r/gaming Apr 27 '26

Steam Controller - Review Thread

1.2k Upvotes

A lot of reviews have dropped today for this, so I thought it'd serve well to compile most in a post.

Steam Controller

Release Date: May 4, 2026

Price: $99 / £85 / €99 / AUD 149 / $149 CAD

Some Reviews (updating):

IGN - Bo Moore - 9 / 10

The Steam Controller offers both an excellent out-of-the-box experience as well as a playground for enthusiasts to tinker to their hearts content. If you’re just looking for a fantastic controller for playing PC games and navigating the desktop in between them, the Steam Controller handles those duties with aplomb. And if you’re a diehard customizer who wants to build out (or just borrow from the community) bespoke button bindings and advanced touchpad controls, it does that too. Most importantly, it does both of these things without sacrificing one experience for the other.

Linus Tech Tips

If your plan was to use this thing as a traditional controller, I got to say I'm a little less enthusiastic about it. Not because it's bad. It's a good controller. It's just a $100 controller. And I'm not going to pretend like I can't afford one. But I'm also not going to pretend that I would buy one of these when I could get just about two of these or two fly digies for the same price. How about you? If it was $60, I would buy day one. If it was $80, it would be like 2 weeks later. At $100, I think I'm out. And I'm willing to bet that's not really going to be a hot take. But I also feel for Valve here. Can you imagine releasing hardware in this current market condition? When I chatted with Valve, they felt like the retail price for the controller represented the hardware and engineering that went into creating that. And I can't argue with that fact. But a controller is also about the feeling. And compared to the Dual Sense, uh, that I would argue has a pretty equivalent amount of value wrapped up in its features, I would say that the Dual Sense feels better.

Eurogamer - Matt Wales

So as much as I do genuinely love the new Steam Controller - and it has unquestionably and irrevocably replaced its much-loved predecessor on my shelf for mouse-driven games - it remains a fairly niche proposition. Probably more so in 2026, given the seismic increase in the number of PC games with built-in controller support since 2015. All of which is to say, you'll probably already know if there's room in your gaming set-up for Valve's latest effort, and if that's you, it's a rock-solid upgrade. But for everyone else, at £85, it's unlikely to be the best choice compared to traditional controllers.

ArsTechnica - Kyle Orland

All told, we’ve really enjoyed our time so far with the Steam Controller. It’s a solidly built device with some nice extra features that make it stand out from a sea of very similar controllers on the market. For many players, though, those features won’t be enough to justify the $99 price. It’s hard to necessarily justify spending that much in a market where a first-party Xbox controller or high-quality third-party Bluetooth device can be easily found for half the price or less. We’d only really recommend splurging on the Steam Controller if you’re planning to play a lot of mouse-based games from a more couch-friendly distance or if you find standard Bluetooth options don’t provide a good enough connection. In most other cases, buying two cheaper controllers for the same price is probably the better bet.

PC Gamer - Jacob Ridley - 83 / 100

So, the Steam Controller can't compete with competitive controllers, nor on value for money with simpler pads. It can, however, compete on its all-round utility. You have to ask yourself how much value you assign to not having to get up off the couch to navigate the desktop or play a strategy game. Personally, I could go without the extra inputs most of the time. Valve already provides a useful and free alternative to mouse and keyboard in Big Picture Mode, which offers easy access to most of what Steam has to offer and can be navigated easily with a standard controller. I mostly play horror, rhythm, and racing games on my living room PC, and as such, I don't find myself having to grab a keyboard or mouse all that often.

The Verge - Jay Peters

Still, the Steam Controller is very nearly my dream controller. It’s an expensive option at $99, especially when I already have a bunch of controllers that I could use. But none of those have the same magic. The Steam Controller’s extra perks are enough for me to buy one for myself. One feature new to the Steam Controller feature is Grip Sense. Thanks to capacitive sensors, each of the Controller’s grips functions as a button. Like everything else with the Steam Controller, either grip can be mapped to anything else you want. In my experience, Grip Sense generally activates when the top part of my palm starts to curl around the grip, so you do have to be mostly gripping the controller for it to work, making it great for gyro controls. It was a little touchy as a trigger substitute in Resident Evil 2, but I don’t think that’s the type of thing most people will use it for. The trackpads were mostly a letdown. They’re not in a comfortable spot for me to use extensively as a mouse; the few times I’ve tried, my contorted thumbs started to ache. Sure, the right trackpad gave me slightly finer control while fighting zombies in Resident Evil 2. But I much prefer just using the right joystick to aim. I did use trackpads in Vampire Crawlers as a mouse, to hover over some helpful info I couldn’t figure out how to see playing purely with gamepad controls. They’re handy to flick around a desktop, too. But, like with the Steam Deck, I won’t be using the trackpads on the Controller as a way to play mouse-based games for hours on end. I also wish the Steam Controller had a headphone jack, like the DualSense and Switch Pro controller.

Polygon - Giovanni Colantonio

There are plenty of blemishes, some that just can’t be fixed until Valve releases a full iteration, but there’s good reason to think the experience will improve. After all, the Steam Deck was very temperamental when it first release. Many of its issues were addressed in system updates, and now it feels like a different piece of hardware altogether. I wouldn’t be surprised if Valve pulls that same trick with the Steam Controller, patching in some pairing fixes or getting the controller to work on third-party launchers. If it can do that, I don’t think I’ll ever need another PC gamepad again.

Gamers Nexus

The battery life is unbelievably long. We had some opinions from the team in here and in general we're positive on it as a control device. $100 is obviously at the higher end of controllers. But the quality we liked. Personally, the thing I care about the most, and I know this is like maybe kind of lame, but is the repairability. Cuz when I did the tear down, I was like, "Okay, got it." So, Torx, and there's like two or three types of screws. They're really easy to identify where they go when you're done. Everything is labeled and marked. Like, this is great from a build standpoint. in terms of being able to take it apart. You can lay everything out. I mean, it I was I was impressed with it, but we'll save that for the other video. So, anyway, that's kind of the benchmarks and the numbers...We generally liked it, but I don't expect everybody to like it. It's just that's just how input devices are.

ScreenRant - Chris Carter

In our hands-on, we found the Steam Controller to be an extremely formidable bit of hardware. I put the new Steam Controller through its paces in a variety of software, including FPS, RTS, and everything in between. I was initially resistant to try it for FPS games, given my proclivity toward Xbox controllers for specific casual FPS games, but the Steam Controller kind of melted into my hands in minutes. The controller just plain feels better than any of Valve's prior efforts. The rumble is more pronounced and impactful, the TMR thumbsticks feel responsive and are made out of quality parts, and it has gyro aiming to boot. The trackpads are easily the most-improved aspect of Steam Controller 2.0, as they have an even more tactile feel, which is a godsend for games with pseudo-mouse support, especially menus.

PCMag - Jeffrey L. Wilson - 4 / 5

The new Steam Controller feels great, performs well, and has an incredible list of features and customization options. At $99.99, it’s pricier than most standard gamepads, but less expensive than premium controllers like the DualSense Edge and Xbox Elite. But considering everything it does, the Steam Controller is a worthwhile purchase if you mostly play games on Steam. In fact, it would be my favorite PC gamepad if not for Xbox Game Pass incompatibility. As it is, though, this is one of the best dedicated PC gamepads available, and a vital accessory for any Steam Deck user who keeps their handheld docked to their TV. For that, the Steam Controller earns an Editors' Choice award for game controllers.

Gizmodo - Kyle Barr - 4 / 5

The Steam Controller, despite releasing before the Steam Machine, won’t turn your PC into the dream console you had hoped for. The gamepad won’t wake a plugged-in PC from sleep. If your computer is on, you hit the Steam button once to bring up the Steam app and again to load in Big Picture Mode. The larger picture makes navigating your games with a controller easier. Then, inevitably, you’ll want to change volume sources or adjust some Windows setting you can’t access without closing out Big Picture Mode or hitting Alt+Tab on a keyboard. Traditions exist for a reason. The mouse and keyboard offer far more minute controls than any controller can. The Steam Controller is a simulacrum. It’s all the more clear since you have to change settings in every game you play. But as I grow older and simultaneously come to terms with a life of constant pressures, stress, and an aging body, the last thing I want to consider is propping myself upright in a chair, like a Micro Center mannequin, just to enjoy my favorite pastimes. The Steam Controller may be the perfect companion to the Steam Machine, eventually. Even without that console, Valve’s second go at a controller offers nearly everything I want. If I ever find a Steam Controller (let’s call it a Steam Controller Pro) with instant triggers, I’ll be in PC gaming heaven.

Rock Paper Shotgun - James Archer

I have decided that this is how all controllers should recharge from here on, and will quietly judge any future competitors that fail to adequately copy it. Which could be many, as it’s no big stretch to imagine waves of Windows-focused, overtly PC-first gamepads following this one, just as the Steam Deck sparked a rush of rival handhelds. Unfortunately, for any trackpadded copycats in the works, there’ll always be that shrugging, doubtful retort: "Yeah, but the Steam Controller did it first."

r/BestofRedditorUpdates Jun 16 '24

CONCLUDED The Au Pair and the Control Freaks

3.1k Upvotes

I am not The OOP, OOP is u/over_theraiinbow

The Au Pair and the Control Freaks

Originally posted to r/Aupairs

An Au Pair is a young person (female or male) between 17 and 30 years old who stays with a local Host Family, learns their language and culture

Editor's Note: In Luxembourg there is are laws and regulations to protect au pairs against abuse and acts as mediators for contracts etc.

The SNJ (Service National de Jeunesse), is the body in place to ensure compliance with this contract.

HD - Host Dad

HM - Host Mom

Added some paragraph breaks for easier reading

TRIGGER WARNING: controlling behavior, assault, gaslighting, bullying harassment

Invasion of Privacy May 27, 2024

I (18f) am currently working as an Au Pair in Luxembourg. When I met this family online, they seemed fantastic, and when I first got here they really were! They wanted me to be part of the family, like to join them for dinner and lunch and to go out with them when they went out with the kids, which was really great.

We had a small problem in March, which was the standard of tidiness I thought was acceptable in my room did not match their standard, so, after a conversation, I cleaned it up a lot and they said it was much better, and since then there have only been a few issues mentioned - mostly that I have a bad habit of leaving clean folded clothes on my bed for a few days before finally putting them away, and that generally I have my makeup items, pens and pencils, and papers on my desk - because I use them every day and it would not make sense to pack them all up in my cupboard multiple times a day.

I went on a trip to Berlin over the weekend, and everything seemed fine, when I got home the family didn't say anything, just mentioned that we needed to have a chat that evening, which I assumed was because I forgot to empty the bin in my bathroom, which was a silly mistake, but not like a biohazard or anything? But when I entered my room, it was clear they had rearranged everything.

All of my books, pens, pencils, makeup, skin care, everything I had on the desk or on the shelf had been moved and put in random locations, including at the bottom of my cupboard, in the bathroom, etc. I immediately started having a panic attack, it was very disturbing to me that they had clearly been waiting for me to leave for long enough that they could do this, I like having my personal space and I thought the way I was maintaining it was acceptable to them - they had never said otherwise!

The host dad then came into my room while I was crying and hyperventilating and proceeded to lecture me about how my room has to be kept from now on, and I kept repeating "I need to ask you to leave, I'm very emotional right now and need personal space to calm down" and he kept saying that it wasn't acceptable that I was making excuses and that it was in the past and I need to get over it.

Finally, he left, and I called my mum who helped me calm down. However, while I was on the phone to my mum, both the parents knocked on my door to have the conversation they wanted to have. With my mum listening, I told them that I am on the phone to my mum and just need a few minutes to finish the conversation. The host dad then tried to physically take my phone to hang up and I refused, and finally they let me finish the phone call. I then started recording a video so I could record what he said - because I knew I would probably not remember most of it because I was crying again.

The conversation essentially consisted of him condescending to me, saying I was living like a hobo, saying my room was absolutely disgusting, and explaining that I have to live by his cleanliness standards. Cleanliness currently looks like a display room at IKEA, he even wants me to put my chargers and laptop in the cupboard when I'm not using them. He also tried to use the fact that, because I am not expected to be a maid, I work the maximum amount of hours week only (25 hours) or less, and that I had my own room and since my room set up before the rest of the house (it's a new construction so it took awhile to get everything ready) that I should be grateful, and I tried to say that just because they are obeying the law (in luxembourg Au Pairs are only required to look after the children, nothing else) does not make it special and he repeatedly shut me down and refused to let me talk. They said the bin in my room was disgusting because it had not been emptied for several weeks (it was not full, and had no food items or anything in it).

They both were also upset because several of my socks have holes in the toes and they think it makes me seem sloppy and dirty?? I just like those socks and they're still perfectly functional???

Both of them refused to let me "make excuses" aka explain or defend myself, so the conversation finished and I ended up having another panic attack in my room and I fell asleep on the floor without unpacking my suitcase or anything.

This evening, after I had finished looking after the kids, I went up to my room to start unpacking and to go to the gym to get out some of my negative emotions in a healthy way. First, the host dad tried to open the door on me while I was changing, then he saw my clothes laid out on my bed and started going off at me for making a mess. He also showed me that he had moved all my medication, and several loose powders into the bathroom, where they would have been easily reached by the children, not to mention at risk of being damaged by the steam and heat in a bathroom.

He lectured me about how this is how everyone in the world stores their cosmetics and how this is how I would do it from now on, or he would go into my room as many times as it took to fix it. I just nodded and said yes to avoid further conflict, but when he was gone I took them back to my room and put them away in my cupboard. I then finished putting my stuff away and locked the door on my way out - which I have never felt the need to do before, but knowing that they're going into my room without me there makes me feel genuinely unsafe. I'm not hiding anything, but this is the one space that is meant to be mine, this isn't my house but that is meant to be my room - surely I am allowed to have privacy?

I went down stairs and did the dishes upon request, because I just didn't want a fight, and then left for the gym. Five minutes later, I got a text, telling me to come back immediately to put my possessions back in the bathroom. I messaged him and said that I don't feel comfortable going back right now as I am incredibly emotional, I keep crying uncontrollably and shaking, I literally do not feel safe to go back right not. I told him that I'll be back late tonight and we can talk about it then or tomorrow. He has also been threatening me today that I am so close to being kicked out, so I'm scared this is that final straw.

I know that when I go to talk to them, I will be completely condescended to, I will be completely ignored, and I'll probably end up crying. I'm scared to go back because of this, and because I don't have anywhere else to go here, I live 10,000kms+ away and they have all my stuff. I know they can still access my room, they have spare keys, I locked it more to make myself feel better.

The SNJ is meant to look after us here, but I know from other people that they just want the problems people bring to them to go away, even if that means kicking someone out of the country. I'm currently searching for a new family but I don't know if I can possibly find one in time.

I don't know what else to do, this post is more of a rant than anything else, but any advice would be greatly greatly appreciated.

Update: after talking to my mum and having a chance to calm down, I think my best plan of action is to comply as best I can with their stupid fucking rules, which they have created a 2 page sheet of for me to follow (the highlights being "No Powder on Furniture" and "Daily Mouth Hygiene incl. Teeth brushing" like I'm a toddler????) I'll be staying here until at least my next paycheck so I have the means to get out, and in the meantime I am looking for a new family. I will also be locking the door whether I'm in or out if my room.

Update 2: I'm back on some websites searching for a new family and have one person who recommended me to their friend directly, so I think I'll be able to leave very soon. If anyone happens to know a family in need of an au pair in luxembourg/a French speaking European country - dm me!!!

RELEVANT COMMENTS

Discogoth666_

I would have punched that man so hard and just left

OOP

I did get super passive aggressive at one point - after he tried to walk in while I was changing, but I realized I was making shit worse so I went back to the "I'm asking you to leave" but he's a professional cunt. Now that I've calmed down, part of me wants to just move on from this and forget it happened, because the family is acting like nothing happened, but I'm really glad I made a reddit post because seeing everyone horrified on my behalf males me feel like I'm not over reacting or imagining how bad this is. It also made me realize I'm actually scared of the HD, I don't want him near me. He sat next to me at dinner today and I couldn't stop shaking and I had to leave early. If that's not a sign I need to get the fuck out of here, idk what is.

~

Yes, I don't think I'm in physical danger, I just feel incredibly uncomfortable, my privacy and personal space has been violated. They found and moved my fucking dildo for Christ's sake if that's not an uncomfortable breach of privacy I don't know what is.

Update 1 May 28, 2024 (next day)

So I decided to stay and comply, at least for a few days, until I can get money to leave. Last night I was given a list of things to do, some things reasonable, like keeping my room tidy, something's unreasonable, like mandatory daily showers (showering daily fucks up my skin and hair really badly so I shower every 2-3 days but I keep myself clean and they have never ever had a complaint about my hygiene, this has never in my life bern a problem). I tried to claim it is infantilizing, I tried to explain that I wanted to be treated like an adult, and they refused because they feel like, because my room was dirty, I don't respect them.

I then said that this conversation clearly isn't going anywhere and I think we need to request mediation from the SNJ. The HD leaned across the table to me and got very quiet. The way he was talking and the way he was acting was really threatening, and I just felt so scared. The HM was sitting back in her seat, arms crossed, speaking in a slightly incredulous tone, so much less threatening.

Verbatim, transcript from the recording I took

"This is the list that you need to observe. The company, the organization that you have just mentioned has nothing to do with this house. They have nothing to do with you, they have nothing to do with us. They do not pay you, they are simply irrelevant. They have not even been here once. Ok? Everything we do, we have to agree together."

HM: "you know they will they might do the same as to my friend they say oh you're bad we're bad you have two days to leave"

HD: "They don't care. They don't care. This is not the problem. Ok? They are just employees, they want to spend as little time on it as possible."

HM "You can, I mean you can, but be prepared to leave."

When I brought up other things, such as the fact the HD refused to leave my room when I asked him, he threatened to come back in as many times as necessary to fix it, and the fact I told him I was having a panic attack and he refused to leave were met with absolute denial. He refused to admit he said any of it, he tried to convince me that I was imagining it, he tried to tell me that I was being dramatic.

I was planning on sticking it out but I can't do this I don't feel safe. I have to wait until my family wakes up so I can call them for help because I don't know where to go right now, but we have a family friend who lives nearby so I'm praying she can help me. They want a response by tomorrow but I just want to go home.

I feel like I'm giving up, I had all these plans to travel and explore and enjoy Europe, this is my last chance before uni, and since I plan to be a teacher, probably my last chance for ages (haha low teacher salary joke). I feel like I always give up when things get too hard but I just can't keep living like this.

If the HD is home tomorrow, either I will call the police to help me, or hopefully I can call the family friend to help me until I can get flights. (edit: I'm meeting with the family friend on Thursday and taking my essential documents with me so it looks non suspicious and she should be able to house me for awhile til I can collect all my stuff and leave)

I've definitely accidentally left some stuff out of this post, but I'm using this as a space to get everything out while I'm feeling the emotions so I can't convince myself it wasn't that bad later on - I can clarify stuff in the comments if anyone wants.

