I love the ps5 controller but I’m now kind of scared about stick drift as one of mine had to be replaced because of it.
The second one doesn’t show any sign of this happening, but I’m not so confident anymore although Sony had never disappointed me before regarding reliability.
Like others said, driver support for console controllers is pretty good through the board.
My suggestion: try them out, maybe in a local store on their demo stations (pretty regular around here at least) or by ordering and returning the one you don’t like.
I personally like the controller layout of the XBox controller more than the PlayStation one. But it comes down to preference. So definitely test drive to find the best suit for you.
I bought 7 Days to Die about a week ago and put it on my Steamdeck right before a transcontinental flight, and since I started it on that flight, I haven’t played much of anything else.
I don’t know why but it’s kind of perfect for me right now, right between Ark and Project Zomboid and I feel like I have a lot of control over the pace of the game. Its nice.
I’m 40 hours into Persona 3 Reload. This is my first Persona game, and I’m enjoying it a lot. It was recommended to me after I got deeply into the two most recent Like a Dragon games, which I enjoyed immensely.
I’m having a good time with Persona 3 too. I’m playing it on easy and just enjoying the experience. I think I would have burned out on it about 20 hours ago if I was playing on a higher difficulty level and getting my ass beat in every boss fight. I wasn’t sure I would be into it with the high school setting, but that turned out to not be an issue.
I fully intend on playing it as far as rolling credits.
Took me about 5 hours to get through the winter intro story that is linear before it gets to being the open world. Not sure if that was slow or not, but it was a bit longer than I would have preferred.
I’ve been wanting a game like this for years!! As soon as Pokemon Go came out I thought it would be awesome to have a similar game that was offline or less Network dependent that modern AR games.
Like you level up and gain experience by walking around but you don’t have to live in a city or busy area to play. You don’t have to have the social element of say Pokemon Go or Wizards Unite to play and have fun.
The entire point is to have a game that ties the fun elements of gaming with the real world effects of exercise!
Thank you for this I’m excited to keep up with the progress 🙂
I’d love to buy the game if it was free software. What license does it use? I can’t find one on the site so I’m assuming it’s an all-rights-reserved situation.
It’s not really viable to run a game studio with developers and artists who work full time to create free games.
I’m not asking for people to make their games free as in price, but rather free-as-in-freedom. Osu for instance is an open source game and they’re thriving. So it is possible to do so.
I got in a week or so ago and immediately started walking a ton more than usual. It was also great timing because I’m in Paris at the moment, so I’m walking so much every day and leveling up like crazy as a result.
Don’t give a damn about communities and YouTubers and what other people think - that will never help you with anything, ever. Simply check out if you like the game by yourself.
At the time of writing, the action game is in closed beta, and it doesn’t offer native controller support. However, it does have an option that players can use to play the game with a controller.
With that in mind, the game is likely to feature controller support when it releases on PC, as it is expected to be Steam Deck compatible.
However, you must keep in mind that since the game is still in early development, it doesn’t offer any key binding or customization feature.
Additionally, even with a controller on default settings, some key actions in the game may not be mapped, so you might encounter limitations during gameplay.
In the near term, if a keyboard can do what you want, if you can dig up macro software for your platform that can look for specific gamepad combinations and send keystrokes as a result, I imagine that you could make it work that way.
With that in mind, the game is likely to feature controller support when it releases on PC, as it is expected to be Steam Deck compatible.
I hope so.
It baffled me that Valve released a game that isn’t really compatible with controllers not long after releasing the Deck. I was kinda hoping Deadlock would be very controller friendly. When/if this happens I’ll give it a second look.
My apologies, when I said released I meant released for public testing / playing (ie, it’s current state).
I’ve played a little with keyboard and mouse as well as a controller (using community settings) and currently it very much feels like it would be difficult to play with a controller (I’d like to stress I’m hoping and happy to be proven wrong about that further down the line).
My surprise was that Valve have brought about a game like Deadlock which currently (to me) feels very much like a keyboard and mouse only game. Again, looking forward to that potentially changing.
I mean, it’s not publicly-available either; it’s just available to a select group of testers.
I haven’t been following the game’s development. But my guess is that the devs are going to prioritize targeting the machines that they’re using to do development of the thing. They won’t be using a Deck to develop the thing. This probably won’t be the only tradeoff made, either – I’d guess that performance optimizations aimed at the Deck or other lower-end machines might be something that would be further down on the list. I’d guess that any kind of tutorial or whatever probably won’t go in until late in the development – not that that’s not important to bring new users up to speed, but it’s just not something that the devs need to work on it. Probably not an issue for this game, which looks like it’s multiplayer, but I’d guess that breaking save or progress compatibility is something that they’d be fine with. That’s frustrating for a player, but it can make development a lot easier.
Doesn’t mean that those don’t matter, just that they won’t be top of the priority list to get working. What they’re gonna prioritize is stuff that unblocks other things that they need.
I worked on a product in the past that had a more “customer-friendly” interface and a command line interface. When a feature gets implemented, the first thing that a dev puts in is the CLI support – it’s low-effort, and it’s all that the dev needs to get the internal feature into a testable state for the internal people. The more-customer-friendly stuff, documentation, etc all happens later in the development cycle. Doesn’t mean that we didn’t care about getting that out, just that we didn’t need it to unblock other parts of the the development process. Sometimes we’d give access to development builds to customers who specifically urgently needed a feature early-on and were willing to accept the drawbacks of using stuff that just isn’t done, but they’re inevitably gonna be getting something that’s only half-baked.
I mean, if it bugs you, I’d just wait. Like, they aren’t gonna be trying to provide an ideal customer experience at this point in the development cycle. They’re just gonna want to be using it as a testbed to see what works. It’s gonna inevitably be a subpar experience in various ways for users. The folks who are using the thing at this point are volunteering to do unpaid testing work in exchange for getting to play the thing very early and maybe doing so at a point where they can still alter the gameplay substantially. There are some people who really enjoy that, but depends on the person. It’s not really my cup of tea. I dunno about you, but I’ve got a Steam games backlog that goes on forever; it’s not like I’ve got a lack of finished games to get through.
Managing two release pipelines is already a lot, and we currently don’t really have the time for supporting yet another one when 99.9% of users are fine with AppStore and Google Play. It’s something I’ll probably figure out at some point when we have enough time for that though!
And yeah, only relies on Google’s Recording API which is part of the services. It’s really annoying that they made (just recently) the pedometer APIs part of Google Services, but I can’t really change that either.
Yeah I saw that on discord, and it is understandable. I don’t know anything much about android dev to add anything else haha
Kudos on the design of the game otherwise, it seems really awesome, I hope you will find a convenient solution at some point.
“Service Core (GmsCore) is a library app, providing the functionality required to run apps that use Google Play Services or Google Maps Android API (v2).”
The dev said it needs this “com.google.android.gms:play-services-fitness” part of the services to work, I’m trying to find a table of the things MicroG supports but I’m having a hard time x)
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