whatever, if it helps people get an idea across then that’s the better of the A.I. uses these days.

I guess all-in-all, it’s still a fun idea in theory. One I should note I have not done or checked myself.

Here’s the link to their site

In their own words:

So I wanted to check how much my GOG games library is actually worth — like how SteamDB does it for Steam users — but turns out… there’s nothing like that for GOG. And if there was anything, it either asked you to log in or paste your cookies... which to me instantly screamed obvious scam 🙃 So I thought: why not just make something myself? Here's what I did:

  • You just grab a list of your games from GOG (don’t worry, I explain how to do this — since GOG gives no easy export option, had to get creative).
  • Upload that CSV to my site.
  • It fetches current prices from GOG, calculates your total value, base prices, and savings.
  • You get to download the results as a CSV or as a cool little trading card-style badge image.

I'm a CS student (cooked ), and this is kinda my first real utility site — so I’d love feedback, suggestions, criticism, anything really. Will try to make a video walkthrough soon for those who need visual instructions. Let me know if anything breaks, or if there's something you'd want to see added.

yes It’s hosted on Vercel for now because, well… it’s free and I’m broke The ads are just me playing around with how a “real” implementation might look — not trying to cash out or anything, just testing stuff in the wild.


Where is your Q&A?

You might remember in my last news post I shared I mentioned that I have been chatting to the lead dev of a program which makes piracy on a jailbroken (Custom Firmware or CFW) Nintendo Switch. The program works as a replica to the official Nintndo eShop except...it’s not filled with shit, ironically. And it doesn’t slow to a crawl to search through.

Anyway, it’s a piracy portal. I wanted to interview them with the idea of getting a glimpse behind why they do it, how they do it, how they justify doing it. All without sharing the name of this program, or the name of the dev.

Anyway, they’ve been a little busy, I’ve shared my side with them and am still waiting on their responses before I format it up and add some pictures, generally make it fit to view on Lemmy here.

Anyway, it’s coming soon, just to let you know!


Switch 2 Compatibility Tracker:

Speaking of Switch, someone has made a webpage which tracks Switch 2 compatibility with Switch 1 games:

*I saw that the lists here don't update regularly (last updated June 5), and that Nintendo says to check individual eShop pages for updated information. So, I made a webpage that scrapes the eShop for up-to-date information. Check it out! Feedback is welcome!

The GitHub page for the tracker is here and updates twice daily!


Junk Store’s Pricing Revealed:

The next iteration of Junk Store is close to launching. Promising emulation, more store-fronts and even (planned, not there yet!) cloud saves. Currently Junk Store works as a plugin via Decky Loader on your Steam Deck – install the plugin and from the gaming mode on your Steam Deck you can enjoy Epic Games titles. With a paid extension to that (a one-off purchase of $6) you can also enjoy GOG games.

The next iteration will be a subscription model, and I’ll share Junk Store’s own words on their announcement below:

Tldr:

Junk Store is almost ready. It’s a full rebuild — faster, more stable, no Decky required, and packed with new features. Pricing is USD$40/year with a 7-day free trial, and you keep everything released during your subscription.

The open-source version remains available. Early supporters get a discount, and we’re rolling out in waves to keep things sustainable.

The Longer Version

We’re close to launching the new version of Junk Store — rebuilt from the ground up after over a year of work. It’s faster, more stable, and adds major features like Amazon support, a download queue, and simplified extension generation (no coding needed). This version is fully standalone — no more Decky required — and is based on everything we learned from the original. We know pricing will be a sticking point for some, so here’s the plan:

  • $40 (USD) for 12 months of updates
  • Includes all extension presets (currently GOG, Epic, Amazon — more to come)
  • You keep everything released during your subscription
  • Renewal is $40/year
  • 7-day free trial — cancel anytime (Stripe handles billing)

To keep things sustainable, we’ll be rolling out in waves. Hosting and bandwidth aren’t free — and based on the original version’s download volume, opening the gates all at once would sink us. Existing supporters will be onboarded first and get a discount that reflects their earlier contributions. We also want to clear up a few things:

  • This version does not share code with the open-source one.
  • The free, open-source version will remain available.
  • Junk Store does not handle any credentials except its own.

We expect a few bumps early on — this is new code, and no software survives first contact with the public. But it’s already been battle-tested internally and testers. What’s Next?

If all goes well, we’re planning:

  • Itch.io support (and possibly EA, Ubisoft, Battle.net)
  • Cloud saves (done right)
  • Game-specific presets
  • Better extension creation tools
  • Full localisation
  • Community extension sharing
  • Automated updates

For a more detailed breakdown head [to this link] here Thanks again to everyone who’s supported this journey. We’re almost there. Game on.

So, what do you think? Will you be trying Junk Store out? I think Gardiner is planning a video showcasing what it does and how it does it, closer to the date if that helps you visualize what it’s capable of!


Retro Gaming Finds:


I’ve just come across a few fun retro gaming-centric things, so while they’re not at all news-worthy in the hard news sense, they’re amazing in every way and I’d be remiss to not add them to their own section here. If you’ve interest in older games (by my sense because I am so young what is ‘old’ might make you cringe), so settle back and enjoy these ones:

Underwater:

Just someone’s custom bathroom efforts, which seems totally appropriate here:

PS1 Concept Logos:

PC-88:

The PC88 was an 8-bit computer that was dominant in Japan in the 1980s, and has a bit of a reputation for very pixel-y blocky boxy graphics. What comes out beautifully though are the city-scapes in the games. The images will follow, but in order they appear from the following games:

  • Tien Gow Pia Special (1989)
  • Can Can Bunny (1989)
  • Snatcher (1988)
  • Misty Blue (1990)
  • Burning Point (1989)
  • Imitation wa Aisenai (1989)
  • Can Can Bunny Superior (1990)
  • Paragon Sexa Doll (1989)

Costanza:

Yep, George owned a Virtual Boy. I also think it’s pretty funny that the series has him as the fat one and by today’s standards he’s honestly pretty trim. Weird. Sad about our society now, I think. Anyway, Virtual Boy here:

Wall Art:

It’s amazing, but if you wanna be totally accurate to the time:

  • DK has a tie on, whereas the original does not
  • ‘jumpman’ should have red overalls and a blue shirt
  • Peach is used instead of Pauline

Michael Jackson:

Keen eyes may spot that it is GoldenEye in the N64 there, next to his throne.


That’s that for this week!


Sorry again that it’s been a little smaller than as is typical, I have a lot on my plate right now but I do plan the next to resume my typical way-too-many-words standard I seem to have set for myself!

Previous Posts:

If you’d like to read my previous Gaming News posts (they’re mounting up in number now!), then you can find them here:

Mastodon:

I do tend to post there each and every day, 99.99% gaming nonsense. If you want more of this, then come drop by!

 

As ever and always, I’m back with a week’s worth of gaming news I’ve spotted and thought I should share with you all!

And this one is a long one!

This one’s got a bit of everything, and it’s my twentieth of these posts! Hard to imagine so many of these have been posted so far, but one thing does remain – writing these makes me super happy to write. So, while we're on the topic, thanks to all of you for even wanting to read along with these when I post them :)

What are these posts?

My aim for these News Posts in general though is to format them in a more clearly not a professional, but someone who cares about gaming manner than most gaming sites do now. Less demanding? My ever-lasting inspo is the old, old video game sites, blogs and magazines that I never had the privilege of being alive for:

  • image/gif/link heavy (every time I make these, at least 4 GIFs end up being too big for Lemmy to upload, and it always makes me sad)

  • personal voice (I can’t help rambling, send help – this won’t be even slightly professionally written)

  • mostly news or articles or points which you won’t find on normal gaming sites. These are the smaller, lesser things that I’m drawn to. I know you’ll have spotted the big news articles, so I’m hoping some of these smaller ones might have been missed by you.

A mixed bag of what I’ve considered news this week, so there really is a bit of everything ahead.

So grab a coffee? Or a tea? Or a fresh juice? And enjoy <3


General Gaming News:


GEX:

The Gex trilogy has finally arrived on GOG and Steam. Will it cause a stir? I’d say...not, the games are just poor emulation in a new wrapper. Check the trailer and you’ll see something like polygon stabilization (‘jumping’ textures) we see DuckStation do so well (for ‘free’) is completely missing.

Anyway:

Everyone's favorite tail-whipping, channel-surfing, gecko is back in a collection that features all of his best-selling adventures!

Interestingly, they opted to only use the U.S. voices for this one. The originals had different voices for different markets (Leslie Phillips in the U.K. and Dana Gould in the ‘States).

If you’d prefer something a little lighter, check AVGN’s video on YouTube where he plays the original three games and gives his (angry – it is the Angry Video Game Nerd, afterall!) reviews from three months ago. The link to that video is here!

Just check this image of this newly released Gex Trilogy, it’s directly from the Steam page!

Amazing:

And of course, here’s the link to the GOG page for the game, too!


Starfleet Academy:

Back in 1997 a game was released, Star Trek: Starfleet Academy: the game simulates the life of a typical Starfleet cadet, with the player learning the basics of flying a starship and engaging in role-playing with a crew of cadets, with the eventual goal of becoming captain of their own ship. The game included full motion video featuring William Shatner, Walter Koenig and George Takei reprising their roles from the original television series and movies, and a multiplayer simulation mode allowing for up to 32 players.

It’s still available on GOG (because, of course it is!) but I’m sharing something interesting I found.

Nick Acosta, a big fan of the game, has remastered the opening to the game.

I’ve reimagined the opening sequence of the 1997 PC game Star Trek: Starfleet Academy, replacing its dated CG effects with recomposited footage from the original ILM model work used in the first six Star Trek films. I also created new matte paintings and redesigned interior backgrounds to better align with the look and feel of Starfleet in 2288.

I’ve always loved this game and felt it was an underrated addition to the Trek timeline—bridging the events between Star Trek V and VI.

Their work is incredible on this one, and seems as official as you could get.

Updates include:

  • Original physical models restored and recomposited
  • All 3D effects replaced with modern lighting and detail
  • New matte paintings for interiors and FX sequences
  • Production design aligned with the 2288 Starfleet aesthetic
  • Revised title sequence and updated credit order
  • I used an animated version of an unused Ralph McQuarrie Matte Painting of Starfleet Command from Star Trek IV

Of course, the link to it being shown off on YouTube is here, and really - you should click this and have a look. This is the kinda thing I love to find, fans caring so much about a fear-forgotten game that they take the time and effort to bring it to life again!

This is a fan preservation and restoration project—a tribute to the timeless quality of ILM’s practical model work and a chance to reimagine this scene using today’s compositing tools.


Nexus Mods Sold:

You’ve no doubt read all about that by now, it’s going to be old news but...it’s still big news to me. Nexus Mods has been sold:

In ‘An Update From DarkOne’, they stated:

After almost 24 years of running Nexus Mods, the time has come for me to step back from the day-to-day management of the site. This isn't a decision I've made lightly - far from it - but one I think is in both my and the community's best interests.

I started this project back in 2001, in my bedroom, with a 56k modem, an excitement for the upcoming release of Morrowind and with no grand ambitions or intentions. I didn’t set out to build a business, I just wanted to make a place where modders could share their work without worrying it would vanish into the internet either the next time a fansite went offline or a publisher decided they were done with it. That idea grew legs, sprouted arms, and turned into Nexus Mods.

Their entire post is here, you should check it out if you’re interested!

Resetera users discovered that both new owners named by Dark0ne work for a company called Chosen.

It's vague to what extent this is a sale. Dark0ne mentioned the owners have "changed hands", but also mentions "I’ll also be working with the team to help guide the overall direction of the site, just without needing to be the person who signs off on every little thing and without taking responsibility for any and all things Nexus Mods".


The Deck Trap:

This one’s...pretty typical of the Steam Deck community, you’ll see it generally fall into two categories: those who leave the Deck stock and just, idk, use it, and those who like to tinker. Then there’s this effort, which is tinkering x1000.

Snicker-Snack83 has created an all-in-one effort which, in their own words because they went into great detail, is:

This is the DeckTrap, as I'm calling it, and it's a portable dock with a number of cool features.

It doubles as a kickstand using the dbrand killswitch, with two HDMI ports, Ethernet, and an adapter for use with AR glasses. The battery is 20,000 mAh and all the cables are rated for 65 watts, with an on/off switch to ensure the dock doesn't drain the battery when not in use.

It's something that anyone can build, but all the parts amount to $257, so making them would be kind of expensive. As someone who travels I find it very useful. It lets me use the XREAL glasses on the go without killing the battery and it doubles as a dock when on the go and you're looking for a way to connect it to the TV.

I’ve seen a ton of pointlessly weird and mean comments over this. What is it with gamers who like to just put someone down for sharing their work? It’s weird. This is specific, and they love it. They saw a problem with their own gaming, and solved it! Is it for me? No. But as someone who goes through airport security often with a suitcase full of suspicious looking tech (I’m a pen-tester who works red ream), I know how this kinda thing can grow!

I love it!


Next-Gen Minecraft (for consoles):

Maybe some remember this. In 2017, Mojang announced the "Super Duper Graphics Pack" for Minecraft, promising enhanced visuals (including shaders) for Xbox consoles. However, this project was postponed to 2018 and ultimately canceled in 2019 due to ‘technical challenges in achieving consistent performance across devices’.

The community felt a little confused why a company like Microsoft, with its infinite wealth, didn’t focus on this idea a little more. Mojang is hardly an indie crew. But, it seems like some good things come to those who wait eight years.

Now, with this next-gen update, all 3,000 textures will be replaced with PBR materials (color, roughness, emission) optimized for Physically-Based Rendering, aiming to accurately simulate the physical behavior of the light source and materials to achieve realism. PBR materials are a very important step if you want to add ray tracing or even path tracing. Until now, Minecraft used only simple color textures, so renderers like the famous Nvidia Minecraft RTX didn’t work with the standard game.

The next-gen Minecraft renderer will be released on June 17, 2025, and will be enabled by default on Xbox Series X.

This is the 5-ish minute video they shared on YouTube, detailing a lot and showing what the update has done. Well and truly an interesting watch, even for me who is not a fan of Minecraft!


The Thing:

...or maybe, the thing about John Carpenter is that he is a gamer. He frequently shares his thoughts on games, what he enjoys, what provides a good atmosphere. I found that long ago in 2024 he enjoyed Prince of Persia’s The Lost Crown (I did too! I was sad to see the team didn’t get a chance to expand and refine with a sequel), and tweeted this one:

That’s all, IDK, I just though it was neat!


Switch 2 + Staples:

Did everyone see the drama that happened when the Switch 2 was released? GameStop stapled receipts on the Switch 2 box which damaged screens on launch day upsetting customers. Everyone blames GameStop (yeah, that’s valid), but I’d say some blame lies with Nintendo for having no buffer zone between the cardboard box’s lid and the console itself. It’s literally thin cardboard / soft cover / console screen.

Here’s an artcile (short one) on The Verge detailing that issue.

Anyway, GameStop have leaned into their own issues and have made a pretty funny ad about it. Here you go:


Coincidence:

VERY briefly, also spotted a user sharing this and it made me laugh:


Clair Obscur: Expedition 33’s Improvements:

The developer of the insanely popular Expedition 33 have stated that they’re working on various bits and pieces:

Bonjour! We're currently exploring a wide range of future improvements — from accessibility features to new content and all sorts of bits and bobs we're actively assessing. Naturally, this also includes expanded localisation options!

While we don't have specific timelines or confirmed languages to share just yet, we wanted to let you know that it's very much on our radar. Wheee!

Their statement which I’ve copied is here, on Bsky


EmuReady is Ready:

This one is for those who love the SBC gaming handhelds, but there is plans for this to end up on Decky Loader, for the Steam Deck. The release post is so detailed and nice that I’m not even going to bother annoying you with my own words, I’ll just (painstakingly) format it so it looks pretty here on Lemmy. I’ll make a couple of changes (remove some words and embed the links), but nothing changes anything here:

https://emuready.com/ is a platform designed to help users share and find emulator compatibility reports more effectively.

After a lot of feedback, 1000 commits later, EmuReady is now live for everyone to use! By the way, it's open source, so if you want to contribute, check out the GitHub repo. (leaving a star on the repo means a lot to me and helps others find it!)