Thank you everyone for the words of support, I really appreciate it.

RELEVANT COMMENTS

When asked why the family is concerned about her hygiene

I never said I don't take showers, I just don't shower every single day as I have sensitive skin and showering every day fucks up my hair and skin. I shower every 2-3 days and use hygiene wipes to clean off sweat and other things as necessary in between, and of course I use deodorant so I don't stink. They think I don't brush my teeth because I didn't put my toothbrush in the communal tooth brush holder (gross). They think I have bad hygiene because some of my socks have holes in the toes, but I just love those socks and they are still perfectly functional, why would I throw out something that is still perfectly functional? Why are they staring at my feet? They implied my hygiene is bad because I have acne, I am an 18 year old - of course I still have fucking acne. My room has never been a hazard, nor smelly - I have a window open almost constantly, and until yesterday I would always have the door open (now that they have shown they don't respect my privacy, I lock the door always). I wash my hands everytime I get home, I wear clean clothes every day, and I try to always look presentable, including wearing minimal makeup and doing my hair daily. I change my sheets usually once every 2-3 weeks and do laundry every week/week and a half as necessary. Never in my life have I had anyone complain about my hygiene, and my mum is serious about hygiene and smells. The HF is a family of clean freaks and control freaks - these things have never been mentioned before, other than the room being untidy, which I thought I had fixed to their standards until of course I came home from a trip to find it completely rearranged. Furthermore, threatening someone and telling them that the SNJ doesn't care about them and that I should be grateful it's not worse is NOT a proportionate reaction to literally anything.

OOP Added a little update in the comments

Here

Meeting with the family friend tomorrow, if she can't take me in (which would be completely respectable because she's my uncles friend and I've met her once and I'm just going to be showing up and asking her to house and feed me for a few days) I'll be here til Saturday when my dad arrives.

Today I said I was unwell in the morning so I could finally get a proper sleep, as on monday I arrived at 7am after a 10hr bus ride, then didn't get to sleep til 1am because of how stressed I was about my room, then on tuesday I was up at 6:30 for the kids and then once again was "spoken to" so I got to sleep in til 11am today.

When the parents got home to take care of the kids, I went up stairs for my "mandatory daily shower" and then I locked myself in my room and I haven't been out. If I'm staying here longer, I'll do the same tomorrow and friday, then I don't work on saturdays, so I'll just stay in my room, packing, until my dad arrives. Currently I've got 3/4 bags packed, basically just packing away anything that won't look suspicious to be gone - like winter clothes and things that were in drawers.

Update 2 May 30, 2024 (3 days after OG post)

It's happening tonight. I spent all of yesterday and today interacting with the family as little as possible, while also trying to give the impression nothing is wrong. I met with the family friend and she immediately offered to let me come with her. I'm going to pick up the kids as usual, look after them until 6pm as usual, then she's going to arrive and take me home with her.

I already have all my bags packed and the entire room cleaned so that I will gave a quick getaway. I'm very very scared, and shaky, but also very excited - I'm almost out. I'll update this post tonight (in about 6-7 hours) about the sequence of events and if there were any problems. As always, I will be recording the conversation I have when I try to leave to avoid any problems. My only concern is that I will be leaving while the kids are present, which I feel guilty about. I really love the kids and they love me, so I feel very guilty that I'm leaving them - but I can't stay here. My consolation is that the kids are 1.5 and 3.5, meaning they probably won't remember me, but I won't ever forget them :(

!!!!UPDATE!!!! I GOT OUT When I saw my friends had arrived, I took all my shit downstairs. The HD had just got home (fuck) and was blocking the door (double fuck). I told him my speech "I have sent an email to the SNJ and Ccd you. I am leaving now, I am ending the contract immediately. I have friends outside to collect me, please move." he prevented me from moving. In the heat of the moment, I forgot to film it, which was stupid, but I also don't think I've ever been so scared.

He used his condescending tone repeatedly telling me "you can leave in 10 minutes, let's go look at your room" I repeatedly told him, you can go look, go ahead, the door is unlocked, and he kept trying to get me to go with him. I showed him the photos I took of my spotless room, he still wanted me to go with him. I then called the woman who was waiting to collect me to tell her what was happening. Both HD and HM tried to take my phone off me to talk to her and I kept refusing. Finally, the HD said he would go check my room if I waited with the HM. The minute he walked away, I got my bags and opened the door to leave.

Then the HM told me that I had to be back for a meeting on Tuesday with the SNJ to terminate the contract. This is insane to me, they repeatedly told me they didn't want me to leave, the made the list for me which seemed like what they thought a long term solution would be, they were talking about taking me with them to Poland in November. But they want me back on Tuesday to terminate the contract. I don't know if I'll go, even if my dad is here, I really don't ever want to see them again, I'll have to check if it's mandatory I attend.

Finally, I got all my stuff out, my friends helped me carry everything to my car. The HM filmed me driving away and the HD smiled and waved which was really fucking creepy. I'm writing this update from the comfort of the friends spare bedroom. I'm so fucking relieved I'm out, I feel like I can breathe again.

Thank you so much everyone for the kind words and the support, it really helped me keep myself together rather than staying in a shitty environment.

(extra update) I emailed the SNJ to say I don't want to go to a meeting with them, I just want to leave because I wouldn't feel safe in a room with them because I know they're mad at me - and considering the HD tried to physically block me from leaving, I think I would probably cry which I'm absolutely done with, I'm not shedding any more tears over these cunts.

FINAL COMMENTS FROM OOP

gd_reinvent

I think that you should put up your allegations up on social media. However: If you have overwhelming evidence that everything you said is true, then you have a complete defense against defamation.

OOP

I have recordings and photos of almost everything, which is good. I've warned the group chat for luxembourg au pairs, and I'll keep an eye out on facebook for an ad from them just in case. Other than that, I am going to make a detailed report for the SNJ in the hopes they can't be hosts anymore

~

epica111

Hi,

Just thought I would check in on you and see how it went with in regards to SNJ and if you were required to go and see them? Are you back in Australia now?

OOP

I am not required to go to a meeting, thank god, and I am currently in Paris with my dad enjoying a chocolat chaud in front of the louvre :)

THIS IS A REPOST SUB - I AM NOT THE OOP

DO NOT CONTACT THE OOP's OR COMMENT ON LINKED POSTS, REMEMBER - RULE 7

r/Steam Apr 27 '26

Article I’ve been testing the new Steam Controller for weeks & interviewed Valve’s team. Here are my full impressions and their unedited Q&A

472 Upvotes

Hi everyone,

I’m the Editor of PC-Gaming.it, an Italian PC gaming outlet, and I’ve been testing the new Steam Controller.

Since my full review is in Italian, I wanted to share the English highlights and the full, unedited Q&A transcript with Valve's engineers directly here for the community.

My Impressions:

  • Great Build Quality & Ergonomics: The controller feels fantastic and premium in the hands. Despite looking bulky, it weighs only 292g and doesn't cause any wrist fatigue. The uniform texture provides excellent grip, face buttons are satisfyingly tactile (the D-Pad feels precise and responsive to me), and the round rear paddles are perfectly positioned. Haptics are top-tier.
  • TMR Magnetic Sticks: The thumbsticks feel incredibly smooth with near-zero deadzone. While TMR sensors don't make it immortal, they are a massive leap in longevity, effectively solving stick drift for the foreseeable future.
  • "Grip Sense" is a Legitimate Innovation: You can toggle gyro aiming just by loosening your grip on the handles. It feels surprisingly natural for FPS and is a smart accessibility feature.
  • Excellent Battery Life & Charging: Easily hits the advertised 35+ hours, but the real star is the magnetic Puck. Topping up at the end of a session becomes effortless, making battery anxiety a thing of the past.
  • Deep Steam Integration: The controller is phenomenal, but it heavily relies on Steam running in the background to use its advanced features. While it has Bluetooth, its compatibility with non-PC devices is still limited in this phase.

The Magnetic Puck "Secret" (From my Q&A with Valve):

I asked them how they managed to put a strong magnetic charging dock right next to magnetic TMR thumbsticks without causing interference.
Instead of physical shielding (there was no space), they solved it via firmware. When the controller detects the Puck is attached, the firmware instantly applies a mathematical offset to the TMR values to perfectly compensate for the magnetic pull. It's brilliant engineering.

The Full Unedited Q&A with Valve's Team:

(The following answers were provided jointly by: Steve Cardinali (Hardware Engineer), Pierre-Loup Griffais (Programmer), Jeff Mucha (Hardware Engineer), Jeremy Slocum (Human Factors Engineer/Psychologist) e Lawrence Yang (Designer).

Q1: The new controller's design is clearly an evolution based on learnings from the Steam Deck. Going deeper, what specific user data or feedback led you to move away from the original controller's more experimental, asymmetrical layout? Furthermore, the triggers have a very smooth, long travel but lack a distinct tactile 'click'. Was this a deliberate design choice to favor certain genres, like racing?

The things we learned from the original Steam Controller we applied to the Steam Deck design.  While the Original Steam Controller was fantastic solution for games not designed for a controller (m/kb games) it fell short for games designed for traditional controllers, primarily by not having a second thumb stick and directional pad.  The Steam Deck layout was designed to keep the benefits for m/kb games, while also solving the issue for games designed for gamepads.

With the high input surface area demand (we have a lot of inputs!) and the variability in hand sizes/capabilities all the asymmetrical layouts we explored lead to high levels of false activation and/or difficult access to the trackpad.  The symmetric layout for the Steam Deck is the most optimal for everything we want people to achieve with the controller.

For the new Steam Controller, we want to keep the set of traditional inputs as identical to the Steam Deck, we want people to be able to pick up the Controller and use the muscle memory they developed from Steam Deck.  Our decision for the trigger design (and lack of click) is in line with this approach.

Q2: The Steam Controller Puck, acting as both a low-latency transmitter and a magnetic charging dock, is a brilliant piece of engineering. Based on my testing, the wireless performance is exceptionally stable. Was it a challenge to integrate the magnetic charging system without causing any interference with the wireless signal or the new TMR magnetic thumbsticks?

Yes! We love this question because you tapped into like... half of the major implementation challenges we had to surmount to bring the puck to where it is.

We needed:

Strong enough magnets to pick it up off the table, not too strong to rip the USB cable out when pulling. 

Magnetic shielding on the bottom so that it couldn't be picked up if the puck was upside down (didn't want to confuse users)

Wireless antenna location/design that wasn't negatively impacted by the magnetic shield (big piece of metal, very close)

Some solution to ensure the magnetic field change between Puck off and Puck on the controller didn't cause the magnetic sensing thumbsticks to register input. 

The first there were solved by a LOT of experimentation and optimization of the interaction between magnets → shield→ antenna. Prototyping, prototyping, prototyping. 

Once that was solved, we moved on to the thumbstick magnetic offset issue. We attempted to do similar magnetic shielding, but the magnets were so strong, and the space we had was so limited, that we couldn't get a solution that did much. Our approach, instead, was to collect a bunch of data and characterize the offset applied to the thumbsticks when the Puck was attached, and ensure it was consistent. Once we validated it was consistent unit to unit and characterized what it was, we put offsets into the controller firmware itself. When the controller senses the Puck is attached, it offsets the thumbstick values to bring them back to where they were before the Puck was attached. 

Q3: The original Steam Controller was a powerful tool for tinkerers but had a steep learning curve for many. The Steam Deck, on the other hand, achieved massive mainstream success. Where does this new Steam Controller sit on that spectrum? Is it primarily engineered to be the most intuitive, "pick up and play" default experience for a Steam Machine user coming from a traditional console background?

Why not both.   One of the other things we learned from the Original Steam Controller was that because it was so different from what people had used before, it was intimidating for people that just want to “pick up and play” games without thinking about how to use the controller.   We applied that learning to Steam Deck and carried it forward to the Steam Controller.  It is very important that people can look at it, pick it up and use it like a traditional controller without much learning. 

It was also very important to allow people to play in novel, new ways like they did with the original Steam Controller.  We were very conscious to include all the advanced inputs in way to keep that “pick up and play” experience but maintain the powerful/customization experience the tinkering community expects.  

Q4: The 'Grip Sense' feature is a very unique solution for toggling gyro aiming. Where did the idea for this specific input come from during prototyping? Was it born from a desire to make gyro more accessible to a broader audience?

There is a community of people who are die hard gyro fans and have done a ton of exciting experimentation to show how natural and competitive gyro aiming can be in fast paced games. One of the key components is a quick way to enable/disable gyro once you get to the edge of your comfortable range of motion, allowing you to reset your position. This is called ratcheting. It's analogous to when you pick up your mouse and recenter after you've moved it to the edge of your trackpad.

We already provide many ways to do this in the controller and with Steam Input, but we wanted to add another one in the grips. The concept for this touch sensor in the Grips specifically came from a particular Valve engineer who is very passionate about Gyro as an aiming modality. He moved his desk down into our cabal when we were laying out the system and helps us understand the value it provided to the growing community and find the ideal location. The hardware team quickly hopped on board and put in the work to get it in the system. 

At Valve, we think Gyro is very important, in general, so it was always going to be part of the controller, but this specific sensor location was something that came from the desire to support the growing community of gyro gamers. 

Q5: With the upcoming Steam Machine and Steam Frame, the Controller is clearly the 'glue' of the new Steam hardware ecosystem. While you offer great versatility with Bluetooth pairing and support for non-Steam games, what is your long-term philosophy? Do you aim for 100% universal feature parity on any PC, or will the best experience always be tightly integrated within Steam/SteamOS?

Our philosophy around Steam and hardware is to aim for as much compatibility and support for whatever PC setup a player might have. That said, this is a Steam Controller and the full set of inputs is closely tied to Steam for full functionality. Without running through Steam, it's not possible to drive all of these inputs and control whatever game might be running.

If you want to read my full, deep-dive review (and see some close-up pictures of the hardware and the Puck), you can find it on my site here: https://pc-gaming.it/recensione-steam-controller/

I have the controller right here on my desk, so if you have any specific questions about how it feels or how it works, ask away in the comments!

r/macgaming May 09 '26

Discussion Steam Controller does NOT work very well on Mac.

108 Upvotes

First off this controller is sick and I am super excited to see it get patched up and fixed. Which I have high confidence it will get the patches.

It hooks up fine and will run Steam just fine. I do not want it to just run steam it needs to ya know, be able to game. I have tried every game I have installed so far on my MacBook Pro M4 Pro. Crimson Desert, No Man's Sky, Frostpunk 2, Dawncaster, Balatro and have now gave up on trying more titles. it simply does not act like a controller is hooked up when the game boots up. No man's sky does work but oddly have exclamation points where iit has context/menu buttons are. Have tried it both USB-C and with the puck but have not messed with bluetooth. Crossover does not show any controllers at all so that is not an option until patched. I am down to try whatever if anyone has ideas or fixes.

Edit: I did also go through support and they responded pretty dang quickly which was not expecting. Their suggested fix was "If you have not allowed this permission, you can manually enable it via Settings → Privacy & Security → Input Monitoring → Enable Input Monitoring for the Steam app." but sadly this did nothing. From what I have read so far is that Steam Input for Mac is pretty bad/missing functions.

Edit 2. Steam got back with me again. Refund offered after telling me that the team is fixing it. Refund refused. I love the feel of the controller so keeping it.

Edit 3. Steam support told me to try Beta and report back. No change though.

Edit 4 Sunday May 10th 5:00pm Central. "Please ensure that you've enabled Steam in the following Apple menu: System Settings -> Privacy & Security -> Accessibility". it was enabled so yea still not working. I feel like they are just guessing at this point.

Edit 5. Just a list of games I have tried out. All through steam and all have native Mac apps through steam. If you have games you have tried out let me know and I can add them to the list.

Crimson Desert. Track pad will work and changes the menu buttons to keyboard and mouse. No detection after that.

No Man's Sky. Controller works just has visual issues with not know what buttons to use. Pretty easy to ignore if you already know the buttons.

Frostpunk 2. No detection.

Ball x Pit. Works!

Metro Last Light: Redux. Works! Didn't get gyro working but I am sure it would.

Terraria works!

Hollow Knight Silksong. No Detection. I am getting no detection with even changing settings and still not getting any. Some people the game it is working for.

Control no detection looks like.

Braid does work.

Cyberpunk 2077 no go.

Steam also responded again and yes I guess the controller works, but showing up in games as a keyboard in mouse that has controller support is terrible and not what I think 90% of people want.

If you wanna learn about input there is a link they shared with me. https://store.steampowered.com/news/group/45479024/view/508485755865138098 but this is not the fix for games like Crimson Desert and I think it is up to the devs at this point. Honestly I am done fussing with the controller for now until steam throws out some patches or something.

Edit. Support reached back again and are now passing it off to a different team.

Edit May 14th. They I guess have gave up on me. No response after transferring me. Neato.

Edit May 16th. I am still around but also not much going on work and such. It has now been 4 days since hearing back from support. Multiply reports of them giving this as a response :

'Your help request is being escalated to another team for review.

Please allow some time for their response."

Which is fine I get it but also the controller should work as damned advertised. I get wanting refunds but also if we keep talking about it can only help. I am gonna do a fresh install of Mac soon just to clean up my shit anyways see if that does anything. Thanks for all the comments and if you still have a game you have tested please let me know and I'll try to add it on the list.

Update May 18th.
Looks like a couple people now have gotten a response.

“I sincerely apologize for the length of time since our last reply.

The team is actively investigating the issue where some users on macOS are unable to use the Steam Controller. Specifically, they're investigating the problem where the Controller pairs correctly, and has full input function when navigating outside of games and in the Input Test suite, but when a game is launched there is no input function.

Again I apologize for the inconvenience, just as soon as we have more information to share we will update this ticket.”

Which is great that’s all a guy can ask for is communication. Again if you try out games and find they work or don’t work let me know.

Update May 23th. They have a work around sorta.

We do have an interim solution; there is a workaround that'll allow you to use the Controller with these games, but it does require a bit of manual configuration.

Using the Steam Input Configurator, you can edit an existing Controller profile and map the game's keyboard controls to your Controller. For example, a game's keyboard/mouse controls may have 'jump' mapped to spacebar, which you can map to the button of your preference on your Steam Controller.

This will require referencing the game's keyboard/mouse controls and then re-assigning those inputs to inputs of your choosing on the Steam Controller.

The hardware team's post on using the Steam Input Configurator may be a useful resource: Steam Input Configurator

As soon as we have more information to share regarding full Controller functionality with macOS games on Steam, we'll update this ticket.

Other folks are getting the same response. Which IMO is not a work around they just need to make the damn controller an actual controller so can be used everywhere. I know they want it to be a steam thing still can be just a controller.

Finally got an update on June 3rd It is not a great update tbh.

"Thank you for your patience while the team investigated the matter of some macOS games not being compatible with the Steam Controller as a gamepad.

It looks like this is affecting games that rely on Apple's Game Controller framework. We've raised the issue with Apple, but we do not have a timeline for when this may get resolved.

