this post was submitted on 04 Jul 2026
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This is just a vent post / unpopular opinion (? unsure if unpopular). Specifically on Steam. Linux native builds are so buggy and glitchy and never work right. Always some combination of:

  • No sound
  • Old outdated version missing content and incompatible online
  • Controllers don't work
  • Crashes, doesn't launch at all
  • Horrific FPS
  • Cutscenes don't play
  • Weird game breaking softlocks and logic errors, like critical items not spawning and dialogue not triggering
  • Zero support and low priority from the developer

I have none of these issues with Proton. Proton works perfectly fine, I love it. This only happens when a game doesn't use Proton. As soon as I change to Proton all issues are resolved. This problem has followed me across distros with fresh installs, so it's not a config issue. Yes I have the correct drivers and such, NVIDIA proprietary unfortunately. It's so strange, you'd imagine the native build would run better not worse.

The worst part is, it's not easy to tell when a game will launch using Linux native as it's the default priority. Games can even silently update and stop working when they gain Linux native "support". You have to manually go in to properties and override compatibility to proton. Normally I do this when I notice a suspiciously large amount of bugs and I'm like hmm... oh look it's Steam Linux Runtime 1.0 again.

I wish there was a way to just force Proton globally. Either that or people actually test and maintain their Linux builds. I'd rather there be no Linux build at all if they're going to be so terrible.

Edit to add commented example list of games:I couldn't get a full list because I was relying on having set a flag forcing a specific version of Proton to identify which games were problematic to jog my memory... Unfortunately this data is local only and was not synced between computers, so it was lost when I changed distro. Just from my limited memory though, I can list some that I distinctly remembered when writing up my post, though it's many more in reality. It's also surprisingly hard to see whether a game even has a Linux native version, you usually have to wait for the store page to load and scroll down to compatibility, which is just annoying.

Games that worked well:

  • Factorio
  • Stardew Valley
  • Baba Is You
  • All Valve games (TF2, DotA2, etc)

Games that had issues:

  • 1001 Spikes
  • The Case of the Golden Idol
  • Broforce
  • Spiritfarer: Farewell Edition
  • The Stanley Parable: Ultra Deluxe
  • Cook, Serve, Delicious
  • Valheim
  • A Game About Feeding A Black Hole
  • Audiosurf 2
  • Keep Talking and Nobody Explodes
  • Slay the Princess
  • TIS-100
  • Cassette Beasts
  • Brotato
  • Bit.Trip runner
  • Don't starve together
  • Unpacking
  • While True: Learn
  • Fez
  • Magicka 2 (controllers not working)
  • One Shot (critical gameplay bug right at the end. Had to watch a let's play to finish it. I messaged the dev who left me on Read)
  • Just Shapes & Beats (no sound)
  • Tiny Bookshop (no sound)
  • HiveSwap (critical gameplay bug right at the end, and savefile bricked, had to watch a let's play and the dev ignored me) (I'm not a "fan" I swear, please don't lynch me)

I'm getting tired and I'm sure you get the point. Almost every game in my experience has been unplayable on Linux runtime. I'm glad it's working well for you though.

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[–] sp3ctr4l@lemmy.dbzer0.com 14 points 2 days ago* (last edited 2 days ago) (1 children)

Here, in a nutshell, is my theory for why what you are describing is so common:

Almost nobody develops a game on Linux, with an engine you can build from source, and use to make the game, on Linux.

If you do... do that... your Linux native game will probably run fine.

But! Almost every major game engine you've ever heard of, that says it supports Linux, in the sense of you can build/run the game engine itself on Linux?

They're full of shit.

Their engines do not actually work on Linux, half the time you can't even compile them, they don't even know half the dependencies they actually have. They throw insane errors all the time, because you're just alpha testing their attempt at porting their engine to Linux.

They just say 'we added Linux support!' and nobody ever actually tries to verify this, because Linux based game devs are using one of the fairly small number of engines that... actually work on Linux.

(Hah, or they're basically just building their own engine, or layering together actually platform agnostic rendering/physics/networking/whatever libraries into basically a custom engine)

Valve, for example, has figured it out.

HL2? Linux native build, running on SteamOS?

Works great.

Godot? Use GDScript, not C#, build the game on Linux?

Also works great.

Most games devs are actually just full of shit when they pretend they understand anything about Linux.

Maybe check out Road To Vostok if you want to see what one guy can do with Godot and a few years.

Its not impossible... most games devs just have God Complexes, its just how it is, very rare to find some that are both humble and competent.

[–] Zarobi@aussie.zone 3 points 2 days ago (2 children)

This makes sense to me. I tried to run Unity and UE5 once on Linux. Fuck it's annoying to even get the SDK running. Valve's games are perfect on Linux and run like a dream, I wish more games were like that, but it has to start at the tooling level.