Features:

  • Share emulator settings to get your game running
  • Upvote and downvote reports to help others find the best settings
  • Search for games and emulators to see compatibility reports/listings
  • Configurable your profile with devices and socs you use to only see relevant reports * Performance ratings - See if a game runs "Perfect" or "Potato Quality" before you waste 3 hours tinkering
  • Custom fields for every emulator - Because some emulators have 47 different graphics settings and we're not animals
  • Device/SoC/Emulator/Console filtering
  • Dark/Light mode

Coming soon:

  • Trust system (probably shipping tomorrow) - Build reputation by contributing quality reports and get access to approve others' reports, add devices, and more (so this platform isn't held back by how much time I have to spend on it)
  • The EmuReady Mobile app (very early stages)
  • A Decky plugin for the Steam Deck

Maybe Coming:

  • Automated settings export/import (I am experimenting with this for the emulators that support a config file, but it is not a priority right now)

Never Coming:

  • Ads.

If your device isn't included yet, please send a message in the discord server or create a GitHub ticket and I'll add it :)


  • Most Played at Next Fest:*

June’s Next Fest is, as we all know is a week‑long digital showcase on Steam—held three times a year (usually February, June, and October), where players can download and play hundreds or thousands of free demos of upcoming PC games, watch developer livestreams, and add their favorites to wishlists .

Next Fest exists to give developers early feedback and build hype, while giving gamers a no-cost chance to explore and discover new titles before they launch, like the age of gaming long before my time, when demos were typical!

Anyway, Steam shared a post giving the top 50 most played demos!

  • [Vindictus: Defying Fate (action RPG / souls-like)[https://store.steampowered.com/app/3576170]

Experience intense action brought to life with diverse, unique characters. Read your enemy’s attacks and strike back for maximum impact in Vindictus: Defying Fate. Immerse yourself in signature combat and a gripping narrative.

Wildgate is a PVP multiplayer shooter that blends tactical ship-to-ship combat with fast-paced first-person action. Evade deadly environmental hazards, search for powerful weapons and ship upgrades, and be the first crew to escape with the Artifact... or the last crew left flying.

Jump Ship is a mission based co-op PvE for up to 4 players, where you are the crew of a spaceship. Transition seamlessly from crewing the ship to on-foot exploration and space walks. Engage in intense battles both on the ground and in space, and always keep your ship upgraded and intact.

4 Player co-op survival horror game. When the cursed rain falls, 'Mimesis' appear, perfectly imitating your teammates, bringing a new level of tension you've never experienced before.

Martial arts meets music video in Dead as Disco, a neon-drenched Beat ‘Em Up where every punch, kick, and combo syncs to the music. Join Charlie Disco on a quest to confront the villainous Idols and reunite the band.

...figured I’d add the top 5 here for the heck of it (yes, it is an excuse to share some GIFs), but check this link out as it has the whole top 50 covered.


The Loss of Pak-Sen Lim:

Malaysian-born British actor Pik-Sen Lim died on Monday, June 9 at the age of 80. Lim had an extensive career in British theater, film, and television. PC Gamer readers will recognize her as the narrator of Dark Souls and Dark Souls 3's opening cutscenes.

The opening cinematic to Dark Souls III is here, if you’d like to view it

Her imdb page link is here, if you'd like to see her career


Farthest Frontier Delay:

Farthest Frontier has pushed back their long-anticipated 1.0 launch until October 2025. They stated that they need time for polish, bug fixes, optimization and posted an updated Road to V1.0 (which you can read here with this link)

Farthest Frontier, from their own game page:

Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to survive. Produce crafted items to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.

It currently holds a Very Positive rating on Steam, with 18,769 reviews (all time)


3DS at Bob Dylan:

Just another funny quick one, saw this shared about – someone spotted taking a photo at a Bob Dylan concert with their 3DS. Not only that, but taking it a step further and using the circle pad pro attachment!


Epic Games Delisting:

Epic has removed Dark and Darker from sale on the Epic Games Store, thankfully if you have purchased the game you will be issued a full refund.

Dark and Darker:

An unforgiving hardcore fantasy FPS dungeon PvPvE adventure. Band together with your friends and use your courage, wits, and cunning to uncover mythical treasures, defeat gruesome monsters, while staying one step ahead of the other devious treasure-hunters.

It currently holds Mixed (all time reviews) and Mostly Negative (recent reviews) on Steam, so...maybe you’re not missing out on much. Here’s the statement Epic made:


Epic’s Languages:

Epic has also added additional language support to their launcher, but not their website (yet). The languages added are:

  • Bulgarian "bg" *Czech "cs"
  • Danish "da"
  • Dutch "nl"
  • Filipino "fil"
  • Finish "fi"
  • Hindi "hi"
  • Hungarian "hu"
  • Indonesian "id"
  • Malay "ms"
  • Norwegian "no"
  • Portuguese (Portugal) "pt"
  • Romanian "ro"
  • Swedish "sv"
  • Ukrainian "uk"

This information is from the developer documentation which you can read with this link on Epic’s site.


Animal Crossing / Gamecube / Decompiled!

Another monumental fan effort has been achieved. The team behind the Animal Crossing decompilation have reached 100% progress on recreating the game's code. This isn't a full 100%, as noted by project creator Cuyler, who states that there's still work left to do, but it means Animal Crossing for the GameCube can be modded fully, and soon ported to other platforms, once released. Additionally, the same team has been working on backporting and translating content from the Japanese-exclusive Dobutsu no Mori e+ into a project called Animal Crossing Deluxe.

It's my pleasure to announce that as of <t:1750082820:R>, Animal Crossing's decompilation hit 100% matching and linked game code. While not fully 100%, the way the game is set up means that we can fully mod the game. There's still some work to do on supporting libraries like the GameCube SDK, among others. However, this does not impact modding. HUGE shoutout to everyone who contributed and supported the project along the way! This has been 2.5 years in the making! I'll have a more fitting announcement when we hit complete 100% in the future!


GameSieve Updated:

GameSieve is, in the developer’s own words:

Full-text search for the entire GOG game catalog, with advanced filters and price-tracking for 12 currencies. I've tried to optimize for information-density without reducing usability. I also put a lot of effort into correcting and enriching the data from GOG's API. Lots more of all of that to come.

They’ve made a lengthy post for what’s next, and what’s been happening with their site, and I’m just going to copy it (almost) verbatim – I love this site, and use it all the time, and I definitely recommend you visit and bookmark if you’re a regular GOG user!

Anyway, in their own words:

Nearly two months ago, I launched GameSieve, my independent price tracker, game discovery service and improved search engine for GOG. In the weeks since then, I've been building some frequently requested quality of life features and new abilities. Highlights include:

  • The ability to remember preferred defaults. This could be just the country for which you want to see prices listed, but it becomes particularly useful if there are genres or developers which you never want to see (cough whale rock cough). Just exclude them all, and then click the "remember" button underneath the applied filters.

  • Sorting by price, discount, release date (original or on GOG) or title (added to the existing default of sorting by price improvement).

  • Showing included products and goodies.

  • Filtering for GOG's new bundles with dynamic pricing.

  • Filtering GOG’s new modded games.

  • Filtering by age rating.

  • I've recently created a GameSieve sub-reddit for those interested in following the details of ongoing development. See the changelog for the full details of everything that's new.

The big thing I'm aiming for (which based on initial exploration looks feasible, but will still take a long time to implement correctly, and might still prove to be too complex) is the ability to create various types of lists and then filter by them. I'm quite ambitious there, hoping to eventually allow for wishlists (imported from gog, optionally managed (with priorities) on gamesieve), owned games (on gog or elsewhere), lists of games you never want to see and maybe public "gog mixes".

I'm actively asking for feature requests, both in general, and for such lists. (It really helps me to have a thorough understanding of a wide range of desires and usecases - what are you trying to do, what information do you need to see for that to work? The more details the better!) Feel free to drop them here, or on the roadmap

I make no promises about what I'll implement, but almost all of what I've added since launch was caused by someone asking for it, or at least voicing a desire which made me realize (how) I could implement a related feature.

And that’s that one!


Kernelbay:

I spotted this game and had to share it, because of how unique it looks and feels to me. There’s (apparently, thought it has to be small and niche) a small but growing trend of games running as overlays on the desktop instead of full-screen apps.

These games float above the desktop, partially transparent, blending into the background while you work. They act more like ambient experiences...always there, but never demanding attention.

This developer is creating Kernelbay, a cozy idle fishing game built around this idea.

It runs as a transparent window, with your fisher upgrading gear and exploring tiny handcrafted dioramas while you go about your day.

Their Steam page is here, wishlist it I guess if you’re interested!

(I did try attach two GIFs here, to show it in action - but both being around 19mb was too much for Lemmy to be able to upload, sad)


Borderlands 4 DRM:

Borderlands is shipping with Denuvo DRM (yuck), but they’re also applying Symbiote (2K’s custom DRM) – so I suppose we can see why their recommended specs for playing Borderlands 4 are on the higher side.

So, UE5’s often-poor performance + two DRM’s running in the background + higher rec’s for specs?

Hmmmmmmmm.


RetroAssembly:

There’s a new web-based ‘retro game cabinet’ concept which as launched. Arianrhodsandlot shared a quick post on RetroAssembly, which is just getting started. Again, in the dev’s own words:

Hi! I’m excited to share RetroAssembly, a web-based retro game collection cabinet. It lets you play and organize games from classic consoles—right in your browser. No installs, just upload your ROMs and play!

Price: $0 – RetroAssembly is completely free and open-source. I originally built this for my own use, and now I’m excited to share it with the community.

Getting Started:

  • Visit retroassembly.com
  • (Optional) Try the demo games
  • Login to upload your own ROMs and play instantly in your browser—no extra software needed!

Key Features:

  • Supports NES, SNES, Genesis, GameBoy, Arcade, and more
  • Auto-detects and displays beautiful box art for your games
  • Save and sync your progress, resume anytime
  • Some emulators support gameplay rewind
  • Navigate your library with keyboard or gamepad (spatial navigation)
  • Retro-style visual shaders for that authentic vibe
  • On-screen virtual controller for mobile play

Here’s a link to their GitHub

Here’s a link to their Discord

...and if you do try it out, let me know what you think! I’d be curious (haven’t the time myself at the moment!) how it runs and looks!


FBC: Firebreak Launches:

Remedy’s new multiplayer game, FBC: Firebreak has launched everywhere (for free, if you have Game Pass!) and reviews are rolling in. FBC is a three-player cooperative first-person shooter set within ‘a mysterious federal agency under assault by otherworldly forces’. If you’ve played Remedy’s brilliant game Control then you’ll have an idea of the setting, it’s that game’s universe this one’s set in.

Currently the game is sitting on ‘Mixed’ reviews on Steam, with under 1,000 being submitted. PC Gamer has given it 60/100 (which some take to mean a terrible, terrible, scathing review but to me, idk, 60/100 seems like a fun time?)

I suspect Remedy might have seen this title as a passive income – skins and micro-transactions are the bread and butter of the gaming industry these days, but...we’ll see if FBC stays the course and sticks around I suppose.


Marathon Delayed:

Looks like Bungie and Sony have delayed the rather universally hated Marathon 'reboot' (hard term to use, since it has nothing to do with their classic, old, single-player titles of that name) It is now delayed indefinitely. Terrible reviews of their closed Alpha tests, a shitty account by an artist where Marathon displayed stolen art assets, it's not hard to see why this has been delayed.

“Through every comment and real-time conversation on social media and Discord, your voice has been strong and clear. We've taken this to heart, and we know we need more time to craft Marathon into the game that truly reflects your passion. After much discussion within our Dev team, we’ve made the decision to delay the September 23rd release.”


My Interview:

My friend Gardiner Bryant asked me if I’d like to post the occasional thing to his website. For now, some of the interviews I do with developers (typically Steam Deck / Linux / gaming) are going to start popping up on there and...that’s kinda exciting!

To start with I’ve shared an interview you’ll only read there, with another friend of mine, Eben Bruyns who created Junk Store. He and I did that early last year (-ish, my memory of exactly when is hazy!), and roughly covers things like:

  • What Junk Store is
  • Development motivation
  • How the project evolved
  • What its like to develop a program for Linux
  • Challenges he faces, UI/UX

...and so on. I’d love it if you’d read through, it’s 15 or 20 mins worth of back-and-forth between he and I!

Of course, the link to it is here!


My next interview:

I’ve approached a developer of a program for the Nintendo Switch. I understand this one might be a sensitive topic for some, but stick with me for the moment.

They run a very successful app, a program which replicates the look and feel of an official Nintendo program, but allows users to download and install games and DLC to their jailbroken Nintendo Switch for free. And they are 100% a pirate. The level which they’re operating is, at the peak, around 1 petabyte of data per month, so this one’s no small fry.

I wanted to ask them about their motivations, their reasons for creating and maintaining such an idea, their experiences with being devs and gamers, how (or *if) they justify what is stealing, whether it is an ideal which motivates them or the money, and the threat of Nintendo’s lawyers.

This isn’t condoning the project (the opposite, I won’t share the name of it, nor that of the developer), it’s something as far as I can tell hasn’t been done before. I can see why it hasn’t, but to me this is the interesting thing – a peek behind a curtain of a shadowy service. I wanted to know the how and the why, so I asked!

This won’t be posted for a few days, and will only be shared on the c/games Lemmy community (since it is outside the scope of others I post to!)


Prime Gaming’s Bonus:

With Amazon’s Prime Day, they’ve released a bonus pack of games out of the blue as a giveaway.

If you’re unaware (and are one of the three here on Lemmy who don’t pick up a pitchfork whenever I share anything about Prime Gaming), Prime Gaming is a bonus for your Amazon Prime subscription. Each week they give a handful of game codes away for you to keep forever. GOG, Epic Games and Amazon titles are yours to keep. I’ll be crucified for saying it here, but to me its the best deal in gaming at the moment, purely because of the GOG games you get.

This bonus day of games includes:

  • Tomb Raider I-II-III Remastered (GOG)

Play the original three Tomb Raider Adventures: For the first time ever, play the complete experience with all expansions and secret levels on modern platforms in this definitive collection. Prime members and Luna+ subscribers who claim Tomb Raider I-III Remastered Starring Lara Croft can link their Luna and GOG accounts to play via Luna in supported countries.

  • Saints Row 2 (GOG)

Saints Row 2 brings true freedom to open-world gaming. Players can play as who they want, how they want, and with whomever they want in this sequel to the much acclaimed and tremendously successful Saints Row. Prime members and Luna+ subscribers who claim Saints Row 2 can link their Luna and GOG accounts to play via Luna in supported countries.

  • TOEM (GOG)

Set off on a delightful expedition and use your photographic eye to uncover the mysteries of the magical TOEM in this hand-drawn adventure game. Chat with quirky characters, solve their problems by snapping neat photos, and make your way through a relaxing landscape! Prime members and Luna+ subscribers who claim TOEM can link their Luna and GOG accounts to play via Luna in supported countries.

  • Star Wars Rebellion (GOG)

It is a time of great upheaval. The first Death Star has been destroyed, marking a major victory for the Rebellion. But the Empire remains strong. As commander, you must choose to take control of either the Rebel Alliance or the Galactic Empire. Your goal: complete domination of the galaxy.

  • Saints Row IV: Re-Elected (GOG)

After a catastrophic alien invasion of Earth, the Saints have been transported to a bizarro-Steelport simulation. With homies new and old, and an arsenal of superpowers and strange weapons, they must fight to free humanity from alien overlord Zinyak and his alien empire, saving the world in the wildest open world game ever.

  • Dungeon of the ENDLESS – Definitive Edition (Amazon Games)

Dungeon of the Endless is Amplitude Studios’ take on the demanding Roguelike genre, mixing in Dungeon-Defense mechanics for a unique gameplay experience.

Of them all, I’m actually going to say TOEM is my fav (and I am a HUGE Lara Croft fan!)

It’s a perfect game for the Steam Deck, cozy and interesting and hand-drawn, too. I love this game so much, you’ll have such a nice time playing through, I can’t recommend it enough


Xbox’s Next Console:

Xbox has released a...idk what to even call this, a ‘hype’ trailer? A promise of what is next? Xbox is patnering with AMD for their next generation system (Xbox console, handhelds, phone gaming, streaming, PC and so on).

We’ve established a strategic, multi-year agreement with AMD to co-engineer silicon across a portfolio of devices, including our next-generation Xbox consoles. Together, we’re delivering deeper visual quality, immersive gameplay, and AI-powered experiences - grounded in a platform designed for players, not tied to a single store or device, and fully compatible with your existing Xbox game library.

But what has most talking is the (seemingly throwaway) line in their statement:

Not locked to a single store

Is this the much talked about Steam integration? I’d doubt it (what manufacturer will let you use their service to give money to another platform?!), but...I do hope I am wrong!

Anyway, here’s the link to the video they uploaded onto YouTube: Xbox + AMD: Powering the Next Generation of Xbox


GoldenEye 64 DD44 3D Print:

Just something fun, I noticed a user by the name of Arniel86 made a great 3D print of one of the weapons from the old Nintendo 64 game:

Was an interesting design to work with, looks nothing like the TT-33 its supposedly based off. But I chose to keep it looking as in game as possible.

