Hubbry Logo
Steam Machine (computer)Steam Machine (computer)Main
Open search
Steam Machine (computer)
Community hub
Steam Machine (computer)
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Steam Machine (computer)
Steam Machine (computer)
from Wikipedia

Steam Machine
First-generation Steam Machine from Gigabyte Technology next to an early prototype of the original Steam Controller
DeveloperValve Corporation
Manufacturer
Type
Release date
  • November 10, 2015 (2015-11-10) (first generation)
  • Q1 2026 (second generation)
Operating systemSteamOS
Controller input
Online servicesSteam
Websitestore.steampowered.com/sale/steammachine

Steam Machine is a series of small form factor gaming computers by Valve, designed to operate SteamOS to provide a home game console-like experience. The first iteration of the Steam Machine was developed in collaboration with several computer vendors who were engaged with Valve to develop their own versions of Steam Machines for retail, offering additional options atop Valve's requirements such as dual-booting options with Windows and the ability to upgrade the computer. The second iteration is developed by Valve themselves. Consumers could digitally purchase video games on their Steam Machine through Valve's namesake Steam storefront.

To support the Steam Machine and SteamOS, Valve released the Steam Controller, a customizable game controller with touchpad-based haptic feedback, and the Steam Link, a device that allows consumers with Steam software to stream content to a monitor. Following a two-year testing period, Steam Machines and its related hardware were released on November 10, 2015. By 2018, many Steam Machine models were no longer offered on the Steam store. On November 12, 2025, Valve announced a new, singular iteration of the Steam Machine designed internally by the company, set to release in early 2026 as part of a broader Steam hardware lineup, including the next-generation Steam Controller.

First iteration

[edit]

History

[edit]

Steam, a digital video games storefront offering many third-party game publishers' titles, was developed by Valve primarily for Windows and accounted for an estimated 75% of digitally purchased games on that platform in 2013.[1] Valve has indicated displeasure with the approaches that both Microsoft and Apple are taking with their respective operating systems, limiting what applications could be run, and upon the release of Windows 8 in 2012, Valve's CEO Gabe Newell called it "a catastrophe for everyone in the PC space", and discussed the possibility of promoting the open-source operating system Linux that would maintain "the openness of the platform".[2] Newell recognized that games would need to be a significant part of the push for Linux.[2] An official Linux client for Steam was released in July 2012, along with developer tools to help port games to the platform.[3][4] Valve worked to assure that users' game libraries would be portable, including offering Steam Play whereby purchase of a title for one platform automatically allows that user to play the title on other supported platforms, and cross-platform multiplayer features.

Prior to Valve's official announcement of Steam Machines, rumors of Valve's plan to get into the hardware market developed in the industry throughout 2012, based on aspects such as the emphasis on the Linux operating system and the introduction of features like the 10-foot user interface "Big Picture Mode" for Steam which would be a necessary feature for a video game console.[5] Valve formally announced that it was considering developing a video game console near the end of 2012. Industry journalists tentatively called the hardware a "Steam Box". It would function as a dedicated unit running Steam to allow players to launch games, media, and other functions that the client already provides. The unit's hardware was expected to be tightly controlled in a similar manner to other video game consoles.[6] The software side was expected to remain open; for example, the unit was expected to ship with a Linux operating system, but the user would be able to install Windows if they wanted to.[7]

An Xi3 modular computer "Piston" prototype demonstrated at the 2011 CES that demonstrates many of the features planned to be added to the final Steam Machine hardware; Xi3 Corporation ceased collaboration with Valve since then, since the unit still shipped with Windows by default, and had mouse and keyboard inputs.[8]

Gabe Newell explained that Valve's strategy was to develop a single hardware unit themselves as the default model, internally named "Bigfoot", and work with other computer manufacturers who want to offer the same user experience but with different hardware configurations not offered by Valve's model; for example, Valve did not expect to include an optical drive due to size and cost, but this could have been a feature offered by a manufacturing partner.[7] He also envisioned the software to enable screencast capabilities, allowing the single box to work with any monitor or television within the home.[7] Newell stated that they would've also likely developed controllers for the unit that integrate biometrics data from the player and options for gaze tracking, citing that the involuntary responses from the player are more useful than other forms of player input such as motion control.[7] Newell also explained that Valve was also considering the mobile device market in addition to the home console market, specifically considering laptops and tablets with their own hardware nicknamed "Littlefoot".[7] During the Steam Dev Days in January 2014, Valve further explained that the initial target market for Steam Machines was to be placed in the living room and build a demand for support for Linux versions of games such that they can continue to work away from Windows and OS X operating systems for the future.[9]

