Spyke
linux_gaming·Linux GamingbyGutek8134

Looking for coop roguelike Action RPG

So, my group has recently tried Ignite the Depths demo, and now we're looking for something else to scratch that itch.

Most of the time 2-4 of us will play at once.

In case you haven't read the community name, it has to run on Linux, I don't have Windows installed and another member plays on Steam Deck. Whether the game runs through proton or natively doesn't really matter.

Our schedules don't match too often, and we usually use it to play TTRPGs, which means we generally don't play all at once, so a tens of hours long campaign would be hard to play without someone having to grind up or fall behind.

Suggested games don't have play too similar to Ignite the Depths, we find the combat too simple, but we're looking for RPG elements like classes we could choose before starting a run and level up on the way.
There was also not enough variety among the enemies and locations, bu Ignite the Depths devs will probably add them along the Early Access.
AFAIK we don't have any more strong combat preferences regarding tempo and pace, so we're fine with, for example, something closer to Dark Souls series.

We've tried playing with friendly fire on and off. Playing with it turned on was harder, but we enjoyed the additional communication challenge.

Any sort of in-game story end goal would be a huge advantage. It'd help a lot with bringing us back, and convincing me - the group's rogue-like hater. BTW if you'd like a deck builder rogue-like with a really good story, try Chrono Ark.

And now, the personal preferences you can treat as a bonus:

Me
  • progress even on the worst runs
  • flashy combat, as long as everyone can see what happens; I know it's hard to do in multiplayer
  • low on progress-blocking grind
  • core class gameplay doesn't change depending on the loot - see Loop Hero, you can focus on certain aspects of the class, but no matter what you pick, necromancer will summon minions to fight and tank for him
Member 1
  • low price, short on money for the next month or two, but we'd rather wait than waste our time on a mediocre Free to Play
  • magic restricted to certain classes, low availability of elemental weapons and such (might conflict with Member 2's preference)
Member 2
  • loves magic, more = better (might conflict with Member 1's preference)
Member 3
  • likes dragons - they didn't express it, but I know them well enough I included it

Other people have not specified any special preferences.

One game we've found interesting, but haven't bought yet, is Elden Ring Nightreign. Seems to check most of the boxes. Still, more options to choose from would be nice.

View original on lemmy.world
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linux_gaming·Linux Gamingbywoelkchen

SteamOS 3.9.5 has just been released for all users

cross-posted from: https://lemmy.world/post/53543075

SteamOS 3.9 General

Updated Arch Linux base
Updated Desktop Mode from Plasma 6.4.3 to Plasma 6.7.3
    For more information, see
    https://kde.org/announcements/plasma/6/6.7.0/
    https://kde.org/announcements/plasma/6/6.6.0/
    https://kde.org/announcements/plasma/6/6.5.0/
Improved support for Steam Frame wireless adapter
Improved idle power consumption on Steam Deck when no audio is playing
Fixed a bug causing hidden WiFi networks to fail to connect on the first attempt
Fixed Steam Remote Play not working on Steam Machine when booting with no external display connected
Fixed "Disable Frame Limiter" toggle not working when VRR is enabled
Fixed the frame limiter incorrectly applying to VR titles when streaming from Steam Machine to Steam Frame
Fixed loss of input if a launcher window is accidentally dragged around in Game Mode
Fixed an issue causing frame limits to result in lower than intended FPS on certain external displays
Fixed issues with suspend/resume on systems with RDNA1 or RDNA2 based dedicated GPUs
Fixed audio issues on hotplug of certain monitors in a multi-monitor setup
Fixed an issue causing firmware updates to occasionally fail to apply on Steam Machine
Fixed a system crash when launching Forza Horizon 6 on Legion Go 2
Added preliminary support for Legion Go 2 brightness control
Fixed an issue causing certain games (incl. ELDEN RING and DARK SOULS™ III) to fail to run on recent Panther Lake Intel CPUs
Fixed performance issues in STAR WARS: Galactic Racer on resume from suspend on Steam Machine
Fixed an issue that could lead to GPU errors in The Crew Motorfest
Worked around a firmware issue on some ASUS devices causing excessive fan speed upon waking from sleep
Fixed boot screen corruption on Intel PTL+ devices
Fixed a bug wherein changing the timezone could prevent switching to Desktop Mode until a reboot
Security and stability updates
    Revoked compromised eMudhra CA certificates