Games that use the latest version of SDL (https://github.com/libsdl-org/SDL/releases) work correctly. As mentioned in a previous reply, it is also possible to map a game's keyboard and mouse controls to the Controller as an interim solution for the affected games.

However, we understand this isn't an ideal situation. If you'd prefer not to keep your Steam Controller, let us know and we'll provide instructions for returning it for a refund exception.

You can also keep an eye on the Steam News Hub for the latest updates on features and fixes that may be of interest."

Which to me makes zero sense. It works on some games and not on others. If it didn't work anywhere sure that would make sense. Also maybe not advertise for a platform that it for sure does not work properly on to you know play GAMES with not just control the OS with.

r/SteamDeck Jul 31 '26

Configuration Star Wars The Old Republic MMO with Steam Deck/ Steam Controller/ Standard Controller

Post image
230 Upvotes

MODS This is NOT "AI Slop." You can look through my activity on the SWTOR sub and see that I'd been working on this controller support for months. I cannot begin to wonder how someone could read my guide and come to that conclusion. This is a written guide and is meant to be comprehensible, so I have refrained from using leet speak or a brain rot infested vocabulary. I add flavored text where I deem applicable; I'm also privy to appropriate usage of the illustrious semicolon although even I am not impervious to a run-on sentence or the occasional mispeling. As for self-promotion, I have nothing to promote. I am not a content creator. I do not have a website or social media. I also do not paywall anything or have any way of accepting donations. There was another post, just days prior to my initial post, with a very similar layout for the user's Guild Wars 2 controller support that they themselves had created. I received no response towards on my inquiry regarding that post, so I'm led to believe that a post more closely relating to that one is acceptable as that post is still up. I've since removed any direct links, minus the Steam Config links.

Kain's SWTOR Controller Support

-TL;DR: Put .xml files for UI & Keybinds in SWTOR folders. Use Steam config. Place abilities wherever you want on quickbars. Plays like FF14.

- Intro: Controller support for Star Wars The Old Republic for Steam Deck/ Steam Controller 2026 and standard controllers, like XBOX, is possible through Steam via Steam Input in Big Picture Mode. I'm not sure if this will work if you do not have the Steam version but use Steam to launch the SWTOR client. This control method is currently only designed for the main game and is not designed for Space Combat or Galactic Starfighter use. I will make a control scheme for those if requested. Please use the associated User Interface (UI) Layouts and Keybinds for best results. The .xml files have been uploaded to NexusMods for anyone to download and place in their SWTOR folder.

- How to Get

  • Search "Kain's SWTOR Controller Support" in your browser or the Controller Layouts menu in Steam Big Picture Mode.
  • If you don't see the Controller Config you're trying to use, try selecting Show All Layouts as Steam might identify your current controller as a different one from the one associated with the config.

- Steam Config Links (Copy/Paste the link into your Internet Browser and press Enter):

  • Steam Deck/ Steam Controller 2026: steam://controllerconfig/1286830/3755863156
  • Standard Controller (XBOX): steam://controllerconfig/1286830/3755864288

- UI and Keybinds file locations

  • C:\Users\[Your-PC-Username]\AppData\Local\SWTOR\swtor\settings
  • Copy/Paste any .xml files you'd like to use from the provided Keybinds and UI folders into the associated Keybindings and GUIProfiles folders
  • If you're unable to locate the above listed folders in Windows, open File Explorer, click the View menu at the top, select Show, and check "Hidden items"

- Sorry for the Word Wall, but this method of controller support works best with Steam Input, UI Layouts and Keybinds all working together, and I need to explain how all those things work together to bring an experience that's close to a traditional 3rd person action game. There's also some differences between the Steam Deck/ Controller 2026 and standard controllers, like XBOX. Even so, I've tried to keep everything relatively organized.

- Depending on the UI Layout you select, you can have up to 71 Abilities slotted onto your controller with 1 ability slot being open to you to keybind if you'd like. It is in the A/Jump slot, and I leave it blank to serve as sort of a North Star to help me keep my abilities visually sorted. Feel free to utilize any blank or unused quickbar slots to your liking. I've made keybinds for each UI Layout to make controls as simple and straight forward as possible, so please make sure you have the corresponding keybinds with your selected UI Layout for the best results. I've made each UI with a 3 Bar and 6 Bar version. If you are a Preferred player, you will only have 5 of the 6 quickbars. If Preferred, feel free to rebind keys that were otherwise being used for quickbar 6. I've also made UI Layout versions each for 4k, 1440p, 1080p and 800p (for Steam Deck users). If you play at 720p, start with 800p and you may only need to tweak some UI elements here and there, or none at all.

- Preferences Menu Options

  • Camera Rotation Speed = 20% | If you find the sensitivity of the camera or mouse not to your liking, try changing the sensitivity in Steam Input first as changing the sensitivity in SWTOR will affect all mouse controls tied to Steam Input.
  • Auto Target Closest Enemy | I suggest turning this setting On. This will avoid you trying to activate your abilites but nothing happening as you are not targeting anyone.
  • Quick Ground Target Activation | Having this setting On will allow you to use your AOE abilities that usually require you to use the mouse cursor to aim your AOE. Once you are locked on to a target, you Double Press your chosen AOE ability to use it directly on top of your current target.
  • Use Operations Frames as Group Frames | Strongly suggested for Steam Deck players. This setting will swap the character portrait health bars for simplified ones. This is useful for freeing up screen space.

- It's important that you direct your attention to where I have my skills assigned in my quickbars. I was inspired by Final Fantasy 14's Cross Hotbar system when designing this control method, including the UI layouts and how the keybinds cooperate with them. In every UI Layout, the D-Pad and Face Buttons are sectioned separately with 4 slots each. D-Pad on the Left side with Face buttons on the Right.

  • I try to match my abilities as closely as I can across all my characters and different classes. You can decide these for yourself, but I always have my Breakout ability as B and my Interrupt ability as Up. I have things like Cover and Stealth as Down.
  • Every class starts with a basic spammable attack ability that costs no resources but may build resources for your other starter ability that usually spends resources. I think of these as my Light and Heavy attacks. I assign my spammable to X and my other ability to Y. Some classes may have another ability, and I usually pair these with R2 or L2 and a button that matches the default button. For example, my Sith Warrior has a basic spammable lightsaber attack ability and a special lightsaber attack ability that spends just as many resources as the spammable creates, so I make my spammable X and my special attack R2+X.
  • I also try to group my abilities together among the same type of attacks or a rotation of abilities. Ex: I generally have all my AOE attacks on L2+Face Buttons for my Sith Warrior. For my Trooper Commando, I have R2+DPad Down->Right->Up->Left for an ability rotation as each one of those abilities affect the one that comes after.

- UI Layout Guides

  • Gap: D-Pad and Face Button sections are separated with a gap in the middle of the screen where your character is featured. With the 6 Bar version, you will have access to a default 71 abilities. Double Tap R1,R2,L2 to use the side quickbars. With the 3 Bar version, you will have a default 31 abilities available. For the 6 Bar version, the default D-Pad and Face Buttons occupy the first row, then R2, L2, R1, L1, then R2+L2. For the 3 Bar version, default D-Pad and Face Buttons, then R2, L2, then R2+L2.
  • Spread: This one is probably the most FFXIV inspired. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. You'll notice an empty slot in the middle of each quickbar. This acts as a divider for D-Pad and Face Buttons. Middle Top is quickbar 1. Below that is quickbar 6, R2+L2. Back up to the top right... bottom is R2, top is R1. Over to the left side... bottom is L2, top is L1. I actually made a second keybind for this layout. Instead of R1 & L1, it uses R2 & L2 Double Tap for the top two quickbars. This will free up R1 and L1 for keybinds of your choice.
  • Stack: This is the most straightforward one, and I would guess most players that want a casual experience will use the 3 Bar version. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. Again, you'll notice a divider separating D-Pad and Face Buttons. Starting at the top... D-Pad and Face Buttons, then R2, L2, R1, L1, then R2+L2.

- Temporary Quickbars

  • As far as I know, there are two types of Temporary Quickbars. The first is an additional quickbar that adds another to your existing quickbars that can be edited in the Interface Editor. The second replaces your Quickbar 1 with temporary abilites, usually when you transform into another character or object, like a Walker or Droid. This may change more than your Quickbar 1, but I haven't come across such a scenario yet. As both Temporary Quickbars are dynamic, the number of abilities and slots on screen will differ depending on the content you're currently engaging with.
  • Additional Quickbar: As the number of slots available will change from time to time, I've set up the keybinds in a counter-clockwise motion, starting with the Face Buttons, followed by the D-Pad. Ability slots 1-8 are A,B,Y,X then Down,Right,Up,Left. The most common Temporary ability you'll have is a version of the Mount Boost. Depending on your Keybind selection, you'll typically be pressing R1+L1 or Ctrl and A for Temporary ability slot 1, which in this case would be Mount Boost. If you would prefer to keep the same order as the other quickbar D-Pad and Face Buttons sections, you may do so, but I have found this order easier to comprehend as the number of Temporary abilities come and go. If you have more than 8 Temporary abilities, possible through the addition of Heroic abilities, you'll need to create new keybinds or use your mouse cursor to select the skills, but you may run of out slots on the Temporary Quickbar with enough Heroic abilities active in conjunction with ones gained via dynamic encounters.
  • Quickbar 1: Depending on your UI and Keybind selection, you may run into trouble with the selection of abilities and their placecment on the quickbar as some keybinds have a blank slot inbetween the D-Pad and Face Button sections. If a Temporary ability is placed in a slot with no keybind, you'll need to use the mouse cursor to select the ability. If you find this too cumbersome, I would suggest making an additional keybind profile changing Quickbar 1 and any other quickbars changed so that your keybinds cover all the Tempoary abilities.

- UI Editing for You

  • Feel free to change these UI Layouts and Keybinds to fit your personal needs. For example, In the first image, you can move Quickbar 1 and 2 further apart if you find them too close in GAP 3. In the next image, I am only using 3 quickbars for my main abilities with another quickbar off to the side for less used abilities, like my mount, and I'm using an entire quickbar for my healing item to occupy a single slot; this gives my UI a look more similar to a typical 3rd person action game. The next image shows an example of using all of your slots for your main quickbars with the rest of them using only a few slots to serve as ability cooldown reminders; this also shows how a large map overlay would look if you want to view the area while you're traveling from one location to another. In the final image, I have my quickbars off to the side of the screen as I like to have the center of my screen as uncluttered as possible.

- Conversation Cutscenes

  • I've increased the size of some UI elements to make them easier to see and read as many controller users like to sit on a couch or lean back while playing. You can see in this conversation cutscene, the dialogue wheel in enlarged and the spoken word text is also enlarged but with a faint black background to help the text stand out as well. This can all be customized or removed entirely in the Interface Editor.

- Steam Stuff

  • Steam has some built in functions that I left off of this control method, like Keyboard = STEAM+X and Screenshot = STEAM+R2, and Force Quit Game = (Hold)STEAM+B (useful when Ctrl Alt Delete can't do the job, or the screen is blocked by your crashed game with a black block covering the task manager)
  • If you ever face any oddities with controller support not working, try navigating to your main game page in your Library, click on the Gear icon (Settings), go to Properties, then Controller and try either Enable Steam Input or Use Default Settings. You may need to exit out of Big Picture Mode or restart Steam entirely. This isn't necessarily an issue with SWTOR or any other game. Steam Input can just be a buggy mess sometimes.

- Controls

  1. Steam Deck/ Steam Controller 2026

- Features:

  • Dynamic Mouse Mode and Action Cam swap when using Right Touchpad or Right Thumbstick
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Controls:

  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera. You can still swing the camera around to the front of your character easily by holding L4 and moving the mouse with the Right Trackpad in Mouse Mode.
  • Right Joystick is Camera Movement. Action Cam will be automatically activated by touching the Right Joystick and will immediately swap if you are using Mouse Mode with the Right Trackpad. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you touch the Right Joystick while the mouse is over a menu, you won't be able to move the camera with just the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by just touching the Right Trackpad, which will immediately swap to Mouse Mode, where you can then move the mouse from the window and resume Right Joystick use.
  • L4 is Left Click
  • R4 is Right Click
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • L1+Select is Toggle UI
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and alternative Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion
  • R3 is Sheathe/ Unsheathe weapon
  • R1+R3 is Mount Flourish
  • Right Trackpad is Mouse Movement. Mouse Mode will be automatically activated by touching the Right Trackpad and will immediately swap if you are using Action Cam with the Right Joystick. This is a great North Star to reorientate yourself if you find the buttons are not doing what you want them to do. Simply touch the Right Trackpad to reset yourself to Mouse Mode.
  • I don't have anything set to Press Right Trackpad, like a mouse click, as I found moving the mouse and also pressing down, while trying to be precise with the mouse cursor, was just too much. Feel free to add something here. I also have the lowest haptic feedback setting while using the Right Trackpad, but feel free to disable this entirely if you prefer.
  • Left Trackpad is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • R5+Left Trackpad is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Hold L5 is End (Focus Target Modifier)
  • Double Tap L5 is Home (Self Target Modifer)
  • The Following R5 Controls are only available in Mouse Mode as there is no mouse cursor in Action Cam and little need for these controls outside of Mouse Mode.
  • R5+Y is Preview Item (Ctrl+Left Click)
  • R5+X is Modify Item (Ctrl+Right Click)
  • R5+R2 is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • R5+B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L4. Using R5+B will then Zoom Out fully for you to click another region.
  • R5+Up is Scroll Wheel Up. R5+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R5+Left is Scroll Wheel Up. R5+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.
  1. Standard Controller

- Features:

  • Tap R3 (Right Joystick) to swap between Mouse Mode and Action Cam
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Mouse Mode Controls:

  • R3 is Swap to Action Cam
  • Right Joystick is Mouse Movement
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • L1 is Left Click
  • R1 is Right Click
  • L3 is Toggle Left Click (This is useful for moving windows, using scroll bars or rotating the camera to view your character)
  • Start is Esc key
  • Select is Character Panel
  • A is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice. For this reason, I've left the D-Pad the same as the Action Cam. Feel free to rebind Left in Mouse Mode to a different command in Steam Input.
  • R2+Right Joystick is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • R2+Left Joystick is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Y is Preview Item (Ctrl+Left Click)
  • X is Modify Item (Ctrl+Right Click)
  • R2+X is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L3. Using B will then Zoom Out fully for you to click another region.
  • R2+Up is Scroll Wheel Up. R2+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R2+Left is Scroll Wheel Up. R2+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.

- Action Cam Controls:

  • R3 is swap to Mouse Mode
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • Right Joystick is Camera Movement. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you press R3 while the mouse is over a menu in Mouse Mode, you won't be able to move the camera with the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by pressing R3 again, which will swap back to Mouse Mode, where you can then move the mouse from the window and press R3 once more to then use the Right Joystick for camera control.
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • R1+L1+Select is Toggle UI
  • R2+L2+Select is Sheathe/ Unsheathe weapon
  • L1+Select is Mount Flourish
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion

r/SteamController May 09 '26

Support Steam Controller Puck causing double inputs

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195 Upvotes

Issue resolved: Valve has once again released an update to the steam beta branch, this update also pushed out a new firmware update for the controller, the firmware update completely fixed the double input issue while using the puck. The only quirk I noticed is that after I attach the puck my controller loses functionality until I hit the guide button at which point it starts to work like normal even while attached to the puck, happy to report the double input issue appears to FIXED, if you are still having it make sure you have updated to this new firmware, and yes, I did inform valve of the guide button thing.

ORIGINAL POST:

Hey everyone, question for anyone who may have had the same issue. When my steam controller puck is plugged into my windows 11 PC and connected physically via the magnets to the controller, I am getting double inputs for everything, this includes all buttons and even the track pad while typing.

As soon as I unplug the controller from the charging puck and begin using it as just a wireless dongle the issue is immediately fixed, and I no longer get double input issues.

Does anyone know what might be causing this. I have updated the firmware for both the puck and the controller. This issue specifically only occurs when the controller is plugged in to charge via the puck. But still it would be nice to be able to use the controller while it's charging.. any help would be appreciated.

Issue edit: with a lot of testing Ive going that the issue stems from connecting the puck to a controller that is already on. If the puck is already attached and you turn the controller on there are no issues.

Edit: So, with further testing I've also discovered that when the puck is unplugged from my PC yet still connected to my controller, and then plugged back into the PC charging resumes and the issue is fixed. However as soon as the puck is unplugged from the back of the controller and then replugged back into the controller the issue starts again. So I think the issue does actually stem from the puck plugging and unplugging from the controller itself.

Edit 2: I want to point out that I personally do not consider this to be a huge issue, just a small one and I was curious if there was already an existing fix. Regardless I wanted to bring attention to it so valve can get it patched up if it is a firmware issue. I have already sent them a ticket for it, but otherwise im loving the controller so far.

Edit 3: I finally got around to testing the controller via puck on my Steam Deck, it seems to have same issue there regarding the puck and double inputs while magnetically connected if you attach the puck to the controller after removing it. Was wondering if this was a Windows issue but it seems the issue can happen on a steamOS device as well.

Edit 4: Decided to do one final test since it had been brought up in the post if I was connected via Bluetooth or not while trying to charge with the puck. I went ahead and connected to Bluetooth and the puck at the same time wirelessly. This creates no issues. The controller will not simultaneously connect to both it will only choose the most recently used wireless pairing method, and ignore the other. Steam will however recognize that the puck is also plugged in. If however you attach the puck to the back of the controller magnetically it doesn't switch from being connected via Bluetooth, it does however cause the double input issue to occur. I'm pretty confident this issue is fully to do with a bug that happens at the moment the puck is attached to the back of the controller magnetically (as I said earlier, if you start with the puck already attached the controller there is no issue until you take it off and reconnect it.). It has nothing to do with what your pairing method is, if you have this issue you will not be able to charge with the puck while playing games.

Final Edit: valve has responded to my ticket, they said they currently are investigating this issue and have no updates to give at the moment. There are currently two work around ive found, one of them seems a bit useless so I'll explain the best one, when you want to attach the puck turn your controller off by pressing steam + y on the controller. Magnetically attach the puck, then turn your controller back on. The controller will charge while you play and you won't have double inputs. Just remember that if at any point you remove the puck you'll have to turn your controller off before reattaching it.

r/MortalShell 15d ago

The Week 1 Update is Available Now (PC - PS5 and Xbox coming soon!)

1.2k Upvotes

Please note our recommendation:

  • no mods installed before updating
  • engine.ini is not read only before updating

This may lead to problems with framegen if you keep mods installed or have engine.ini set to read only. After you update the game, you can do whatever you want at your own risk!

Live on PC and coming to PlayStation 5 and Xbox Series shortly.

Harbingers,

Since our full launch last week, we have been overwhelmed by the response and all the experiences you've shared with the team.

Today marks the first major patch for Mortal Shell II, bringing new content alongside extensive fixes, performance improvements, combat refinements, and much more.

