On May 1st we launched with 10 keys. Our mission to unify Steam gaming on linux. 10 brave souls took the plunge with us. Thanks to this small op we gained just enough info to begin shaping how best to proceed for the next build.
Few things I learned...
SteamVR Home/Hammer: We were able to do SteamVR on linux. Made notes too. SteamVR Home on linux works, but not the build tools. Old Hammer works on linux with wine/proto (running the game as windows using .exe instead of linux executable,) Source 2 hammer doesn't.
SteamOS: Using SteamOS as a dev environment is not the intent of SteamOS but doable in many ways.
Steam: (how it works) If we want to grow our user base, we simply need to continue generating new content.
Licenses: We also learned a lot about source code licensing. Where GPL makes sense and where it becomes a problem (can't use gpl on steam because it can't be linked to closed source)
The last part caused a sort of pivot for us and details on where we are pivoting in the "Where we are going..." part below (and more next month.)
The two big things we learned about gpl that we didn't realize are:
It is a social contract.
The license is designed to put pressure on you to be all gpl or at least fsf approved.
How are we handling this paradox of gpl SteamOS and yet the inability to distribute 3rd party GPL compiled source code on Steam? (and we did ask a few libs about getting exception to no avail.)
Since linux is gpl, to keep within the spirit of the linux community we must adapt part of our approach to honor this social contract. However, I don't want gotchas popping up for our creators so this needs to be deliberate and strategized from day 1. We also will continue to state clearly we believe in less restrictions and getting away from pressure this is where our heart is on open source free to do whatever with no restrictions and no pressure to do things the way we do them. We want any content and code you add to be yours and for you to be able to use other works in a unrestricted way. This means we are more MIT/BSD/Apache leaning and only use restrictive open source when it is strategic to do so or we are required to do so. Furthermore GPL would only even be an option on server solutions anyways because we can't ship compiled GPL code on Steam. Lastly, our goal is to help small studios, small studios need to operate in the margins to begin to turn a profit and gain funding for their project/community working in the margins is easily blocked somewhere in the dev path with restrictive license mumbo jumbo, let us avoid that and keep it simple. ergo mit/apache/bsd etc. styled licenses. Similar for the art CC by without SA requirements.
Where we are going. First and foremost I really want to release our 7 years of content and art and get feedback. I also want to begin revealing the deep universe and world background we have framed that mirrors the real one and get feedback. I also want to show the multiplayer and singleplayer offline feature day one or ASAP.
I think we will go a MUD/MUX (multi user experience) early on. So everyone has something to do, can host a MUD on their linux server and run mini MUD communities. MUD tech is really lightweight protocol that should allow a lot fringe use cases and thanks to InterMUD specs we also have the path to allowing your MUD/MUX hub to be part of a larger decentralized world truly owned and controlled by you. For yourself, family / friends or a community.
More details early next month on how we will release stage 1. Looking at Java server, with .net client so we can use it within our already existing code base. Also leaning towards Xenko engine for open source upstream details below.
The biggest challenge. Shipping an editor along side the game enabling effortless sandbox at your finger tips easily tied to the main game repo.
Solutions looked at.
1. Unity3d Pros. Asset and art protected, next gen shaders , 7 years working in unity. Cons. Not shipping an editor, but requiring a download. Not open source, monodevelop for code didn't work with unity editor on linux out of box.
2. Torque3d Pros. Great option mit license with battle tested networking, cons: only recently caught up to standards and rough at times, also c# support is there but needs to be worked on.
3. Xenko. Pros. Good because c#, IDE built in on linux and inspired by unity 3d, newly mit licensed. Con, only PBR shaders nothing next gen yet.
4. OpenSimulator Pros. Mit. Ownership game mechanics. Good self hosted networking with concept of hyper grid, can even run with physics on rasp. Pi. Only business facing solution too. Cons. Dated and pay to win economy in some areas.
5. HiFi. Pros. Apache license. Supports vr and crypto. Good graphics with other next gen feats. Like auto lip sync, dns grid support, networking and runtime content creation with opensim 2.0 styled options. Cons. Top notch bandwidth required, code is there but hidden and not end 2 end - still expected to use hifi account for things. Apache license con for our biz IP.
Download Game: Steam Key
We have a fresh set of keys to enable immediate access. Join group chat and get your key anytime.
https://steamcommunity.com/sharedfiles/filedetails/?id=1730003517
Glorious Full Size Pic
May 1st: mayday for VR + fallback support?
