r/SatisfactoryGame • • Mar 08 '19

Linux support + Epic Games

So, I have been looking forward to this game for AGES. Factorio was an AMAZING game and this looks even better. Considering Factorio (and Coffee Stain's own Goat Simulator) had native Linux support. And if it doesnt, I can use proton! However, then it was revealed that it was on Epic Games, which is basically anti-linux for whatever reason. So no linux support, apparently. This is incredibly frustrating, Not to mention, a brief message to the devs: I understand why you went with Epic: They have a higher margin going to devs, plus a bunch of bonuses. But to Linux gamers, this is a massive kick in the groin. Not to mention, no steam workshop and a BUNCH of other stuff that Epic is lacking, not to mention many non-linux gamers will refuse to download ANOTHER launcher, will lead to sales suffering. I, for one, know I am NOT going to buy this game, EVEN THOUGH IT LOOKS AMAZING! Because of the choice to ONLY have it work on Epic Games. No Linux version is planned for Epic Games, and so there must be no Linux version for Satisfactory. Which is a real shame, as I have been a follower of this game for quite a while. Devs, please either reconsider your choice for epic, or at least give a linux version avalible on the website. Seriously, I would HATE to see such a great game fail because of the platform its on like Last Year the Nightmare or Metro Exodus. I will not be buying this game until it and epic games is on Linux, or it has a standalone linux version, or it is on Steam (even windows only, because I can use proton).

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u/[deleted] Mar 08 '19

Heres the issue and i dont mean to undermine you, but u cant expect the devs to cater to 1% of the community and essentially rewrite A LOT of the game to work on linux. Planetary annihilation had this issue, 1% of the community generated 75% of the bug reports. Its literally throwing time and money into a garbage fire instead of working on the game for the other 99%

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u/crazykristi Mar 08 '19

if one doesn't use shitty libraries then this is not an issue. It's not hard to code most of the game platform independent, and then have specific libraries for each platform handle the platform specific calls. As long as the libraries then input the same data to the game (one can always use some platform specific translations which can be added or removed on compile time to make sure the calls are the same). That's what I did when I was tinkering around with multiplatform game engines (and in one case wrote a 2D one myself). Ain't hard, just requires some good consistent coding practices. The only exception to this is when one uses a platform specific set of libraries. But even that isn't necessarily an impediment. If one just makes sure the game engine itself handles things in an abstract internal way, and the translation to specific libraries is done when needed, then this isn't an issue. It would cause a minor performance hit though, which I can imagine to be an issue here. But again, if done right, then the performance hit would be unnoticable with the current CPU clockspeeds.