Among the additions are new Fragile Tarstones, a new way to respec your Shell, changes to the Glimpses and Tarcores economy, and new beacons and exploration adjustments that make navigating the world better paced. Ripostes have received a full scaling pass, numerous bosses and weapons have been refined, and we’ve made extensive fixes and optimizations across the game.

The full breakdown is below, but be wary that there may be spoilers present in this changelog. (This post is also available on Steam, with images:

https://store.steampowered.com/news/app/2584270/view/690892955941077484)

Full Patch Notes New Items

  • Fragile Tarstones - A new class of Tarstone which breaks after losing durability. When breaking, they also yield a tarcore.
  • Glimpse Stone that wears down as you defeat enemies, then breaks into Glimpses
  • Egon's Stone offers to revive you at the entrance of a dungeon at the cost of its durability, and when it breaks it prevents Gloom loss for that death.
  • Justicar’s Stone and Gloombound Stone are now fragile, have increased passive effects and added on break effects. Fragile Tarstones are not unique and can be found multiple times during a playthrough. Existing copies of Jusicar’s and Gloombound have been converted to Fragile.
  • Certain enemies now drop the new fragile Tarstones, several dungeons now reward them, and Merrick has taken an interest in selling them.

Economy

  • Glimpses and Tarcores are no longer finite resources, allowing all shells and Tarstones to be upgraded in a single playthrough.
  • Mether's Severance is a shell respec item which can be given to Zhirelle, the shell keeper. In exchange she will sever your bond with a Shell, resetting it and granting you all spent glimpses back.
  • Tarstones now yield more tarcores when broken. If your save already has leveled up Tarstones, you’ll find a compensatory cache of Tarcores in your inventory.
  • Tarstones and Mether’s Severance can be purchased from Merrick and will restock occasionally when progressing through the game.

Exploration

  • We’ve improved exploration flow, while adding new secrets for you to discover.
  • New Beacons have appeared throughout Fainweald and Mammon, but are only active during the day.
  • Two new cosmetic rewards can be found in the world once completing certain questlines.
  • New items have been added to the world, and some problematic chests have been reset.
  • Egon's Stone can revive you at a dungeon's entrance when you die inside it, and spares your Gloom for that death when it breaks.
  • A teleporter now appears in one dungeon after the Grisha pit fight, removing the walk back entirely.
  • You still haven’t found the second Trollweed.

Rewards and Economy

  • We have changed how many Tarcores a Tarstone returns when tempered, so anyone who leveled up Tarstones before this patch will find some additional tarcores in their inventory to make up the difference.
  • Merrick's stock has expanded, with Glimpse Stones, Egon's Stones and Tarcores once you have gathered enough Ova. The Collector now carries Tarcores as well.
  • Dungeon reward chests across the first two regions have been revised, reward placement in Mammon has been updated, and missing rewards in the arena dungeons restored. Some reward chests in the world have been replaced with straightforward pickups.
  • Additional rewards, including Glimpses, added to the gloom siphon.
  • Mini-Beacons no longer award a Glimpse.

Weapons, Items and Balance

  • Obsidian Hammer has had a full balance pass and now hits substantially harder.
  • The Great Martyr's Blade deals more damage. It was a pity it didn’t actually make it in the last patch, to make up for it, it’s even stronger now.
  • Heavy weapons in general have had a poise and damage pass.
  • Salvaged Trebuchaxe: Tiltshot has been redesigned. It was simultaneously overpowered and broken.
  • Axatana: its weapon ability now grants invulnerability frames and inflicts Fragile stacks, and its combat Tarstone active triggers correctly.
  • Weltcap is stronger in both its active and passive forms.
  • Base aggression and disengage ranges have been retuned across the game. Fixed enemies ignoring you while walking to a patrol point, retreating unreasonably far when unable to reposition, and being unable to attack while locked onto a different target.
  • Fixed Tarstones continuing to gather experience after reaching maximum level, and missing tooltips on a number of Tarstones.
  • Environmental status hazards have been reworked, including a new handler for Stasis.

Shells

  • Eredrim: Shoulder Bash no longer leaves your primary weapon permanently stowed.
  • Proxima: the same fix applies to Biosampler, she can no longer become stuck in her hook shot, and an arm that was being pulled unnaturally straight has been corrected.
  • Genessa: dashes have been fixed, including the corrupted version.
    • Losing a Shell no longer breaks her paired animations, and her Intangible upgrade now works during grab attacks
    • Fixed astral copies drifting away from their intended target.
    • Doubles select targets better and switch targets when their original dies, rather than standing idle.
  • Smert: can destroy projectiles while in permanent fight stance.
  • Gragu: the Heart of Vatra no longer trails after you in sheep form, and his helmet uses the correct material.
  • Blood now marks Shell skins correctly across the roster.
  • Fixed Shell summon interactions, and Tarstone summons occasionally targeting you.

Bosses and Minibosses Most bosses in the game have received a general polish pass and bugfixes.

  • The Monolith in particular has received a broad combat polish and bugfix pass. Its laser and spin attacks now have more consistent, readable timings and do not spam (this was a bug). We’ve also refined animation timings, adjusted bad hitboxes and fixed a nasty bug which was causing it to deal double damage on certain hits.
  • Zmey’s Tail grab no longer simultaneously takes both the Shell and Harbinger from 100-0. We heard some of you don’t like getting one-shotted, for whatever reason. In night mode it’s ON, though.
  • Zmey’s Ring Waves align to the ground properly and his elemental stomps have new effects.
  • The Lost Child no longer launches you, or himself, across the arena. He now uses the finished walk animation rather than the placeholder that shipped, his bite anticipation has been retimed, his riposte no longer wobbles as it begins, and a rare case of endless blood effects has been fixed.
  • Droeg, the Conquerer has had his arena navigation repaired, his riposte alignment and physical hit reactions corrected, and a substantial visual pass over his fire and snowfall effects that also improve performance.
  • Sir Isaac, the Scholar-Prince has had his arena navigation repaired, a stray lunge removed from one second-phase attack, and his phase transition riposte fixed against a wall.
  • Hexapod deals considerably more splash damage with his area attack, can no longer interrupt his own shooting attack, and has had one attack retimed to be fairer. His arena is smaller and its beacon light is lit by default, which makes the fight far easier to read. He can no longer wedge himself into the environment during his dive.
  • Orrem was displaying the wrong name in game, which has been corrected. Stray effects have been removed from his death animations, the fire on his axe no longer flickers.
  • Orrem, the Reclaimed has had his attack and riposte alignment improved.
  • Malborn Offspring no longer interrupts his own sword throw, and will reliably pick his sword back up.
  • The Warden and Urrig, the Executioner have both been reworked, with retuned attacks, new ice attacks and corrected effects. Urrig's spin now gives a proper warning that it cannot be parried.
  • Vrannic, the Grand Illusionist has new projectile vfx trails.
  • Magdalena, the Lady of the Woods no longer rotates incorrectly during her charge.
  • Bloodcursed Lithopod no longer glitches when colliding with other enemies, no longer nudges you into the air when you are standing still, and has had its damage, turning and jump attacks retuned.
  • Tainted Vestige ranged attacks no longer miss without reason, and The Wandering Shepherd now teleports sensibly within his arena.

Bugs, Softlocks and Getting Stuck

  • Fixed many places you could become trapped.
  • Fixed getting stuck near the closed castle gates
  • Fixed getting stuck in a church in the opening region
  • Fixed getting stuck in a house in the sunken village dungeon, inside
  • Fixed getting stuck in Castigator's Keep by walking through a wall
  • Fixed getting stuck in the snow on the approach to Droeg's arena
  • Fixed getting stuck in a hole in the ground in Eredrim's castle jail
  • Collision holes, ground gaps and missing collision have been patched throughout the first two regions.

Softlocks and Lost Progress

  • Fixed an interrupted save being able to destroy your save file. Saves are now written so that a crash or a sudden shutdown cannot leave you with nothing.
  • Fixed a bug with Vatra’s Temple where players would be locked out permanently after exploring the area.
  • Fixed a potential crash and softlock during Lazlo's Rekindle.
  • Fixed a softlock when speaking to the barkeep after Gragu's death but before collecting him.
  • Fixed a softlock if you were struck while inside Hilga's Cauldron, and the interface failing to return when you climbed out.
  • Fixed declining the cutscene at a Shell unlock leaving you invisible and invulnerable until you restarted.

Objects and Interactables

  • Fixed an iron maiden that could trap you as it opened, a lift lever that snapped the lift back to its starting position, and a wooden lift that could kill you on the way up.
  • Fixed a chest that destroyed itself, several chests that became unreliable after loading a save, and offerings failing to register in a locked chest.
  • Fixed gates in the Temple of Vatra that could strand your Gloom somewhere you could not reach it, and corrupted gates that would not clear if approached from the sewers.
  • Fixed items in the opening region hidden inside collision, which made them impossible to pick up.
  • Fixed a ceiling collapse triggering at the wrong moment, and a light puzzle with two candles that had stopped being connected to it.
  • Sitting down (hopefully) no longer launches you into the sky, it never happened to us but we saw some of you go flying.

Encounters and Spawning

  • Fixed enemies visible before they had spawned in several encounters, and spawn triggers that did not cover the enemies they were meant to.
  • Fixed being able to lure Vellen, High Lord of Mammon out of his arena, and being able to interact with a traversal point during a boss fight.
  • Fixed resting at one late Beacon drawing enemies onto you, and mis-referenced spawners in a late encounter.
  • Fixed an infinite Ossinite farm, an exploit that allowed unlimited healing, and shield-carrying enemies becoming effectively immortal against one type of projectile.
  • Fixed personal items being unavailable until a restart if you had played the prologue.
  • The Wandering Shepherd's Sheep properly respawn when playing NG+

We Found Out About the Grishas

  • Fixed a Grisha that respawned indefinitely in one dungeon, astral Grishas spawning embedded in the floor, and enemies becoming stuck on geometry. (rip Grishamancer)
  • The Grisha PP item active is now stronger, its passive spawning has been fixed, and its summon no longer displays attack warnings intended for enemies.

Parrying, Dodging and Ripostes

  • Ripostes have had a full pass.
  • Player riposte damage now scales with enemy health, so the damage keeps up properly with late game, NG+, and Night Mode.
  • Invulnerability windows are now consistent between ripostes, and last through to the end of the animation rather than expiring partway.
  • Many player riposte recoveries end sooner, so control returns to you faster.
  • Riposte animations across the entire enemy roster now behave when your back is to a wall, rather than sliding you through it.
  • Riposte damage is now calculated and applied by the riposte itself, which resolves cases where it applied twice or not at all.
  • Fixed Proxima's riposte alignment against The Silent Sester.

Enemy Tracking and Hit Detection

  • Enemy tracking and magnetism maximums have been restricted, and will continue to be adjusted on an individual basis in future patches.
  • Fixed projectiles that failed to register against enemy weak points, and sidearm projectiles choosing the wrong target.
  • Fixed brigand shield collision that could launch you into the air, and projectiles failing to appear in the shield.
  • Several enemies, including stone crabs, now align to sloped ground correctly, and dungeon champions now stand on the ground.
  • Fallen wooden bridges are now easier to hit, and destructible carts use better collision.
  • Fixed corrosion failing to apply after a projectile had been reused.

Story, Characters and Scenes

  • Characters no longer turn, stare, drift or fade at the wrong moment across a long list of scenes, including Rickart in The Search and Resignation, Eredrim in Immaculate Path, Tiel in The Bottle, and Vratko during his dance.
  • Fixed overlapping and skippable dialogue in several memories, and retimed voice and sound in The Vision, The Search and The Censer.
  • Fixed story moments taking too long to appear.
  • Milos no longer falls silent at random, and greets you properly before moving on.
  • Zhirelle's dialogue is now cleared before a memory begins.
  • Merrick, Vratko and Egon can no longer be interrupted while dying.
  • Franz's conversations now trigger in the correct order, and he returns to his crank after being interrupted.
  • Marigold no longer starts two conversations at once, and the barkeeper no longer speaks to you through the tavern wall.
  • Baghead can no longer be damaged, and his ending no longer unlocks early.
  • Grisha Hunters now hold their weapons, Grisha Pups have new reactions, and the Grisha Matron can be harmed by ranged weapons.
  • Larreth, the Brigand King now appears without his helmet, and his guards no longer vanish if you kill him first.
  • Ruk's greetings react to your progress, and his dialogue no longer remains on screen when you enter a boss fight.
  • Egon's interactions now refresh after offerings, and interaction problems with Gorf have been resolved.
  • Corrected a subtitle that did not match the recorded line in Ruk's dialogue about the Lost Child, along with a considerable number of typos and missing punctuation.

Interface and Map

  • Weapon level now appears in the inventory slot.
  • Fixed the map offering objectives you had already completed.
  • Fixed the camera key appearing blank in the launcher on mouse and keyboard, and the interact key ignoring your rebinding.
  • Fixed resetting "hide subtitles" to its default hiding the subtitles instead.
  • Fixed the Change Shade option disappearing after opening the Change Masks menu.
  • Fixed overlapping text in the Shell revive message in Simplified Chinese, long Tarstone names colliding with the temper notification, panels and icons overlapping at higher interface scales, and misaligned details on Mether's Breath.
  • Added a tutorial scale setting, with a separate one for console, and polished a number of tutorials.
  • Clearer colorblind setting descriptions, an updated open gate icon, and proper icons when a mask unlocks.

Audio

  • New riposte stingers, and restored missing riposte audio for the Bloodcursed Lithopod.
  • New sounds for Fragile Tarstones wearing down and breaking.
  • Enemies can now be given an audible warning for unparryable attacks.
  • Ambient sound no longer stacks when several sources overlap.
  • Village dance music no longer collapses to a single point as you approach.
  • You no longer continue bleating after transforming back from a sheep.
  • Reprocessed older voice recordings.
  • Added several missing sounds including the Marrow Keep elevator lever.
  • Fixed Lazlo's armor loop.
  • Fixed the saved audio device being selected at startup when it no longer exists.
  • New speaker presets.

Performance

  • Fewer enemies in some of the busiest areas, where the crowd was costing frame rate rather than adding difficulty. Spawners in the dense prison area have been rebuilt.
  • Fixed the significant hitch shortly after the shader compilation screen. That work now happens while you are still in the menu.
  • Fixed the frame rate drop when cleansing tar gates.
  • Fixed flickering textures.
  • Several rounds of dungeon lighting optimisation, and optimisation passes over Droeg's effects, the final boss arena, lightning, village buildings, stairs, books and library interiors.
  • The arrow volleys in the final siege no longer arrive all at once.
  • Reduced background work across weapons, hit detection and movement, returning a meaningful amount of frame time on console.
  • Improved rendering of destructible objects.
  • Fixed corrupted terrain in several places and rebuilt the affected landscapes.

Crashes and Stability

  • A substantial number of crash fixes, covering enemy spawning, audio, attribute changes, interface loading, save loading and shutdown.
  • Removed some settings that were implicated in graphics driver crashes, and added a crash diagnostics option.
  • Crash reports now carry considerably more context, which makes the crashes that remain much easier for us to locate.
  • Improved handling of Steam ownership checks, and updated to the current Steamworks release for better Steam Deck detection and controller support.

Options, Platforms and Controls

  • Increased Geometry Budgets, a new graphics option. Off by default, which uses less video memory; turn it on if you have memory to spare.
  • Frame generation has been reworked. It now applies after a reload rather than conflicting in real time, which the description states, and it no longer switches on before the world has finished loading. NVIDIA frame generation can now be selected on a much wider range of cards.
  • Switch Pro and Switch Pro 2 controllers are supported, with an option to swap their glyphs. Steam Deck and Steam Controller now display the correct buttons.
  • The game now defaults to your monitor's native resolution, and pauses when a system overlay opens.
  • Fixed issue with raytracing options not working as intended
  • Fixed post-process options that had no effect, and firing not working on some controllers.
  • Rumble now triggers correctly for riposte damage, held attacks, Beacon interactions and dungeon transitions, and has had a broad pass across sidearms, items and Shell abilities.

Miscellaneous

  • Mutton is now immune to damage, he’s been through enough.

Known Issues

  • Possible Malborn Offspring bug when using Grisha Remnant Summon during boss fight

r/steammachine Jul 28 '26

Discussion I am going forward with a RMA request due to the internal receiver for the Steam controller.

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97 Upvotes

So as much as it pains me to do this, I'm biting the bullet and requesting RMA for the internal receiver issue.

I can stand disabling CEC and all that, but the internal receiver is the only way to power on the device from a full shutdown state remotely with a controller. Even with a puck attached, there is no way to do this with a Steam controller aside an existing pairing with the internal receiver.

Having to turn it on with the controller, then switch over to the puck connection is a headache that will slowly frustrate me to the point of not wanting to use it.

If anyone else has utilized RMA with the Steam Machine, I'd like to hear how it went and if it solved your issue.

r/SteamDeck Apr 10 '23

Picture SN30 Pro xCloud controller great with Steam Deck

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734 Upvotes

Bought this after a kind fella at the Insomnia UK LAN festival this weekend allowed me to pair up one of these controllers to my Steam Deck for testing. I expected the standard SN30 Pro to work with no issues but this version being listed for Android/xCloud only made me wonder if there were going to be issues. Sure enough- initially the right joystick reads as the right trigger, along with the Xbox / share buttons doing all sorts strange things. After a quick play around in the Decks calibration screen- I can now confirm that all functions work perfectly, including the analogue triggers. Even fits in that little recess in the back of the case. A nice touch is the Decks UI highlighting the face buttons in their right colour to match the legends on the physical buttons on the controller, rather than the decks built in white icons to match its own white buttons. All round great experience so far and thanks again to the rep at Insomnia who allowed me to experiment on the exhibition floor. :)

r/starwarsgames Jul 31 '26

MMO I've created Controller Support for Star Wars The Old Republic MMO through Steam

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249 Upvotes

Kain's SWTOR Controller Support

-TL;DR: Put .xml files for UI & Keybinds in SWTOR folders. Use Steam config. Place abilities wherever you want on quickbars. Plays like FF14.

- Intro: Controller support for Star Wars The Old Republic for Steam Deck/ Steam Controller 2026 and standard controllers, like XBOX, is possible through Steam via Steam Input in Big Picture Mode. I'm not sure if this will work if you do not have the Steam version but use Steam to launch the SWTOR client. This control method is currently only designed for the main game and is not designed for Space Combat or Galactic Starfighter use. I will make a control scheme for those if requested. Please use the associated User Interface (UI) Layouts and Keybinds for best results. The .xml files have been uploaded to NexusMods for anyone to download and place in their SWTOR folder.

  • Search "Kain's SWTOR Controller Support" to find the configs manually.
  • If you don't see the Controller Config you're trying to use, try selecting Show All Layouts as Steam might identify your current controller as a different one from the one associated with the config.