Misc

Updated the bootloader to improve compatibility with certain motherboards
The Desktop Mode lockscreen is no longer prevented from being explicitly enabled in settings (but remains off by default)
Fixed logging in to Desktop Mode via RDP with system users when enabled

Developer

Switched WiFi backend to wpa_supplicant by default, improving compatibility with various WiFi networks
    Enhanced wpa_supplicant to support fast WiFi reconnect on resume from sleep, previously only available in the iwd backend
Linux kernel rebased on Linux 7.2
Added preliminary support for hibernation, not yet exposed in Game Mode UI
    Enhanced Linux kernel hibernation support to enable interrupting hibernate requests and fixed various driver issues
    Not yet enabled on Steam Deck due to an outstanding driver bug
Various scripts and packages have been renamed from `steamos-` to `holo-`, with aliases to the former names where appropriate
Improved support for running SteamOS as a VM guest with accelerated graphics (virtio-gpu, venus)
Updated included renderdoc version
Reintroduced support for Android binder IPC
SteamOS 3.9.5 has just been released for all usershttps://steamcommunity.com/games/1675200/announcements/detail/694275728822244964Open linkView original on lemmy.world
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linux_gaming·Linux GamingbyShin

My GameDev Template

Not sure if this is fully part of this community. But maybe could be a good read for the folks here since this is focused in the GameDev in he Unix systems.

This is how I organize my Godot Template for development. And a fair bunch of code. All code is AGPL so if you use this code, your codebase is also AGPL.

If this is too far from the community, I can delete this post, sorry for streching the community definition.

All feedback is welcomed.

My GameDev Templatehttps://jeferson.me/blog/2026/10/23/my-godot-templateOpen linkView original on piefed.social
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linux_gaming·Linux GamingbyBurgerBaron

Wine might mark dgvoodoo2 as WONTFIX due to malicious and intentional sabotage by developer to not run via Wine

Copy pasting (plus some formatting fixes) this r*ddit post here because I haven't seen any duplicate in a Fediverse search and I think you all deserve to know about this toxic developer. I know I've tried using dgvoodoo under Proton to try and fix an old game in the recent past and couldn't figure out why it'd crash. Now I know. 💩

https://reddit.com/r/pcgaming/comments/1x7k3l5/wine_for_linux_might_mark_dgvoodoo2_as_wontfix/

https://bugs.winehq.org/show_bug.cgi?id=58731

User Nostalgia_Realm used GPT-6 Astra to decompile dgvoodoo2 to check crashing of the utility on Linux/Wine environments

I used GPT-6 Astra to investigate the supplied dgVoodoo2 binaries. It identified the relevant code and produced a working fix in approximately 17 minutes. I then personally confirmed that Snail Mail’s Tutorial renders and responds correctly with the patched DLL.

The findings point to a Wine-specific code path inside dgVoodoo2 as the cause of this regression. No changes to Wine were needed to remove the reproduced crash.

The relevant code does the following:

  1. Walks the process’s loaded-module list and locates NTDLL.DLL using an encoded name.
  2. Reads its export table directly and searches for names containing wine_get, such as wine_get_version.
  3. Conceals that substring comparison behind arithmetic and numeric constants, rather than a readable Wine-identification string.
  4. When Wine is detected, takes a path that skips clearing two graphics-state values. Redirecting execution to the normal clearing path removes the reproduced failure.

This was confirmed in 2.82 and 2.87.5. The corresponding check was absent from the supplied 2.8 D3D8/DDraw binaries. Every intervening release was not individually analysed, so this does not establish the exact release that first introduced it.