At the 2013 Consumer Electronics Show, modular computer hardware company Xi3 Corporation introduced a prototype modular PC codenamed "Piston". This unit was one of several possible designs that Valve was looking as the default hardware model for the Steam Box, and was specifically designed to run Steam on Linux and support Big Picture mode.[10] The unit was based on Xi3's "performance level" X7A model and was slightly larger than a human hand, containing various I/O ports to connect to power, video, and data signals.[11] Xi3 began taking pre-orders for the Piston Console at the 2013 South by Southwest Festival in March 2013, anticipating high levels of interest in the hardware with plans to release the unit for general purchase by the end of 2013.[12][13] Valve clarified that although they conducted some initial exploratory work with Xi3, they have had no direct involvement with the Piston's specifications, and it was not necessarily representative of the final design for the Steam Box.[14][15]

Valve officially revealed Steam Machines including the related SteamOS and Steam Controller during the last week of September 2013, with a tentative release date in mid-2014.[16] On December 13, 2013, three hundred beta units of the Steam Machine were shipped to selected beta testers for initial testing. An additional 2000 units were provided to developers attending the Steam Dev Days event in January 2014.[17] Valve also released an early restricted download link for their SteamOS for "Linux hackers" to try out.[18] Based on feedback from these testers, Valve announced in May 2014 that they have pushed back the anticipated release until November 2015.[19][20] The first set of Steam Machines, Steam Controllers, and Steam Links were available for consumer purchase and delivery starting on November 10, 2015.[21][22]

Several gaming websites observed that by April 2018, Valve no longer offered links to the Steam Machine section on the Steam storefront, and while it could be reached directly via a URL, many of the models previously offered were no longer listed.[23] Valve responded that they recognized that Steam Machines were not selling well and saw little user traffic, prompting them to make the change to the storefront. Valve stated they remained committed to an open gaming platform and will continue to develop the back-end technologies like SteamOS that will help such efforts.[24]

Hardware

[edit]

Unlike gaming consoles, the Steam Machine does not have a specific configuration of hardware, but a minimum specification of computer hardware components that would be needed to support the SteamOS operating system and games developed for it. Valve planned to have several different retail versions of the Steam Machine through various hardware manufacturers, that would also allow users to create their own units from components and or modify retail products with off-the-shelf parts as desired. The units were expected to arrive in 2014, with Valve expecting to announce its partners for this first line at the 2014 Consumer Electronics Show in early January.[25]

A core part of the machine configurations was the method of providing ventilation and cooling of the CPU, GPU, and power supply; Valve engineered custom compartments within these beta units so that each of these three units has separate circulation and ventilation routes.[26] Valve also worked with AMD to develop and certify hardware for future Steam Machines.[27] Valve began running a beta-testing program in late 2013, selecting 300 Steam users to test their optimized prototype hardware units and initial versions of the Steam Controllers.[28] The initial prototypes sent to testers had several configurations, which include:[29]

A handheld game console version of the Steam Machine was in development as the "SMACH Z", previously dubbed "Smach Zero" or "Steamboy" by analogy to Nintendo's Game Boy. The SMACH Z was to be released in November 2016 and was to combine a x86 Steam OS architecture based on an AMD G-Series chip with a portable form factor and input elements similar to those of a Steam controller.[30] A Kickstarter crowdfunding campaign was launched in December 2015,[31] and canceled a few days later with a promise of a restart.[32] A new Kickstarter campaign was launched on October 16, 2016, with a much lower goal, and successfully ended with a total of €474,530 one month later. The processor was to be an AMD Raven Ridge V1605B, and the release date was to be sometime in April 2017. An InDemand indiegogo campaign was launched following the end of the Kickstarter campaign.[33] As of 2016 the SMACH Z had not yet been approved by Valve as an official Steam Machine.[34] On May 12, 2021, the Smach team announced they would be filing for bankruptcy, and that units were not likely to be shipped unless they got new investment.[35]

Steam Controller

[edit]
Steam Controller

The Steam Controller was released in November 2015.[36] The Steam Controller was designed by Valve not only for games developed for controllers, but also for games traditionally played with keyboard and mouse controls. It features two high-resolution clickable touchpads (replacing the typical thumbsticks on modern console controllers), sixteen buttons, including face, shoulder, and undergrip buttons, and gyroscopic sensors for motion control. The touchpads include haptic feedback, which can send tactile feedback to the player in reaction to events within the game; Chris Kohler of Wired described using the controller while playing Civilization V at a press event at Valve, and noted that as he used the touchpad to move the mouse cursor, electromagnets within the controller created audio and tactile feedback as if he were using a trackball.[37] Although the controller was designed for the Steam Machine platform, it can also be used with Steam on existing PCs.[38]

The controller is designed to be used within Steam's Big Picture mode; this enables the player to access detailed options for setting up the various features of the controller on a per-game basis including button/touchpad mapping and sensitivity, as well as accessing other users' shared controller configuration to use themselves. The Steamworks API provides means for developers to provide more detailed settings for the Steam Controller when in Big Picture mode. Outside of Big Picture mode, the controller otherwise behaves as a standard two-stick controller.[39] Valve has added improvements to the controller's capabilities based on public feedback, which include movement and aiming controls schemes using its internal gyroscope, the ability to trigger actions that enable cursor movement limited to certain regions on a UI (such as to manipulate a game's mini-map), a quick-access popup for 16 commands that can act similar to hotkeys for keyboard-and-mouse games, cloud-based controller configuration saving, and support for non-Steam games that otherwise can be played through the Steam Overlay.[40][41]