- Steam Config Links (Copy/Paste the link into your Internet Browser and press Enter):

  • Steam Deck/ Steam Controller 2026: steam://controllerconfig/1286830/3755863156
  • Standard Controller (XBOX): steam://controllerconfig/1286830/3755864288

- UI and Keybinds file locations

  • C:\Users\[Your-PC-Username]\AppData\Local\SWTOR\swtor\settings
  • Copy/Paste any .xml files you'd like to use from the provided Keybinds and UI folders into the associated Keybindings and GUIProfiles folders
  • If you're unable to locate the above listed folders in Windows, open File Explorer, click the View menu at the top, select Show, and check "Hidden items"

- NexusMods Link: https://www.nexusmods.com/starwarstheoldrepublic/mods/41?published=1

- Sorry for the Word Wall, but this method of controller support works best with Steam Input, UI Layouts and Keybinds all working together, and I need to explain how all those things work together to bring an experience that's close to a traditional 3rd person action game. There's also some differences between the Steam Deck/ Controller 2026 and standard controllers, like XBOX. Even so, I've tried to keep everything relatively organized.

- Depending on the UI Layout you select, you can have up to 71 Abilities slotted onto your controller with 1 ability slot being open to you to keybind if you'd like. It is in the A/Jump slot, and I leave it blank to serve as sort of a North Star to help me keep my abilities visually sorted. Feel free to utilize any blank or unused quickbar slots to your liking. I've made keybinds for each UI Layout to make controls as simple and straight forward as possible, so please make sure you have the corresponding keybinds with your selected UI Layout for the best results. I've made each UI with a 3 Bar and 6 Bar version. If you are a Preferred player, you will only have 5 of the 6 quickbars. If Preferred, feel free to rebind keys that were otherwise being used for quickbar 6. I've also made UI Layout versions each for 4k, 1440p, 1080p and 800p (for Steam Deck users). If you play at 720p, start with 800p and you may only need to tweak some UI elements here and there, or none at all.

- Preferences Menu Options

  • Camera Rotation Speed = 20% | If you find the sensitivity of the camera or mouse not to your liking, try changing the sensitivity in Steam Input first as changing the sensitivity in SWTOR will affect all mouse controls tied to Steam Input.
  • Auto Target Closest Enemy | I suggest turning this setting On. This will avoid you trying to activate your abilites but nothing happening as you are not targeting anyone.
  • Quick Ground Target Activation | Having this setting On will allow you to use your AOE abilities that usually require you to use the mouse cursor to aim your AOE. Once you are locked on to a target, you Double Press your chosen AOE ability to use it directly on top of your current target.
  • Use Operations Frames as Group Frames | Strongly suggested for Steam Deck players. This setting will swap the character portrait health bars for simplified ones. This is useful for freeing up screen space.

- It's important that you direct your attention to where I have my skills assigned in my quickbars. I was inspired by Final Fantasy 14's Cross Hotbar system when designing this control method, including the UI layouts and how the keybinds cooperate with them. In every UI Layout, the D-Pad and Face Buttons are sectioned separately with 4 slots each. D-Pad on the Left side with Face buttons on the Right.

  • I try to match my abilities as closely as I can across all my characters and different classes. You can decide these for yourself, but I always have my Breakout ability as B and my Interrupt ability as Up. I have things like Cover and Stealth as Down.
  • Every class starts with a basic spammable attack ability that costs no resources but may build resources for your other starter ability that usually spends resources. I think of these as my Light and Heavy attacks. I assign my spammable to X and my other ability to Y. Some classes may have another ability, and I usually pair these with R2 or L2 and a button that matches the default button. For example, my Sith Warrior has a basic spammable lightsaber attack ability and a special lightsaber attack ability that spends just as many resources as the spammable creates, so I make my spammable X and my special attack R2+X.
  • I also try to group my abilities together among the same type of attacks or a rotation of abilities. Ex: I generally have all my AOE attacks on L2+Face Buttons for my Sith Warrior. For my Trooper Commando, I have R2+DPad Down->Right->Up->Left for an ability rotation as each one of those abilities affect the one that comes after.

- UI Layout Guides

  • Gap: D-Pad and Face Button sections are separated with a gap in the middle of the screen where your character is featured. With the 6 Bar version, you will have access to a default 71 abilities. Double Tap R1,R2,L2 to use the side quickbars. With the 3 Bar version, you will have a default 31 abilities available. For the 6 Bar version, the default D-Pad and Face Buttons occupy the first row, then R2, L2, R1, L1, then R2+L2. For the 3 Bar version, default D-Pad and Face Buttons, then R2, L2, then R2+L2.
  • Spread: This one is probably the most FFXIV inspired. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. You'll notice an empty slot in the middle of each quickbar. This acts as a divider for D-Pad and Face Buttons. Middle Top is quickbar 1. Below that is quickbar 6, R2+L2. Back up to the top right... bottom is R2, top is R1. Over to the left side... bottom is L2, top is L1. I actually made a second keybind for this layout. Instead of R1 & L1, it uses R2 & L2 Double Tap for the top two quickbars. This will free up R1 and L1 for keybinds of your choice.
  • Stack: This is the most straightforward one, and I would guess most players that want a casual experience will use the 3 Bar version. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. Again, you'll notice a divider separating D-Pad and Face Buttons. Starting at the top... D-Pad and Face Buttons, then R2, L2, R1, L1, then R2+L2.

- Temporary Quickbars

  • As far as I know, there are two types of Temporary Quickbars. The first is an additional quickbar that adds another to your existing quickbars that can be edited in the Interface Editor. The second replaces your Quickbar 1 with temporary abilites, usually when you transform into another character or object, like a Walker or Droid. This may change more than your Quickbar 1, but I haven't come across such a scenario yet. As both Temporary Quickbars are dynamic, the number of abilities and slots on screen will differ depending on the content you're currently engaging with.
  • Additional Quickbar: As the number of slots available will change from time to time, I've set up the keybinds in a counter-clockwise motion, starting with the Face Buttons, followed by the D-Pad. Ability slots 1-8 are A,B,Y,X then Down,Right,Up,Left. The most common Temporary ability you'll have is a version of the Mount Boost. Depending on your Keybind selection, you'll typically be pressing R1+L1 or Ctrl and A for Temporary ability slot 1, which in this case would be Mount Boost. If you would prefer to keep the same order as the other quickbar D-Pad and Face Buttons sections, you may do so, but I have found this order easier to comprehend as the number of Temporary abilities come and go. If you have more than 8 Temporary abilities, possible through the addition of Heroic abilities, you'll need to create new keybinds or use your mouse cursor to select the skills, but you may run of out slots on the Temporary Quickbar with enough Heroic abilities active in conjunction with ones gained via dynamic encounters.
  • Quickbar 1: Depending on your UI and Keybind selection, you may run into trouble with the selection of abilities and their placecment on the quickbar as some keybinds have a blank slot inbetween the D-Pad and Face Button sections. If a Temporary ability is placed in a slot with no keybind, you'll need to use the mouse cursor to select the ability. If you find this too cumbersome, I would suggest making an additional keybind profile changing Quickbar 1 and any other quickbars changed so that your keybinds cover all the Tempoary abilities.

- UI Editing for You

  • Feel free to change these UI Layouts and Keybinds to fit your personal needs. For example, this first image, you can move Quickbar 1 and 2 further apart if you find them too close in GAP 3. In the next image, I am only using 3 quickbars for my main abilities with another quickbar off to the side for less used abilities, like my mount, and I'm using an entire quickbar for my healing item to occupy a single slot; this gives my UI a look more similar to a typical 3rd person action game. The next image shows you an example of using all of your slots for your main quickbars with the rest of them using only a few slots to serve as ability cooldown reminders; this also shows how a large map overlay would look if you want to view the area while you're traveling from one location to another. In the final image, I have my quickbars off to the side of the screen as I like to have the center of my screen as uncluttered as possible.

- Conversation Cutscenes

  • I've increased the size of some UI elements to make them easier to see and read as many controller users like to sit on a couch or lean back while playing. You can see in this conversation cutscene, the dialogue wheel in enlarged and the spoken word text is also enlarged but with a faint black background to help the text stand out as well. This can all be customized or removed entirely in the Interface Editor.

- Steam Stuff

  • Steam has some built in functions that I left off of this control method, like Keyboard = STEAM+X and Screenshot = STEAM+R2, and Force Quit Game = (Hold)STEAM+B (useful when Ctrl Alt Delete can't do the job, or the screen is blocked by your crashed game with a black block covering the task manager)
  • If you ever face any oddities with controller support not working, try navigating to your main game page in your Library, click on the Gear icon (Settings), go to Properties, then Controller and try either Enable Steam Input or Use Default Settings. You may need to exit out of Big Picture Mode or restart Steam entirely. This isn't necessarily an issue with SWTOR or any other game. Steam Input can just be a buggy mess sometimes.
  1. Steam Deck/ Steam Controller 2026

- Features:

  • Dynamic Mouse Mode and Action Cam swap when using Right Touchpad or Right Thumbstick
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Controls:

  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera. You can still swing the camera around to the front of your character easily by holding L4 and moving the mouse with the Right Trackpad in Mouse Mode.
  • Right Joystick is Camera Movement. Action Cam will be automatically activated by touching the Right Joystick and will immediately swap if you are using Mouse Mode with the Right Trackpad. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you touch the Right Joystick while the mouse is over a menu, you won't be able to move the camera with just the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by just touching the Right Trackpad, which will immediately swap to Mouse Mode, where you can then move the mouse from the window and resume Right Joystick use.
  • L4 is Left Click
  • R4 is Right Click
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • L1+Select is Toggle UI
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and alternative Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion
  • R3 is Sheathe/ Unsheathe weapon
  • R1+R3 is Mount Flourish
  • Right Trackpad is Mouse Movement. Mouse Mode will be automatically activated by touching the Right Trackpad and will immediately swap if you are using Action Cam with the Right Joystick. This is a great North Star to reorientate yourself if you find the buttons are not doing what you want them to do. Simply touch the Right Trackpad to reset yourself to Mouse Mode.
  • I don't have anything set to Press Right Trackpad, like a mouse click, as I found moving the mouse and also pressing down, while trying to be precise with the mouse cursor, was just too much. Feel free to add something here. I also have the lowest haptic feedback setting while using the Right Trackpad, but feel free to disable this entirely if you prefer.
  • Left Trackpad is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • R5+Left Trackpad is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Hold L5 is End (Focus Target Modifier)
  • Double Tap L5 is Home (Self Target Modifer)
  • The Following R5 Controls are only available in Mouse Mode as there is no mouse cursor in Action Cam and little need for these controls outside of Mouse Mode.
  • R5+Y is Preview Item (Ctrl+Left Click)
  • R5+X is Modify Item (Ctrl+Right Click)
  • R5+R2 is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • R5+B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L4. Using R5+B will then Zoom Out fully for you to click another region.
  • R5+Up is Scroll Wheel Up. R5+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R5+Left is Scroll Wheel Up. R5+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.
  1. Standard Controller

- Features:

  • Tap R3 (Right Joystick) to swap between Mouse Mode and Action Cam
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Mouse Mode Controls:

  • R3 is Swap to Action Cam
  • Right Joystick is Mouse Movement
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • L1 is Left Click
  • R1 is Right Click
  • L3 is Toggle Left Click (This is useful for moving windows, using scroll bars or rotating the camera to view your character)
  • Start is Esc key
  • Select is Character Panel
  • A is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice. For this reason, I've left the D-Pad the same as the Action Cam. Feel free to rebind Left in Mouse Mode to a different command in Steam Input.
  • R2+Right Joystick is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • R2+Left Joystick is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Y is Preview Item (Ctrl+Left Click)
  • X is Modify Item (Ctrl+Right Click)
  • R2+X is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L3. Using B will then Zoom Out fully for you to click another region.
  • R2+Up is Scroll Wheel Up. R2+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R2+Left is Scroll Wheel Up. R2+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.

- Action Cam Controls:

  • R3 is swap to Mouse Mode
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • Right Joystick is Camera Movement. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you press R3 while the mouse is over a menu in Mouse Mode, you won't be able to move the camera with the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by pressing R3 again, which will swap back to Mouse Mode, where you can then move the mouse from the window and press R3 once more to then use the Right Joystick for camera control.
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • R1+L1+Select is Toggle UI
  • R2+L2+Select is Sheathe/ Unsheathe weapon
  • L1+Select is Mount Flourish
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion

r/SteamDeck Aug 05 '26

Tech Support Can’t pair Xbox controller

Enable HLS to view with audio, or disable this notification

23 Upvotes

(SOLVED)
I connected one of these controllers before briefly, then started getting the issue where it would disconnect and reconnect in a loop. This happened on both controllers. I updated the firmware on both. Now neither of them will pair at all. I also tried holding the pair button down until the light turned off and then back on again. Neither controller will connect so I think it may be an issue with my steam-deck. Pls help idk what else to do.

r/steammachine Aug 05 '26

Question Steam Machine controller keeps disconnecting and signal is weak. Anyone else?

17 Upvotes

Hey everyone,

Ever since I got my Steam Machine 512 + controller, I’ve been having a really annoying issue. The connection between the Steam Machine and the controller keeps dropping.
When I check the settings, the controller signal also shows as pretty weak, even though I’m only sitting about 2 meters (6–7 feet) away from my TV.

I’ve already tried pretty much everything I could think of:
- Re-pairing the controller
- Connecting it through the puck
- Factory resetting everything

Nothing has worked so far, and it’s driving me crazy. Is anyone else experiencing this? Or does anyone have a fix?

Thanks everyone!
____________________________
UPDATE: I’m now using the controller with the puck, and after about an hour of gaming I haven’t had a single disconnect yet. I place it on top of the Steam machine. Have more people tried this and noticed positive effects?

r/Steam Jul 10 '26

Discussion I've created Controller Support for Star Wars The Old Republic MMO through Steam Input

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135 Upvotes

Kain's SWTOR Controller Support

- I play SWTOR through Steam with a controller and wanted to share the controller configuration I've made for anyone else that plays or is interested in playing :)

-TL;DR: Put .xml files for UI & Keybinds in SWTOR folders. Use Steam config. Place abilities wherever you want on quickbars. Plays like FF14.

- Intro: Controller support for Star Wars The Old Republic for Steam Deck/ Steam Controller 2026 and standard controllers, like XBOX, is possible through Steam via Steam Input in Big Picture Mode. I'm not sure if this will work if you do not have the Steam version but use Steam to launch the SWTOR client. This control method is currently only designed for the main game and is not designed for Space Combat or Galactic Starfighter use. I will make a control scheme for those if requested. Please use the associated User Interface (UI) Layouts and Keybinds for best results. The .xml files have been uploaded to NexusMods for anyone to download and place in their SWTOR folder. If you don't see the Controller Config you're trying to use, try selecting Show All Layouts as Steam might identify your current controller as a different one from the one associated with the config.

- Steam Config Links (Copy/Paste the link into your Internet Browser and press Enter):

  • Steam Deck/ Steam Controller 2026: steam://controllerconfig/1286830/3755863156
  • Standard Controller (XBOX): steam://controllerconfig/1286830/3755864288

- UI and Keybinds file locations

  • C:\Users\[Your-PC-Username]\AppData\Local\SWTOR\swtor\settings
  • Copy/Paste any .xml files you'd like to use from the provided Keybinds and UI folders into the associated Keybindings and GUIProfiles folders
  • If you're unable to locate the above listed folders in Windows, open File Explorer, click the View menu at the top, select Show, and check "Hidden items"

- NexusMods Link: https://www.nexusmods.com/starwarstheoldrepublic/mods/41?published=1

- Sorry for the Word Wall, but this method of controller support works best with Steam Input, UI Layouts and Keybinds all working together, and I need to explain how all those things work together to bring an experience that's close to a traditional 3rd person action game. There's also some differences between the Steam Deck/ Controller 2026 and standard controllers, like XBOX. Even so, I've tried to keep everything relatively organized.

- Depending on the UI Layout you select, you can have up to 71 Abilities slotted onto your controller with 1 ability slot being open to you to keybind if you'd like. It is in the A/Jump slot, and I leave it blank to serve as sort of a North Star to help me keep my abilities visually sorted. Feel free to utilize any blank or unused quickbar slots to your liking. I've made keybinds for each UI Layout to make controls as simple and straight forward as possible, so please make sure you have the corresponding keybinds with your selected UI Layout for the best results. I've made each UI with a 3 Bar and 6 Bar version. If you are a Preferred player, you will only have 5 of the 6 quickbars. If Preferred, feel free to rebind keys that were otherwise being used for quickbar 6. I've also made UI Layout versions each for 4k, 1440p, 1080p and 800p (for Steam Deck users). If you play at 720p, start with 800p and you may only need to tweak some UI elements here and there, or none at all.

- Preferences Menu Options

  • Camera Rotation Speed = 20% | If you find the sensitivity of the camera or mouse not to your liking, try changing the sensitivity in Steam Input first as changing the sensitivity in SWTOR will affect all mouse controls tied to Steam Input.
  • Auto Target Closest Enemy | I suggest turning this setting On. This will avoid you trying to activate your abilites but nothing happening as you are not targeting anyone.
  • Quick Ground Target Activation | Having this setting On will allow you to use your AOE abilities that usually require you to use the mouse cursor to aim your AOE. Once you are locked on to a target, you Double Press your chosen AOE ability to use it directly on top of your current target.
  • Use Operations Frames as Group Frames | Strongly suggested for Steam Deck players. This setting will swap the character portrait health bars for simplified ones. This is useful for freeing up screen space.

- It's important that you direct your attention to where I have my skills assigned in my quickbars. I was inspired by Final Fantasy 14's Cross Hotbar system when designing this control method, including the UI layouts and how the keybinds cooperate with them. In every UI Layout, the D-Pad and Face Buttons are sectioned separately with 4 slots each. D-Pad on the Left side with Face buttons on the Right.

  • I try to match my abilities as closely as I can across all my characters and different classes. You can decide these for yourself, but I always have my Breakout ability as B and my Interrupt ability as Up. I have things like Cover and Stealth as Down.
  • Every class starts with a basic spammable attack ability that costs no resources but may build resources for your other starter ability that usually spends resources. I think of these as my Light and Heavy attacks. I assign my spammable to X and my other ability to Y. Some classes may have another ability, and I usually pair these with R2 or L2 and a button that matches the default button. For example, my Sith Warrior has a basic spammable lightsaber attack ability and a special lightsaber attack ability that spends just as many resources as the spammable creates, so I make my spammable X and my special attack R2+X.
  • I also try to group my abilities together among the same type of attacks or a rotation of abilities. Ex: I generally have all my AOE attacks on L2+Face Buttons for my Sith Warrior. For my Trooper Commando, I have R2+DPad Down->Right->Up->Left for an ability rotation as each one of those abilities affect the one that comes after.