The fix is very small once the affected DLLs are unpacked:

  • 2.82: change one branch-displacement byte in each affected D3D8/DDraw DLL so that the state-clearing instructions also execute under Wine.
  • 2.87.5: change one instruction byte per Wine-export detection routine so it returns “not detected.” There are 23 copies across 22 DLLs, including both copies inside the ARM64X D3D9 DLL. The two D3DImm DLLs lack this check.

With the original DLLs, Snail Mail crashes and a separate DirectDraw test fails during surface creation. With the patches, Snail Mail runs and the DirectDraw test passes drawing, pixel readback, and cleanup. DXVK was still needed for D3D11 translation.

I strongly suspect deliberate interference with Wine compatibility, given the obfuscated Wine detection and the harmful path it selects. Intent cannot be established conclusively from this evidence alone, but the Wine detection itself, and its connection to the reproduced failure is concrete. The earlier comment’s more specific D3D12-pointer explanation was not independently established.

He then continues

About this bug report, I am not a coder. I cannot say with 100% certainty that this is a Wine issue. However, the evidence GPT-6 Astra produced seems to point to malice from Dege. He intentionally sabotaged his app to not run via Wine. I'd say this means we can close this bug report and make it a community effort to introduce an open source alternative that can do the same. I think that's a much better use of our time and AI compute ;)

Has not happened yet but I believe it would happen in the future

User Nostalgia_Realm also said he might provide patched dgvoodoo2 builds in his website

Dege has a history with being against linux for a long time

https://web.archive.org/web/20251111024553/http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/#watchoutfor#watchoutfor

https://preview.redd.it/z9vyx8afquvh1.jpg?width=971&format=pjpg&auto=webp&s=9cd3e1fe7ff2a6c29d19c5386a4a4b646c4cd744

And also https://github.com/lutris/dgvoodoo2/issues/5#issuecomment-3520470529

What to be expected, according to open source cancer-like development practices (it'd be nice to bet money on this):

you keep it until your d7vk or whatever is in development, using MY stuff for reverse engineering the api implementation details (instead of an old win xp/7 machine, just to save yourself a lot of work, I mean, years of work), being paid by an ugly capitalist company, and then all the sect members and random clueless idiots will be ranting all over the net that you're the best

then and only then you will ditch dgVoodoo, the "propietary shit", independently on what the quality of your crap is like

but, in the meantime, at least anybody can read into how much you're being loved

TLDR:

  • dgvoodoo dev creates intentional sabotage in software code to not run on linux

  • dev lies and crashes out on Lutris's github and his website about how sabotaged environments are inferior and because they cannot run newer versions of said software

  • gets caught red-handed after a user decomped his software

View original on quokk.au
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linux_gaming·Linux Gamingbymolave

GitHub - Furglitch/modorganizer2-linux-installer: An easy-to-use Mod Organizer 2 installer for Linux

MO2-LINT finally allowed me to natively integrate my Skyrim to Ubuntu. Before, I had to create a non-Steam shortcut to my MO2 with a crucial limitation of jury-rigging "Download via Manager" installs from Nexus. Now, as far as I'm concerned, the overall experience is now as seamless as in Windows.

Background: My MO2 profile was originally from Windows that I last touched in 2020. Ported it to Linux in late 2025 and played it for a few months, then tried getting back into Skyrim in Oct 2026.

GitHub - Furglitch/modorganizer2-linux-installer: An easy-to-use Mod Organizer 2 installer for Linuxhttps://github.com/Furglitch/modorganizer2-linux-installerOpen linkView original on reddthat.com
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linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-11 Released

Hotfix Release

::: spoiler spoiler

Changes since GE-Proton11-10.

Video Playback

  • Fixed games freezing when a video is skipped or closed while MPEG-1 audio is playing through

DirectShow (deadlock in the MPEG audio decoder, a regression since GE-Proton11-8)

(#865).