Unlike their plan to have third-party hardware vendors manufacture Steam Machines, Valve had planned to be the sole manufacturer of the Steam Controller.[42] Valve did clarify that they would open up specifications for third-party controllers to be developed.[43] In March 2016, Valve released the computer aided design geometry files for the Steam controller, to facilitate hardware modding by end users.[44] As of December 2015, Valve was working with Flextronics robotic assembly line in Buffalo Grove, Illinois to assemble the machines; jokingly, the machines were given Aperture Science branding, the fictional company from Valve's Portal series.[45][46]

Vendor support

[edit]

Selected manufacturers showcased prototype units prior to the 2014 CES show. iBuyPower announced a prototype model, powered by an AMD CPU with a discrete R9-270 GPU and a 500 GB hard drive with a price of $499.[47] Digital Storm also revealed its higher-end unit utilizing liquid-cooled parts, expected to retail from about $1,500.[48] Other vendors with Steam Machine prototypes include Alienware, Falcon Northwest, CyberPowerPC, Origin PC, Gigabyte, Materiel.net, Webhallen, Alternate, Next, Zotac, Scan Computers, and Maingear, all of whom, except Maingear, showcased their prototypes at the 2014 CES show.[49] The price range of these first machines ranged from $499 to $6,000 based on vendor and specifications.[50]

Alienware announced it would start selling consumer Steam Machines in September.[51] The company planned to offer only fixed hardware units that cannot be modified by the user, but plan on offering new configurations on an annual basis.[52] The initial units, called Alpha, did not initially ship with SteamOS, as the operating system was not ready in time. Owners were able to upgrade their units to SteamOS once it was officially released.[53] On the official release of Steam Machines in November 2015, both Falcon Northwest and Origin PC opted to not ship a SteamOS-enabled machine in 2015 due to limitations of SteamOS over Windows; Falcon Northwest said they would consider shipping machines with SteamOS in the future if performance improved.[54][55] Valve negotiated deals with retail stores GameStop, EB Games and Game to create Steam Sections within the stores where various Steam Machines, the Steam Controller and Link, and pre-paid Steam cards would be sold.[56]

Reception

[edit]

By June 2016, seven months after the official release, fewer than half a million units had been sold.[57][58] In response to the sales figures, Ars Technica described the unit as dead on arrival.[59] Many vendors discontinued selling Steam Machines by the end of 2016; however, as of 2017, some were still offering them for sale, alongside configurations that could be installed with SteamOS.[60]

In an article published in July 2017, PC Gamer lists several factors why Steam Machines did not take off as Valve had anticipated. SteamOS itself was not seen as ready for everyday use or gameplay in its initial builds, and Valve has been unresponsive at times towards Steam Machine makers to release updates, while concurrently, Microsoft had announced its free rollout of Windows 10, making that an incentive over Valve's software. Valve also had delayed the Steam Controller release to 2015, which also subsequently delayed the Steam Machine release. Further, the Steam Machine makers felt that the Steam Link, produced by Valve, competed with concept of Steam Machines and was a much more cost-attractive product. In most cases the Steam Machine vendors simply found that there was not as great a market for the product, since it was trying to bridge consoles and home computers, while they found most consumers would flock to one extreme or the other.[60] In March 2020, Newell said "the [Steam Machine] hardware we were pushing for was super-incomplete at the time." Gabe Newell noted that Steam Machines impacted Valve's design for the Valve Index and Half-Life: Alyx, which, like the Steam Machine and SteamOS, were intended to be "hardware and software in concert with each other."[61]

Second iteration

[edit]

History

[edit]

After discontinuing the original Steam Machine concept, Valve revealed the Steam Deck in 2021,[62] a handheld computer designed to play Steam games running the Arch Linux-based SteamOS. Some design factors of the Steam Deck resulted from the development and failure of the Steam Machines. As it was difficult to get developers to build for Linux systems and reach thresholds for adaption to convince manufacturers to produce Steam Machines, Valve invested into Proton, a compatibility layer for Linux to run Windows-based application and games, as well as an improved version of SteamOS. The hesitation of their manufacturing partners from Steam Machines also led Valve to keep development of the Steam Deck internal as to build a better product.[63] The Steam Deck was considered a success and led to several similar handheld computer devices including the Asus ROG Ally and Lenovo Legion Go.[64]