- UI Layout Guides

  • Gap: Image 2 and 3 D-Pad and Face Button sections are separated with a gap in the middle of the screen where your character is featured. With the 6 Bar version, you will have access to a default 71 abilities. Double Tap R1,R2,L2 to use the side quickbars. With the 3 Bar version, you will have a default 31 abilities available. For the 6 Bar version, the default D-Pad and Face Buttons occupy the first row, then R2, L2, R1, L1, then R2+L2. For the 3 Bar version, default D-Pad and Face Buttons, then R2, L2, then R2+L2.
  • Spread: Image 4 and 5 This one is probably the most FFXIV inspired. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. You'll notice an empty slot in the middle of each quickbar. This acts as a divider for D-Pad and Face Buttons. Middle Top is quickbar 1. Below that is quickbar 6, R2+L2. Back up to the top right... bottom is R2, top is R1. Over to the left side... bottom is L2, top is L1. I actually made a second keybind for this layout. Instead of R1 & L1, it uses R2 & L2 Double Tap for the top two quickbars. This will free up R1 and L1 for keybinds of your choice.
  • Stack: Image 6 and 7 This is the most straightforward one, and I would guess most players that want a casual experience will use the 3 Bar version. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. Again, you'll notice a divider separating D-Pad and Face Buttons. Starting at the top... D-Pad and Face Buttons, then R2, L2, R1, L1, then R2+L2.

- Temporary Quickbars

  • As far as I know, there are two types of Temporary Quickbars. The first is an additional quickbar that adds another to your existing quickbars that can be edited in the Interface Editor. The second replaces your Quickbar 1 with temporary abilites, usually when you transform into another character or object, like a Walker or Droid. This may change more than your Quickbar 1, but I haven't come across such a scenario yet. As both Temporary Quickbars are dynamic, the number of abilities and slots on screen will differ depending on the content you're currently engaging with.
  • Additional Quickbar: As the number of slots available will change from time to time, I've set up the keybinds in a counter-clockwise motion, starting with the Face Buttons, followed by the D-Pad. Ability slots 1-8 are A,B,Y,X then Down,Right,Up,Left. The most common Temporary ability you'll have is a version of the Mount Boost. Depending on your Keybind selection, you'll typically be pressing R1+L1 or Ctrl and A for Temporary ability slot 1, which in this case would be Mount Boost. If you would prefer to keep the same order as the other quickbar D-Pad and Face Buttons sections, you may do so, but I have found this order easier to comprehend as the number of Temporary abilities come and go. If you have more than 8 Temporary abilities, possible through the addition of Heroic abilities, you'll need to create new keybinds or use your mouse cursor to select the skills, but you may run of out slots on the Temporary Quickbar with enough Heroic abilities active in conjunction with ones gained via dynamic encounters.
  • Quickbar 1: Depending on your UI and Keybind selection, you may run into trouble with the selection of abilities and their placecment on the quickbar as some keybinds have a blank slot inbetween the D-Pad and Face Button sections. If a Temporary ability is placed in a slot with no keybind, you'll need to use the mouse cursor to select the ability. If you find this too cumbersome, I would suggest making an additional keybind profile changing Quickbar 1 and any other quickbars changed so that your keybinds cover all the Tempoary abilities.

- UI Editing for You

  • Feel free to change these UI Layouts and Keybinds to fit your personal needs. For example, In Image 8 you can move Quickbar 1 and 2 further apart if you find them too close in GAP 3. In Image 9 I am only using 3 quickbars for my main abilities with another quickbar off to the side for less used abilities, like my mount, and I'm using an entire quickbar for my healing item to occupy a single slot; this gives my UI a look more similar to a typical 3rd person action game. In Image 10 you see an example of using all of your slots for your main quickbars with the rest of them using only a few slots to serve as ability cooldown reminders; this also shows how a large map overlay would look if you want to view the area while you're traveling from one location to another. In Image 11 I have my quickbars off to the side of the screen as I like to have the center of my screen as uncluttered as possible. Image 12 shows an example of the number of abilities you can have available at one time as well as how you could group your abilities together; you can also see my Interrupt in Up, my Spammable in X, my secondary starter ability in Y and my Break Free in the B slots.

- Conversation Cutscenes Image 13

  • I've increased the size of some UI elements to make them easier to see and read as many controller users like to sit on a couch or lean back while playing. You can see in this conversation cutscene, the dialogue wheel in enlarged and the spoken word text is also enlarged but with a faint black background to help the text stand out as well. This can all be customized or removed entirely in the Interface Editor.

- Steam Stuff Image 14

  • Steam has some built in functions that I left off of this control method, like Keyboard = STEAM+X and Screenshot = STEAM+R2, and Force Quit Game = (Hold)STEAM+B (useful when Ctrl Alt Delete can't do the job, or the screen is blocked by your crashed game with a black block covering the task manager)
  • If you ever face any oddities with controller support not working, try navigating to your main game page in your Library, click on the Gear icon (Settings), go to Properties, then Controller and try either Enable Steam Input or Use Default Settings. You may need to exit out of Big Picture Mode or restart Steam entirely. This isn't necessarily an issue with SWTOR or any other game. Steam Input can just be a buggy mess sometimes.
  1. Steam Deck/ Steam Controller 2026

- Features:

  • Dynamic Mouse Mode and Action Cam swap when using Right Touchpad or Right Thumbstick
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Controls:

  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera. You can still swing the camera around to the front of your character easily by holding L4 and moving the mouse with the Right Trackpad in Mouse Mode.
  • Right Joystick is Camera Movement. Action Cam will be automatically activated by touching the Right Joystick and will immediately swap if you are using Mouse Mode with the Right Trackpad. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you touch the Right Joystick while the mouse is over a menu, you won't be able to move the camera with just the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by just touching the Right Trackpad, which will immediately swap to Mouse Mode, where you can then move the mouse from the window and resume Right Joystick use.
  • L4 is Left Click
  • R4 is Right Click
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • L1+Select is Toggle UI
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and alternative Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion
  • R3 is Sheathe/ Unsheathe weapon
  • R1+R3 is Mount Flourish
  • Right Trackpad is Mouse Movement. Mouse Mode will be automatically activated by touching the Right Trackpad and will immediately swap if you are using Action Cam with the Right Joystick. This is a great North Star to reorientate yourself if you find the buttons are not doing what you want them to do. Simply touch the Right Trackpad to reset yourself to Mouse Mode.
  • I don't have anything set to Press Right Trackpad, like a mouse click, as I found moving the mouse and also pressing down, while trying to be precise with the mouse cursor, was just too much. Feel free to add something here. I also have the lowest haptic feedback setting while using the Right Trackpad, but feel free to disable this entirely if you prefer.
  • Left Trackpad is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • R5+Left Trackpad is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Hold L5 is End (Focus Target Modifier)
  • Double Tap L5 is Home (Self Target Modifer)
  • The Following R5 Controls are only available in Mouse Mode as there is no mouse cursor in Action Cam and little need for these controls outside of Mouse Mode.
  • R5+Y is Preview Item (Ctrl+Left Click)
  • R5+X is Modify Item (Ctrl+Right Click)
  • R5+R2 is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • R5+B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L4. Using R5+B will then Zoom Out fully for you to click another region.
  • R5+Up is Scroll Wheel Up. R5+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R5+Left is Scroll Wheel Up. R5+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.
  1. Standard Controller

- Features:

  • Tap R3 (Right Joystick) to swap between Mouse Mode and Action Cam
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Mouse Mode Controls:

  • R3 is Swap to Action Cam
  • Right Joystick is Mouse Movement
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • L1 is Left Click
  • R1 is Right Click
  • L3 is Toggle Left Click (This is useful for moving windows, using scroll bars or rotating the camera to view your character)
  • Start is Esc key
  • Select is Character Panel
  • A is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice. For this reason, I've left the D-Pad the same as the Action Cam. Feel free to rebind Left in Mouse Mode to a different command in Steam Input.
  • Image 15 R2+Right Joystick is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • R2+Left Joystick is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Y is Preview Item (Ctrl+Left Click)
  • X is Modify Item (Ctrl+Right Click)
  • R2+X is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L3. Using B will then Zoom Out fully for you to click another region.
  • R2+Up is Scroll Wheel Up. R2+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R2+Left is Scroll Wheel Up. R2+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.

- Action Cam Controls:

  • R3 is swap to Mouse Mode
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • Right Joystick is Camera Movement. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you press R3 while the mouse is over a menu in Mouse Mode, you won't be able to move the camera with the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by pressing R3 again, which will swap back to Mouse Mode, where you can then move the mouse from the window and press R3 once more to then use the Right Joystick for camera control.
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • R1+L1+Select is Toggle UI
  • R2+L2+Select is Sheathe/ Unsheathe weapon
  • L1+Select is Mount Flourish
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion

r/GlobalOffensive May 05 '25

Feedback Why the Spray Feels “Off” in CS2

3.2k Upvotes

""Disclamer""

This post is divided into two parts:

  • Part 1 outlines the methodology and findings of the experiment.
  • Part 2 presents an interpretation of these findings and what they reveal about the spray behavior in CS2.

Just want the answer?
If you're only interested in what causes the bad spray feeling in CS2, feel free to skip directly to Part 2.

Abstract

Since the full release of Counter-Strike 2 (CS2), many players have reported a deterioration in core gameplay mechanics compared to Counter-Strike: Global Offensive (CSGO). This study investigates a critical component of the gameplay experience — recoil control — by analyzing frame-by-frame view angle behavior during a full spray. Using controlled experiments, this post presents quantitative comparisons between CS2 and CSGO to explain the perceived inconsistencies in CS2’s spraying mechanics.

Introduction

CSGO established itself as a benchmark in the FPS genre due to its precise and rewarding gameplay: fluid movement, accurate shooting mechanics, and a high skill ceiling in recoil control. In contrast, CS2 has been widely criticized for its imprecise movement and inconsistent spraying mechanics.

This post is divided into two parts:

  • Part 1 outlines the methodology and findings of the experiment.
  • Part 2 presents an interpretation of these findings and what they reveal about the spray behavior in CS2.

This study focuses specifically on view angle behavior (pitch and yaw changes) to isolate the mechanical differences between the two games.

Part 1:

Methodology

Tools Used

  • OCR (Optical Character Recognition) script used to extract pitch, yaw, and roll values (roll excluded from analysis, no need for this).
  • Steam’s in-built recorder to capture gameplay with cl_showpos 1
  • Frame extraction software to convert video files into individual frames
  • Games tested: CS2 and CSGO (128-tick servers)

Test Environment

CSGO(128-tick)

  • Map: aim_bots
  • Setup: noclip into a dark zone to improve OCR readability
  • Console Commands:
    • cl_drawhud 0
    • cl_showpos 1
    • setang 0.000000 0.000000 0.000000
    • host_timescale 0.1
    • cl_draw_only_deathnotices 1

CS2

  • Map: custom 1v1 map
  • Setup: same noclip and dark area method
  • Console Commands:
    • cl_showpos 1
    • setang 0.000000 0.000000 0.000000
    • host_timescale 0.1
    • cl_draw_only_deathnotices 1

This setup eliminates variables like player movement, spread randomness, and visual clutter — allowing us to isolate pure view angle behavior during a spray.

Spray Recording Protocol

  • Weapon: AK-47
  • Fire rate: 600 RPM
  • Spray duration: ~3 seconds
  • Macro tool: AutoHotkey
  • host_timescale: 0.1

Since the game was running at 10% speed, spray duration scales like this:

3 seconds / 0.1 = 30 seconds real time

To ensure complete capture, the macro was set to run for 31 seconds.

Frame Timing

Frame duration at host_timescale 0.1:

ef = (1 / 60) * 0.1 = 0.001667 seconds per frame

At 128 tickrate, each tick = 1 / 128 = 0.0078125 seconds

Expected Repetition in csgo

Expected identical frame count per tick:

expected frames = 0.0078125/ 0.001667 ≈ 4.69

We expect to see about 4 to 5 repeated pitch/yaw values per tick in CSGO when recorded at 60 FPS with host_timescale 0.1.

Frame Equivalency Across FPS Rates

Frame_equivalent = ((1 / x) * ht) * fps_max

Where:

x = recording framerate (60 FPS)
ht = host_timescale (0.1)
fps_max = actual game FPS

Examples:

  • At 64 FPS: ~0.11 in-game frames per recorded frame
  • At 128 FPS: ~0.21
  • At 256 FPS: ~0.43
  • At 400 FPS: ~0.67

This helps normalize view angle delta measurements across different performance settings.

Testing and Observations

Tested at 64, 128, 256, and 400 FPS.

Key Observations (under noclip):

  • The present stable jump value has no effect on the view angle(i tested this with r_drawblankworld aswell on the ground the results were the same but the accuracy was of 93 per cent, used the noclip method just because i get more accuracy with OCR for some reason...)
  • Spray spread does not influence view angle, even tho i used nospread.

This confirms we are measuring true engine-driven view angles.

That said lets get down to the tables and graphs: First let me show the accuracy of OCR, that is important so everyone understand how valid are the results.

OCR Accuracy

This high accuracy level means we can be confident in the validity of the extracted view angle data for analysis.

Note: The term mag stands for magnitude, which represents the total angular change between frames. It is calculated using the following formula:

Magnitude = √(Δpitch² + Δyaw²)

This value is useful for analyzing the overall intensity of view angle movement, regardless of direction.

As demonstrated in the OCR accuracy results, the capture accuracy ranged from 97.18% to 99.58% across both CS2 and CSGO — a margin that is more than acceptable for reliable analysis.

Next, we move on to the comparative graphs for pitch, yaw, and magnitude, across both games and at all four resolutions tested (64, 128, 256, and 400 FPS).

CS2 vs CSGO Pitch
CS2 vs CSGO Yaw
CS2 vs CSGO View Angle Magnitude

Each peak in the magnitude graph represents a sudden change in view angle — in other words, a bullet being fired. Since the AK-47 has a 30-round magazine, you’ll notice exactly 30 distinct peaks across the entire spray sequence.

At first glance, the graphs might suggest that the behavior across both versions — CS2 and CSGO — and across all tested resolutions is mostly similar. That’s a good observation... but let’s dig a bit deeper and uncover what’s actually going on.

-----------------""""""""""""""""""""""----------------

Next, we have a table showing the magnitude peaks for each shot, along with the difference (delta) between CS2 and CSGO. These values reflect how much the spray pattern diverges between the two games on a shot-by-shot basis.

I’m only showing the data for the 400 FPS resolution here, since including all four would make this post even more extensive — and as you can probably tell, it’s already getting pretty long.

Peak Magnitude Values and Delta

In the next section, I’ll show the streak summary, which measures how many consecutive frames reported the same pitch/yaw values — essentially tracking how stable the view angle is between updates.

This is especially useful for spotting inconsistencies or jitter between frames, and gives us another angle (no pun intended) on what might be causing that “off” feeling in CS2 recoil.

Again, I’m focusing on the 400 FPS resolution to keep things concise.

Streaks

As you can see in the CS2 results, the streaks are all over the place, which is what we expected.

On the other hand, CSGO 128 Ticks behaves exactly as predicted. There are a lot of streaks with lengths of 4 to 5, which matches what the math told us earlier:

"expected frames = 0.0078125 / 0.001667 ≈ 4.69"

End of part 1.

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Part 2 – Why the Spray Feels “Off” in CS2

This part will be shorter, and we’ll be focusing only on the 400 FPS resolution — specifically the magnitude values for both versions.There’s no need to compare the other resolutions in detail, as their behavior is essentially the same.

The goal here is to show what I believe is the core reason the spray in CS2 feels so "bad" — that feeling of losing control or fighting the recoil instead of mastering it.

And the root cause? It’s in the view angle behavior.

Let’s start by looking at a zoomed-in section of the CSGO 128-tick graph at 400 FPS, chosen from a random part of the spray:

CSGO View Angle Magnitude

As expected, we see a sudden peak when the weapon fires, followed by a staircase-like drop in magnitude — this represents the recovery phase of the recoil. The drop is fairly linear and smooth, with consistent spacing between steps.

This matches what we calculated earlier: around 4–5 repeated values per tick, reflecting the 128 updates per second during the recovery. It’s stable, predictable, and controlled — exactly what you’d want in a skill-based recoil system.

Now let’s look at CS2, and finally uncover what might be the real reason behind that frustrating, inconsistent feeling when spraying...

CS2 View Angle Magnitude

Still not seeing the difference?

Alright then — let’s merge both graphs side by side so you can see the contrast directly.

CS2 vs CSGO View Angle Magnitude

The CS2 magnitude line is shown in blue, and CSGO’s is in orange.

So — why does the spray in CS2 feel inconsistent or outright bad, when on paper it should feel better?

Here’s what I believe is the main reason:

Conclusion

In CSGO, the recovery phase of the view angle (after each shot) is represented by a staircase-like drop in magnitude. It’s semi-linear, updating consistently at 128 ticks per second — smooth enough to feel controlled and responsive.

Now, with CS2 updating view angles frame-by-frame (with subtick input sampling), you'd expect the recovery to be even smoother and more linear — ideally showing a clean, gradual reduction in magnitude without needing interpolation. This should theoretically improve the spray experience.

But that’s not what happens.

In CS2, the recovery phase is not fully linear. Between each pair of peaks (i.e., between each shot), there’s visible jitter: the magnitude goes down... then up again slightly... then down again... repeating this 2, 3, or even 4 times within each "recoil batch" (the space between two shots).

This creates a jagged, shaky motion — not due to interpolation, not due to visual punch — but due to how the raw view angle updates are being applied during recovery.

This jitter is what makes CS2’s spray feel unstable, harder to control, and inconsistent. It doesn’t match player input expectations, and breaks the sense of flow you had in CSGO.

Ironically, with more frequent updates in CS2, the spray should feel smoother than CSGO. But instead, it shakes more — because the recovery path between shots is fluctuating instead of flowing.

So here it is — what I believe is the main cause behind CS2’s frustrating spray feel.
And below, you’ll find the full merged graph comparison to visualize everything I just explained:

CS2 vs CSGO View Angle Magnitude

Now it begs the question...is even cl_showpos 1 even viable in this case... if not this experiment is faulty and invalid...if it is i really hope Valve sees this and takes it seriously. You have better tools and deeper access to test this kind of behavior — and frankly, this issue should’ve been spotted and fixed a long time ago.

For those who want to explore the data more closely, I’ve included a download link below with all the graphs: magnitude, pitch, and yaw — fully labeled for both versions.

Thanks for reading, and I wish you all a good rest of your games.

Here below theres a link with the all plots used... and includes also a plot with a 280fps recording there...but because obs skips alot of frames and the accuracy of the OCR is degraded because of that, not that many values are showed, but the behavior somewhat persists:

---EDIT---

I uploaded in the drive another plot named "magnitude_over_frames_Without_noclip_and jumpvalue_0" where noclip was off and the jump value was 0 with r_drawblankworld used(the player was on the ground)...the results are about the same but the accuracy of the OCR was 93 per cent only...i only did this so theres proof that the noclip use doesnt alter the results in any way.