  • Fixed MPEG-1 videos played through AMStream showing upside down (a regression since GE-Proton11-1)

(#863).

  • Fixed heap corruption and crashes from video frames that are converted or scaled, e.g. Target Bravo:

Operation G.H.O.S.T. crashing when entering stage select

(#864, thanks @aderumier).

Rendering and HDR

  • Fixed Easy Anti-Cheat kicking Star Citizen with "Violation 8 - Untrusted system file"

(StarCitizen_Launcher.exe, error 30033) since GE-Proton11-7. The same issue affects Hunt: Showdown

(hunt.exe) when launched outside Steam. VKD3D-Proton no longer reads the parent process's executable

to detect Unreal Engine games (#858,

vkd3d-proton#3348).

  • Removed the Star Citizen native AMD AGS override added in GE-Proton11-10. It was not the cause of the

EAC violation.

  • Space Marine 2 was also reported broken in 11-10, but worked when tested with the above mentioned changes.

Protonfixes

  • Star Citizen: install .NET 4.8 for the new RSI Launcher.

  • Windows version fixes (win10, win7, etc.) are now re-applied when a later winetricks install

changes the Windows version. Previously a failed or partial .NET install could leave a prefix on

Windows XP.

  • Added fixes for the BepInEx, MelonLoader and FrostyModManager mod loaders.

  • Call of Duty (2003): fixed the game fix not running.

  • Ceville: respect PROTON_USE_XALIA if it is already set.

  • Removed the unused amdxcffx64 winetricks verb and updated the umu database. :::

GE-Proton11-11 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-11Open linkView original on lemmy.world
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linux_gaming·Linux GamingbyCannonGoBoom

GE-Proton11-10 Released

Patch notes in spoiler.

::: spoiler spoiler Component Updates

  • Wine: Valve bleeding-edge 2026-10-16. This brings upstream syscall emulation through Syscall User Dispatch and native-syscall handling for EAC (EOS) launchers. Also included: Xalia now shuts down cleanly, fewer spurious X11 mouse movement events, a Witcher 3 controller rescan fix, and a ddraw fix for paletted primary surfaces.

  • Wine: PROTON_LIMIT_ADDRESS_SPACE and its address-space limits for Reverse: 1999 and Blue Protocol: Star Resonance were removed upstream.

  • DXVK: v3.1.1-134. Includes D3D9 texture, StretchRect and device-reset fixes, D3D8 CopyRects rework, a workaround for an EA anti-cheat code-signing crash, shader cache fixes, and zero-initialized shader scratch memory for Call of Duty: Ghosts.

  • D7VK: rebased onto DXVK v3.1.1.

  • VKD3D-Proton: fixes synchronization around queued transfer operations.

  • FEX: FEX-2610-30.

Controllers

  • The automatic PlayStation controller XInput fallback no longer rescans every HID device each time a game polls an empty controller slot. Since GE-Proton11-8 this caused large slowdowns, even with no controller connected:

  • Path of Exile ran at ~50 FPS instead of 200+ (#862).

  • Le Mans Ultimate slow-motion physics with a Moza wheel (#777).

  • Story of Seasons: Friends of Mineral Town lost FPS with PROTON_PREFER_SDL (#850).

  • Setting PROTON_SONY_AUTO_XINPUT=0 confirmed this was the cause in #862; the fix itself has not been confirmed in-game yet.

  • Sackboy: A Big Adventure and Rune Factory 4 Special now default to PROTON_SONY_AUTO_XINPUT=0. This fixes the DualSense being assigned to player two in Sackboy and scrambled DS4 input in Rune Factory (#843). The variable was confirmed by two users.

  • Bluetooth DualShock 4 and DualSense rumble now works through the XInput fallback, and input no longer stops after the first rumble (#853, thanks @ilyasbounoua). Native hidraw games on Bluetooth keep the extended controller reports (gyro and touchpad).