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 2 days ago (1 children)

Ok, double post, but I may have just answered my own question at the end there:

https://github.com/Zylann/godot_voxel

Pro: Seems to actually do what I was trying to do, and then some, holy shit.

Con: Apparently, the main version of this is basically a rolling fork of Godot, because it needs so much to be done in c++... and... well, that might mean it runs into the exact problem that spawned this whole conversation: reliably reproduceable builds in different OS contexts.

[–] Zarobi@aussie.zone 1 points 2 days ago (1 children)

Sorry the only 3d game I ever made was a Doom clone, and it was pretty bad lol. I don't really know what a voxel even is, I kind of just do things by feel haha.

I I'll definitely try out Godot, I kind of just gave up on making any games when I switched to Linux about 7 years ago. It'll be cool if it works

[–] sp3ctr4l@lemmy.dbzer0.com 1 points 2 days ago* (last edited 2 days ago)

Godot actually has uh...

https://github.com/func-godot/func_godot_plugin

Basically... works to both rip and also create Quake, Quake 2, Half Life 1 maps.

Its also a pretty extensive framework.

If you wanna step up a bit from a Doom clone, to a Quake clone... you could do it with this.

There's also Godot VMF...

https://github.com/H2xDev/GodotVMF

Can actually rip and convert HL2, TF2, L4D... basically Source up to roughly 2013 maps.

I don't think its much of a map creator/editor though? I think the idea is you just actually make your map in Hammer, and then basically import it into Godot.

I managed to ... mostly correctly ... decompile.or convert or whatever, some maps.from NeoTokyo, an old HL2 mod, so... will probably at least mostly work for HL2 mods?

It does rely on the actual SourceSDK though, so... probably not ok for commercial use?

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 2 days ago

As far as I can tell, if you want a decent level of tooling...

I dunno, so far I haven't been able to find anything more ... straightforward but also powerful if you know what you're doing... combo... than Godot + GECS.

GECS is a ... honestly shockingly well developed entity component system framework for Godot.

If you wanna do a 2D game, Godot basically already has everything you need, but yeah... 3D isn't quite there yet, though it is making strides. The recent IK rework does help bridge a major ... feature parity gap with more 'big boy' engines.

GECS helps a good deal too, but yeah, its not Source(2) lol.

I dunno shit why not: Any chance you know of something like a Godot 3d level mapping system based around bsps or octrees or something?

I know there are voxel frameworks, but... lot of people are looking to make something other than minecraft.

I've been futzing about trying to figure out how to cajole some system of nested 3d gridmaps into a kind of octree system, but with vertices inside of the grid space, and then you'd have the equivalent of a 3d clipmap deciding which chunks of the grid space to render verticies at what level of precision... but i feel like im trying to weave together hyperspace half the time, which hurts my overdeveloped ape brain.

After a couple of YEARS trying to find work around for native rimworld problems. I found a couple interesting things that it's not the developer that was the problem it was the game engine unity that broke certain things and the unity game engine people wouldn't fix.

I now play it on proton with its own set if weird problems.

But just know that maybe these Indy games that run specific engines can't tos shit about things because the fucking people who make the engine won't fix it.

Just my experience from rimworld is all.

[–] WormFood@lemmy.world 5 points 2 days ago

I had to discontinue Linux builds of my game on Steam because the game engine I'm using has a very buggy and unfinished Linux runtime. I'm not happy about it because I wanted native support, but ironically proton is a better user expertise

[–] daniskarma@lemmy.dbzer0.com 7 points 2 days ago (3 children)

Linux has a fundamental problem with native builds of closed source applications.

This is lack of true retro compatibility.

On windows you can still run software made for windows XP with more or less issues. But windows api are more stable and it does have retro compatibility tools built in.

Linux does not, once in a while the OS APIs change, and any software not patched for those changes might stop working completely.

I have been thinking for a while. That it would be great if some sort of "linux retro compatibility" tool existed.

Similar to launching a program in windows with "window 7 compatibility" to be able to launch linux apps woth "Kernel 4 compatibility" or something like that.

[–] Flipper@feddit.org 3 points 2 days ago

One thing Torvalds enforces is not breaking userland. So it shouldn't be kernel problems. More likely its some other lib that breaks compatibility.

[–] forestbeasts@pawb.social 3 points 2 days ago

The Steam Linux Runtime is basically this! It's a bunch of fixed versions of OS libraries that games can use.

The kernel itself actually needs nothing special, because the kernel devs are VERY serious about backwards compatibility. One of their core rules is "you do NOT break userspace". Library devs... not so much.

-- Frost

[–] Zarobi@aussie.zone 1 points 2 days ago

That would be really cool and probably solve all the problems

[–] Quazatron@lemmy.world 66 points 3 days ago (1 children)

I expressed this view before. Wine and Proton are now the Linux Gaming Layer.