The link to their MakerWorld page where the files are free is here, if you’d like to see more or start your own print!


Hades II Update:

Hades II which is still in Early Access (but which plays like a damned fully finished game, albeit one without a proper ending so far) has released another big update. Titles Spread Fear in The Unseen:

Our third Major Update for Hades II is finally here, focused on expanding core combat, Guardian encounters, and character relationships, with lots of new visual flair!

Their change-log and notes are extensive, so you’d be better checking them out on Steam with their announcement:

Which is through this link here!

And here is the update trailer on YouTube!


That’s Enough!


I think I’ve ranted enough here by now. I still have more interesting bits and pieces I’ve come across, but I’m told quite often how my posts take a looooong time to get through, and if I keep it up then it’ll never end!

What have you been playing?

One thing I can’t leave out, is asking what you’re all playing right now! I’d love to know what (if anything!) you’re enjoying!

I’ve actually started God of War. Somehow I never really gave it much time, giving up before that opening tree sequence each time, but out of the blue I stuck with it and I’m having a great time. I’m playing that on my desktop PC (for the highest possible fancy settings) and have been enjoying a few of the WipEout games emulated via RetroDECK

But what about you? AAA? AAAA? AA? (this is getting odd), indie? Emulated? Tellll meeee!!!

Previous Posts:

If you’d like to read my previous Gaming News posts (they’re mounting up in number now!), then you can find them here:

Mastodon:

I do tend to post there each day, 99.99% gaming nonsense. If you want more of this, then come drop by!

 

Thought this might be worth a share here.

The developer of Junk Store (letting you play Epic Games and GOG titles on your Steam Deck) did a podcast with G. Bryant which he's shared on YouTube.

They cover things like:

  • What is JunkStore?
  • What inspired JunkStore
  • What sets JunkStore apart from Heroic/Lutris?
  • Original vision for JunkStore
  • Goals for v2 of JunkStore
  • What are your next goals for JunkStore?
  • Recounting the JunkStore/Steam Store thing
  • The NSL drama from Eben's perspective
  • Eben's interesting living situation
  • What everyone needs to know about JunkStore
  • Conclusion

Here is the link to the interview on YouTube, which runs at 20:38

But there is also a longer, uncut interview which runs longer on Gardiner's blog for his suppporters:

In this nearly 50-minute interview, Eben Bruyns and I discuss the history and future of JunkStore, plus we chat about his interesting living situation, our favorite video games, his perspective on the Non-Steam Launchers drama from a few months ago, and how Steam accepted (then rejected) JunkStore on Steam.

The link to that longer version, again for his paying members, is here

 

Thought this might be worth a share here.

The developer of Junk Store (letting you play Epic Games and GOG titles on your Steam Deck) did a podcast with G. Bryant which he's shared on YouTube.

They cover things like:

  • What is JunkStore?
  • What inspired JunkStore
  • What sets JunkStore apart from Heroic/Lutris?
  • Original vision for JunkStore
  • Goals for v2 of JunkStore
  • What are your next goals for JunkStore?
  • Recounting the JunkStore/Steam Store thing
  • The NSL drama from Eben's perspective
  • Eben's interesting living situation
  • What everyone needs to know about JunkStore
  • Conclusion

Here is the link to the interview on YouTube, which runs at 20:38

But there is also a longer, uncut interview which runs longer on Gardiner's blog for his suppporters:

In this nearly 50-minute interview, Eben Bruyns and I discuss the history and future of JunkStore, plus we chat about his interesting living situation, our favorite video games, his perspective on the Non-Steam Launchers drama from a few months ago, and how Steam accepted (then rejected) JunkStore on Steam.

The link to that longer version, again for his paying members, is here

 

Epic Games’ Unreal Fest:

Plenty was shown at this years Unreal Fest, I thought I’d just format this together for Lemmy.

Unreal Fest Orlando ‘25 gave us an expanded look at Epic's roadmap for the store in 2025 and what's next. So, here’s a summary and a bunch of pictures to show what they’re up to:

From Epic Games Store 2024 Year in Review:

Next year we will continue to make significant investments in the Epic Games Store with the intention of improving both the player and partner experience. Some of the highlights include:

Epic Games Store Mobile App:

The Epic Games Store on Android and iOS will continue to be a focal point of our development roadmap throughout the next year. Initial work on the app will include building an enhanced App Library & Discover Experience to scale against an ever-increasing catalog size, and, for our developers, AAB file type Support. This is only the start; much more is still to be announced!

Non-Gaming Apps: The Epic Games Store aims to allow the publishing of all types of content a gamer might need across PC and mobile offerings. Within our Self Publishing Tools, we’ll be opening up the ability to self-publish non-gaming apps offering a wider variety of content to be listed on all Epic Games Store supported platforms.

Gifting: Sharing is caring, particularly when it comes to gaming, and so in 2025 we’ll be adding gifting to our list of purchase options!

New Download Manager (PC/MAC): Originally planned for release in Q4 2024, the wait is nearly over and our PC Launcher will have an entirely new Download Manager, now arriving in Q1 2025. The functionality will include the ability to control the timing of updates, schedule downloads, and reorder your queue; amongst other quality-of-life changes.

Pre-Loading (PC/MAC): Pre-Loading will allow players to download and install their pre-purchased content ahead of launch, ready to play from the moment a title is officially released.

Search & Browse Overhaul (PC/MAC): New features including predictive search and semantic search are in development along with several under the hood improvements.  Expanded Search will move into full release with improvements.

Multi-Platform Social:  We’re bringing new social features to all of our players with robust support for connecting with your friends. This comes via all new voice chat, text chat, game independent parties, invite/join/play and looking-for-group features across all Epic Games Store supported platforms.

Platform Store Switching: Users will be able to switch from their native platform store view to other supported platforms to browse and shop for apps.  

Beyond these highlights, we're also dedicated to improving your experience through continuous updates to the Launcher and Store, focusing on areas like performance, stability, and ease of use.

The full link is here, so you can see more!

Expanded 2025 Roadmap from Unreal Fest Orlando 2025:


PC:

  • Download Manager (March 2025)

  • Pre-loading

  • Gifting

  • Language Expansion


Mobile:

  • Search and Browse

  • Friends, Presence, Text and Voice Chat

  • Authenticator and QR Code Login


PC + Mobile:

  • Wallet Cards (POSA)

  • EGS Webshops


Ongoing Workstreams:

  • Product Page Improvements
  • Improved content discovery and surfaces
  • Search Improvements

Mobile SPT will come Q4 2025


Up Next Roadmap:

PC:

  • Dynamic Merchandising Surfaces

  • Regional Storefronts

  • Bundling

  • Friends Activity and Social Shopping


Mobile:

  • Library Management

  • Gifting

  • Clip Capture and Sharing


PC and Mobile

  • Remote Install

  • Multi-Platform Shopping


Ongoing Workstreams:

  • Launcher Performance

  • Improved Wishlist Communications

  • Social. Social. Social.


2025 Roadmap Concepts:


PC Concepts:


Gifting:

Pre-Loading:

Expanded Store Localization:


EGS Mobile Concepts:


EGS Mobile Improvements:

EGS Mobile Search:

EGS Mobile Browse:

EGS Mobile Social:

QR Code Login:

Authenticator:


PC + Mobile Concepts:


Wallet Cards: (Epic's own V-Bucks will work to purchase games on the site, not just as Fortnite's currency)

Webshops:

[The link to the livestream / video on YouTube (presented in 4K) is here, if you'd like to see it in video form](Livestream 2, Day 1 | Unreal Fest 2025 - YouTube)


Other News:


The Witcher 4:

The show kicked off with a technical demo we’ve been working on with CD PROJEKT RED — not The Witcher 4 itself, but a showcase of some of the cutting-edge tech powering the new Witcher saga. We also revealed the latest on Unreal Engine 5.6, including major performance upgrades to empower teams to build large-scale open worlds that, just like this tech demo, run smoothly on current-gen hardware.

When we launched Unreal Engine 5 three years ago, CD PROJEKT RED announced they would collaborate with us to bring large open-world support to the engine. Together at the State of Unreal, we revealed what we’ve been working on.

The Witcher 4 Unreal Engine 5 Tech Demo follows witcher Ciri, a professional monster slayer, as she explores the never-before-seen region of Kovir in the midst of a monster contract.

The tech demo provides an early look at a number of 5.6’s powerful new open-world features in action — all running on PlayStation 5 at 60 frames per second with raytracing — including the new, faster way to load open worlds via the Fast Geometry Streaming Plugin.

As Ciri explores the bustling market of Valdrest, we see how 5.6 handles busy scenes full of high-fidelity characters and visual effects like ML Deformer. The tech demo also showcases Nanite Foliage — which provides a fast and memory efficient way to achieve gorgeous foliage density and fidelity, slated for release in UE 5.7.

  • one thing to note is that the videos other channels on YouTube have of the tech demo of Witcher 4 are limited to 1080p - not 4K. The only 4K video you can see at the moment is from the Epic presentation itself, but maybe that'll change?!

Epic Itself:

The Epic Games Store has now paid developer and publisher partners over $2.1 billion since launch. On mobile, EGS now has a library of 70 awesome games and 40 million installs to date, and it’s on track to hit 70 million by the end of 2025. To give publishers an even better deal, we just changed our initial revenue share to 0% for the first $1 million then 12% thereafter.

The facts are just presented by a bunch of pictures, so I'll share them here:


Obv lots more was announced and covered, including Unreal Engine 5.6, but this is all I can be bothered formatting!

 

Another week has passed, and so it’s another excuse for me to post a bunch of gaming news I’ve spotted over the last few days! I’m sure most of you know the drill by now:

What are these posts?

My aim for these News Posts in general though is to format them in a more clearly not a professional, but someone who cares about gaming manner than most gaming sites do now. Less demanding? My ever-lasting inspo is the old, old video game sites, blogs and magazines that I never had the privilege of being alive for:

  • image/gif/link heavy (although GIF can be tricky on Lemmy, some big ones refuse to show, and ones I plan on including end up unable to upload)

  • personal voice (I can’t help rambling, send help)

  • mostly news or articles or points which you won’t find on normal gaming sites. These are the smaller, lesser things that I’m drawn to. I know you’ll have spotted the big news articles, so I’m hoping some of these smaller ones might have been missed by you.

A mixed bag of what I’ve considered news this week, so there really is a bit of everything ahead.

So grab a coffee? Or a tea? Or a fresh juice? And enjoy <3


Return of the Steam:

Both OlliOlli World and Rollerdrome have been reinstated back to Steam after being delisted. Nice and cheerful news, right?

Wrong. Especially in the case of the utterly adored Rollerdrome:

Pirate it. Entire team got fired after game released so why support 2k.

Seems like this one has a tiny (not tiny at all) bit of an angry audience who, while adoring and signing the game’s praises, loathe what has happened on the corpo side of things.

If you wanna know everything there is to know about this sad story, then watch this doco that Raycevick put together on YouTube, it’s such wonderful production value, and worth watching


DeckCube:

If you’ve ever wanted to have the best of the Steam Deck (portability) and the best of the GameCube (ahhh, portability via a handle?!) then this user – Otzedotze made a GameCube handle for your Steam Deck.

It works like 50% of the time. Then it falls off the Steam Deck and your Steam Deck falls to the floor. Good times. They’ve also shared the files on Maker World (under the name Bitz`Primmus) which you can find here with this link if you’d like!

It was already pointless on the GameCube — and now it’s even more useless on the Steam Deck. Especially since the Steam Deck version comes with the amazing feature of… falling off instantly! ABSOLUTELY AWESOME!

And, obligatory pictures:


Deck Tag:

I have to ask, what did you do with the tag on your Steam Deck zip-lock?

This user took it to the obvious conclusion and has it where it belongs, I’d say:


Epic Games ‘Free Games Program’:

It looks like Epic’s weekly free titles, which were suspected to end mid-this-year are maybe not stopping. We got a little scare when court documents from one of their many their skirmishes with Apple showed the end date of their freebies at mid-2025. Who’d have guessed, but taking one throw-away line in a dense document and guessing that spelled their end of their program...might have been wrong?!

Anyway, the clue we’re seeing that maybe the program won’t end is there being a special nomination in this year's DevGAMM awards for Indie Games on EGS, one of the requirements mentioned the option to choose to participate in EGS Free Games Program in 2026.

So...maybe? Maybe not? Who knows, that was all I could find. Anyway, here’s a link to the awards and here’s the image for you:

With games like GTA V, Control, and Death Stranding given totally for free, this service is amazing for gamers who’d not have the opportunity or means to experience these titles without it. Hate Epic all you want, it helps some!


Download.it saves FilePlanet:

120,000+ Historic Gaming Files to Find a New Home

Download.it, the trusted multilingual software download and review platform, announces the upcoming merger with FilePlanet.com, to be completed on May 29, 2025. Over 120,000 historic FilePlanet gaming files, including rare demos, mods, patches, and promotional materials, will be preserved and remain freely accessible through Download.it's infrastructure.

Originally founded in 1997 and previously operated by IGN Entertainment Inc. (Ziff Davis), FilePlanet served as an essential resource for gamers, modders, and enthusiasts for almost 28 years. Facing permanent closure, FilePlanet was acquired by Download.it to ensure these files, many unavailable elsewhere, could remain accessible to gaming communities around the world.

Download.it, established as a reliable destination for software, apps, and game downloads for Windows, macOS, and Android platforms, has always emphasized free and convenient access without registration barriers or fees. This merger furthers the platform's commitment to digital preservation, combining resources to create one of the largest free download archives online: over 500,000 files totaling nearly 30TB of content.

Key facts about the merger:

  • 120,000+ historic gaming-related files saved from FilePlanet
  • Combined archive of 500,000+ files across both platforms
  • Nearly 30TB of preserved digital content
  • Free, no-registration-required access continues
  • Automatic redirects preserve all historic links
  • Starting May 29, users visiting original FilePlanet.com URLs will automatically redirect to equivalent pages at the new address, safeguarding decades of historic links and bookmarks.

Visit FilePlanet's new home starting May 29 with this link

About Download.it:

Download.it is a multilingual software review and download portal, providing trusted, curated downloads for Windows, Android, and macOS users globally. Offering software, apps, games, utility tools, and now a historical gaming archive, Download.it serves millions of visitors with fast, reliable, and free downloads each month


Sonic the Hedgehog’s New Home:

After a careful restoration in 2023, the legendary Sonic the Hedgehog statue from the now-closed SegaWorld London has found a new home inside Sega Europe’s recently relocated headquarters in Chiswick Business Park. Once a central attraction at SegaWorld (an ambitious arcade and theme park launched in 1996) the statue now stands in Sega’s modern office, surrounded by lame, personality-free things like ping-pong tables, relaxation zones, and a digital gallery.

Link to a video on YouTube which gives you an ‘inside look at SEGA’s brand new office, which runs for just over one minute

Originally thought lost after SegaWorld closed and transitioned into Funland Arcade, the statue resurfaced in 2019 thanks to Danny Russell from Sega Forever. It was restored by Croydon-based special effects studio 13 Finger FX, bringing new life to a cherished piece of gaming history. Sega Europe’s move to Chiswick, following two decades in Brentford, symbolizes a fresh chapter for the company—while also celebrating the return of one of Sonic’s most iconic UK appearances.

Before:

After:


Stellar Blade’s Lock:

It seems Shift Up did indeed have discussions with Sony to get this resolved. There appears to be no change with any of the other region-locked games published by Sony on PC.

In a move no one really expected (since the opposite was announced only a week or so ago), we’ve now got Stellar Blade not enforcing Sony’s senseless region lock. It is now available in over 250 countries.

But:

  • The rest of Sony’s own catalogue still does enforce their own PSN region lock
  • Stellar Blade still has Denuvo DRM

There's also a demo available that's out now, if you'd like to try it out (on the Deck, too!):


Nine Sols:

The adorable hand-animated, Japanese folklore-inspired (with very Sekiro-ish combat) Nine Sols has sold over 800,000 copies across all platforms now!

It’s been Red Candle’s own odyssey, six years, countless challenges, and now a sunlit horizon.

Thank you for walking this road with us, and for the chance to cross paths on the Way.

I also love how it’s dubbed ‘Taopunk’ – a fusion of Taoist philosophy and a cyberpunk setting: Eastern mythology + sci-fi bits and pieces.

If you enjoyed Nine Sols by the way, look up Bō: Path of the Teal Lotus. While Nine Sols is reaction-based combat, Teal Lotus is more platforming, but both are beautiful in their setting.