On November 12, 2025, Valve announced a new Linux-based Steam Machine, along with a newly redesigned Steam Controller, due for release in 2026. Unlike the first iteration of Steam Machines, the new Steam Machine will be produced with specific technical specifications by Valve directly.[65] According to Valve's engineers, the original Steam Machine concept had failed due to the lack of games, driving players away from SteamOS, which then led to developers not making more games for it. However, the Proton compatibility layer opens up the system to a far wider range of games, thereby giving a stronger reason to purchase it.[66] In addition they had seen some users had already begun to build their own small form factor computers with the updated SteamOS to connect to televisions similar to home gaming consoles.[64] The console has a tightly-integrated form factor, primarily designed around the 120 millimetres (4.7 in) cooling fan. This led to the cube-like shape, as well as targetting a size that could fit into most entertainment consoles.[64] The similarities between this shape and that of the Nintendo GameCube have resulted in many community members nicknaming the new Steam Machine the "GabeCube", in reference to Gabe Newell, the CEO of Valve.[67]

Hardware

[edit]

At the time of the announcement in November 2025, Valve affirmed that there were still final design decisions for the Steam Machine to be made, but had published its anticipated specifications. The new Steam Machine is roughly cubical, measuring 156 by 152 by 162 millimetres (6.1 in × 6.0 in × 6.4 in). The CPU will be a custom AMD Zen 4 with 6 cores, 12 threads, and running up to 4.8GHz clock rate. The GPU will be a custom AMD RDNA 3 with 28 compute units running at a 2.45GHz sustained clock with 8GB GDDR6. The base memory will be 16 GB of DDR5. Similarly, the unit has been announced to have two storage options, for 512 GB and for 2 TB onboard storage, which also can be expanded internally with NVMe SSDs or externally through MicroSD memory cards. The system is expected to support 4K resolution at 60 frames per second with both AMD's FidelityFX Super Resolution and ray-tracing active, which Valve estimates makes the unit six times more powerful than the Steam Deck. The unit will include DisplayPort and HDMI video output, wired and wireless internet connectivity, Bluetooth wireless connectivity, and a dedicated radio connection for the Steam Controller, along with USB ports. The front of the unit includes a customizable LED bar and a removable bezel front.[68]

Software

[edit]

SteamOS

[edit]

The original iteration of Steam Machines ran, at minimum, SteamOS, a Linux-based operating system derived from Debian that expands the current Steam client to add additional functionality such as media sharing, media services, Steam In-Home Streaming, family sharing, and parental controls. The operating system is freely available for any user to install on their own hardware, assuming it meets the system requirements.[69] As part of SteamOS, Valve developed Proton, a Linux compatibility layer that would allow SteamOS-based computers run most Windows-based games, eliminating the need for developers to build Linux-native versions of their games.[70]

Version 3 of SteamOS was developed for use on the Steam Deck, integrating the Steam storefront and library client and Proton software. SteamOS v3 also moved from Debian to Arch Linux to better support incremental updates for the Steam Deck.[71] The second iteration of the Steam Machine will continue to use SteamOS and Proton.[64]

Games and applications

[edit]
Steam Link with one-euro coin for scale

Games will be developed to run natively on Linux and SteamOS. Linux compatibility is already a feature offered through the Steamworks application programming interface (API), and according to Paradox Interactive, all of their recent games that have been designed to work with Steam under Linux will also run under SteamOS without additional modifications.[72] Valve will not make games that are exclusive to SteamOS or Steam Machines, and has cautioned third-party developers against making games exclusive to the platform.[73] However, Valve will not stop developers from making SteamOS-exclusive games, particularly those that are best suited for playing from the living room.[43] Players will also be able to stream games from regular PCs running Steam to Steam Machines, allowing access to games that are only available for Windows or macOS/OS X.[74] Through Steam Play, users can play games available on SteamOS that they already own on Windows or OS X and will not need to repurchase the title.[citation needed] Also, games running on a Steam Machine can be streamed to a Steam Link device via a wireless LAN connection.[75]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Steam Machine is a line of small form-factor gaming personal computers developed by Valve Corporation in collaboration with third-party hardware manufacturers, announced on September 25, 2013, and designed to deliver a console-like PC gaming experience in living rooms by running the Linux-based SteamOS operating system. These devices aimed to leverage Valve's Steam platform for seamless access to a vast library of games, positioning them as an alternative to traditional consoles like the PlayStation 4 and Xbox One, with support for TV connectivity and controller-based input. Valve's initiative stemmed from a desire to open-source PC gaming hardware and software, beginning with the reveal of on September 23, 2013, followed immediately by the Steam Machines concept, which envisioned pre-built systems from partners to simplify setup for non-technical users. At the Consumer Electronics Show (CES) in January 2014, Valve showcased 13 prototype Steam Machines from manufacturers including , , Digital Storm, and , with prices ranging from $500 to $6,000 and varying specifications such as or processors, or graphics cards, and storage options up to 2TB SSDs. The reference prototype from Valve itself featured a compact steel-and-aluminum measuring 12 inches per side and 2.9 inches tall, housing high-end components like an GTX Titan graphics card and a full desktop CPU, with optimized cooling for quiet operation under a TV . Commercial availability began in November 2015, with initial models from (Alpha), (Zbox Magnus EN), and , though many offered Windows as the default OS with as an optional install due to compatibility concerns. The ecosystem included complementary hardware like the for precise input and the for streaming games from a main PC, but adoption was hampered by 's early bugs, performance deficits (up to 20-30% lower frame rates in benchmarks compared to ), and incomplete native game support for many titles, which lacked Linux ports or effective compatibility solutions at the time (later addressed by technologies like Proton, introduced in 2018). By June 2016, fewer than 500,000 units had sold—far below the millions achieved by competing consoles—leading industry observers to declare the project effectively dead, with partners like Digital Storm citing low demand for configurations: "Nobody was buying it with ." Despite its commercial failure, the Steam Machines project laid groundwork for Valve's later successes, influencing the development of the portable Steam Deck in 2022, the "Powered by SteamOS" branding for third-party hardware in 2024, and the announcement of a new Steam Machine in November 2025 for early 2026 release, confirming a revival of the living-room PC gaming vision.

