HYPERCHARGE: Unboxed is another developer who will be ensuring their games works nicely with the Valve Steam Deck.
What is it? Hypercharge is a classic-style Third and First-Person Shooter inspired by Toy Story and Small Soldiers. It focuses on Wave-Based Shooting with Defense Building mechanics. You must complete the mission of Sgt. Max Ammo and prevent the HYPER-CORE from being destroyed.
In a post on Steam, the developer confirmed that Valve sent them a Steam Deck devkit and they confirmed some details about what their support of it includes:
- What FPS will it run at?
- 60fps with an option to run 30fps in battery saver mode.
- What Graphic settings can I play on?
- Graphic settings are automatically set for the Steam Deck and will be lowered automatically in optional battery saver mode. Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)
- Will it have full Controller support?
- Of course.
- Will it have full Gyro support?
- You bet.
- Will configuration be required to run the game?
- No, it will be optimized to run and look the best by default.
- Will it have full Split screen support when connected to the dock?
- Definitely.
Below you can see some quick footage of it running on a Steam Deck:
Direct Link
Here's the thing though - HYPERCHARGE: Unboxed already works great on Linux with Steam Play Proton. So really, they only need to ensure it works well within the additional constraints of the Steam Deck hardware.
Valve will be sending out the first order invitations for the Steam Deck in December, based on initial reservations.
You can buy HYPERCHARGE: Unboxed on Humble Store and Steam.
I have a loosely Deck related tale to share too. On Friday, the game Let's Build a Zoo launched on Steam and was crashing on startup in Proton. So we supplied the devs with some info, which turned out was it failing to load some mp3. They could not fix it but applied a workaround for us on Saturday, and now the game is 100% playable with no additional crashes. Just there's no music.
I would not normally ask a dev specifically to fix a game for Proton, but in this case I know the publisher has a Steam Deck dev kit and have shown off their other game, Descenders, running on it, so I assumed this was relevant to them.
Neat.
I have a loosely Deck related tale to share too. On Friday, the game Let's Build a Zoo launched on Steam and was crashing on startup in Proton. So we supplied the devs with some info, which turned out was it failing to load some mp3. They could not fix it but applied a workaround for us on Saturday, and now the game is 100% playable with no additional crashes. Just there's no music.
I would not normally ask a dev specifically to fix a game for Proton, but in this case I know the publisher has a Steam Deck dev kit and have shown off their other game, Descenders, running on it, so I assumed this was relevant to them.
40% chance this is a path issue, either casing, encoding, or doing something otherwise funny. Or maybe they depend on a windows API for decoding these.
Neat.
I have a loosely Deck related tale to share too. On Friday, the game Let's Build a Zoo launched on Steam and was crashing on startup in Proton. So we supplied the devs with some info, which turned out was it failing to load some mp3. They could not fix it but applied a workaround for us on Saturday, and now the game is 100% playable with no additional crashes. Just there's no music.
I would not normally ask a dev specifically to fix a game for Proton, but in this case I know the publisher has a Steam Deck dev kit and have shown off their other game, Descenders, running on it, so I assumed this was relevant to them.
40% chance this is a path issue, either casing, encoding, or doing something otherwise funny. Or maybe they depend on a windows API for decoding these.
It extracts the mp3 from the dll, loads it into memory and then deletes the extracted file. I guess it's intended as copy protection for the music. A null reference error occurs at one of those steps. I'm fairly certain this is a thing that can be fixed via wine-mono (the game uses monogame/xna). Either way, I was impressed they applied the workaround so quickly. At least people who want can actually play it now.
It extracts the mp3 from the dll, loads it into memory and then deletes the extracted file. I guess it's intended as copy protection for the music. A null reference error occurs at one of those steps. I'm fairly certain this is a thing that can be fixed via wine-mono (the game uses monogame/xna). Either way, I was impressed they applied the workaround so quickly. At least people who want can actually play it now.
I wonder why they don't just extract in memory.
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