Xbox Handheld Sidelined:

Microsoft has apparently (though to be fair it’s not 100% confirmed, more like 75%) ‘temporarily’ shelved its upcoming in-house Xbox handheld device to focus on improving Windows 11 gaming performance. Especially for third-party devices like ASUS's Xbox-branded Ally model I shared a few News Posts ago - "Project Kennan."

While multiple prototypes for a Gen-10 Xbox handheld exist, internal priorities have shifted toward enhancing the software experience for Windows-based gaming handhelds, which let’s face it...sucks a lot and needs work.

The decision seems influenced by the rise of SteamOS, which offers better performance and battery life on devices like the ASUS ROG Ally and Lenovo Legion Go. Microsoft remains committed to developing its own handheld hardware in the future, but for now, it's leaning into partnerships and platform optimization.

Here’s an article on Windows Central, by Jez Corden which goes into way more detail about the fact it’s not confirmed-confirmed

And here’s one of the leaked Xbox-Ally-Kennan console images:


Persona 4 Remake?

Voice actor Yuri Lowenthal has maybe released the fact there’s an upcoming P4 Remake coming, maybe out of spite? In a now deleted Bsky post, he just didn’t hold back:

So, I guess we’re now looking forward to that?


Cyberpunk 2077:

Cyberpunk 2077: Phantom Liberty has sold 10 million copies and Cyberpunk 2 has entered pre-production phase!

That’s...honestly a lot, but it’s amazing to read on each, too. Their only DLC (having planned two, but dropped the second) selling so much is well and truly deserved. Phantom Liberty is worth its weight in gold!!!

You can read all about it in CD Projekt Group’s Q1 2025 Earnings report here, if you’re so inclined.


The Witcher:

To start with, The Witcher 3: Wild Hunt has sold 60 million copies! An insane number that is very nearly matching that of Skyrim!

Also just announced is the fact that The Witcher 3: Wild Hunt is getting cross-platform mod support:

We will introduce cross-platform mod support for PC, PlayStation 5, and Xbox Series X|S later this year. For the first time, creating, sharing, and enjoying mods for The Witcher 3: Wild Hunt will be easier and more accessible than ever.

More information will be released in time, but for now you can check their link here to read more!

Annnd if that’s not enough Witcher for you, you can watch their 10th Anniversary Celebration with the devs:

It’s been 10 years since The Witcher 3: Wild Hunt was released. To mark this occasion, we invited some amazing people who worked on the game to travel back in time and share some stories.

...with this link here to YouTube. It goes for 20:33 and is well worth your time!

...and lastly, I just love this art by IfrAgMenTIx, and had to leave it here below:


Selaco:

I’ve rambled about Selaco a million times now, since it is pure sorcery what the devs have done with the GZDoom engine to make a game look this good, but I’m gonna do it again:

The story takes place during a violent invasion on Selaco, a massive space station sheltering the last refugees after Earth’s fall just a few years prior. You play as Dawn Collins, an ACE Security Captain who, with her recent promotion and high level security clearances, is digging deep into the truth behind Selaco's murky history. Before she can finish her investigation, Selaco is rocked by explosions and armed invaders.

Find the game’s Steam listing here if you’d like to see/read more about Selaco itself

Anyway, the devs have announced that Selaco has a huge update (V0.90) and a sale (their highest discount yet!) on Steam at the moment. I’d list some, but the list and changes are sooooo extensive, you’re better reading them here:

Read the whole extensive patch notes and announcement here

And check Digital Foundry’s video on the game, with how impressed they are with it!


2005’s Punisher (a ‘definitive’ version):*

This is a very specific one I stumbled over, but there’s always a chance that there’s a fan of the 2005 PS2 game The Punisher in here. The user Javi096 has done their best to compile the best-of-the-best replacements to make that game the ‘ultimate’ version it can be. Pointless even writing this paragraph, just read the user’s notes on it:

Hey everyone! I’ve shared this with some Punisher communities, thought I’d share it here in case there are any fans and because I did this all off a steam deck.

Over the last year or so I’ve been trying to put together what I feel is a content complete edition for the PS2 version of the classic Punisher game. Back in the day it was heavily censored and lacked exclusives from the PC version such as exclusive costumes for The Punisher. Thanks to the texture replacement feature and luck finding texture rips of the exclusive costumes, I was able to bring those costumes to the PS2 version for the first time ever! I even took it a step further and added additional costumes to give the game a nice variety of content.

In the files I included there is a cheat file to remove the censorship and add additional violence to the game. As well as an HD texture pack created by Bl4ckH4nd over at GBAtemp. Instructions are included how to set it all up.

(note, the link to the pack they’ve compiled is here with this link to their Google Drive)

Lastly, this link is to a new mod that’s been created that further restores cut content and adds even more blood and gore


Thai Prime Minister & Game Boy:

There’s not much I can think of to say about this either, it’s just amazing: one of the reporters interviewing Thailand prime minister has a ‘camera’ you’ll recognize:


Reshade 6.5 releases:

ReShade is basically a powerful graphics tool that lets you add custom post-processing effects to most PC games. Think of it like Instagram filters, but way more advanced and applied live while you play.

What it does:

It "injects" itself into the game's rendering pipeline. This allows it to grab the image right before it's shown on your screen and apply a wide variety of visual effects (called shaders).

Common things people use it for:

  • Color Correction: Make colors more vibrant, change the mood (e.g., desaturate for a gritty look, add a warm tint).

  • Sharpening: Make blurry textures look crisper.

  • Depth of Field (DoF): Create cinematic blurry backgrounds/foregrounds.

  • Ambient Occlusion (AO): Add subtle contact shadows for more depth.

  • Anti-Aliasing: Smooth out jagged edges, often better than in-game options.

  • Film Grain, Bloom, Lens Flares: Add stylistic touches.

In short:

It lets you customize how your games look, often dramatically improving visuals, making older games look newer, or just tweaking things to your personal taste.

Change log here if you’d like to read more of what has changed on this version


Custom PlayStation 2 Slim shell:

I just loved how this one looks, thought someone might be interested in this! The link to it is available free here, if you wanna click it!

They’ve also included the STEP file in this, if you wanted to remix or build something off it!


Steam Deck – watercooled:

IDK, I’m just going to copy their words for this one too. I found this user who posted: I built a custom water cooling loop for my Steam Deck using leftover parts from an old PC build. I also played around with overclocking and undervolting, and I was pretty fascinated.

The Steam Deck community is filled with the tinkering sort, and these kind of projects are usually more of the ‘because I could*, not should!

Anyway, here’s their efforts in their own words (and pictures!)

System Modifications:

I used the Smokeless UMAF Runtime Patcher to modify the BIOS and raise the TDP limit from the stock 15W to 27W. CPU overclocked from 3.5 GHz to 3.6 GHz. GPU overclocked modestly from 1.6 GHz to 1.7 GHz. I also applied a slight undervolt of -10 mV to the CPU, GPU, and SoC.

Why only +100MHz OC?

I know the Deck can handle more, and I’ve tested higher overclocks — but I decided to scale things back and prioritize balance between CPU and GPU performance.

My thought process was: if I overclock the CPU too aggressively, it might draw so much power that the GPU wouldn’t have enough TDP headroom left — and vice versa: if the GPU draws too much power, the CPU could become the bottleneck. Since both components share the same power budget (even with the raised 27W limit), pushing one too far can end up starving the other.

So instead of having one component run much faster while the other gets throttled, I chose to modestly overclock both by 100 MHz. This way they can operate more evenly under load, and the system stays stable, responsive, and cool.

Thermal Results (with custom loop)

All temperatures are measured while gaming in Full HD (1920×1080) resolution via HDMI output — not the Steam Deck’s native display. That higher resolution puts extra load on the system, making these results even more impressive: Idle temps:

  • ~27–29 °C (depending on room temp)
  • Doom Eternal (medium settings): ~40–45 °C under load
  • Helldivers 2 (low settings + internal upscaling): ~50–55 °C
  • Max temp observed, even during long sessions: never above 60 °C

Notes & Observations:

I probably didn’t win the silicon lottery — I tried undervolting more, but my system became unstable very quickly, so I couldn’t take it much further than -10 mV on CPU, GPU, and SoC. Still, the small undervolt runs completely stable with no negative effects. System feels snappy, stable, and most importantly: quiet and cool. Water cooling on a handheld is obviously overkill, but it was a fun project and I love the results.


Game Pass in May:

Just a handy graphic, to show what was generally regarded as an amazing and hard-to-beat month of Game Pass titles, and a handful which are still to arrive:


Expedition 33 sells 3.3 million:

Expedition 33 has sold (over this number, by the time you’re reading this!) 3.3 million copies. Have you played it? Are you obsessed? Its funny how a turn-based game has made such a stir in all the gaming circles lately!


LEGO Gear Rex:

A little while back I shared a fun alt LEGO build I spotted. One takes (in theory, in practice I have no idea how people can figure these out!) an existing LEGO set, and builds something entirely different out of each piece in the set.

(that post, where the user takes a safari set and makes Shagohod from MGS is here if you want to take a look)

Anyway, I found another one, this time Metal Gear Rex being made from the LEGO set for a Millennium Falcon.

IDK how people work these out, this is amazing to me, esp since I am a massive MGS fan.

The instructions / page on how to is here on rebrickable if you want to see it all, including a YouTube video on it!


PS2 on my Steam Deck:

I’ve been revisiting my RetroDECK set-up on my Steam Deck in the last few days. I was emulating a huge number of Switch games on my Deck, but having long since re-joined the Switch hardware world with an OLED I chipped (for that lovely custom theme CFW world), I’ve gone back and removed 99% of them from my little library and instead am focusing on PS2 (and PS3) titles instead.

So, what I do is:

  • I use RetroDECK on my Steam Deck, I much prefer this over EmuDeck as it doesn’t break every week or two. It’s stable and lets me run everything including my ROMs, emulators, bios, mods, texture packs etc all from one SD card – with ease. Link to their site here

  • I grab HD texture packs for the PS2 games I’m enjoying the look of, to try out in the ‘best that they can be’ kinda way. These texture packs act as higher res textures replacing the originals in the games, it can go from a few hundred mb all the way up to the most I’ve found, being 29GB on a Silent Hill title. Download the HD Texture Packs, place in folder, apply in settings and it looks pretty. Here’s a great collection of these packs if you’re curious, on archive.org

  • And of course I tweak the settings in PCSX2, the PS2 emulator, and upscale the output to what feels nicest to me.

I’m kinda new to the PS2 library. Or not new just...I’ve never really dived in to it, besides some of the obvious big titles. Anyway, here’s what I’ve got so far, just...coz I’ve written all of this and now I’ve got to make some kind of conclusion to my ramble:


DOOM Promo:

This one was spotted in Barcelona (in Plaza Drassanes) and is obviously a paid, commissioned advert – but a wonderful one, regardless.

Celebrating the latest DOOM game (The Dark Ages):


Game Informer Archive:

The Game Informer archive just got upgraded with its entire backlog, so if you’ve nostalgia or curiosity over the 1990s and gaming, then this will be a winner for you!

Since Game Informer’s return in March, we’ve offered a backlog archive of all our magazine issues going back to 2012. With today’s expansion of that archive, we’re now growing that archive to include all Game Informer magazine issues, going all the way back to issue number 1, first published in 1991.

You can do so by following this link to their own announcement, which then directs you where to go

Or, if you don’t want to have to create an account to see them (which you are required to, silly Game Informer), then you can just read the entirety of Game Informer on RetroMags instead:

The link to which is here!


That’s all, I think?!


Despite having a ton more to write and share, I do think sometimes that maybe too much is too much. I’m edging closer to 4,000 words in this post so far, so...maybe I’ll leave it here!

If you’d like to read my previous Gaming News posts (they’re mounting up in number now!), then you can find them here:

If you’d like to see more of my odd gaming things I find or never-shut-up-about, then you can find me on Mastodon:

 

Hey everyone!

I’ve recently been sharing the occasional interview I do (again, I suppose Q&A is a more appropriate term for what I’m doing) with devs for Steam Deck, Linux and general gaming projects you might know and use.

I’m doing these so you can get a little bit of a glimpse behind the curtain, so to speak. I feel like we use all these programs and projects, plug-ins and apps without ever really getting to know who is behind them, and these people deserve a chance to tell a little bit of a story as to why they made what they made, or do what they do!

Previously, I’ve shared interviews here on Lemmy with:

The RomM Project:

Today I’m sharing my Q&A with the team behind The RomM Project, which is an open-source, self-hosted application designed to organize and give you a new way to view and play your retro video game collections. It offers a clean, responsive web interface that allows users to scan their ROM libraries, then grabbing the metadata from sources like IGDB, MobyGames, and Screenscraper, and playing games directly in your browser via built-in EmulatorJS support.

Supporting over 400 gaming platforms (seriously), RomM accommodates various naming conventions, multi-disk games, and custom tags. It even integrates with tools like Playnite and muOS, and upcoming features include device syncing for games, saves, and emulator settings.

If you’ve an interest in programming, gaming, retro gaming, emulation or are just...curious, then this will be for you!

This interview was answered by three out of five members of RomM. The two who could not make it, Arcane and Adam, did say the answers given by those who could, accurately reflect their own views and experiences. So...let’s start!


1. Team History & Background:


I’d love you to introduce yourselves, who is involved in the RomM team?

Zurdi:

The RomM team is officialy composed by 5 great members: Arcaneasada (gantoine), Mr. Moon, Danblu3, Adamantike and me (zurdi)

Moonraka:

I'm from Eastern NC, USA. I do tech support, hype and crowd control for the team!

danblu3:

danblu3: Hi, I’m Dan. Otherwise known as danblu3. I am a recent hire in the team as long with Mr Moon and I am basically tech support, you will see me actively participating in issues and problems that arise trying to get this software installed, especially within the discord.

Give me a little overview of RomM as a project?

Zurdi:

RomM is a self-hosted rom/saves/states manager with the bonus of having emulatorjs (from emulatorjs.org) integrated into the UI to provide a smooth player experience.

We also have some external integrations like a playnite plugin or a muOS client to directly interact (mostly download your roms) from other devices

How did the team come together? How did you all find each other?

Zurdi:

I started the project at the beginning of 2023 and the first member to join me was Arcane, a couple of months after I released it to the general public. He showed so much interest in the project and his vision and knowledge of the open-source world was extremelly valuable for me since this was the first time I was working in something like this.

After that, some months in the future and after creating the discord server, Danblu3 started to help in the community a lot and we decided to offer him to officially be part of the RomM team as he has a very good knowledge of the emulation scene and the technical stack in general becoming a extremelly useful member as kind of technical support.

Some time later Adamantike also started to contribute in the project and after some time with some really good PRs, we decided to offer him another slot as a official member. We needed more develping muscle and he is a very experienced developer with great ideas of how things should be done and designed.

Our most recent addition was Mr. Moon, and like what Danblu3 did, he was helping in the community with passion. As we did with Dan, we offered him to be part of the team since his help alongside the Dan help was so valuable for us since we couldn't manage developing RomM and also providing the support demands from the users.

Moonraka:

Danblu3 basically kidnapped me from the discord and I woke up a team member. Actually I just found passion in learning docker, Linux and helping others in the support section. It helped my own skills and made friends with the team! (Leaving them to do their job of development)

How did each of you first get into retro gaming or emulation—was there a particular game or system that started it all?

Zurdi:

I can't even remember when I started emulating. I am 32 years old and for me retrogaming is just play some games guided by nostalgia. I think the first emulation software I tried was a game boy advance emulator in 2005.

danblu3:

I think I was kind of lucky to get into retro gaming, I always have fond memories of my SNES when I was little and from there my love for gaming went from PS1 and onwards, when I was younger I had the gameboys, the GBA etc. So all of those retro consoles have been solidified in my memories and bring back fond memories. Also, there were SO many games around that time I could only afford the one or two, so having access to emulators and so forth let me live what childhood I might have missed.

Moonraka:

Sega was my first home console I remember having as a child. I also got to experience Sega Channel (basically game pass before it's time). Played emulators and handhelds growing up.

Looking back on that it feels like RomM fills in that childhood nostalgia from that experience of streaming games or downloading them to your system.

Before RomM, had you worked on any other open-source or tech projects together (or individually)?

Zurdi:

I am a software engineer (MLOps specifically) irl, so not in a open-source project but I have an extense carrer inside tech projects.

Moonraka:

No my first time being on a team or project.

danblu3:

I have dabbled in the retro community before with a project called “Core Type R” I believe the project is shut down or on hiatus but that was fun and my first experience being apart of the project over the internet kind of thing.


