Given how busy some of us are, it can still be quite easy to miss that Steam Deck email coming in to make your purchase through the reservation system. The good news is, you do actually have a few extra days after the timer is up.
The way the system works is that you put down a reservation (only one per Steam account at a time), and eventually you get the chance to buy a Steam Deck. This has helped against scalpers buying them all up and allow Valve to have time to produce enough. Once you get your final purchase email, you have about 72 hours to actually pay for it otherwise it's supposed to go onto the next person in the queue. The purchase email even clearly says " If you don't complete your purchase by this time, we will automatically cancel your reservation.".
However, Valve has now officially confirmed that's not quite the case.
If you do miss that window of opportunity to buy your Steam Deck, there "is a grace period of a few days" where you can reach out to Steam Support who will hook you up. All you need to do is go to the support page, and hit "Contact Steam Support".
Nice to see Valve are giving people more than one opportunity to ensure they get their Deck.
Now I'm trying to resolve this with support. So it's good to know that you have some grace period for this :-)
I dont even want to imagine how devastating it would be if someone were to miss his opportunity and has to wait a full year or whatever for another chance xD
I'm wondering why that 72 hours time limit instead of just letting order slide down the queue until order is fully paid. There must be a marketing reason I assume.
Last edited by Eike on 21 June 2022 at 1:25 pm UTC
Do we have a rough idea of how many were sold ?Not as far as I know. The only information we have that could possibly be extrapolated is that the Steam Deck has been ranked at the top of the Steam sales chart, by $, for many weeks in a row--but was dumped to 2nd for a week by a recent hit game whose name I can't recall. So that means it's selling more $ per week than any game most of the time, but not by a big enough margin that a surging game can't beat it, which gives us a vague lower and upper bound on how much money people are spending on them. The problem is that we only have a vague idea how fast those games are selling, too.
Mind you, so far the sales still just reflect what you might call the "Tesla problem"--the wait for one remains very long, presumably because they can't manufacture units fast enough to sell them to all the people who want one.
Last edited by Purple Library Guy on 21 June 2022 at 4:17 pm UTC
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