  • PROTON_SONY_HIDRAW_XINPUT, PROTON_SONY_AUTO_XINPUT, PROTON_DUALSENSE_HAPTICS_PREFER_NON_EVENT and PROTON_DEATH_STRANDING_CONTROLLER_EFFECTS now reach the HID bus driver; previously the driver ignored them.

Wayland and Windowing

  • GNOME: fixed games and launchers closing when a window that owns a popup is destroyed (mutter: "destroyed popup not top most popup"). This affected AION 2 and Battle.net auto-login with PROTON_ENABLE_WAYLAND=1 (#834). Not yet confirmed on GNOME.

Video Playback

  • MonoGame games no longer stall or crash when a song is played again, for example Picross for a Cause (#839, thanks @Petru101).

Rendering and HDR

  • KDE Plasma: HDR detection now uses KWin's per-monitor HDR state. HDR monitors are detected even when SDR brightness is set to the HDR reference level. Other compositors keep the existing detection (#838).

Other Changes

  • Arknights: Endfield: added the ACE anti-cheat driver fixes from dwproton (#847):

  • DriverEntry is called with a kernel-mode return address.

  • ntoskrnl fixes: MmCopyMemory, ServiceKeyName, MDL section views and PsGetContextThread.

  • A stub lsass.exe (SamSs) service is added and started.

  • This matches dwproton. The remaining ACE bugcheck 0x65636154 is still unresolved there too.

  • Star Citizen: loads the game's bundled AMD AGS library again, as GE-Proton11-6 did. This should avoid the EAC "Untrusted system file" violation and error 30033 (#858). Not yet confirmed in-game.

  • Faster shared SRW lock releases. Lock-heavy games spend less time in ntdll; Microsoft Flight Simulator 2024 went from 24.5% to 19.1% (#844, thanks @smatkovi).

  • Build: clang/libc++ and llvm-libc build fixes (#835, thanks @FireBurn). :::

GE-Proton11-10 Releasedhttps://github.com/GloriousEggroll/proton-ge-custom/releases/tag/GE-Proton11-10Open linkView original on lemmy.world
57
linux_gaming·Linux Gamingby_Lory98_

What's the current way to play games in HDR while keeping the Steam overlay working?

I'm on OpenSUSE with KDE Plasma and have HDR working with no problems in native application and Vulkan games, however when playing Windows games through Proton, the only way I can get it to work is through gamescope.

Launching gamescope for each game works but, from what I'm understanding, Steam expects an x11 window for the overlay to work, so it won't open and this also breaks controller remapping through Steam input (which I often need).
My current solution is to open a new tty session and run Steam inside gamescope (which is similar to how it works on SteamOS) there.
Is there a cleaner solution now, as what I'm doing now can a bit janky with some things?

View original on discuss.tchncs.de
27
linux_gaming·Linux GamingbyFilthyHands

[SOLVED] [Bazzite] Most Steam games refuse to run from secondary drive. Both drives formatted BTRFS. Windows has never been installed on either drive.

Edit: Thank you, u/[email protected], and everybody else who gave some solid advice.

The problem is the drive is mounted with the noexec flag, which is why nothing on it will run. You’ll need to change /etc/fstab to fix that.

I used Gnome Disks to add the exec flag and now everything seems to be working.

--

I have a desktop PC, not a handheld. When I install games to the secondary SSD, Steam will try to launch the game, then nothing will happen. Lorn's Lure and some other games give me this message:

Failed to initialize graphics. Make sure you have DirectX 11 installed, have up to date drivers for your graphics card and have not disabled 3D acceleration in display settings. InitializeEngineGraphics failed

Sometimes a third party launcher will attempt an install, but it usually fails. I didn't seem to have this problem until the last few months. It seems more and more games require installation on my primary drive. Many, but not all games, seem to require a launcher, which may be causing some of the problem.