2. The Birth of RomM:


Was it a pre-existing problem or gap in the retro gaming/emulation world which inspired RomM? You have a rather unique outlook at retro gaming – a self-hosted web application to organize and play old games. I can think of only a couple others which use similar methods. What made you choose this way for RomM?

Zurdi:

I started to developing RomM because after some years self-hosting, the only true alternativewas gameyfin, there was also called catridge (but I think it was an abandonware, not even in a ready-to-use state) and since I only had a raspi 4B, I couldn't self host it because it only had support for x86 architectures, so after some time without seeing progress from the gameyfin side to support it, I decided to start my own solution. There also was a kind of a frontend for emulatorjs but I am a lover of aesthetics and design, and that frontend was really ugly.

Some time later great projects like gaseous and retrom appeared as an alternative to RomM, with it's own perspective and way to do things.

Was there a specific moment or conversation when you all said, “Okay, let’s actually build this”?

Zurdi:

As I mentioned before, the team was slowly built over time, so there wasn't really a “Okay, let’s actually build this”

What were some early prototypes or ideas that didn’t make the cut—but helped shape RomM? I’d love to hear any, if they exist!

Zurdi:

There are a video I made from when RomM was a prototype but the design was so bad - n.b. the link is here to YouTube if you’d like to see it so after a couple of releases I decided to redesign the whole interface. You can clearly see RomM in that early stage.

How did you land on the name “RomM”? Was it always the plan?

Zurdi:

Yes! When i first thought about a name, that was the one I first could think about and it didn't change since

Were you inspired by any other apps or platforms? /are you close to any other other projects’ teams? There’s a lot of unique takes on the concept in this space: Pegasus, ES, LaunchBox, and so on. I can’t imagine there’s any rivalry, have you any kind of ‘working relationships’ together?

Zurdi:

Of course. The main inspiration was catridge+gameyfin. About relationships, we are really close to the Retrodeck team (actually that's the first platform we have plans to integrate with as a PC handheld frontend) and also we are friends of emulatorjs devs, gaseous/hasheous devs and retrom devs. We all provide our own perspective to things, but we all support each other when needed. I think that to build great software we need to swim in the same direction and help each other.

Looking back now you’ve all come so far, with such an established user-base with so much feedback, is there anything you’d do differently in those early stages of development?

Zurdi:

Once thing I would change is to design better how we manage saves/states and how we integrate some things into the system, now that I know a lot more of the emulation scene, I think I designed some things poorly.


3. Development & Tech Choices:


What tech stack does RomM use, and why did you choose it?

Zurdi:

RomM is built with python+fastapi in the backend and vuejs+vuetify in the frontend. It is distributed through a docker image. I decided to use that stack because I already knew python pretty well since it's one of the main languages I use at work, and I chosen vuejs as frontend framework because a lot of years ago, I needed to use it to build a little tool at one of my past jobs but I felt I wanted to go deeper with it (back then it was Vuejs 2, now we use Vuejs 3) and this was the perfect opportunity for it.

What’s been the hardest technical challenge so far - something that kept you up at night?

Zurdi:

We want to develop a device-sync system where you just use RomM as a centralized cloud save/state system and you don't need to manage them manually (right now only if you use the integrated emulatorjs is automatically managed, otherwise you need to download/upload manually from/to RomM any state or save you get from your handheld/pc devices). That's going to take a lot of time to design properly.

How do you balance making it user-friendly for beginners while still powerful for advanced users?

Zurdi:

We try to really think on the UX, but sometimes it's hard to keep things simpler when some technologies like docker are involved. Sometimes you just need to have a little bit of technical knowledge base. In any case I think RomM now is way more user-friendly than before.

How do you balance making it user-friendly for beginners while still powerful for advanced users?

danblu3:

They have me test it. Haha. But no seriously, when something is developed it will go through a couple of alpha and betas, and even internal testing only. I am usually pretty good at A-B flows, as in, I am a pretty good user of the product and if something doesn’t feel right or doesn’t flow correctly, I will let the team know, explain how it should be and usually it’s accepted.

What’s a ‘hidden’, or perhaps less acknowledged feature or design decision you’re especially proud of?

Zurdi:

I am really proud the UI design itself, I know some users choose us before other alternative just for the visuals (since the alternatives are great tools too), but also how the backend is build in terms of authentication/multi-user management.

danblu3:

You can actually play flash games in the browser, using the RufflesRS player :) Oh. And the team will tell me off for not saying this. WE SUPPORT RETRO HANDHELDS!

We recently with the help of Jeod from Portmaster have made our app compatible with anything that can run Portmaster basically, this is a really quick and efficient way to get the games on your handheld WITHOUT pulling out your SD card. Seriously. Get on it, it’s so cool.

How has open-source feedback shaped the direction or architecture of RomM?

Zurdi: Every user has their own unique perspective and way of emulating and managing their ROMs and systems. Learning how people actually use their setups and how they wish they could provides valuable insight and inspiration. This kind of feedback helps us see beyond our own habits and assumptions, which can be very limiting. Without it, we risk building something too narrowly focused on our personal workflows, instead of something truly useful and flexible for a wider community.

danblu3:

Having an open Discord I would say has definitely shipped some features into RomM. Before we had any DLC or Patch support (letting you store update files and so forth against the main rom) there were many heated discussions between the community of what RomM should be. This passion drove us to working on the DLC support (even though it was already on the back burner, but seeing the users practically cry out for it, we bumped it up a couple of notches)

If someone wanted to contribute to RomM, where should they start?

Zurdi:

danblu3:

We are open source, so pulls, forks, write ideas within the discord. The team is extremely friendly and will talk through the ideas and help you with the pulls if needed.


4. Community & Culture:


What’s the RomM community like? How would you describe the people who use or support your app?

Zurdi:

The RomM community is made up of passionate retro gaming fans, tinkerers, and self-hosting enthusiasts. One of the most remarkable things is how much they help each other where it's troubleshooting, sharing tips or offering feedback, there's a strong spirit of collaboration. It's a small but growing group of people who genuinely care about preserving and organizing their game collections.

danblu3:

Awesome.

We have a fostering community of homelabbers which is growing every day, where they all share their little tidbits of the next best thing. We have some extremely smart community members roll through the door and make some wicked plugins that we take inspiration from, just, honestly, the community is lovely.

Moonraka:

I think our community is incredibly welcoming.

We have international users from all over. It makes it a fun and vibrant place from all hours of the day! Generally just excited people to get the project running!

Have there been any unexpected use cases or creative customizations that users have shared with you? Perhaps someone has suggested something and you all think “okay that’s it, we’re doing that”..?

Zurdi:

Some users have their libraries spreaded across different locations, so they use the docker mounts as I didn't think of at the beginning for example, in a pretty smart way. Also, how they use some of the features to store hacks, emulator binaries, or other kind of files that RomM is still not meant for.

danblu3:

It’s more… a user has said about a feature that just kind of ticks in our head and we all go “Yea, that makes sense. And will make RomM extremely cool” and begin working on it. Some recent examples would be adding a simple letter toolbar as you scroll, so you can skip to the correct letter.

How do you handle feedback or criticism—especially from passionate retro gamers?

Zurdi: I think the whole team handle feedback pretty well. Of course, as any human, we can have a bad day where we are not as sympathetic as usual (the less days of course), specially with those users that demands things instead of request things

danblu3:

I would say me and Mr Moon are the filter before the passionate words make it back to the devs, but we have had some arguments within Discord with some passionate users, those have mostly died down now though.

We handle it well, there is some language barrier issues we have definitely faced with some users using some translation devices and things might get crossed, but we’ve never outright banned or told someone no.

Moonraka:

I think our community helps police itself. There can be translation issues at times, which can come off as passionate/emotional. Demands can be annoying as this is a passion project and the devs have their personal lives. We've stopped giving eta/windows for when features drop, this has helped.

Are there any moments where you thought, “This is why we built this”?

Zurdi: Yes, some users talked to me to say that they had great times with they family and friends, that they got a closer relationship with them thanks to RomM or that they were just waiting for something like this for years and they finally have a solution that theyreally like. Those moments are what keep me putting effort into this for as long as I can.

danblu3:

Pretty much every day when sorting someones issue, when they say it’s all working, art being filled in, metadata being grabbed. It’s like the person I helped is experiencing the joys of Christmas again or something, it’s a nice feeling.

Have you made any real friendships or meaningful connections through RomM?

Zurdi: Of course. Specially the RomM team, which I can call now friends, but also some of the community members are great people that make RomM a better product and a better community in their own way. I don't want to name anybody to not forget someone, but they know who I refer to.

danblu3:

Hell Yes. Mr Moon, Zurdi, Arcane, Adam, the home labbers (Duncerman..). I have so many friendships made from this one discord server, I feel lucky I joined this discord to be honest.

Moonraka:

Danblu3 (probably wouldn't be here without ya) Ryu (Kitty-Dragon), Doakyz, Deek, and others.

The RomM team - Arcan, Zurdi, Adam and Dan made me feel welcomed and I was offering something to the team!

What are your hopes for how the community grows or evolves in the future?

Zurdi:

I want the community to become a go-to hub for anyone interested in ROM management and emulation, especially within the self-hosting scene, but also beyond. A place where people can share knowledge, discover tools, and help each other.

danblu3:

I just want us to grow, I want us to be known. I want people to say “rom” and they go, you mean the program or the game cartridge rom? I know that is kinda ridiculous to say but I truly have faith in these devs to make this the central location for all retro needs (as long as you self host it, that is!)

Moonraka:*

Just continue to gain passionate members. We recently added tags for experts, NAS, Hypervisor, and etc.

This has helped people feel they can contribute in little ways. It helps us tag and ask users of a certain group what tweaks were needed in support threads.

Does your team feel ‘burn out’? Most devs for gaming projects I talk to end up walking a ‘fine line’ for gaming – they work on the project so often that their own time gaming gets less and less. Do you ever feel this?

Zurdi:

Yes, everyone in the team felt burn out at least once. Since we are passionate software developers, we spend free time on this after spending our lives developing sotfware for our irl jobs. Also supporting users when they have issues is very time demanding (thanks Dan and Moon), so whenever any team member needs to dissapear for any amount of time, they don't even need to tell anyone. Just get some rest for the amount of time you need.

danblu3:

I am personally not a dev but I know that our team can suffer a little from it. But I will let them explain more about it. In relation to the support side, yea, it can feel a little overwhelming but the payoff is worth it.

Moonraka:

All I do is continue to contribute to support so I can free devs up to do their work.


5. Game Preservation & Legal Grey Areas:


Where do you personally draw the line between preservation and piracy?

Zurdi:

For me, perservation is when we (personally or a community/website) offers a way to acquire games that are impossible to get otherwise. Piracy is anything that involves to get any game that can be currently bought in any format or store.

danblu3:

Sheesh. Talk about a hard question to answer. Thanks PerfectDark.

The line is extremely thin for me if I was being honest, for example I find modding physical and soft modding consoles fascinating and how they can give our old devices some much needed love. But yes, they also open the doors to piracy.

I think preservation is key, you should be allowed to make a backup of your legally owned games and you should be able to play them on your console in any way you see fit (SD Card, Flash cart, ODE) If you buy the hardware, you own it. I agree that the big companies should ban online interaction, but, for local and just keeping your collection which could easily corrode into a digital format… that should be left alone and up to the user.

How do you think the industry could better support legal preservation and access to older games?

Zurdi: I am not really sure about this. Maybe some big companies should give their bless to preserve already dead games (games that are impossible to get as I said before)

danblu3:

I don’t think they can? Just being honest. I think they should back away and let the community handle the work, there are already some really impressive community projects archiving older cartridges and CDs etc.

Have you ever had to deal with legal pushback or warnings, even indirectly?

Zurdi:

Not at all.

danblu3:

No I have not.

Do you see RomM as playing a part in keeping gaming history alive—or is that a side effect?

Zurdi:

I think that if that happens will be a side effect of how users decide to use their RomM instance. Also, having different options to self-host your library will make that more users will preserve their libraries and we will have a better archive of gaming history.

danblu3:

100%. The fact we let you play retro games you own in your browser, as technology gets even more powerful and more plugins and full feature software is developed into RomM. Imagine just handing your phone to your child to play LoZ: A Link to the Past, playing it perfectly in browser, then they pass it to their kid and their kid etc. With a RomM library your preservation will always be there, your memories, your saves, etc.

What do you think people misunderstand most about ROMs, emulation, and legality?

Zurdi:

One of the biggest misunderstandings is that emulation itself is illegal. it’s not. Emulators are just tools, and they’re perfectly legal in most countries. The legal gray area usually comes from the ROMs themselves.

Danblu3:

[That] it’s not easy. And it’s an EXTREMELY thankless task, there is so many smart people out there spending their OWN time in making these emulators, these rom images, these compression tools and algorithms, so stop for a minute and say thank you to the devs. They do not hear it enough, seriously.

If copyright wasn’t a barrier, what would your dream feature or archive look like?

Zurdi:

The ultimate dream would be a RomM feature where you don't only access your library but any library in the world, becoming a distributed, giant library across the whole globe.


6. Vision & The Future of RomM:


What’s one big feature or change you’re excited to explore in the near future? Can you give us any sneak peeks at what you might be working on? Or hoping to?

Zurdi:

I think a lot of users already know, but our ultimate goal is to offer a smooth experience of cloud save sync, where you can forget about where you are playing. You just play in any device, connected to RomM, and everything is managed automatically.

danblu3:

At the minute when you match information we do it based on the name, we do strip tags and make the name as close as possible but mismatches occur. Hash matching will abolish this and more, we will read the content of the file and match it to a known hash record, if it matches. That is the game, metadata pulled, scraped. Done.

How do you see RomM fitting into the broader self-hosting movement?

Zurdi:

RomM fits naturally into the self-hosting movement because it gives users full control over their game collections. Just like with media servers or file hosting platforms, people want privacy, ownership, and flexibility. RomM shares that philosophy: no tracking, no vendor lock-in, and full freedom to adapt the tool to your setup. It’s about empowering users to build their own ecosystem, exactly how they want it.

danblu3:

I see us being included in those “Top five apps you must install” articles and so forth, just under the *arr stacks.

Moonraka:

I see it was one of those essential apps in everyone's arsenal. Who doesn't love games ;)

Do you ever see RomM being integrated into other platforms or services?

Zurdi:

Yes! we are triying to integrate into as many devices and platforms as possible, but that takes a lot of time to do.

danblu3:

I want us to. My dream would be to see us added to popular front ends like ES-DE and so forth. Imagine browsing through the front-end, choosing your game, that sends a signal to RomM to either download or even stream that game, to let you play it. Then when your done, the save is uploaded and the rom is removed from the local system. Meaning all you need will be the frontend software.

What motivates you to keep working on it, especially as a non-commercial passion project?

Zurdi:

What I said before. When I read some comments of people that I don't know, telling me how their lives are a little bit better thanks to RomM, is more than enough. Also as a passionate developer I can explore technologies that I can't in my irl job.

danblu3:

On the support side, what motivates me is the fact that the devs are incredibly smart. If I can remove as much noise from them as possible so they can focus on the work, then I will keep doing it until the end of time.

Moonraka:

I just enjoy the community and work!

How would you love people to describe RomM five years from now?

Zurdi:

The "ultimate, self-hosting rom management platform"

danblu3:

Passionately. Saying how it needs to be the number one or two app they install within their homelab.

What is everyone’s favorite games? Retro and modern?

Zurdi:

Hard to choose!

For modern I would go for cyberpunk, god of war 2018 and ragnarok and maybe outer wilds.

For retro I would go for The legend of Zelda Oracle of Seasons, Pokemon red and Super Mario bros Deluxe for gameboy color.

danblu3:

My retro pick would be LoZ: A Link to the Past, any system I get working which has an emulation kind of system this would be my testing game, and I usually get quite far before I remember I am configuring it…

Modern: My current addiction is Clair Obscur Expedition 33, it’s crazy good. The combat, the story, seriously. If you like Persona like games or just turn based RPGs, get on this. It’s crazy how good this game is. My GOTY by far.

Moonraka:

Retro - Front Mission, Final Fantasy, Sonic

Modern - Xcom, Titanfall, Yakuza series

What’s one game you think everyone should try at least once, and why?

Zurdi:

I think outer worlds [n.b. my own note here, maybe ‘Outer Wilds’ is meant here?!] is an experience that crosses that line between a game and a vital experience. At least for me that I have a really big passion for the cosmos and everything that involves the vast universe, and also the mysticism and the ancient cultures, outer worlds is an experience that leaves an empty place in your soul when you finish it.

danblu3:

Legend of Zelda, Ocarina of Time. It’s probably the best LoZ and it seems to be a passion project for most people to get it running as good as it can possibly look on any device.