History

Development and announcement

In 2012, Valve began shifting its focus toward Linux gaming, motivated by concerns over Microsoft's Windows 8 operating system and a desire to foster an open-source ecosystem. Valve co-founder and managing director described Windows 8 as a "catastrophe for everyone in the PC space," predicting it would erode the open nature of PCs through features like the closed Windows Store, potentially harming game developers and the broader industry. As a hedge, Valve announced plans to port and several titles, including , to Linux, emphasizing the platform's potential to support a more customizable and developer-friendly environment. The initial public reveal of Valve's hardware ambitions occurred at CES in January 2013, where Newell confirmed development of a "Steam Box"—a living room-oriented PC designed to deliver a console-like gaming experience via 's Big Picture mode. In partnership with hardware maker Xi3, Valve showcased a codenamed , a modular mini-PC optimized for Steam gaming on televisions, highlighting the goal of bringing PC flexibility to the living room without the restrictions of traditional consoles. However, Valve distanced itself from the project in March 2013, ending its collaboration with Xi3 to pursue a broader, open initiative for Steam Machines. Newell stressed an open approach, envisioning multiple manufacturers producing varied Steam Box designs to compete with closed systems like the PlayStation and , allowing users to upgrade hardware and developers to innovate freely. On September 25, , officially announced the Steam Machines initiative alongside , a Linux-based operating system tailored for gaming. The company outlined plans for consumer hardware in 2014, positioning Steam Machines as customizable living room PCs to rival consoles by offering diverse form factors, performance levels, and upgradability while running the open-source . To refine the ecosystem, launched a beta program, selecting 300 Steam users to receive high-performance prototype units for testing hardware, software, and input devices like the accompanying . These prototypes shipped starting December 13, , enabling participants—including developers and enthusiasts—to modify components and provide feedback, underscoring 's commitment to community-driven iteration under Newell's leadership.

Launch and market adoption

The first consumer Steam Machines launched on November 10, 2015, with initial units available from vendors including , , and . These entry-level models were priced between $449 and $1,000, offering a range of configurations to appeal to different budgets while emphasizing compact designs for use. Originally announced for a 2014 release, the Steam Machines faced significant delays, with shifting the timeline to 2015 based on developer feedback and refinement needs. Pre-orders opened via 's website and partners like in June 2015, allowing early adopters to receive units as soon as October for select models, though broader shipping aligned with the November launch. Accompanying the hardware launch, Valve introduced the $49 Steam Controller and $49 Steam Link device to facilitate a seamless living room gaming experience. The controller featured dual trackpads and haptic feedback for precise input across PC titles, while the Steam Link enabled streaming games from a host PC to a television, reducing the need for direct console connections. Early market adoption was hampered by several challenges, including a limited library of games optimized for and Big Picture Mode, Steam's controller-friendly interface intended for couch play. Many titles required workarounds for compatibility or controller support, leading to inconsistent performance and user frustration in achieving a console-like setup. The late launch also strained partnerships, resulting in sparse retail availability and competition from established consoles like the and .

Discontinuation

By mid-2016, Steam Machine sales had stagnated at fewer than 500,000 units worldwide since their November 2015 launch, a figure that included bundled controllers and likely overstated pure hardware adoption. This underwhelming , representing only a fraction of the broader PC gaming market, prompted to deprioritize the hardware initiative in favor of broader enhancements. The program's effective end came in April 2018, when Valve quietly removed the Steam Machines section from the Steam storefront and ceased certifying new hardware models, signaling no further official support for third-party manufacturers. Several key factors contributed to this outcome, including uncompetitive pricing—such as the NEN model retailing for nearly $1,000 despite mid-range specs—that failed to justify the cost over equivalent custom PCs. The immaturity of exacerbated issues, with benchmarks showing significant framerate drops compared to Windows on identical hardware and limited native game support from major publishers. Additionally, the July 2015 release of , offering free upgrades and enhanced gaming features like 12, reinforced its dominance and diminished 's appeal as a console alternative. In response, pivoted toward software solutions to bolster Linux gaming viability without relying on dedicated hardware. This shift culminated in the August 2018 launch of Proton, a Wine-based compatibility layer integrated into Steam Play, enabling seamless execution of Windows-only titles on systems and addressing core adoption barriers.