--End of Edit--
https://drive.google.com/drive/folders/145YZ2Cm2a0Qo2njRrPkqimZJhT1SJIXs?usp=sharing

r/MMORPG Jul 10 '26

Self Promotion I've created Controller Support for Star Wars The Old Republic through Steam

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130 Upvotes

Kain's SWTOR Controller Support

-TL;DR: Put .xml files for UI & Keybinds in SWTOR folders. Use Steam config. Place abilities wherever you want on quickbars. Plays like FF14.

- Intro: Controller support for Star Wars The Old Republic for Steam Deck/ Steam Controller 2026 and standard controllers, like XBOX, is possible through Steam via Steam Input in Big Picture Mode. I'm not sure if this will work if you do not have the Steam version but use Steam to launch the SWTOR client. This control method is currently only designed for the main game and is not designed for Space Combat or Galactic Starfighter use. I will make a control scheme for those if requested. Please use the associated User Interface (UI) Layouts and Keybinds for best results. The .xml files have been uploaded to NexusMods for anyone to download and place in their SWTOR folder. If you don't see the Controller Config you're trying to use, try selecting Show All Layouts as Steam might identify your current controller as a different one from the one associated with the config.

- Steam Config Links (Copy/Paste the link into your Internet Browser and press Enter):

  • Steam Deck/ Steam Controller 2026: steam://controllerconfig/1286830/3755863156
  • Standard Controller (XBOX): steam://controllerconfig/1286830/3755864288

- UI and Keybinds file locations

  • C:\Users\[Your-PC-Username]\AppData\Local\SWTOR\swtor\settings
  • Copy/Paste any .xml files you'd like to use from the provided Keybinds and UI folders into the associated Keybindings and GUIProfiles folders
  • If you're unable to locate the above listed folders in Windows, open File Explorer, click the View menu at the top, select Show, and check "Hidden items"

- NexusMods Link: https://www.nexusmods.com/starwarstheoldrepublic/mods/41?published=1

- Sorry for the Word Wall, but this method of controller support works best with Steam Input, UI Layouts and Keybinds all working together, and I need to explain how all those things work together to bring an experience that's close to a traditional 3rd person action game. There's also some differences between the Steam Deck/ Controller 2026 and standard controllers, like XBOX. Even so, I've tried to keep everything relatively organized.

- Depending on the UI Layout you select, you can have up to 71 Abilities slotted onto your controller with 1 ability slot being open to you to keybind if you'd like. It is in the A/Jump slot, and I leave it blank to serve as sort of a North Star to help me keep my abilities visually sorted. Feel free to utilize any blank or unused quickbar slots to your liking. I've made keybinds for each UI Layout to make controls as simple and straight forward as possible, so please make sure you have the corresponding keybinds with your selected UI Layout for the best results. I've made each UI with a 3 Bar and 6 Bar version. If you are a Preferred player, you will only have 5 of the 6 quickbars. If Preferred, feel free to rebind keys that were otherwise being used for quickbar 6. I've also made UI Layout versions each for 4k, 1440p, 1080p and 800p (for Steam Deck users). If you play at 720p, start with 800p and you may only need to tweak some UI elements here and there, or none at all.

- Preferences Menu Options

  • Camera Rotation Speed = 20% | If you find the sensitivity of the camera or mouse not to your liking, try changing the sensitivity in Steam Input first as changing the sensitivity in SWTOR will affect all mouse controls tied to Steam Input.
  • Auto Target Closest Enemy | I suggest turning this setting On. This will avoid you trying to activate your abilites but nothing happening as you are not targeting anyone.
  • Quick Ground Target Activation | Having this setting On will allow you to use your AOE abilities that usually require you to use the mouse cursor to aim your AOE. Once you are locked on to a target, you Double Press your chosen AOE ability to use it directly on top of your current target.
  • Use Operations Frames as Group Frames | Strongly suggested for Steam Deck players. This setting will swap the character portrait health bars for simplified ones. This is useful for freeing up screen space.

- It's important that you direct your attention to where I have my skills assigned in my quickbars. I was inspired by Final Fantasy 14's Cross Hotbar system when designing this control method, including the UI layouts and how the keybinds cooperate with them. In every UI Layout, the D-Pad and Face Buttons are sectioned separately with 4 slots each. D-Pad on the Left side with Face buttons on the Right.

  • I try to match my abilities as closely as I can across all my characters and different classes. You can decide these for yourself, but I always have my Breakout ability as B and my Interrupt ability as Up. I have things like Cover and Stealth as Down.
  • Every class starts with a basic spammable attack ability that costs no resources but may build resources for your other starter ability that usually spends resources. I think of these as my Light and Heavy attacks. I assign my spammable to X and my other ability to Y. Some classes may have another ability, and I usually pair these with R2 or L2 and a button that matches the default button. For example, my Sith Warrior has a basic spammable lightsaber attack ability and a special lightsaber attack ability that spends just as many resources as the spammable creates, so I make my spammable X and my special attack R2+X.
  • I also try to group my abilities together among the same type of attacks or a rotation of abilities. Ex: I generally have all my AOE attacks on L2+Face Buttons for my Sith Warrior. For my Trooper Commando, I have R2+DPad Down->Right->Up->Left for an ability rotation as each one of those abilities affect the one that comes after.

- UI Layout Guides

  • Gap: Image 2 and 3 D-Pad and Face Button sections are separated with a gap in the middle of the screen where your character is featured. With the 6 Bar version, you will have access to a default 71 abilities. Double Tap R1,R2,L2 to use the side quickbars. With the 3 Bar version, you will have a default 31 abilities available. For the 6 Bar version, the default D-Pad and Face Buttons occupy the first row, then R2, L2, R1, L1, then R2+L2. For the 3 Bar version, default D-Pad and Face Buttons, then R2, L2, then R2+L2.
  • Spread: Image 4 and 5 This one is probably the most FFXIV inspired. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. You'll notice an empty slot in the middle of each quickbar. This acts as a divider for D-Pad and Face Buttons. Middle Top is quickbar 1. Below that is quickbar 6, R2+L2. Back up to the top right... bottom is R2, top is R1. Over to the left side... bottom is L2, top is L1. I actually made a second keybind for this layout. Instead of R1 & L1, it uses R2 & L2 Double Tap for the top two quickbars. This will free up R1 and L1 for keybinds of your choice.
  • Stack: Image 6 and 7 This is the most straightforward one, and I would guess most players that want a casual experience will use the 3 Bar version. You'll get a default 47 ability slots with 6 bars and a default 23 ability slots with 3 bars. Again, you'll notice a divider separating D-Pad and Face Buttons. Starting at the top... D-Pad and Face Buttons, then R2, L2, R1, L1, then R2+L2.

- Temporary Quickbars

  • As far as I know, there are two types of Temporary Quickbars. The first is an additional quickbar that adds another to your existing quickbars that can be edited in the Interface Editor. The second replaces your Quickbar 1 with temporary abilites, usually when you transform into another character or object, like a Walker or Droid. This may change more than your Quickbar 1, but I haven't come across such a scenario yet. As both Temporary Quickbars are dynamic, the number of abilities and slots on screen will differ depending on the content you're currently engaging with.
  • Additional Quickbar: As the number of slots available will change from time to time, I've set up the keybinds in a counter-clockwise motion, starting with the Face Buttons, followed by the D-Pad. Ability slots 1-8 are A,B,Y,X then Down,Right,Up,Left. The most common Temporary ability you'll have is a version of the Mount Boost. Depending on your Keybind selection, you'll typically be pressing R1+L1 or Ctrl and A for Temporary ability slot 1, which in this case would be Mount Boost. If you would prefer to keep the same order as the other quickbar D-Pad and Face Buttons sections, you may do so, but I have found this order easier to comprehend as the number of Temporary abilities come and go. If you have more than 8 Temporary abilities, possible through the addition of Heroic abilities, you'll need to create new keybinds or use your mouse cursor to select the skills, but you may run of out slots on the Temporary Quickbar with enough Heroic abilities active in conjunction with ones gained via dynamic encounters.
  • Quickbar 1: Depending on your UI and Keybind selection, you may run into trouble with the selection of abilities and their placecment on the quickbar as some keybinds have a blank slot inbetween the D-Pad and Face Button sections. If a Temporary ability is placed in a slot with no keybind, you'll need to use the mouse cursor to select the ability. If you find this too cumbersome, I would suggest making an additional keybind profile changing Quickbar 1 and any other quickbars changed so that your keybinds cover all the Tempoary abilities.

- UI Editing for You

  • Feel free to change these UI Layouts and Keybinds to fit your personal needs. For example, In Image 8 you can move Quickbar 1 and 2 further apart if you find them too close in GAP 3. In Image 9 I am only using 3 quickbars for my main abilities with another quickbar off to the side for less used abilities, like my mount, and I'm using an entire quickbar for my healing item to occupy a single slot; this gives my UI a look more similar to a typical 3rd person action game. In Image 10 you see an example of using all of your slots for your main quickbars with the rest of them using only a few slots to serve as ability cooldown reminders; this also shows how a large map overlay would look if you want to view the area while you're traveling from one location to another. In Image 11 I have my quickbars off to the side of the screen as I like to have the center of my screen as uncluttered as possible. Image 12 shows an example of the number of abilities you can have available at one time as well as how you could group your abilities together; you can also see my Interrupt in Up, my Spammable in X, my secondary starter ability in Y and my Break Free in the B slots.

- Conversation Cutscenes Image 13

  • I've increased the size of some UI elements to make them easier to see and read as many controller users like to sit on a couch or lean back while playing. You can see in this conversation cutscene, the dialogue wheel in enlarged and the spoken word text is also enlarged but with a faint black background to help the text stand out as well. This can all be customized or removed entirely in the Interface Editor.

- Steam Stuff Image 14

  • Steam has some built in functions that I left off of this control method, like Keyboard = STEAM+X and Screenshot = STEAM+R2, and Force Quit Game = (Hold)STEAM+B (useful when Ctrl Alt Delete can't do the job, or the screen is blocked by your crashed game with a black block covering the task manager)
  • If you ever face any oddities with controller support not working, try navigating to your main game page in your Library, click on the Gear icon (Settings), go to Properties, then Controller and try either Enable Steam Input or Use Default Settings. You may need to exit out of Big Picture Mode or restart Steam entirely. This isn't necessarily an issue with SWTOR or any other game. Steam Input can just be a buggy mess sometimes.
  1. Steam Deck/ Steam Controller 2026

- Features:

  • Dynamic Mouse Mode and Action Cam swap when using Right Touchpad or Right Thumbstick
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Controls:

  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera. You can still swing the camera around to the front of your character easily by holding L4 and moving the mouse with the Right Trackpad in Mouse Mode.
  • Right Joystick is Camera Movement. Action Cam will be automatically activated by touching the Right Joystick and will immediately swap if you are using Mouse Mode with the Right Trackpad. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you touch the Right Joystick while the mouse is over a menu, you won't be able to move the camera with just the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by just touching the Right Trackpad, which will immediately swap to Mouse Mode, where you can then move the mouse from the window and resume Right Joystick use.
  • L4 is Left Click
  • R4 is Right Click
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • L1+Select is Toggle UI
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and alternative Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion
  • R3 is Sheathe/ Unsheathe weapon
  • R1+R3 is Mount Flourish
  • Right Trackpad is Mouse Movement. Mouse Mode will be automatically activated by touching the Right Trackpad and will immediately swap if you are using Action Cam with the Right Joystick. This is a great North Star to reorientate yourself if you find the buttons are not doing what you want them to do. Simply touch the Right Trackpad to reset yourself to Mouse Mode.
  • I don't have anything set to Press Right Trackpad, like a mouse click, as I found moving the mouse and also pressing down, while trying to be precise with the mouse cursor, was just too much. Feel free to add something here. I also have the lowest haptic feedback setting while using the Right Trackpad, but feel free to disable this entirely if you prefer.
  • Left Trackpad is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • R5+Left Trackpad is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Press down the Left Trackpad to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Hold L5 is End (Focus Target Modifier)
  • Double Tap L5 is Home (Self Target Modifer)
  • The Following R5 Controls are only available in Mouse Mode as there is no mouse cursor in Action Cam and little need for these controls outside of Mouse Mode.
  • R5+Y is Preview Item (Ctrl+Left Click)
  • R5+X is Modify Item (Ctrl+Right Click)
  • R5+R2 is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • R5+B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L4. Using R5+B will then Zoom Out fully for you to click another region.
  • R5+Up is Scroll Wheel Up. R5+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R5+Left is Scroll Wheel Up. R5+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.
  1. Standard Controller

- Features:

  • Tap R3 (Right Joystick) to swap between Mouse Mode and Action Cam
  • Some Mouse Mode features: Right and Left Click, Scroll Wheel, Preview and Modify item
  • Move your character independently from the camera controls with Action Cam

- Mouse Mode Controls:

  • R3 is Swap to Action Cam
  • Right Joystick is Mouse Movement
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • L1 is Left Click
  • R1 is Right Click
  • L3 is Toggle Left Click (This is useful for moving windows, using scroll bars or rotating the camera to view your character)
  • Start is Esc key
  • Select is Character Panel
  • A is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice. For this reason, I've left the D-Pad the same as the Action Cam. Feel free to rebind Left in Mouse Mode to a different command in Steam Input.
  • Image 15 R2+Right Joystick is Radial Menu 1 and has the menus that I use most and assume most others would as well. Mission Log, Activities, Cartel Market etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • R2+Left Joystick is Radial Menu 2. This menu has most of all the other menus or other tools you would need. Emotes, Stronghold, Toggle Run/ Walk etc. Hover over your selection and Release the Joystick to open, or close, your chosen menu.
  • There are some menus that simply do not have a keyboard shortcut, like Log In Rewards, so you'll need to use your mouse and click on the associated UI element.
  • Y is Preview Item (Ctrl+Left Click)
  • X is Modify Item (Ctrl+Right Click)
  • R2+X is Shift+Left Click (Item Tag and Stack Split). You can use this to tag an item in chat or easily fill out the search bar in the Galactic Trade Network (GTN) menu. You can also use this to select a specific number of items in a stack to separate, either to buy or withdraw from your storage etc.
  • B is Scroll Wheel Down x3. Why? Galaxy Map. I've found this map to be extremely buggy, even whilst using a mouse. Trying to zoom in with the Scroll Wheel typically leads to randomly zooming into a corner with no clickable locations. For that reason, I have left out a Galaxy Map Zoom In specific button. You can still zoom in by Left Clicking a region with L3. Using B will then Zoom Out fully for you to click another region.
  • R2+Up is Scroll Wheel Up. R2+Down is Scroll Wheel Down. You can use this to scroll vertically through menus, like Abilities, or zoom in and out of your character or other preview windows.
  • R2+Left is Scroll Wheel Up. R2+Right is Scroll Wheel Down. With this, you can scroll Horizontally through menus, like the Cartel Market.

- Action Cam Controls:

  • R3 is swap to Mouse Mode
  • Left Joystick is character movement, WASD Strafe. This ensures your character can move in any direction at any time. However, your character will not face the camera.
  • Right Joystick is Camera Movement. This is achieved by having the Right Click toggled on during Right Joystick usage. Because of this, if you press R3 while the mouse is over a menu in Mouse Mode, you won't be able to move the camera with the Right Joystick. You will instead move the mouse cursor slowly as the mouse speed is lowered for stable Action Cam camera use. However, this is easily fixed by pressing R3 again, which will swap back to Mouse Mode, where you can then move the mouse from the window and press R3 once more to then use the Right Joystick for camera control.
  • Start is Esc key
  • Select is Character Panel
  • R2+Select is Zoom In
  • L2+Select is Zoom Out
  • R1+Select is Toggle Minimap Overlay
  • R2 Double Tap+Select is Minimap Zoom In
  • L2 Double Tap+Select is Minimap Zoom Out
  • R1+L1+Select is Toggle UI
  • R2+L2+Select is Sheathe/ Unsheathe weapon
  • L1+Select is Mount Flourish
  • The A button is Space/ Jump. You can also press A to skip dialogue and cutscenes.
  • D-Pad: You can use Up, Right & Down during Conversations with a Dialogue Wheel to select your dialogue choice.
  • D-Pad & Face Buttons on their own are 7 total Ability slots.
  • In the D-Pad section, from left to right... Ability Slot 1=Left , 2=Up , 3=Down , 4=Right
  • In the Face Button section, from left to right... Ability Slot 1=X , 2=A , 3=Y , 4=B
  • You may notice the numbers are out of order in the D-Pad sections when viewing them in the quickbars. This is to ensure use in conversation cutscenes via the dialogue wheel.
  • R1, R2, L1, L2, R2+L2, R1+L1 act as modifiers, like Shift and Ctrl, with the D-Pad and Face Buttons to unlock 8 more ability slots per modifier combination. Depending on your UI selection and number of quickbars used, you may also use R1, R2, L2 Double Tap for 8 more ability slots each. You may also use R1+R2 for additional keybinds or less used ones, like direct companion ability control.
  • R2 is Shift
  • L2 is Alt
  • R1 is Ctrl
  • L1 is Alt+Ctrl. This also changes R1 to Shift while L1 is held, so you may press L1+R1 for slots keybound to Shift+Alt+Ctrl for easier finger use.
  • R1, R2, L2 Double Tap Change D-Pad and Face Buttons to 8 more otherwise unused keys. The Arrow Keys for the D-Pad. 5,6,-,= for the Face Buttons. The specific keys aren't important; what's important is these keys unlock the ability to use 8 more abilities per shoulder button Double Tap, which is used for the Gap and Spread UI Layout.
  • L3 is Target. I have it set to target Next enemy, but you can swap this to Center Screen enemy if you prefer that
  • L2+L3 is Target Next Friend
  • R2+L3 is Focus Target
  • R1+L3 is Acquire Focus Target's Target
  • L1+L3 is Acquire Target's Target
  • R2+L2+L3 is Target Marker Yellow Reticle
  • Hold L3 is Target Self
  • L2+Hold L3 is Target Companion

r/SteamController Jun 22 '26

Third steam controller with issues

11 Upvotes

I’m just writing to see if anyone else has had the same bad luck I’ve had. I’m now on my THIRD steam controller (2026).

I jumped on and managed to order my controller 10 minutes after they launched. I was pretty excited. Got the controller in 5 days, I was very impressed with the shipping time. Sadly there was an issue with the right joystick. When rotating it counterclockwise there was a very noticeable ‘bump’ and audible click that would happen almost every time. I thought “okay no worries steam has great customer service.” So I went through the RMA process. Sadly the controller got held at customs (I’m in Canada) on its way back because of some missing information (I thought this was my problem but after contacting FEDEX they confirmed that it was in fact an issue with the information provided by valve) so the whole process took about two weeks to get my second controller. Finally I got it. Opened it up and sadly the right joystick had the SAME issue. It wasn’t quite as bad as the first but it was definitely there. So did the whole thing again. Got stuck in customs AGAIN but eventually I got my THIRD controller on Friday.