Every once in a while, attempting to launch one of these games will cause Steam to crash and shut off my wireless gamepad. (GR Wildlands)

Looking for solutions online has been difficult, because most people having this problem have their secondary drive from a Windows install, or is formatted NTFS. This PC was wiped of Windows before the Bazzite install (over a year ago), and the 2 drives in question were bought new, and immediately formatted to BTRFS with no NTFS partitions.

Any help or advice is appreciated.

The following games will not launch from my secondary SSD but play fine on the primary:

  • Divinity II

  • GR Wildlands (also crashes Steam and turns off my wireless gamepad)

  • Icarus

  • RDR2

  • Riven (2024)

  • Roadcraft

  • Robocop Rogue City

  • Snowrunner

  • Transport Fever 2

Here is a selection of games that DO WORK on the secondary drive:

  • Black Mesa

  • Dishonored 2

  • DOOM 2016

  • DOOM Eternal

  • Resident Evil 2

View original on sh.itjust.works
66
linux_gaming·Linux Gamingbymonolalia

Sidebar AI use rules: good, bad, ugly?

For the most part I don’t think a community as slow as this should have much in the way of moderation. The fewer restrictions, the better. We are all adults here (well, probably).

Content-free clutter like OS playground fight memes and “Look! I, too, have answered the Steam survey!” posts is an exception.

And if somebody’s talking to us via an LLM, that’s (in my own dramatising-prone opinion) disavowing what makes us special among animals (apart from our infinite capacity for conscious cruelty): Language, reasoning, imagination, creativity, self-expression, personal flair and style.

AI-generated code is unknown territory for me. The people using it sometimes seem to know pretty damn well what they’re doing, in principle, even if they’re not quite doing it themselves. So I’m not in favour of banning it outright. But, as with the parent reddit community, I have set a “two months of verifiable development time” barrier.

What do you think? Thumbs up? Thumbs down? Too lenient? Too strict? Just vote or make alternative suggestions. (I haven’t got the energy to discuss this again…)

PS: I do miss the old banner but it was AI-generated back when that was still fresh & weird & interesting to play with… now it’s more like a plague

View original on lemmy.world
27
linux_gaming·Linux GamingbyBlisterexe

The new Epic Games launcher is better than the old one, but only because the bar was in hell.

The new one opens faster and has a better UI, but it feels so bad to use, every resize and interaction causes elements to shift around weirdly, the scrolling feels horrible somehow, there's a random sidebar (pictured) that is empty and that i can't hide. Also, although, to it's credit, the app opens fast and responds instantly to clicks, every async load (store page, game banner) is incredibly sluggish.

And on Linux it's only available as an app-image, doesn't support Server Side Decorations and somehow reverts my cursor the default X one, which I have never seen an app-image do.

Basically it kinda sucks, although the UX team did a good job, the UI looks nice enough and is easy to navigate, if only because there's like no features.

Edit: apparently the sidebar is meant to be a social panel, but it broke as soon as I resized the window, lmao.

View original on lemmy.zip
167
linux_gaming·Linux Gamingbymr_MADAFAKA

Epic Games is launching a new, faster, lighter Preview version of its launcher available now for Linux with upcoming Fortnite support

https://launcher.epicgames.com/

From FAQ:

What should I know about Linux support?

The new Epic Games Launcher runs natively on Linux, but many games are Windows-only builds and may need a compatibility layer. Check each game’s Linux compatibility before installing.

We support Ubuntu 22.04 LTS or newer, Fedora 43 or newer, and Debian 12 or newer. Other distributions may work but aren’t officially tested or supported.

Use the Send feedback button in the launcher to report issues.


https://onlineservices.epicgames.com/news/introducing-easy-anti-cheat-linux-v2

Also epic is rebuilding Easy Anti-Cheat for Linux (EAC Linux v2) to deliver near-Windows-level protection using signed kernels, Secure Boot, TPM 2.0, and other existing Linux security features starting with a Fortnite, so more multiplayer games can finally support the platform without enabling widespread cheating.

View original on lemmy.ml
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