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Why aren't more Linux versions available?

  • Thread starter Thread starter ghost_one
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Wow i'm a bit late but, Have you tried VMware or other virtual machines to run windows for games. Its best as a late resort because its windows
 
While it would be nice if more games had a native linux version, with the maturity of proton and addons like proton-GE custom and umu-launcher, running windows games has never been smoother. And for any game running NWJS, you can get most of them running natively on linux by downloading the linux version and moving the game's source files (index.html, CREDITS.txt, and the audio,css,data,effects,fonts,icon,img,js,save folder) next to the executable (the nw file).
 
Basically, title.

I've been on Linux (almost) exclusively for the past 15 years. I've fought with bad GPU & sound support (not just) in games running via Wine or Proton. I was genuinely happy about the Linux support rushing in when the SteamDeck hit & more software ran at least as good as on Windows. One side effect of this: most engines support creating a Linux version by now. RPG Maker, Godot, Unity, Ren'py, Unreal, Twine all can do it.

So why are there still so many games (with the exception of most Ren'py games) that focus only on Windows, and maybe macOS? Creating a Linux port shouldn't be more work than checking a box, maybe running a VM to compile. Most games compiled for Windows still "work" with Wine, but usually with shitty performance, and a not unsubstantial number has issues with asset loading because Linux filesystems aren't case-insensitive (means trying to load scene1.png as Scene1.png won't work).

And if you're a game creator who'd like help creating Linux-native builds of your game: I'd be happy to, just ping me.
You answered yourself. The game is finished, click on build for Linux, half the assets are not found, now you have to debug and fix everything. You say: for less than 1% market share, not worth delaying launch.
 
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