We love VR, we can't wait to try the new index and headset. As we begin our journey as a Valve Partner and Creator we believe supporting these fun things on linux as our first platform is a must.
But what about those that don't have VR figured out yet on linux?
"Good point let us start with that."
Later today we will post a simple preview build with a beta access password: "index"
It's called "fallback support."
Excited to begin the convo.
-C
[update 14:52] May 2nd
https://steamcommunity.com/app/1062330/discussions/3/1651043320649893615/
[update 13:26] May 1st
guide started, in draft state about how to opt in on linux to the tiny demo to test the pipes.
https://steamcommunity.com/sharedfiles/filedetails/?id=1729185744
What do you want first?
We see a few faces in members area that are new. This annoucement is for you to have an easy place to drop us your biggest wants for a new steam game. We need data.
We have a few more days to finish up our first early access slice of the CommunityUs App(LE) Pie and as stated in our first annoucement:
True to the name - mayday mayday meaning help! emergency!, with our 1st debut we wanted to find the biggest thing the steam community on a whole could use help with and do that.
So here is what we plan to answer for this months mayday call to arms:
Provide a rock solid experience of how to use source sdk on linux and then add vr to it.
To get into specifics, we are really working hard on all things linux. We have followed Valve's work with linux for a while now. We have also followed Steam games on linux. We often see comments saying what linux gaming needs are more games that are linux first.
Assume linux first is our motto - we see this meaning a few things in practice.
The game will need to be scalable. Not everyone has a fancy linux machine, and many members who stop by on a whim and like what we are doing enough to maybe install linux on a old pc, that pc won't be a good spec one.
We don't want to build a lack luster game either. Esp. when we have a framework for doing both.
So with this in mind, for now we really only want to walk down the path our present members want. Later we can fulfill the other ideas.
So members, this ones for you...what do you want first a top end linux game that even does VR and the AAA graphics or do you want a retro feel game that works on all your friends and family old computers?
MayDay Marketing Mayhem
WHAT IS TIME?
Get ready to experience the lack of chaos as your world grows as your skills grow. Conquer quests, explore ancient texts, build useful things and benefit those around you to unlock a few hidden gems along the way.
See you inside!
Mayday Launch
Steam accepts our store page in time for May 1st release.
The launch date was internally important too us, as we feel a sense of urgency and real need for some of the goods we have cooking!
We look forward to many more annoucements, but for now we did want to set a clear expectation of what we have planned for May 1st.
True to the name - mayday mayday meaning help! emergency!, with our 1st debut we wanted to find the biggest thing the steam community on a whole could use help with and do that.
So here is what we plan to answer for this months mayday call to arms:
Provide a rock solid experience of how to use source sdk on linux and then add vr to it.
Soon after that we will bore you with a Unity release of much of what you have probably already seen so we can have comparable offerings to other studios but we wanted to focus around supporting tools that are native linux and to steam and do what other studios aren't all doing.
[April 17 - Update]
Thus far we have source filmmaker working on an old Alienware Alpha i3, 8 gig ram (it plays the "heavy" scene in real time flawlessly) with SteamOS brewmaster beta using vulcan and proton wine! - And if that doesn't sound alien i don't know what will.
We will be writing a guide for getting up in going with this, then how to do a mod of our mayday content -> all on linux native (assuming we can end 2 end linux this. [in theory we can but now we have a deadline to deliver o my!])
So we wanted to lay clear expectations. Once this is done, we will call off our mayday alert and switch over to Unity 3d, do some guides for how to workshop with us and do unity on Linux native too - get those workshops-a-working too!
Stealth Achievement: (Impossible Long Range Shot [side mission])
We have in mind a directory strucuture using steam pipes/depots and packages to facilitate both of these (Unity and Source SDK) side by side like how the old SteamVR demo used to work where the secret shop was the only thing that was Unity but in a buggy way then (not buggy for us we hope) it was possible to switch from source to Unity and back again real slick stuff. We want to get this flushed out and polished for everyone so everyone can draw from all the strengths here on Steam.
Lastly, there are some open source licensed steam file format importers that work with Unity. If curious duckgo a search for "Hammer to Unity" this is the other part of it, plus SteamVR unity asset from 2017 already had most of steam materials wired up. We think valve wants us to do this, just haven't broken the cipher man.
So thats all for now, signing off. Enough radio chatter already geez, like only the 4 people reading this know what you mean. oops!