Moonraka:

Yakuza series. Just insanely funny, random and passionate. Glad a guy at the used game store turned me onto it back on PS2.

Finally...any last words for people reading?

Zurdi:

Thank you to everyone supporting us, to those who help others in the community with their setups, and to everyone who enjoys using RomM. And a special thank you to our amazing team, without them, RomM wouldn’t be what it is today.

danblu3:

Thank you all, from the bottom of my heart. RomM is so powerful not just due to the devs but due to the community as well. I truly love this community and I hope we continue to grow and foster in the future. I would do specific shout outs but I only have a small bit to type in, so people who know who you are, keep being you! :)

Moonraka:

Thanks for the opportunity to answer!


And that’s that!!!


Thanks for anyone who read through, I hope you enjoyed the latest of these!

Some links to follow, if you’d link to see more of RomM:

As ever, I’m just writing these up, alongside my various gaming News Posts as my way of leaving something unique in the Lemmy community. I have more of these to come (my good friend AA who is a developer with Decky Loader is going to do this next, but I haven’t been non-lazy, and haven’t even written questions to him yet -_-), and...well, I hope you enjoy it!

-PerfectDark :)

 

Well, it’s that time again for this last week’s interesting gaming news I’ve spotted!

I know a couple of days back I shared a GOG-specific News Post, but this time it’s back to the general everything-and-the-kitchen-sink collection I find.

Why even do this?

My aim for these News Posts in general though is to format them in a more clearly not a professional, but someone who cares about gaming manner than most gaming sites do now. Cozier? My ever-lasting inspo is the old, old video game sites, blogs and magazines that I never had the privilege of being alive for:

  • image/gif/link heavy (although GIF can be tricky on Lemmy, some big ones refuse to show, and ones I plan on including end up unable to upload, and this time around, not one GIF!)
  • personal voice (though as someone who has always written with plenty of dashs: - ...I’m only just hearing they’re favored by A.I. text generation, so that’s concerning...)
  • mostly news or articles or points which you won’t find on normal gaming sites. These are the smaller, lesser things that I’m drawn to. I know you’ll have spotted the big news articles, so I’m hoping some of these smaller ones might have been missed by you.

I visited a few gaming sites this week, and was reminded how shit they are. Even the small, small ones have begging banners up the top wanting donations, support, Patreons, affiliate links, etc etc. I know why they’re there, but its annoying.

So grab a coffee? Or a tea? Or a fresh juice? And enjoy <3


General News:


ZOTAC:

ZOTAC showcased the prototype of their next-gen handheld running Linux at Computex 2025. Unique in that they’re the first two have two trackpads on their handheld, like the Steam Deck does.

It’s also nice to see it running Manjaro, which actually looks nice! Anyway, a handful of pictures here from someone who was getting a hands-on impression, it’s nice to see more in the handheld space!


Denuvo:

Irdeto’s shitty DRM has been removed from a few games this week, which is always, always nice to see!

(despite Stellar Blade’s developers claiming it performs better with Denuvo -__-) so, constantly running non-game code on top of the main executable, making it...better?!

Anyway, some Denuvo has been removed this week, including:


Emulation via Xbox:

If you didn't see it, Microsoft is making 'Developer Mode' free next month for the Xbox consoles, removing the $19 USD fee.

Emulating all kinds of systems is possible on the Series X/S consoles, and also on the One X (and I think even the One?!), which you do by sideloading Universal Windows Platform (UWP) apps, in this case - emulators!!!

Systems that play and run well:

  • NES / SNES / Game Boy / GBC / GBA

  • Sega Genesis / Master System / 32X / Sega CD

  • Nintendo 64 – (runs well enough, though with some tweaks)

  • PlayStation 1

  • PlayStation Portable (PSP) (full speed on most titles)

  • Sega Dreamcast (not all games)

  • Nintendo DS – Playable with some touch/mouse emulation workarounds

  • Neo Geo / Arcade (MAME/FBA cores)

  • Atari, MSX, TurboGrafx-16, etc.

Systems that play, but maybe not perfectly:

  • PlayStation 2 (I found most games I was interested in worked really well, and there's a ton of people who share their settings! The first time I finished MGS3 was on my Series X console maybe 2/3 years ago this way!)

  • Nintendo Wii / GameCube – Via Dolphin core in RetroArch, has decent performance all around, but not 'perfect'.

  • Nintendo 3DS – Runs but limited by controls and UI workarounds and is kinda just not worth the effort in my opinion!

  • Sega Saturn – Some progress via cores like Yabause or Kronos, but compatibility varies.

A few years ago using your Xbox to emulate all kinds of games was super easy and free, done by Retail Mode. Then MS freaked out and only made it possible on 'Developer Mode' in mid 2023, which required that aforementioned one-off license.

Next month, it's free for individuals, so...time to use your Xbox for emulation again! (I'd recommend it, anyway!)

An article sharing details on the fee being dropped is here via Windows own blog

And here is a link if you’d like to read more from a non-official source

And further, if you want to see what people can do with emulation on the Xbox, here’s a few video links on YouTube:

And finally, if you'd prefer a written guide (sorry, its on Reddit, I remembered it was a good source of information back when I was emulating on my Series X, and seems the most obvious community to link here!)

This guide has been posted detailing all that is needed to set up and run emulation, it is 'How To Activate Dev Mode And Install UWP Games And Apps'!


Original Far Cry Dev Build Found:

Yup, as the title shows, a few weeks ago someone bought and original Xbox dev kit and found an early development build of Far Cry on there! This is a pretty common occurrence actually, and whenever someone shares any dev kits of any kind, you’ll see comments leap in saying to preserve what is on there.

Why? - because this is gaming history, like what we’re seeing in this Far Cry build, you get to see how the game is made in the different stages, and preserving what would otherwise be lost is so, so imporant.

They shared:

I acquired an Xbox Development Kit recently and found this development build of Far Cry on it, there is no audio in this build and the FPS are dropping when looking at the trees, thought some of you might find this interesting.

Dumped from an old Crytek Development kit - dated October 27 2005. This build was created after Far Cry Instincts launched (Sept 2005) and appears to be an attempt to port Far Cry to the Original Xbox which was scrapped possibly in favor of the XBLA (Far Cry Classic) version on the Xbox 360.

Since sharing it, they’ve been in touch with Modern Vintage Gaming (MVG) on YouTube, who has long-since made their video on it.

...and lastly, Wired wrote an article back in 2018 called ‘The Teens Who Hacked a Video Game Empire—and Went Too Far’ which covers the story of some people who obtained and utilized Xbox 360 dev kits, leading to the discovery of unreleased game builds.

The link the that one, is here on Wired


Dev Kits:

Funny that when I searched recent dev kit news, I found this person who found a entire box of these in a warehouse. One thing to note is that he is wearing gloves and does not in fact have carrot-hands:

These however, while still being in the dev kit family (and still going for a fair price-ish, around $150 USD each), aren’t the true deviest of dev kits.

These ones are the CAT-R models, they're regular Wii Us that just have a different DVD drive that can read dev disks. Here’s some mentions on them on the gbatemp forum

The rare ones are the CAT-DEV and the most desirable the CAT-SES with the HDD since they can often contain super interesting data.


One More (Xbox) Thing...

I just wanted to share this effort, too. As you’ll no doubt know, I just LOVE custom builds and hardware hacks on consoles – I love how people make them their own, design print and use their own housings, and make what is already amazing even more personalized. This is made by the user KierzXCV, and is an unfinished product (they’re still tweaking, and even apologize for the ‘spaghetti wires’!!!)

I found this so called Xbox Mini build, and I LOVE it, first some photos:

Here is the shell they used (and changed themselves)

I changed quite a few things as you can see including lowering the controller ports and adding a screen. My printer is a Bambu Lab A1 with a 256x256 print bed. This allowed me to split the front into 3 pieces with tabs that gets rid of the split where I placed the screen and make it look more one piece. This is where the 2 tone colours come from without the need of a multi extruder.

Added the LCD which is a 16x2 screen (will be doing a 20x4 update also, but can't use the standard ones a lot of people use on the regular Xbox's even when board is trimmed down as still the rear PCB is too tall). The XBMC4GAMERS LCD file is easily edited to accommodate for what you want displayed. The console itself it TSOP modded with Cerbios, so I used a AladdinXT to drive the screen thanks to Ryzee119

I've also added a Pico W as a wireless controller adapter inside the case with a switch on the rear that allows you to go between regular ports, or the Pico W. Soldered my data lines from the controller port to TP2 and TP3 on the Pico W. The fork that allows the onboard Bluetooth of the Pico W to be used can be found here. This meant I didn't need a seperate adapter and it is only the Pico W unit that's worked in.

And to finish off, I'm just gonna say please ignore some of the spaghetti wiring. It's still in test phases and very unlikely to be final print lol.


Witcher 3 – DRM:

I just love this one, a little note left in the game which is a nod to how DRM-free gaming is the way to go (being the ethos on which GOG is built!) – this is just...idk it makes me smile, so here it is:


Steam Deck Delivery Girl:

Everyone’s fav art of 2024 – the Steam Deck Delivery Girl - was the mascot for the sales on Steam last year, all created by nemupan (link to their bsky page is here, if you want to see their ‘thank you’ post once they were all done!)

Luckily one cosplaying fan, n8sniper, has brought her to life, with a little photoshoot (their first ‘pro’ shoot!) that is just...I can’t even express how well done it is!

Here’s some of her photos of the efforts:


Xbox Retro Classics:

A few days ago, with no fanfare, Xbox announced a whole new additional benefit to Xbox Game Pass: the Retro Classics

Discover timeless classics and hidden gems with Game Pass. Retro Classics includes over 50 restored and ready-to-play games available for Xbox Game Pass members. Power up your play with community challenges, competitive leaderboards, all-new challenge modes, high-score rankings and more.

Play over 50 classic games from Activision like Commando, Grand Prix, Kaboom! Mech Warrior 2: 31st Century Combat, and Pitfall!

Take on friends, rivals or the entire world with unique challenges – or dive in solo – and collect achievements. Save your progress and continue later for the first time for many games.

Available for Game Pass members to play on console, PC, and on supported devices with cloud gaming.

They plan to expand the lineup with nothing being removed (unlike how Game Pass operates, where a game is eventually removed from the service – except for first party games of course), aiming for over 100 titles soon enough.

There’s a link here to purexbox’s site which has the full current collection of titles, which I find easiest to look at when toggling ‘reader view’ on your browser


Elden Ring’s Numbers:

ER has had the numbers crunched by Alinea Analytics and we get to see Elden Ring’s player distribution by platform (Steam, Xbox & PS), and a little more data including wishlists. Steam is the clear winner, obviously, accounting for 43% of the game’s 36 million players, but I found this one interesting (and unsurprising)!!!


Unpredictable Indie Industry:

Veteran indie developer Dan Marshall from Size Five Games chatted about the unpredictable nature of achieving success on Steam in today's saturated gaming market.

He noted that traditional strategies for indie game visibility, such as wishlists and influencer endorsements, are no longer effective (which took me by susprise, but maybe that damn influencer freight train is slowing down?!). Marshall pointed out the randomness of which games gain popularity, citing the success stories of Balatro and Vampire Survivors as examples. Despite their modest initial appearances, these games found large audiences through word of mouth, but also that success is difficult to replicate.

I found this one a great read, and I rarely find good articles these days, the article itself is on PC Gamer and really worth a read!


Custom Covers:

I know, I know, I can’t stop myself sharing custom game covers. I just find them so nice to see!

A user by the name of artninjaguy shared his custom-made cases for loose games he had:

I got some aftermarket dust sleeves for the cartridges and designed theses end labels for them. All I had to do was print them out on some good quality paper and stick them on the spines with some double-sided mounting tape. They're not identical to the original boxes for the games, but I tried to design them with a similar visual identity to the retail boxes. I'm quite happy with how these turned out and they seem to be holding up pretty well.

And here they are:


SAG-AFTRA, A.I. and Darth Vader:

The Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) has filed an ‘unfair labor complaint’ against Epic Games. The problem (they say) centers on Fortnite's use of an AI-generated voice for the character Darth Vader, which mimics James Earl Jones' iconic portrayal. Despite J.E.J (and family) ‘selling off’ his voice for use by A.I.

The union though, contends that Epic implemented this A.I. voice without prior negotiation, violating fair labor practices. This complaint is making plenty chat about the ongoing tensions in the entertainment industry regarding the use of AI and its impact on creative labor. The verdict though? I think its going to go nowhere and fall flat, they (SAG-AFTRA) seem to be scrambling to do something, and picking an odd one to do so with.

But I guess we’ll see!


Epic’s Mystery:

And again, Epic have shared some teaser of the next week’s free games. The ones they’ve given away during their big sale lately have been great games, so we’ll see if this coming week’s two titles (and a phone game as well) will be up to that level of quality or not.

Here’s their own teaser image. If you can guess it from this, for God’s sake consider working as a code-breaker, because I haven’t the foggiest notion on what it can be.


System Shock 2 25th Anniversary:

With the game's remaster for the 25th anniversary just around the corner (arriving on June 26th!), Nightdive has showed a few pictures, these of the enemies you'll be encountering. I'm so excited to buy this one on GOG, anyway, pictures:


Steam News (Compiled):

A bunch has happened for Steam over the last week, and I have no doubts you’ve read your fill on each of them. So I’m just going to throw a paragraph on each ‘thing’ they did here so you can read a brief summary – otherwise it’d seem like I’m ignoring the ‘biggest’ news and that’s weird. Right?


SteamOS Compatible:

Valve has expanded its game compatibility ratings by introducing a new "SteamOS Compatible" label. This system assesses whether games function properly on SteamOS-based devices, evaluating aspects like game and launcher functionality and anti-cheat support. Titles meeting the criteria will be marked with a blue checkmark, complementing the existing green checkmark for Steam Deck Verified games. Valve anticipates approving over 18,000 games with this new rating, aiming to ensure a seamless gaming experience across various SteamOS devices

SteamOS Everywhere:

Valve officially, and finally expanded SteamOS support to third-party handheld gaming PCs with the release of SteamOS 3.7.8.

The update introduces official support for the Lenovo Legion Go S and improved compatibility for devices like the Asus ROG Ally (which I will always curse because I bought the first edition and had it nuke my SD cards) and the original Legion Go. Users can now install SteamOS on these AMD-powered handhelds using Valve's provided recovery images and installation instructions. The update also brings enhancements such as a new "SteamOS Compatible" game library tab, Bluetooth microphone support in desktop mode, and a battery charge limit feature to prolong battery lifespan.

Steam Client Update:

On the 20th, Valve released a new update to Steam, with some nice improvements and changes:

  • Enhanced controller hotplug detection for certain third-party devices.

  • Reduced memory usage of steamwebhelper when launching games or switching to/from Big Picture Mode.

  • Fixed issues where games failed to connect to the Steam process under specific conditions.

  • Resolved problems with game preloads showing 0bps disk activity.

  • Addressed rare crashes of steamwebhelper when switching to/from Big Picture Mode.

...and more, but there’s a few for you!

Neural Interface Project: Starfish:

Valve is developing a neural interface project named Starfish, focusing on creating a specialized ‘electrophysiological’ chip designed to record and stimulate brain activity. While specific details are limited, this seems to work with Valve's long-term interest in brain-computer interfaces, and IDK, I think I trust this (only slightly, tbh) more than Elon’s weird brain-chips.


Some Quick News Dot-Points:


  • SteamOS 3.7.8 the update (Go Country) which I covered a few points above has arrived to the ‘stable’ channel. Lots of tweaks and additions in this one (way too many to mention), and I’m sure 99% of you have already noticed this and read all about it. For the 1% who have not, the link to Steam’s own changes are here if you’d like to read them!

  • Fantasy Life i by Level 5 has now sold over 500,000 copies! Fans of the original on DS have come out alongside new fans who are purely PC gamers and...just love it!

  • Game Boy (Nintendo Online) have added some games for May 2025 with Nintendo Classics: GRADIUS THE INTERSTELLAR ASSAULT, SURVIVAL KIDS, Kirby's Star Stacker and The Sword of Hope. Trailer on YouTube is here for the announcement!

  • Sifu was offered by Epic Games (again) to claim for free, as a part of their May Sale. The game runs so well on the Steam Deck, and if you’re not already claiming the Epic titles they give away each week, you really should be. This was given away alongside Deliver At All Costs, which is given away right as it launched. They’ve done this for two other titles, but the only other one I remember off-hand was Cigni which was given away as it launched. You can read more about Epic’s weekly free-to-keep games here!