Hardware

Core components and specifications

Valve mandated minimum hardware specifications for certified Steam Machines to ensure compatibility with and adequate performance for living room gaming, including a 64-bit CPU, 8 GB of RAM, a discrete GPU such as the R9 270 or GTX 760 (or equivalent) with at least 2 GB of VRAM, 500 GB of storage, and support for output. These requirements allowed vendors to build compact systems optimized for the platform while maintaining upgradability. Typical Steam Machine configurations utilized quad-core 64-bit processors such as i5 or AMD FX-series equivalents, paired with discrete GPUs like the AMD Radeon R9 270 or GeForce GTX 760 for 1080p gaming at medium to high settings. Complementing these were compact motherboards designed for small form factors, often with 8 GB of DDR3 RAM and hybrid SSHD storage exceeding 500 GB to balance cost and capacity. Power and thermal designs emphasized low noise levels, with efficient Gold-rated power supplies (typically 300-450 W) and optimized cooling solutions to suit quiet operation in settings, avoiding the loud fans common in traditional desktop PCs. The process required hardware vendors to partner with , submitting prototypes for testing to verify compatibility, driver support, and performance benchmarks, ensuring seamless integration with the Big Picture mode interface. This involved collaboration on hardware optimization, particularly for components favored for their open-source drivers.

Form factors and variants

The Steam Machines were primarily designed as small form factor desktops optimized for living room use and connectivity to televisions, often resembling cases or console-like cubes to facilitate easy placement near entertainment systems. Valve's reference prototype measured approximately 12 inches by 12.4 inches by 2.9 inches, providing a compact footprint comparable to contemporary game consoles while accommodating standard PC components. These designs emphasized quiet operation and output for big-screen gaming, with many models supporting upgradable components such as RAM, storage, and in some cases, graphics cards, to extend longevity beyond initial specifications. Several manufacturers produced distinct variants tailored to the Steam Machine initiative, each varying in size and internal layout while adhering to the core hardware guidelines for SteamOS compatibility. Dell's Alienware Alpha, for instance, adopted an ultra-compact chassis measuring about 7.87 inches by 7.87 inches by 2.17 inches, initially released in beta form in 2014 and reaching retail in 2015 with options for discrete GPUs like the Nvidia GTX 960. Gigabyte's Brix Pro series represented one of the smallest offerings, in a NUC-style enclosure roughly the size of a Mac Mini, relying on Intel's Iris Pro integrated graphics for a fanless or low-noise experience suitable for media centers. ASUS contributed the ROG GR8 and its successor GR8S, both in a 2.5-liter volume form factor that prioritized portability within the desktop category, featuring upgradable Intel Core processors and Nvidia GeForce cards for mid-range performance. Beyond traditional desktops, limited efforts explored portable variants, though none achieved widespread success. The SMACH Z, a crowdfunded handheld announced in , aimed to deliver a pocketable Steam Machine with an , 5-inch , and support, but faced prolonged delays and funding issues, ultimately failing to deliver units to most backers by 2021.

Peripherals

The , released on November 10, 2015, served as the primary input device designed for Steam Machines, emphasizing customization for PC gaming on setups. It featured two high-resolution trackpads in place of traditional analog sticks, enabling precise emulation of , , or other inputs; integrated gyroscopes for motion controls; high-definition haptic feedback for immersive vibrations; dual-stage analog triggers with adjustable tension; and two rear grip buttons for additional mapping options. All configurations could be tailored through Valve's Steam Input software, allowing users to create and share profiles for thousands of games without needing developer-specific support. Complementing the controller, the was launched in November 2015 as a dedicated hardware streaming device to extend Steam Machine gameplay to televisions throughout the home. Priced at $49.99, it connected via to a display and Ethernet or to a host PC running , supporting 1080p resolution at 60 frames per second with low-latency compression for seamless in-home broadcasting of games and desktop content. This peripheral integrated with SteamOS's Big Picture Mode to provide a console-like interface on remote screens. While the Steam ecosystem prioritized Valve's hardware, Steam Machines offered broad compatibility with third-party controllers, including Xbox and PlayStation models, through Steam Input's universal mapping and driver support. This flexibility allowed users to employ familiar devices like the or DualShock 4 alongside the , though Valve encouraged adoption of its configurable peripherals to optimize the living room gaming experience. Valve discontinued production of the in November 2019, clearing remaining inventory in a promotional sale and shifting emphasis toward broader input methods supported by software updates. Existing units continued to function with ongoing compatibility, but the move reflected a pivot away from proprietary hardware toward ecosystem-wide controller agnosticism.

