Migrated over from Hazzard@lemm.ee

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Joined 5 months ago
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Cake day: June 28th, 2025

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  • Somewhat? I used it on Windows pretty extensively, I’ll try to pitch what I liked about it.

    Basically, it supports “plugins” that allow it to auto-import games from all kinds of places, such as Steam, GOG, Epic, and even more obscure options like itch.io, or local modded Minecraft instances. It could also auto-scan folders for ROMs, and could be configured to launch those games in an emulator. It also did its own playtime tracking locally, which worked for any of these launchers and options, which was great to have all in one UI.

    It also had really cool options, like different “launch actions”, so you could setup commands to run a game modded or launch it vanilla, for example, which was excellent. Really it could be configured with any commands to run before and after starting/stopping any game you can think of.

    Not to mention it had the best controller big picture UI on Windows, which I still kinda miss since switching to Bazzite and Steam Big Picture Mode. I was able to access everything I just described with just a controller, once it was configured. Giving it up was truly the hardest part of switching to Linux for me, it’s phenomenal software.

    I’m not certain what it will look like on Linux, whether it’ll just integrate with Heroic to launch games through it, or try to reimplement those features. But it’s certainly worth watching, and I’ll definitely give it a look again once they bring their big picture mode to Linux. Quite exciting news for me!



  • Yeah, basically the only thing I really use the terminal for is ujust, a series of scripts maintained by Bazzite themselves. And ujust does have a script to install a GUI fan controller app, btw, which I’ve used to setup my own fan curves, and found it pretty darn usable despite it being the first time I’ve done such a thing.

    The OS is immutable, so you’re probably right that lower level tasks are harder, but Bazzite themselves have stepped in and created a dedicated command for pretty much anything finicky I’ve thought to do in the past year or so.



  • It’s seriously so good, cannot recommend it enough if you enjoyed the original. It also smoothed out the difficulty curve enough, bouncing back and forth between the modded levels and a fresh playthrough of the base game, that I was finally able to beat the Farewell DLC and 100% the game. Without too much difficulty, even, the modded levels were a joy and had such excellent practice rooms to learn the necessary advanced skills as I went up the ranks.


  • Hazzard@lemmy.ziptoLemmy Shitpost@lemmy.worldPC Master Race
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    26 days ago

    Honestly, the strongest advantage of PC, if you don’t mind a little tinkering, is modding. I’ve modded on console before, and it’s usually a pretty difficult process, and limited, compared to PC. The thing I find a little silly, is I did build the super expensive PC, and most of what I play would totally run on a console if they were open platforms.

    But seriously, Celeste: Strawberry Jam was probably my favourite game of last year. I’m looking so forward to the release of the Fusion Collab, likely in the next year.

    I’ve been playing Archipelago runs with friends over the past couple months with Hollow Knight and Nine Sols, and they’ve been a blast.

    Emulation is also wild, tons of games I’ve enjoyed in the past, playable again with incredible mod support, I’m looking very forward to playing Kaze’s Return to Yoshi’s Island when it releases, and had a blast with the Majora’s Mask Recomp earlier this year.

    And steam sales are ridiculous, a lot of these games are much cheaper much more regularly on PC.

    If I’d spent say, 500$ on this PC, it would be very easy to save that amount in the price of games, and how many fewer games you’d need to fill your time with all these options, in just a couple years, assuming you play regularly.


  • I doubt this’ll be well received, but I actually don’t think Silksong should be used to set price expectations. Hollow Knight made a shocking amount of money, massive sales were guaranteed, and the tiny dev team has enough money to pretty much vibe and make cool stuff forever.

    Please don’t compare other indie game prices to this, when those games can’t guarantee their financial security, or massive sales number to turn a profit regardless of price.

    Also, unrelated, but reading through the Bloomberg interview, and knowing what they charged for HK, 20$ is actually exactly what I assumed Silksong would cost well before it was announced, the shock for that kinda caught me off guard.