Just For Fun:


I've been enjoying the odd emulated older system game lately, when I have the time (as ever, I use RetroDECK to emulate anything on my Steam Deck) - and I've found some nice, fun old images. IDK, make you all smile or something:

Melissa Joan Hard playing Sega Dreamcast:

Christian Bale playing Amstrad CPC:

Link to the Past in 3D:

This one was made out of sandstone! ...who knows how, but its amazing.

Send in my next patient:

  • 14" TV with built-in Dreamcast from 2000:


What have you been playing?!


I love to ask this, because it's fun to me, by this stage I recognize user-names, and I like to see what games everyone is playing

  • AAA (or even AAAA)
  • AA
  • Indie
  • Emulated
  • Retro gaming on actual hardware

Anything of the above, I'd love to hear what you've been playing!

I've enjoyed Enslaved: Odyssey to the West lately. I bought it super cheap on Steam a month or so back, and have been playing a little bit each day on my Steam Deck (of course)

Aside from an odd warning at the start (press 'b' twice and it disappears), and one instance of Trip getting stuck behind a ladder she needed to climb - requiring a restart, I just have had no issues. I've also used a mod from Nexus which replaces the videos with upscaled 1080 versions too, which while not strictly necessary...helps it look pretty. Really recommend the game!

I'm looking at other games of the same vintage - kinda the PS3 era, Remember Me is one option I've found, it looks fun!

I've also been playing Super Mario Wonder on my CFW Switch OLED. I've really loved getting back into the Switch, I swore off it completely when I got my Steam Deck and culled my collection, but having one again? Makes me happy!

...so, what have you been playing?!

Previous News:

if you want to quickly jump to all the other News Posts I've shared here on Lemmy, this will make it easier:

My Mastodon:

I share every day on there, mostly gaming news and all kinds of nonsense, if you wanna have more of this kind of thing? Then feel free to follow along there!

I hope this has been fun, thanks as always for letting me share these!!!

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

I thought a dedicated GOG News post might be a nice change-of-pace. I'm not sure how much I can find or cover here, that hasn't already been shared in any case...but I do love GOG, and I feel they get a little less publicity or cover than the obvious alternative of Steam...so here we go :)


GOG’s Gaming News:


Authenticator:

GOG (finally) announced that you can now use authenticator apps to keep your GOG account secure. Prior to this their account security was maintained with a log-on code being sent to your email, but now you can use an app of your choice to increase the security.

Authenticator apps are inherently more secure (depending on the app you choose!)

When its enabled, and you log in to GOG, after entering your password, the site asks for a verification code as well.

  • The authenticator app (like Bitwarden Authenticator for example) generates a time based one time password (known as a TOTP) - usually a 6-digit code that changes every 30 seconds or so

  • You enter that code to complete the login!

GOG stated themselves:

To provide you with better security for your accounts, we’ve introduced a new 2FA (Time-based One-Time Password) login method for your accounts. You can use it with popular authentication apps of your choice, like Google Authenticator, Microsoft Authenticator, or others.

Aside from not loving Google and MS being their examples (although I can see why they are used – the most popular are just so for a reason), this is only good news.

You can read all about the reception of this news on their forum post here with this link – and marvel at how some people can be annoyed and try argue that email is safer or that you can’t these apps (like this comment I spotted):

There are no companies I trust. Trust doesn't come for free. I only trust people, and only those who have earned it.

And...now go and do this, because it is safer for your account and lovely GOG DRM-free library :)


GOG’s Hammer:

GOG is celebrating Warhammer Skulls 2025 with major discounts and a key update to its (rather amazing) Preservation Program. Five classic Warhammer games are now preserved and exclusive to GOG:

*Warhammer 40,000: Fire Warrior

In addition, Sanctus Reach and Armageddon are now GOG exclusives, after being delisted elsewhere!

More Warhammer titles are also coming soon to the platform, including:

This campaign on GOG right now celebrates Warhammer’s impact across genres and media, and makes you take note of the importance of preserving its legacy.

As GOG themselves said:

Warhammer is a universe so vast it spills across genres and generations – from grimdark sci-fi to high fantasy, from tabletop to tactics, from single-player campaigns to skirmish-scale gems. It has shaped player identities, inspired modders, spawned books, art, animation, and unparalleled lore. It’s not just a franchise. It’s a world that gives meaning. And it deserves to be preserved.

You can watch GOG’s own announcement on YouTube with this link - detailing everything in a far more fun than my bare-facts-typed-out-manner here!


Space Marine: Master Craft:

The upcoming remaster to 2011’s Warhammer 40,000: Space Marine is not so far off, arriving on June 11th, and is a welcome change I think. I’ve tried a few times to play and enjoy it (you might have even claimed it for free in December last year, alongside The Outer Worlds and Baldur’s Gate II: Enhanced Ed.), but it does feel its old age.

I’ll straight up copy the announcement because there’s no reason for me to prattle on with nonsense when the announcement is the news:

Warhammer 40,000: Space Marine returns. Enhanced for a new generation! Enjoy quality of life & graphical improvements that take the Warhammer 40,000: Space Marine experience to the next level.

Improvements:

Higher fidelity & improved textures 4k Resolution Improved character models Modernised control scheme + interface overhaul Remastered audio Step into the armor of a relentless Space Marine and use a combination of lethal weaponry to crush overwhelming Ork forces. Immerse yourself in an intense and brutally violent world based on the richest science fantasy ever created. In Warhammer 40,000: Space Marine you are captain Titus, a Space Marine of the Ultramarines chapter and a seasoned veteran of countless battles. A millions-strong Ork horde has invaded an Imperial forge world, one of the planet-sized factories where the war machines for humanity's never-ending battle for survival are created. Losing this planet is not an option, but a darker and far more evil threat is lurking large in the shadows of this world. With an Imperial liberation fleet en-route, the Ultramarines are sent in to hold key locations until reinforcements arrive. Captain Titus and a squad of Ultramarine veterans use bolters and chainswords to take the fight to the enemies of mankind.

Warhammer 40,000: Space Marine – Master Crafted Edition includes the original Space Marine game & all DLC:

• Chaos Unleashed Map Pack • Dreadnought Assault DLC • Iron Hand Veteran Chapter Pack DLC • Death Guard Champion Chapter Pack DLC • Golden Relic Bolter • Golden Relic Chainsword • Power Sword • Blood Angels Veteran Armour Set • Salamanders Veteran Armour Set • Alpha Legion Champion Armour Set • Legion of the Damned Armour Set • Emperor's Elite Pack • Traitor Legions Pack

STORM INTO BATTLE Step fearlessly into the heart of combat as an unstoppable Space Marine. Never hide, never cower, just purge all that stand in your way.

UNLEASH VISIBLE VIOLENT DEATH Using an innovative combat system, switch seamlessly from high-caliber ranged weapons to devastating close-combat strikes. Taking out an enemy has never been so satisfying.

EXPERIENCE THE GRIM DARKNESS OF WARHAMMER 40,000 Jump into a rich universe of awe-inspiring landscapes, deadly enemies, immense battles and ruthless annihilation.

TAKE THE BATTLE ONLINE Form your own Space Marine squad or Chaos Space Marine warband and face off in 8 vs 8 online matches. Gain experience and unlock new weapons and armor to customize the devastator, assault, and tactical marine classes. Supports Cross-Play functionality

The link for the trailer on YouTube is here

And...lastly, it is also going to be on Game Pass – day one!!!


Preservation Program?

I just read this and noticed that you mentioned the GOG Preservation Program...what is it?!

I’m so glad you asked!

If you’re not aware, as a part of their 16th anniversary GOG expanded their mission with a new ‘Preservation Program’.

The program aims to keep classic PC games, which includes games like System Shock 2, Diablo, and Myst, compatible with modern operating systems like Windows 10 and 11.

GOG commits its own resources to update and maintain these games, even if the original developers are no longer involved. Their initiative (which has a lovely icon I’ll attach below) includes bug fixes and quality-tested builds, going beyond basic compatibility. This effort highlights the importance of preserving gaming history, especially since 87% of games made before 2010 are now considered inaccessible, according to the Video Game History Foundation. GOG continues to offer these games DRM-free, with dedicated tech support!!!


Lino – Library Manager:

I did cover what Lino is a couple of News Posts ago, but we’re close to when the dev has been promising their initial release to be – the end of this month, a few days from this being posted (another dev of a another project tells me it is two days time from writing this!. Though I doubt this date will happen (maybe I’ll be surprsied!), it’s nice to see the dev is close to it.

But what is Lino, for us who never saw your initial post?!

Lino is a fan-made, custom-built game launcher created by an individual developer to better suit their personal needs than existing options like Playnite or GOG Galaxy. It’s designed to offer a clean, customizable UI and features not typically found in mainstream launchers, including:

  • Cloud storage awareness (showing whether a game is stored locally or offloaded to the cloud)
  • Portable mode and syncable database for use across devices (e.g., PC and handheld)
  • Game tracking and stats overview
  • Built-in cloud save backups
  • Integrated screenshot viewer
  • Emulator support
  • Native "How Long to Beat" integration

Initially prototyped in PowerShell, the launcher is now built using Electron and React. The developer plans to release a free version with core features and a paid version with full functionality, including custom themes, as a one-time purchase without DRM (ew)

Where can I find more on it? You can follow this link to their Discord!


GOG’s Forum:

I’ve said it before, and I’ll say it again, do not forget that GOG host their own discussion forum!!!

They have topics for everything, including game-specific forums, all the way to general discussions.

I think in a world where we’re used to the instant gratification of social media, we forget that places like forums can be a better space to chat. After all, Lemmy is based on the principles of forums!

My fav of the entire forum is (I know I am a broken record) the Unofficial DVD Covers for GOG.COM games thread

It does exactly what it says it will, and is a collection of community made physical covers for people’s games! The art, artistry, design and passion in there just makes me so damned happy, and every time I am on here I go straight to etsy to find a seller who offers UV Printing services and have the cunning plan to get one done on a steelbook cover for myself.

Here’s a few of the latest page, just because I love sharing these:


White Logos:

This one's a bit strange, but I've come across it so many times that it must be a thing? Just a week or two back I saw someone on a few places offering money for custom game icons with white, centered text.

Maybe if he'd seen the following which was made entirely for GOG Galaxy 2.0, he wouldn't have had to pay for the effort:

I've been slowly working my way through my library creating more cohesive tile images and this is what I've done so far (Google Drive). I'm still making my way through so plenty more will be added. If you have any requests, let me know. I've also included a template should anyone wish to do their own! Cheers.

I've taken a few examples to share here, just in case you're curious:

So, if you're using, well, not just GOG Galaxy (because honestly who would?!) but any game collection front end, and you're a fan of uniform white font? This one's for you!


Heroic Games Launcher:

HGL has released 2.17.0 – Franky build. In their own words (if you didn’t already know): Heroic is a Free and Open Source Epic, GOG and Amazon Prime Games launcher for Linux, Windows and macOS. Also available on the SteamDeck!

The new build has been shared, and is ready for updating on your Steam Deck, or...wherever you game (since it works everywhere!)

A new Heroic release is out and it contains several new and amazing features, new designs and a lot of fixes!

  • New GamePage Design
  • [macOS] Add Button to automate Windows Steam installation
  • Adds a setting to download Proton versions directly to the Steam compatibility folder
  • It is now possible to select an image file on the sideload dialog
  • Update electron to latest version v36.2.1
  • Fixes Issues with Epic Login and Checkout
  • Several fixes for UMU, DXVK and GPTK
  • Fixes HowLongToBeat not working anymore
  • Update Legendary and added a EpicGamesLauncher.exe to fix issues with Rockstar games
  • Fixed an issue with RemotePlay not working with Steam
  • Several refactors and improvements

Just a couple of screenshots here:


The Game That Caught My Eye:

I know, I’m not unique in this discovery, but I saw that JDM: Japanese Drift Master has released on GOG (and...I guess everywhere else, too) and while it looks amazing, it definitely needs some work. It’s been on my wishlist for so long now, and one I’ve actually been excited for.

I’ve a pretty big love for driving/racing games. My top three of recent times has been:

...so I guess you can tell I love rally racing.

ANYWAY

JDM: Japanese Drift Master - the GOG page is here in this link - has released:

  • Works on Linux

  • Music is incredible - music is a huge part of racing games for me, and one of my fav parts of Forza and even GTA V (I just spent my time driving and enjoying the modded world), and they nailed it

  • The manga art style they use in it is fun, and not something you see elsewhere, it's not specifically doing much, but it is a nice touch

  • Definitely needs patches, there’s some room to grow here and it feels pretty unfinished. It's like an Early Access game without actually being an Early Access game.

This is the like to their YouTube video of a trailer for the game, so you can see it in motion

I'd maybe recommend it on steep sale, or I'd strongly recommend it after a LOT of patches and content has been fixed. For now if you just like stylish racer which you can feel a pretty drive experience in, then go for it, but for performance and content? Not yet for me. I'll go back to Art of Rally for now!


Prime/Free:

Don't forget if you have an Amazon Prime account, you can use the Prime Gaming benefits of free GOG, Epic Games and Amazon (also Xbox, this month!) titles for free, to keep forever.

And if you don't have a subscription (well done!) you can just sign up for a free trial, then cancel it and keep the titles regardless. Unethical perhaps, but effective.

While we've had a ton of games already this month, this last week's (one or two days ago) included:

  • Mail Time (GOG)

  • FATE (GOG)

  • Thief 2: The Metal Age (GOG)

  • Everdream Valley (Amazon)

  • Chessarama (Epic Games)

  • The Lost Ashford Ring (Legacy Games Code - in fact if you want this, leave a comment and I'll give it to you, I've never redeemed a Legacy title!)

...and next week (claimable from the 29th of May) are the following titles:

  • Samurai Bringer (Amazon)

  • Trinity Fusion ( Amazon I LOVE THIS GAME!)

  • Masterplan Tycoon (Amazon)

  • Liberté (Epic Games)

You can read the full list of claimable games for the whole month here via Medium, and also see more on the service etc


Quickfire GOG release:

Just some dot-points so you can see what games have been released in the last week or so, and what is coming soon:

  • Vambrace: Dungeon Monarch (with extras)
  • JDM: Japanese Drive Master
  • dotAGE Extended Ed. (with DLC and OST)
  • The Siege and Sandbox
  • Kathy Rain 2: Soothsayer (with extras)
  • Knights in Tight Spaces (with extras)
  • Kulebra and the Souls of Limbo (with soundtrack)

...and coming soon:

  • Songs of Conquest - Roots

What I use to Play:


As ever, when I write something GOG-specific, I get people asking what I use (and sometimes why) to play GOG games, on desktop and more commonly on my Steam Deck.

I recommend two methods, because I use both, but trust me...I know there's a ton of options available for us.

I use Heroic Games Launcher for my desktop PC, and on my Steam Deck.

It plays Epic, GOG and Amazon games (and there are plans coming in the future for EA via Maxima)

https://heroicgameslauncher.com/

I also use Junk Store, which has support (currently) for Epic Games for free, and GOG with an add-on which is a one-time payment to the devs. Junk Store is very close to a new version however, where far more than just these two are supported, all from Game Mode with minimum effort.

https://github.com/ebenbruyns/junkstore

The vast bulk of my gaming library is on GOG. I'm recently appreciating Steam though, and I'm going to start looking at more games on there, I have pitifully few - though I have been enjoying an old game called Enslaved: Odyssey of the West on there.

Aside from a couple of issues (I downloaded higher texture video files from Nexus for example because the default is woefully old and poor) it's really fun!

Its such a beautiful game, and written/designed in part by Alex Garland (who wrote my most fav novel in the world - The Beach!)

I'd definitely recommend it:


That's That!


This one's a very small news post, I've got a lot on my plate, but next time will be more wide-ranging and all encompassing where I can share all kinds of gaming news. I do hope some may enjoy these few items regardless this time, though!

...oh and if you want to, you can find me on Mastodon with the following (I typically post all kinds of gaming stuff, each day!)

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

You might have seen that I've been posting my interviews, or Q&A's rather, with developers of Steam Deck/Linux projects you might know and love (with many more to come!):

Well now I've had the chance to sit down with independent media creator Gardiner Bryant, known for his focus on Linux and gaming.

Possibly most well known for:

Gardiner is Linux, and Steam Deck, and gaming. While most might gravitate to his video content (YouTube, I'd hazard, would be what he might be most known for), I prefer his written posts. I miss blogs, and having his to read makes me so very happy.

So, if you've an interest in what might be behind the curtain of an independent content creator, particularly one focused on gaming - then read on!


Origins:


Can you tell us a bit about your background? Who is Gardiner Bryant!