Windows has relatively stable APIs or ABI to serve the third party software and games.

Linux does not. It is however so incredibly flexible that it can assimilate entire operating systems as interface layers. I think it's absolutely awesome we are using Microsoft's DirectX tech combined with Vulkan to run Windows games faster than Windows does.

It's been years since I bothered to check if a game I'm buying is Linux compatible or not, because of it isn't, it will be soon.

[–] jdr@lemmy.ml 15 points 3 days ago

There's a part of Wine called winelib that lets you build an application meant for windows and get a Linux executable. I don't know if Proton has it too.

https://gitlab.winehq.org/wine/wine/-/wikis/Winelib-User's-Guide

[–] pirate2377@lemmy.zip 3 points 2 days ago

Usually its the developers neglecting their Linux port rather than it being Linux itself that is at fault unfortunately. So, unless its a Paradox game or Valve game, I would suggest running it through Proton anyway

[–] rtxn@lemmy.world 35 points 3 days ago* (last edited 3 days ago) (2 children)

People who downvote because "hurr durr linux best" but have never had to support a cross-platform application should read Raiguard's experience of maintaining Factorio's Linux-native build: https://factorio.com/blog/post/fff-408

"Why don't most games support macOS and Linux?" is a sentiment I often see echoed across the internet. Supporting a new platform is a lot more than just changing some flags and hitting compile. Windows, macOS, Linux, and the Nintendo Switch all use different compilers, different implementations of the C++ standard library, and have different implementation quirks, bugs, and features. You need to set up CI for the new platform, expand your build system to support the new compiler(s) and architecture(s), and have at least one person on the team that cares enough about the platform to actively maintain it. If you are a video game, you will likely need to add support for another graphics backend (Vulkan or OpenGL) as well, since DirectX is Windows-exclusive.

I support every solo and small-team developer who prioritizes making the game over maintaining a completely different platform build.

[–] MurrayL@lemmy.world 28 points 3 days ago* (last edited 3 days ago) (2 children)

Supporting a new platform is a lot more than just changing some flags and hitting compile.

Sadly, based on many comments I’ve seen (across the net at large but also here on Lemmy), a lot of gamers really do think it’s that easy.

See also: ‘why don’t the devs just add multiplayer?’

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[–] Zarobi@aussie.zone 8 points 3 days ago (5 children)

I don't mind people downvoting. To me that means the games they play don't have that issues. Maybe I'm just unlucky but I'm also a "variety gamer" so my exposure surface is very high as well

[–] bilb@lemmy.ml 1 points 2 days ago

Well I downvoted you because I don't like Australians. They keep bullying me on 4chan!

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[–] chunes@lemmy.world 21 points 3 days ago (1 children)

Consequence of not static linking your dependencies into the game executable

[–] Zarobi@aussie.zone 4 points 3 days ago (1 children)

I shouldn't have to do that to play a game. You can't say "gaming on Linux is accessible and easy now", and then tell people to static link their dependencies into an executable. That's a hack job patch, not a solution.

[–] chunes@lemmy.world 24 points 3 days ago (1 children)

That wasn't blame levied at the user. It was just an observation from the perspective of the developer. For a variety of reasons, distributing software in linux can be very difficult.

[–] Zarobi@aussie.zone 7 points 3 days ago (1 children)

Ah I misinterpreted it then, apologies

[–] chunes@lemmy.world 8 points 3 days ago

No worries. I wasn't the most clear. I do that a lot, where I say "you" when I'm talking about a category of people that I didn't explicitly specify. Something to work on.

[–] brucethemoose@lemmy.world 8 points 3 days ago* (last edited 3 days ago) (11 children)

Let’s say most devs abandon native Linux and basically everything moves to Proton. Game devs start testing on it, then targeting it. Windows as a gaming platform withers away.

A Windows API, on Linux, is now the stable gaming API. It sets the standard.


…I’m content with that future.

I mean, the irony would be delicious. What better way to dance on MS’s grave than rob their API?

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[–] WagnasT@piefed.world 19 points 3 days ago (1 children)

Kerbal Space Program on proton literally uses half the amount of ram compared to the Linux version. I assume the way unity exports for Linux is just not optimized at all but it works. Maybe with Linux gaining popularity these engines will put more effort into making them work well.

[–] Mwa@thelemmy.club 4 points 2 days ago (1 children)
[–] sp3ctr4l@lemmy.dbzer0.com 4 points 2 days ago (1 children)

This is the actual explanation.

Turns out, Unity on Linux... kinda sucks!

Just, literally at the engine level, outside of all the other shenanigans.

Because Linux is an after thought for them.

[–] Mwa@thelemmy.club 3 points 1 day ago* (last edited 1 day ago)

ofc and btw the same engine who tried to charge devs for every download they got (but fired the CEO who tried to do that) and owns a company who put malware installer on people's phone.