Software

SteamOS operating system

is a Linux-based operating system developed by , initially tailored for the Steam Machine hardware as a gaming-focused platform. The first version, 1.0 "Alchemist," was released on December 13, 2013, and is based on 7.1, providing a stable foundation optimized for the client in Big Picture Mode, which offers a controller-friendly interface designed for use without requiring a keyboard or . Key features include in-home streaming, allowing users to play games from a powerful host PC on lower-end Steam Machines over a local network, as well as automatic updates for the system and client to ensure seamless maintenance and security. For original Steam Machines, 1.0 and 2.0 had limited native game support, relying on community-developed wrappers that often resulted in up to 30% performance loss compared to Windows. In November 2015, Valve released 2.0 alongside the launch of Steam Machines, retaining the base while introducing improvements such as an updated graphics stack with enhanced support for and NVIDIA drivers, a newer Linux kernel, and better integration for third-party peripherals. This version emphasized stability for console-like gaming experiences, including controller navigation through the Big Picture interface and automatic handling of game updates, though it remained primarily geared toward Steam Machine hardware. Following the commercial decline of Steam Machines by 2017, development shifted focus to the handheld, leading to 3.0 in February 2022, which transitioned to an base for a model that facilitates faster integration of updates and drivers. Subsequent versions, such as 3.7 in May 2025, expanded compatibility beyond Valve's devices to include non-Valve -powered handhelds like the Lenovo Legion Go and , as well as generic PCs, with ongoing optimizations for performance and controller support. By October 2025, the broader adoption of and gaming has contributed to achieving over 3% among users, reflecting growing viability for non-Windows platforms in PC gaming.

Games and application support

Steam Machines provided access to the full Steam library through Big Picture Mode, Valve's controller-optimized interface integrated into SteamOS, allowing users to play thousands of titles without needing a traditional desktop environment. By November 2025, the Steam catalog encompassed over 115,000 games, all available to Steam Machine users via this mode, though performance varied based on hardware specifications. Valve has maintained a policy of no exclusive games for SteamOS, ensuring that titles developed by the company, such as those in the Half-Life or Portal series, remain available across platforms including Windows and macOS. A key enabler of broad game compatibility on Steam Machines was Proton, Valve's open-source compatibility layer introduced in August 2018, which translates calls to run games on -based . Built on Wine and additional libraries like DXVK for support, Proton enabled seamless playback of Windows-exclusive titles, with community reports from ProtonDB indicating that approximately 89.7% of surveyed Windows games could launch on by late 2025. This high compatibility rate extended to major AAA releases, such as and , often achieving near-native performance after optimizations in Proton versions like 9.0 and later. Beyond gaming, application support on Steam Machines was primarily confined to the Steam ecosystem, with Big Picture Mode prioritizing game launches and library management. However, included a desktop mode—based on environment in versions 1.0 and 2.0, and Plasma in later versions—permitting installation and use of non-gaming Linux applications, such as web browsers, media players, or productivity tools via package managers like apt (early) or / (later). This mode allowed users to add non- software through Steam's "Add a Non-Steam Game" feature or directly in the desktop interface, though the experience was optimized more for gaming than general computing, lacking broad driver support for peripherals outside of Steam controllers. Early adoption of Steam Machines faced challenges with multiplayer games relying on anti-cheat software, such as Easy Anti-Cheat and BattlEye, which often detected Proton as incompatible and blocked Linux users from online sessions. These issues stemmed from kernel-level protections designed for Windows, leading to exclusions in titles like Valorant and some Call of Duty modes during the initial years post-launch. As of late 2025, compatibility remains limited, with only about 40% of tracked anti-cheat-equipped multiplayer games playable on Linux per crowd-sourced data; major anti-cheats like EAC and BattlEye provide partial support in select titles through developer partnerships, but a subset of high-security esports games continue to impose restrictions, highlighting ongoing ecosystem friction.

Second-generation Steam Machine

In November 2025, announced a second-generation Steam Machine (codenamed "Fremont"), reviving the concept as a compact, console-like desktop PC targeted for release in early 2026. This model features a semi-custom with a Zen 4-based 6-core/12-thread CPU (up to 4.8 GHz, 30 W TDP) and GPU (28 compute units, up to 2.45 GHz, 110 W TDP, 8 GB GDDR6 VRAM), 16 GB DDR5 system RAM, and storage options of 512 GB or 2 TB NVMe SSD. The device measures approximately 156 mm × 152 mm × 162 mm, with an estimated starting price of around $500, emphasizing 4K gaming performance at 60 frames per second using technologies like FSR and limited upgradability in select components. The second-generation Steam Machine is designed to run 3.0, building on the Arch Linux-based rolling release model for enhanced driver integration and performance optimizations. This integration aims to provide a seamless, console-like experience with full access to the Steam library via Big Picture Mode, leveraging Proton for broad Windows game compatibility and addressing past limitations in native support. The announcement signals a potential revitalization of Valve's living-room PC gaming vision, bridging the gap between the original Steam Machines' shortcomings and modern handheld successes like the , while expanding SteamOS adoption across hardware ecosystems.