I'm a Mainer first and foremost. I was born and raised here. I grew up as a gamer. I played games on my SNES, N64, and PC as a youngin. My favorite game series were Super Mario (3, World, 64), Command & Conquer (Red Alert, Tiberian Sun, RA2, Generals), SimCity (2k, 3k Unlimited, 4), The Sims, and DOOM, Unreal Tournament, and so many others.

What was your first real exposure to both Linux and to gaming? What 'clicked' for you?

My first experience with video games was Super Mario Bros 3. I remember sitting on the floor at my friend Caleb’s house watching a cartoon that he called Mario. But there was no talking. And then he handed me the controller and I realized I was in control of the cartoon. Mind blowing stuff. I was very young. I was in preschool.

My first experience was probably in 2003 or 2004. One of my girlfriends’ friends was in the “computer careers” vocational class and he gave me a copy of Red Hat Enterprise Linux. It was way outside my comfort zone. I had no idea what to do with it and I rolled back to Windows XP quite quickly.

After that, I installed Ubuntu Jaunty on the family PC which pissed my dad off. Then I put Fedora Core 6 on my PC and it was awesome (except I couldn’t figure out how to play my extensive collection of MP3s).

As far as Linux and gaming? I tried WINE to play the classics. But it never clicked for me until the Humble Indie Bundle 4. It included some of the games I’d been playing on my Wii and 360: Bit.Trip Runner, Super Meat Boy, Shank, and Cave Story+ to name a few.

This was well before Valve announced Steam was coming to Linux! Humble was Linux gaming at the time.

Was there a specific moment or project, with video creation, gaming or writing which made you realize, “This is what I want to do”?

As a kid, my dad published comic books as a hobby. He created “Lobsterman: Maine’s First Superhero” and it demonstrated that I could do something creative and be successful at it. He also was a radio DJ and had pretty decent taste in music.

Even more importantly, my mom’s parents were creatives. Joe, my grandfather, created awesome mechanical things set to music (think backwoods Maine Disney World) and Bea, my grandmother, was a collector, a seamstress, and more. They were self-employed and made their passion their livelihood.

I’ve always been fascinated by tech. Video games, animation, audio & video production. As a teen I created several home movies with my friends. My church even put on “Oscar Nights” that encouraged local youths to create videos based on scriptural themes. I taught myself programming and animation as an homeschooler using Macromedia Flash.

It’s just kinda been my thing, I guess!

How did gaming intersect with your interest in open-source? Were they always linked for you?

No, they weren’t. When I was first starting out as a Linux user most of my gaming happened on my Xbox, GameCube, Xbox 360, and Wii.

Don’t get me wrong, I tried games through WINE. But they were always classic PC games I had physical copies of. I didn’t get into Steam until the Steam for Linux beta.

What drew you toward independent journalism over more traditional tech career paths?

The example of my grandparents loomed large in my life. I wasn’t super close with them (nor my father for that matter) but entrepreneurship has always been in my blood and working a standard nine to five has never suited me. Despite the risks of being independent, I can’t imagine doing anything else.

However, I cannot stress this enough: I’m not journalist. Liam from GamingOnLinux is a journalist. He checks his facts and reports on the news. I’m a writer and enthusiast and (if I’m anything journalism-adjacent) I’d be a Linux pundit. I’m also using that term in the most derogatory sense of the word. 🤣

I do have a commitment to truth and I strict ethics statement on my company’s website that I adhere to. But I just don’t think of myself as a journalist.

You've cultivated a strong personal voice online—how much of that is intentional vs. just being yourself?

I have intentionally put myself in everything I do. I’ve also avoided doing things that would compromise my beliefs/ethics.

That sounds all high and mighty but really all it means is I’m incapable of inauthenticity. (Spell check is telling me that’s not a word. But I swear I googled it.)

I can’t make myself do things that I’m not interested in. This is a double-edged sword, though, as it means my focus is fickle and the only thing consistent with my content is myself. If I had been able to sell out, I could be in a different position in terms of subscribers/income. But YouTube punishes channels that don’t specialize in exploiting their audience’s attention and they’re doing that to me right now.

As far as writing goes, writing is also in my blood. I’m a descendant of Henry Wadsworth Longfellow through my maternal grandmother and both my maternal grandparents were both writers. Joe in particular was a poet, lyricist, and a composer of limericks.

If you weren’t doing this—creating, writing, advocating—what do you think you’d be doing instead?

If I was still working for myself, I’d be doing more of what I do now as my day job: web development and backend programming. If I weren’t working for myself, I’d probably still be doing IT for the furniture store I used to work for.


Linux & Gaming:


How would you describe the current state of Linux as a gaming platform? What’s still missing?

I’d characterize Linux gaming as “strong, mature, and capable.” The biggest thing we’re missing is real anticheat support. But that will come, naturally, as adoption grows and, crucially, the kernel-level anticheat fad falls by the wayside.

Do you see Proton and tools like Lutris as long-term solutions, or are they transitional?

I think compatibility layers are truly the only long-term solution for Linux gaming. Even after the Windows platform is long dead, Proton provides a stable layer gives Valve (or whoever) the capability to triage apps into a stable state.

How do you balance enjoying games as a player vs. analyzing them as a Linux advocate?

I mentioned that I’m not able to force myself to do things I’m uninterested in. That extends to my gaming habits. I don’t play games I’ve got no interest in and if a title doesn’t hold my attention then I’m not going to talk about/cover it.

It’s one of the reasons that I’ve got such an extensive collection of retro consoles and games. There’s something about the classics that the modern titles can’t seem to achieve!

What’s one misconception you think people still have about gaming on Linux?

It is too technical or requires the use of the terminal. I had a friend tell me the other day that he doesn’t use Linux because he’d “rather use a GUI.”

He was holding his Android phone and I replied, “your phone is basically Linux and it’s exclusively a GUI.” That baffled him.


Steam Deck & Handheld Gaming:


What do you think the Steam Deck meant for the Linux gaming scene as a whole?

It’s a symbol that serves to legitimize Linux gaming. It’s a clarion call for people who know it runs Linux.

And to anyone who doesn’t know it runs Linux, it’s an affordable gaming PC.

Have you found yourself using the Steam Deck more for gaming or experimentation/tinkering?

The only PC games I play are on my Steam Deck (except for VR, of course). I’ve got a $4,000 desktop PC and I tried DOOM: The Dark Ages for the sake of completeness, but I only played for like 10 minutes.

I actually am not much of a tinkerer anymore. I’m really busy with work so just want things to work. Honestly, that’s probably my favorite thing about Linux. More often than not It Just Works.

Do you think Valve has lived up to the open-source ethos with the Steam Deck ecosystem?

Valve’s contributions to open source are massive. I don’t think they can be overstated how important what they’re doing is. Their work doesn’t get enough recognition.

But they could stand to make more of their in-house code more open, for sure. 😉

What’s a feature or evolution you’d like to see in the next iteration of the Steam Deck?

A second USB port. The ability to dock a desktop GPU using a standard like USB 4. And I’d also like to see haptic trigger feedback similar to what Sony has on the PS5 controller. VRR might also be nice but that can have battery implications and the Deck 2 needs to improve on the current hardware’s battery life.

I think Valve has nailed pretty much everything else.

I don’t want to see a 1080p+ screen. It’s unnecessary and adds performance and power constraints that are not worth the upgrade.

Is the Steam Deck’s success creating pressure for other handhelds to follow suit with Linux-based OSes?

I think they serve different markets.

Many of the folks who are not satisfied with the Steam Deck’s hardware are also going to be conscious of the fact that many online games aren’t compatible with Linux.

I’m keen to see how the Lenovo Legion Go with SteamOS is going to perform in terms of sales. Plus, however the next SteamOS device performs will be telling.


Free and Open Source Software (FOSS) Philosophy:


What originally drew you to the FOSS movement? From all we’ve ever talked, you bleed FOSS, what makes the scene mean so much to you?

I believe in freedom and independence. I’ve experienced first hand how for-profit tech is built on exploitation and harming their users.

I’ve come to the understanding that the proprietary software industry is impossible to sustain without fundamentally violating the rights and autonomy of their users. It will always trend towards authoritarian levels of control and that is fundamentally at odds with my core beliefs.

I believe the software industry (we’re talking the proprietary software industry) would be completely unsustainable if it weren’t for the four pillars of proprietary software. They are: patent trolling, violations of privacy, licensing rather than ownership, and downright criminal behavior. These four pillars are mechanical, they’re cold, and they’re misanthropic.

The free software movement stands in stark relief against the machinations of proprietary software. Instead, FOSS offers its own four freedoms. At their core the four freedoms are anthropocentric, they put the rights of the user ahead of the any other interest.

Do you feel the broader tech culture is moving closer to or further from open-source principles? Or is that just those of us who adore it just ‘dreaming out loud’ (e.g. this is the year of Linux!)

Like I said, I think the tech industry is impossible without the problematic “four pillars.” Sure, there are some standouts (anomalies) like Valve who are interested in FOSS and contribute back to the community. But that’s a rarity.

I’d like to hope that Valve can be an example of how other companies should engage with FOSS, and they sure are. But I’m skeptical (cynical?) enough to see the industry moving further from an ethical foundation rather than closer to one.

Where do you personally draw the line between open-source purism and practicality?

I don’t think purism of any ideology is helpful. And that’s true when it comes to FOSS as well. If there’s a task that you need to complete, use whatever you know and what you have on hand to complete that task.

But where I draw the line is pretty simple. I won’t use proprietary software from any vendors who have a history of paid subscriptions or “software as a service.” I generally won’t use any software that assaults my mental autonomy with ads, especially if it’s software I’ve paid for. And I also try to steer clear of any software that relies on the cloud or injects useless AI garbage.

That being said, I use proprietary stuff like DaVinci Resolve for video editing and Affinity Photo 2/Designer/Publisher for much of my client work. And I obviously play tons of video games through Steam.

What’s one underappreciated FOSS project you wish more people supported or used?

Honestly, Linux. OEMs need to ship more Linux on their retail hardware. Valve, Fedora, Manjaro, and Bazzite are both doing great work on that front.

How do you handle community friction or dogmatism in the FOSS world?

If they’re in my comments section, I troll them. I try to call out dogmatism and unhelpful attitudes as I encounter it.


Gaming Journalism & Content Creation:


You've called out traditional games media before—what do you think they consistently miss?

In many instances, the games media fundamentally lacks integrity. They create sponsored content masked as reviews. They toe the publisher’s line in order to secure early access, etc. They view the world through the post-capitalist lens of corporatism and cronyism. They’re also complicit in the hype cycles and unsustainable “bigger number better” bullshit.

Do you see yourself more as a journalist, commentator, educator, or something else entirely?

I’m a commentator and educator… sometimes a loud and joyless pundit. 😂

What responsibility do independent creators have in a space full of sponsored content and hype cycles?

Authenticity. Just be yourself and do what you love. Report your thoughts and feelings honestly and do not heed the critics or try to make yourself more appealing to a general audience.

How do you choose what to cover, especially when there's pressure to chase trends or clicks?

I talk about whatever piques my interest. It can be a new game launching, a news story that pop up on my meticulously curated RSS feed reader, or something shared by the folks in my Revolt server.

Have you ever been tempted to take brand sponsorships or pivot toward commercial content?

I’ve done many sponsorships in the past. I’ve stopped doing them over the last few years because (again) it’s really hard to force myself to do stuff I’m not interested in. And I don’t really give two hoots about money beyond what I need to survive.

I know some companies have sent you some fun products for review, with no strings attached. Notable the new Legion Go S recently. Can you share any more? Or...perhaps a favorite of the bunch?

I get hundreds of emails per week offering me free review samples. It always goes the same way: I inform them I’ll only talk about their product if I’m free to review their product by the criteria of a review laid out in my ethics statement.

MinisForum always tends to send me really interesting devices. I truly love the most recent one they sent me. I also get GuliKit and 8BitDo controllers quite frequently.

The Legion Go S is also really cool!


Community, Motivation & Identity:


In a creator landscape dominated by monetization, why do you keep doing what you do?

I sometimes joke that I’m a sheep dog. I’m only relaxed when I’ve got a task to accomplish. At this point, my job is to be passionate, honest, authentic, and I have fun doing so. I don’t care about much else.

How has your audience shaped your content direction over the years?

Honestly, I don’t give a lot of thought to the audience beyond “am I getting my message across to Joe/Jane Viewer?

I make content that’s designed to be welcoming to and digestible by beginners. I can’t tell you how many times I see some kind of criticism in the comments of my video that boils down to “I don’t like the way you said X. Next time, say Y instead” and I just laugh. It’s like, if you know enough about the subject to have an opinion on this, then you’re not the person I’m making it for.

It goes back to your question on what I consider myself and, yeah… “educator” is the right word.

What part of the Linux or open-source community energizes you the most?

Situation: you buy some kind of smart appliance.

The first-party app to control the product is limited, designed poorly, and requires some kind cloud connection/subscription. Now you have new account credentials you must manage, you have another random device connected to your WiFi, and potentially anther subscription fee to pay.

Meanwhile there’s some random GitHub repo started by a first time programmer who has reverse engineered the app/product and created a Home Assistant integration that not only is feature complete but has unlocked some dormant/inaccessible features.

Passion will always surpass profit. That’s why I’m a dyed-in-the-wool true FOSS believer.

Have you had moments where you considered stepping back or quitting—and what kept you going?

Yeah. Many times. Most of it has to do with YouTube screwing me over so frequently. But deploying/running a PeerTube instance reinvigorated me.

Recently, my blog has become my happy place

Perhaps most common when I write these for creators, devs and the like - is a sense that while working on gaming all day long (developing, writing, creating) there’s no time to enjoy it for yourself. Do you find this, too? Or are you able to create that divide and still game?

I started my channel because I felt I didn’t have enough time for gaming. Oh, sweet, sweet naivety.

Honestly, I still play games for myself, though. Particularly through my retro gaming collection. I am just so busy that I don’t get back to it as I’d like.


Looking Ahead:


What excites you most about the future of Linux gaming in the next 3–5 years?

Obviously the roll out of the third party SteamOS machines is shaping up to be a big deal. I’m excited to see what that’s going to do for the community. One of the biggest hurdles of Linux growth is that it’s not generally preinstalled on PCs available at retail. I’d like to see more of that going forward.

As for what excites me? I’ve always been someone who looks forward to the new, the novel, and the unknown. Maybe that’s the Star Trek nerd in me. I’m excited to see how Linux gaming continues to be appreciated by mainstream gamers. And it will continue to grow.

Do you have any personal goals or creative projects you haven’t yet explored?

I’m really excited about my blog and I’m hoping to get to a point where I’m posting at least one article a day over there. Last week I did three posts in a week.

I’d also like to really deep dive stuff and produce more original content outside of Linux gaming. I’ve got ideas for projects. For example: seamlessly retrofitting bluetooth connectivity (possibly more) into a bedside clock radio that I’ve had since I was twelve.

How do you see your role evolving as the tech and content ecosystem continues to shift?

I’ve consistently been one of the louder voices in the space evangelizing FOSS philosophy. As the profit-driven forces of enshittification continue to erode their destructive path through society, I’m still going to be raising my voice against it and demonstrating that their corruption doesn’t have to be tolerated.

If you could wave a magic wand and fix one thing about the Linux or FOSS community, what would it be?

Well, one of the biggest issues we face are the grifters and charlatans who are profiting from spreading lies, driving wedges, and sewing dissent among FOSS projects. Granted, that’s a cultural-wide sickness that we’re facing right now and I don’t know a) if your magic wand is powerful enough to fix that or b) what it would take to actually fix those issues. But that’s what I’d like to attempt.

Is there a dream collaboration—either with a person or a company—that you’ve always wanted to pursue?

I’ve never been good at collaboration. Historically, I’ve actually been terrible at it! Heck, the only reason I’ve got a podcast is because my co-hosts James and Hi-Tech Lo-Life were persistent in asking me to join them!

With that said, it’d be good to talk with more FOSS developers, bring them on my show, extoll more FOSS apps/games, and shine a light on the best that the free software movement can produce!

Any last words, of any kind for everyone?

If you believe in my work, you can help support what I do by subscribing to my blog or by becoming a member.



And that's the end! Once again, I'd love to thank my friend Gardiner for taking the time to answer these, and for even doing this to begin with!

I love to do these, because I feel like while the community on Lemmy might be smaller than on other platforms, to me its quality over quantity.

I hope you've enjoyed this, and if you want to find more of Gardiner, you can use the links down below:

I have more of these coming in the future, too! I'm waiting for the answers from the team from The RomM Project which will be next, and am planning one for a member from Decky Loader which will be after that one. I also have far more planned, but too soon to say :)

And as ever, I really appreciate anyone who reads through these and enjoys them!

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