[–] wizzim@infosec.pub 3 points 2 days ago

To some extent, I have the same issue with choosing Gog over Steam. I really want to support Gog, because it's DRM free and European. However, it can happen that the games released on it are lacking patches, achievement or DLCs. For instance look at the commentary of Thief simulator: https://www.gog.com/en/game/thief_simulator

Devs support Steam because it's the top platform, and do the bare minimum for the rest. And I don't really see a solution for that.

Other examples: Hitman World of assassination on Epic has less achievements than the Steam version. Hardspace Shipbreaker achievements are broken on Epic and functional on Steam.

[–] x00z@lemmy.world 15 points 3 days ago

Many game developers make it for Windows and do the bare minimum to get a native Linux build.

[–] anamethatisnt@sopuli.xyz 20 points 4 days ago

I can agree that an old and buggy version of a game is no fun. But that is as true of Windows versions as Linux versions.

You seem to have much worse luck when starting linux native games than I though. I have no problem with Factorio, Oxygen Not Included or Kingdoms and Castles which I think are the only linux native games I got installed at the moment.
The thing I find much more frequently is that a game released on GOG doesn't receive the patches and dlc that the developer release on Steam. I always have to verify that a developer actually support their GOG release as well as Steam before buying.

[–] marxismtomorrow@lemmy.today 13 points 3 days ago (13 children)

So anyone having these issues:

It's libraries and steam (and GOG, jesus christ GOG is the worst at this) being lazy at actually implementing permanent fixes.

For example, BG II Enhanced edition works wonderfully under linux. Every game with Beamdogs improved infinity engine does. Except for the fact it was built against specific library versions which are a decade behind what is shipped in 90% of distros today. Except most versions of the game you download have the libraries you need so no problem right?

Except the launcher script included is rarely if ever set up to actually use them. So it fails to launch, and the error message you get sends you on a wild goose chase and since its an old game you just skip the work and instead use the windows version and take the 10-20% FPS hit and weird graphical issues that happen with proton.

The actual solution? Take those specific library versions, putting them in a folder, and then symlinking said libraries into the game's folder and setting up a venv so that it only uses those libraries and doesn't try to use system libraries.

And unfortunately you have to do this for every game with developers too stupid or too lazy to actually do any amount of work on their linux builds.

Between Steam's linux runtime (1 2 and 3) and gog linux native games you can build up a decent "library" of libraries and easy symlinks to copy, which will make all native linux clients behave. This solves 99% of the things wrong.

The other 1% is genuinely the developer doing something fucky with the windows version of your display driver that the manufacturer of your video card didn't parity with their linux drivers and is too obscure for the open source community to know about.

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[–] Simulation6@sopuli.xyz 3 points 2 days ago (2 children)

I had the no sound and bad FPS issue on linux. Turns out the Linux sound was misconfiguration somehow and when I fixed that most of my problems went away.

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[–] chronicledmonocle@lemmy.world 4 points 3 days ago

This isn't a problem if the devs target a Steam Runtime. But they don't. So Proton has become "better".

[–] Mwa@thelemmy.club 1 points 2 days ago

Also GMOD has a shitty Native Linux build (e.g, Outdated OpenGL)

[–] auzy1@lemmy.world 1 points 2 days ago

Which distro are you using? What audio card , and what desktop?

[–] popcar2@piefed.ca 9 points 3 days ago (1 children)

This is less unpopular opinion and more of just a fact that a lot of people don't know yet. Native linux builds are often buggier than the Proton versions, especially if the game is older than a few years because Linux packages move fast and break old versions every now and then.

When Baldur's Gate 3 made a native Linux version (mostly for Steam deck) everyone started reporting that the game is a buggy mess.

Terraria had a number of bugs on the Linux version back when I played, to the point where everyone on ProtonDB just said use the Windows version.

Hollow Knight Silksong on release had an issue where controllers on the Linux version wouldn't work. I forced it to use Proton and get the windows version and it just worked.

So I can't help but roll my eyes when somebody from the Linux community asks a developer with a perfectly working game to make a native version for Linux. For what? They'll put a lot of time and effort making a more unstable version of their game where, at the end of the day, the performance will probably be exactly the same? You'd be surprised how many people still parrot the idea that native builds are magically better.

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[–] webpack@ani.social 3 points 3 days ago

I feel this... just got the binding of Isaac and my friends and I were trying to download the dlc on my Linux machine, apparently the download button doesn't do anything until you switch to proton (and it didn't say why it wasn't working)

[–] Imhotep@feddit.fr 8 points 3 days ago (1 children)

I've experienced countless times a native Linux game not working because of a dependency issue, an outdated version of some library that's not in the distribution repositories anymore. And it's often very hard or impossible to find it.
I would say it happened with over half the native games I've tried.

So unless it's a popular game with good support, don't bother and go with wine.

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