Reception and legacy

Critical reception

Upon their launch in late 2015, Steam Machines received mixed reviews from critics, who praised the innovative approach to bringing PC gaming to the living room through and the included , while noting several execution flaws. The Steam Machine, one of the flagship models, earned a 6.9 out of 10 from , with reviewers highlighting its console-like form factor that blended seamlessly into home entertainment setups and its access to a library of around 1,000 SteamOS-compatible games at launch, surpassing the initial offerings of contemporary consoles like the and . awarded it 55 out of 100, commending the quiet operation of its hardware during gameplay, which made it suitable for TV-based sessions without disruptive fan noise, and the open-source nature of , which allowed for community-driven enhancements and potential long-term customization. similarly appreciated the 's novel dual trackpads and gyroscopic aiming, which provided mouse-like precision for first-person shooters, scoring the peripheral 5.9 out of 10 but noting its potential to redefine controller design for PC titles. Critics frequently pointed to usability hurdles that undermined the living-room appeal. Engadget described the SteamOS interface, particularly its Big Picture mode, as an improvement over prior versions but still clunky, lacking robust search and sorting features in the store, which made navigating the library feel cumbersome compared to polished console UIs. , rating the device 3 out of 5, criticized the high starting price of $449 for base models—often bundled with the controller—relative to the mid-range performance of components like the i3 and GTX graphics, which struggled with stuttering on high settings in demanding titles. IGN's analysis echoed this, arguing that the cost and setup complexity, including the controller's steep , created barriers for casual users seeking a seamless couch experience, with limited native support for couch co-op in many games exacerbating input frustrations for multiplayer sessions. In 2025 retrospectives, Steam Machines are often viewed as ahead of their time in promoting -based gaming, laying groundwork for tools like Proton that have since enabled broader compatibility and contributed to capturing over 3% of Steam's gaming market share by October. Analysts note that while the hardware's execution was flawed, its emphasis on anticipated the success of devices like the , though it underperformed against streaming-focused alternatives like the Shield, which offered simpler setup for broadcasting without the need for dedicated hardware.

Commercial performance

The Steam Machines, launched in November 2015, achieved limited commercial success, with estimates indicating fewer than 500,000 units sold by mid-2016, a figure that paled in comparison to console competitors like the , which sold 8.7 million units in its first seven months on the market. Pricing contributed to the subdued demand, as entry-level models started at around $449 while premium variants exceeded $800—and in some cases reached up to $5,000—positioning them against more affordable Windows-based gaming PCs that offered broader software compatibility without the need for a specialized operating system. Vendor participation waned after 2016, with many manufacturers discontinuing production and Valve removing official links to third-party Steam Machines from its storefront by 2018; by 2025, no new units were available through retail channels, confining the product to the used market. Despite the hardware's shortcomings, the initiative sustained interest in SteamOS as a viable gaming platform, though it ultimately failed to establish Steam Machines as a viable mass-market alternative to traditional consoles.

Influence on subsequent Valve products

The experience gained from the Steam Machines initiative, particularly the challenges in optimizing for gaming and the demand for portable hardware, directly informed the development of the , Valve's handheld gaming device launched in February 2022. Valve engineers have noted that the Steam Machines represented a valuable "stepping stone," highlighting the need for a more unified, user-friendly form factor that emphasized portability over bulky living-room setups, which ultimately shaped the Deck's design as a self-contained portable PC. By early 2025, the had sold approximately 4 million units, demonstrating the viability of these lessons in creating a commercially successful product that integrated -based gaming hardware. The Steam Machines' reliance on a Debian-based version of underscored the limitations of that foundation for broader hardware compatibility, prompting to overhaul the operating system for subsequent products. 3.0, introduced with the , shifted to an base for improved stability and performance in handheld scenarios, while retaining core elements like Big Picture Mode from the original. This evolution enabled to become installable on non- PCs by 2022, fostering DIY communities that adapted it for custom builds, with versions like 3.7 supporting a wider range of hardware configurations by 2025. Valve's work on the for the Machines advanced input technologies such as gyroscopic aiming and customizable mappings, which influenced the design of controllers for later hardware like the VR headset released in 2019. The Index controllers built on this foundation by incorporating advanced haptics and finger-tracking, enhancing immersion in VR titles including : Alyx, which leveraged refined input mechanics for precise interactions. By 2025, these controller innovations had become staples in Valve's ecosystem, with custom builds incorporating similar tech for community-driven VR and handheld setups. The push toward gaming via Steam Machines contributed to broader advancements in compatibility tools, notably Proton, Valve's compatibility layer for running Windows games on , which debuted in 2018 and has since supported over 20,000 titles. This effort helped drive a surge in Linux adoption among gamers, with Steam's October 2025 hardware survey reporting Linux usage exceeding 3% of the platform's users—up significantly from pre-Steam Machine levels—largely attributed to Proton's optimizations and the Deck's popularity.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.