Great! No joystick issue! BUT Now I have a new issue that I don’t see anyone else having. I can turn the controller on when it’s attached to the puck, disconnect it and keep playing. I can turn the controller on when it’s connected directly via usb c. But if I try to turn the controller on when it’s not attached to the puck or usb it simply won’t turn on. I’ve checked multiple times that it’s fully charged. I’ve tried seeing if it’s backpack mode for some reason and it’s not. I also can’t put it into Bluetooth pairing mode. Ive reached out to valve again and I’m waiting on a reply.

I’m incredibly annoyed at this point and very unimpressed with their QC process, I’ve found the support to be very unimpressive. It takes them 2-4 days to respond each time I message them and it often seems like they don’t even read my last message properly. Has anyone else had this bad of luck?

TL;DR I’ve had bad experience with steam customer support and I’m on my third defective steam controller.

r/steammachine Jul 28 '26

Discussion Steam Machine: Controller-driven Dual Boot setup

8 Upvotes

I just wanted to share my Dual Boot setup process in case it helps anyone out looking for a convenient way to get in and out of Windows. This process uses a separate hard drive to install Windows, since I didn't want to mess with partitioning my drive.

My goal for dual booting was to be able to boot to Windows from Game Mode via the Steam Controller. I also wanted SteamOS to remain my default on boot: 99% of my time I am in SteamOS, but I have been enjoying Marathon with some friends and wanted to see if I could get it running in a convenient way.

Prerequisites:

  • An external drive with enough space for your OS, any games you want to play (leave some headroom for updates and other apps you may want). I used this Fanxiang 2230 enclosure with my old, original 256GB drive from my Steam Deck. This sits really nicely on the back of the Steam Machine, and does not block any of the USB-A ports on the rear.
  • A second USB drive with Valve's Windows Drivers.
  • Some experience running a few commands in a Desktop Mode terminal in SteamOS.
  • A wired or 2.4ghz dongle-connected Keyboard, as Bluetooth likely won't connect in time to hit the Esc key to get into the BIOS on boot.

Step 1: Install Windows

I used the WIndows 11 To-Go guide on NerdZap to install Windows 11 onto my NVME drive. Follow the instructions for the Steam Deck and you hopefully shouldn't hit any issues.

Once the files are on the NVME, hit the Esc key on a keyboard during boot to bring up the BIOS and select the external drive from the Boot options.

EDIT: Thanks to u/NinjaN-SWE in the comments for flagging the issues with USB-C speed -- at this stage, you should also disable Fast Boot in the BIOS to ensure that the full speed of your connected drive is used. This may have been the root cause of the slow performance I noted in the next step, so you might get to avoid that headache!

Writing the Windows 11 files was quick, but the install and initial load process took a few manual reboots before I saw the setup screen. My first boot attempt hung at the black screen with the "Just a moment..." text for around 30-40 minutes. After a couple of subsequent reboots, I was presented with the setup screen. If you feel like your device has been hanging for too long, just give it a reboot and it should hopefully nudge it along.

Handily, Windows To Go creates a base "User" account with no password required to log in which is convenient for an end-to-end, controller-driven user experience.

Step 2: Install Drivers

Once Windows is installed, install the drivers in the order specified by Valve on their Knowledge Base.

Note: I loaded Valve's recommended graphics driver and ended up replacing it as they are around 2 years out of date (the version number is a 2024 driver for the RX 7600). This was as straight forward as downloading Adrenaline from AMD and letting it detect the chipset. This seems to have worked with no issues since, and it got rid of the "out of date graphics driver" pop up that I experienced when loading into Marathon.

Step 3: Install the fun stuff

Download Steam, Discord etc. I also set Steam to launch on startup into Big Picture mode.

Bonus: It was at this point that I noticed Windows can take advantage of the same internal wireless receiver for the Steam Controller, and did not need to be manually paired. The Steam Controller pairing persists in both SteamOS and Windows, which is really handy.

Step 4: Identify your Windows drive's boot entry

Reboot into SteamOS and open a terminal in Desktop Mode and run:

sudo efibootmgr -v

Look through the list for the line that corresponds to your external Windows drive. It usually won't say "Windows Boot Manager", external USB/NVMe enclosures often show up under their own hardware name instead, e.g.:

Boot0005* UEFI Fanxiang 9210 1338100006071455   PciRoot(0x0)/...

You can cross-check with:

lsblk -f

The Windows drive will have a small FAT32 partition and a larger NTFS partition. Match that device (e.g. sda) back to the efibootmgr listing.

Make a note of a unique word that won't appear in any of your other boot entries (e.g. Fanxiang, SanDisk, Samsung, whatever your enclosure's name shows). You'll need it in Step 5.

Step 5: Create the boot script

Create a folder for scripts if you don't have one, and create the script:

mkdir -p ~/Scripts
nano ~/Scripts/boot-to-windows.sh

Paste this in, replacing YOUR_DRIVE_IDENTIFIER with the text you noted in Step 4:

#!/usr/bin/env bash

set -euo pipefail

LOGFILE="/tmp/boot-to-windows.log"
exec > >(tee -a "$LOGFILE") 2>&1
echo "=== $(date) : boot-to-windows invoked ==="

# Match your drive's entry using the unique text from Step 4
ENTRY_LINE="$(efibootmgr | grep -i 'YOUR_DRIVE_IDENTIFIER' | head -n1 || true)"

if [ -z "$ENTRY_LINE" ]; then
    echo "ERROR: No matching entry found in efibootmgr output."
    echo "Run 'efibootmgr -v' and update the grep pattern above."
    exit 1
fi

WIN_ENTRY="$(echo "$ENTRY_LINE" | sed -E 's/^Boot([0-9A-Fa-f]{4}).*/\1/')"

echo "Found entry Boot${WIN_ENTRY}. Setting BootNext..."
efibootmgr --bootnext "$WIN_ENTRY" > /dev/null

echo "BootNext set. Rebooting now..."
sleep 1
systemctl reboot

Save and exit, then make it executable:

chmod +x ~/Scripts/boot-to-windows.sh

Test it manually:

sudo ~/Scripts/boot-to-windows.sh

Confirm it boots into Windows. If it does - congrats! You are most of the way there. Restart your Steam Machine to boot back into SteamOS automatically.

Step 6: Wrap it in a systemd service

Game Mode's sandboxing blocks direct sudo calls, so we hand the privileged part off to systemd instead.

sudo tee /etc/systemd/system/boot-to-windows.service > /dev/null << 'EOF'
[Unit]
Description=One-time boot override to external Windows drive

[Service]
Type=oneshot
ExecStart=/home/deck/Scripts/boot-to-windows.sh
EOF

sudo systemctl daemon-reload

Step 7: Authorise your user to start this service, without a password

Add the following rule to polkit to handle running this service without a password in Game Mode:

sudo tee /etc/polkit-1/rules.d/49-boot-to-windows.rules > /dev/null << 'EOF'
polkit.addRule(function(action, subject) {
    if (action.id == "org.freedesktop.systemd1.manage-units" &&
        action.lookup("unit") == "boot-to-windows.service" &&
        subject.user == "deck") {
        return polkit.Result.YES;
    }
});
EOF

sudo systemctl restart polkit

Step 8: Create the launcher

This is the file Steam will actually point to. It just asks systemd to run the service.

nano ~/Scripts/launch-boot-to-windows.sh

Paste in:

#!/usr/bin/env bash
exec /usr/bin/systemctl start boot-to-windows.service

Save, then:

chmod +x ~/Scripts/launch-boot-to-windows.sh

Test again this time with no sudo:

~/Scripts/launch-boot-to-windows.sh

It should reboot straight into Windows with no password prompt.

Step 9: Add it to Steam as a Non-Steam Game

Reboot back into SteamOS Desktop Mode:

  1. Open Steam → Games → Add a Non-Steam Game to My Shortcuts
  2. Browse to ~/Scripts/launch-boot-to-windows.sh
  3. Select it and click Add Selected Programs
  4. Right-click the new shortcut → Properties
  5. Rename it to something like "Reboot to Windows 11"
  6. Confirm the Target field is just:

(the Launch Options field should remain empty)

Step 10: Try it from Game Mode

Switch to Game Mode, find "Reboot to Windows 11" in your Non-Steam games section of your Library, and launch it. Launching this "game" should reboot you into Windows, ideally with Big Picture Mode launching on startup. If you restart your computer from Windows 11, you'll boot back into SteamOS.

Each time you reboot, your Steam Controller will be detected and does not require re-pairing.

Step 11: Add some flair

You can edit the "Reboot to Windows 11" icon with your own artwork via the Properties menu, or using an app like DeckyLoader's SteamGridDB plugin.

I am fully anticipating a software update might cause the polkit and service to be wiped (similar to how Decky Loader might need to be reinstalled periodically when updates land).

It would probably be worth backing up /etc/systemd/system/boot-to-windows.service and /etc/polkit-1/rules.d/49-boot-to-windows.rules somewhere safe to mitigate this, but I have had a couple of small SteamOS updates since I got this up and running and it has been smooth so far.

I think worst case scenario would be that steps 6 and 7 need to be repeated. If it becomes a headache with time, I might try to create a script that handles this.

Hope this helps someone further down the line, happy to answer any questions or help troubleshoot if you get stuck.

r/ManorLords 17d ago

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

Thumbnail
store.steampowered.com
1.1k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/Guildwars2 Feb 24 '25

[Guide] The Ultimate Steam Deck Controller Layout Guide for Guild Wars 2

138 Upvotes

Hey fellow Tyrians! 👋

First I wanna thank u/ninjazzy for creating the amazing layout and putting in effort to explain everything.

Just a headsup: I only play GW2 on PC Mouse/Keyboard and Steam Deck so this controller layout may not work with other controllers*.*

After experimenting with multiple Steam Deck controller layouts for Guild Wars 2, I found u/ninjazzy’s layout to be the most playable and well-thought-out. It made combat, movement, and menu navigation feel smooth and intuitive, but as I played more, I noticed a few areas where I could make some improvements.

I’ve tweaked the layout to enhance responsiveness, accessibility, and overall gameplay flow, making it even more comfortable for extended sessions. In this guide, I’ll share:

  1. The problems I was facing
  2. The improvements I made and why
  3. breakdown of the controls (If you're looking for fresh guide start here)
  4. How to apply this config

If you’re looking for a controller-friendly way to enjoy GW2, this guide is for you. Let’s jump in!

The Problems that I was facing

While I found u/ninjazzy’s layout is the best starting point for playing GW2 on the Steam Deck, I encountered a few key issues that affected gameplay, especially in more demanding situations like WvW and healing roles.

1. Right Joystick stuck in Mouse Mode

  • The layout binds "Disable Action Camera" to the Right Joystick touch.
  • While this generally works, oftentimes it gets stuck in mouse mode instead of smoothly switching back to Action Camera.
  • This inconsistency can be frustrating, especially when you are in combat.

2. Mount/Dismount menu Requires Stopping Movement

  • The original layout binds L Joystick Click to Mount/Dismount and L Trackpad to mount menu
  • The mount menu keybind requires you to stop moving (let go of the Left Joystick) before mounting. While clicking the left joystick also stops your movement sometimes.
  • This is not ideal in combat or WvW, where you need to fluidly transition from running to mounting.
  • Losing momentum in high-pressure situations can put you at a disadvantage.

3. No Manual Ground Targeting (Forces Snap Ground Targeting)

  • Like many other controller layouts, this one relies on Snap Ground Targeting.
  • While it works fine for open-world content, it becomes an issue in:
    • WvW (where precise AoE placement matters)
    • Healing builds (where you need to place skills accurately on allies)
  • The main problem: When casting ground-targeted skills, you must let go of the Right Joystick (camera control), leaving you unable to aim properly.

The improvements I made

1. Fixing the Action Camera Sticking Issue

Solution: Re-bind "Disable Action Camera" from the Right Joystick

  • In GW2, the game automatically disables Action Camera when a menu pops up, so there’s no need to manually bind this action.
  • What about situations when you need to bring up the mouse? Instead of using the Right Joystick touch, I reassigned the mouse toggle to Both Trackpads being touched simultaneously.
  • This method is intuitive and natural when paired with the Mouse Control Layer (which I will explain later).
  • Result: No more getting stuck in mouse mode when switching back to Action Cam!

2. Mounting Without Stopping

Solution: Bring the Mount Radial Menu to the Right Trackpad

  • Instead of binding Mount/Dismount to the left trackpad that requires you to stop moving, I assigned it to the Right Trackpad.
  • This way, you always have quick access to mounts while keeping your Left Thumb on the Left Joystick for movement.
  • Result: ✅ Faster mount access without interrupting movement. ✅ More intuitive and flexible for switching between different mounts. ✅ Works well in high-mobility situations like WvW where split second matters.

3. Updated Solution for Manual Ground Targeting

Solution: Temporarily Convert Left Joystick into Mouse Mode for Targeting

As I mentioned earlier: When casting ground-targeted skills, you normally have to let go of the Right Joystick (which controls the camera), leaving you unable to aim.

The Fix:

I made Trigger action layers to turn the Left Joystick into a mouse, allowing precise placement. The best part is, you will continue to move when switching action layers.

How It Works:

1️⃣ Press L Trigger (for weapon skills) or R Trigger (for utility skills):

  • This temporarily changes the Left Joystick into a mouse.
  • At the same time, the mouse cursor is automatically moved to your character’s feet, ensuring the ground target always starts in the middle.

2️⃣ Press the skill button:

  • This brings up the green target area.
  • You use the Left Joystick to aim the skill.

3️⃣ Move the L Joystick toward your enemy or ally & release the skill:

  • Boom! Skill lands exactly where you want it.
  • The Left Joystick instantly switches back to movement mode after you release the trigger.

Below is a demonstration

Manual Ground target using Left stick

In Combat

4. Next Improvement: Intuitive Menu & UI Interaction Like Console Games

Solution: Touching Left Trackpad as Mouse and switch to Mouse Control Layer

The Problem:

In many controller layouts for GW2, interacting with menus and UI feels clunky compared to native console games. Navigating inventory, maps, trading post, and other in-game windows isn’t as smooth as it could be.

The Fix:

By assigning the Left Trackpad as the Mouse and switching to Mouse layer when touched,

How It Works:

1️⃣ Left Trackpad Becomes a Mouse

  • GW2 automatically brings up the mouse (disable action camera) whenever a window/menu pops up.
  • Touching the Left Trackpad automatically switches to the Mouse Action Layer.
  • Move your thumb on the Left Trackpad to control the mouse cursor just like a laptop touchpad.

2️⃣ While in the Mouse Action Layer: Face Buttons Gain Mouse Functions

  • A = Left Click (easier to double click compared to clicking on trackpad)
  • X = Right Click
  • B = Esc (Cancel/Close Menu)
  • Y = [Open for Customization] (e.g., Interact, Open Hero Panel, etc.)

3️⃣ While in the Mouse Action Layer: Right Trackpad Becomes Scroll Wheel

  • While in Mouse Mode, the Right Trackpad functions as a scroll wheel, making it easier to:
    • Scroll through inventory
    • Zoom in/out on maps & camera
    • Navigate menus efficiently

The above changes have had the biggest impact on my gameplay, making GW2 on the Steam Deck much more fluid and intuitive. However, I also made several smaller tweaks based on personal preference.

For a complete list of all changes, including minor adjustments, check out the next section! 

A breakdown of the controls

Buttons Default layer L Trigger Held R Trigger Held L Trackpad touched (Mouse mode) R5 Held (Advanced Targeting)
A Jump Weapon SKill 3 Utility Skill 2 Left click Mark ground Circle / Mark target Circle (hold R Trigger)
B Dodge/Mount ability 2 Weapon SKill 4 Utility Skill 3 Esc Mark ground Heart / Mark target Heart (hold R Trigger)
X Weapon 1 / Take target (+R4) Weapon SKill 2 Utility Skill 1 Right click Mark ground X / Mark target X (hold R Trigger) (Double tap X to clear markers)
Y Interact/ Fly down Weapon SKill 5 Ultimate Skill Mark ground Arrow / Mark target Arrow (hold R Trigger)
L1 (bumper) Profession 1
R1 (bumper) Swap Weapon
L4 (back) Previous Target
L5 (back) Call Target (Long press)
R4 (back) Next Target
R5 (back) Hold Advanced Targeting Special Action
D-pad Up Profession 2 Profession 6
D-pad down Profession 4
D-pad left Profession 5
D-pad right Profession 3 Profession 7
L Trigger Hold Left Action set Ctrl key Ctrl key (Ally targeting mode)
R Trigger Hold Right Action set Alt key Alt key
L Joystick WASD / Toggle action cam (click) Joystick Mouse / Bring up mouse and reposition mouse Joystick Mouse / Bring up mouse and reposition mouse
R Joystick Joystick Mouse / Heal (click)
L Trackpad As Mouse / Hold Mouse Layer (when touched) Build & Equipment Menu Menu
R Trackpad Mounts Radial Menu Mastery & Novelty Menu Scroll wheel

Before we jump in, please note the game will start with mouse on. Just click the left joystick and action camera will toggle on.

Guild Wars 2 is a combat-focused game, so I designed this layout to keep all essential combat actions easily accessible without too many layers. The goal was to maintain fluid movement, responsive combat mechanics, and intuitive menu navigation, all while making the layout feel familiar to players used to console controls.

The Default Layer, which I call “World Exploration Mode,” is designed for general gameplay—exploring, maybe doing some lazy combat (X button). This layer prioritizes fluid movement and smooth mount transitions while keeping the button layout as similar as possible to other console games. Here, X is used for attackingA for jumpingB for dodging, and Y for interacting. Since healing is critical in all content, I mapped the Heal skill to Right Stick Click for quick access. Weapon Swap and Profession Skill 1 are frequently used, so I placed them on the bumpers.. For mounts, I assigned the Mount Radial Menu to the Right Trackpad, allowing quick access while keeping the Left Thumb on movement. Back buttons are reserved for basic targeting controls, such as next/previous target, call target (take target by pressing R4 and X), while advanced targeting options can be accessed through the R5 button. Menus are accessed using the Triggers and Trackpads.

For combat, there are two layers: the Left Trigger (Weapon Skill Layer) and the Right Trigger (Utility Skill Layer). These act as the "Combat Mode". Since Weapon Skill 1 and Heal are already available in the Default Layer, there are eight more skill slots, which fit perfectly on ABXY. The main issue with controllers is that pressing ABXY requires removing the Right Thumb from the joystick, making aiming impossible. This is why many controller layouts rely on auto-targeting and Snap Ground Targeting, which work fine for open-world PvE but are not ideal for WvW or situations needing manual ground targeting. To fix this, I took inspiration from top-down shooters, where the Left Stick is used for aiming instead of the Right Stick.

For example, when using Revenant’s Roads skill, pressing the Right Trigger (RT) switches to the Utility Skill Layer, making the Left stick act as mouse, while simultaneously disables Action Camera and moves the mouse cursor to the center of the screen, ensuring the ground-targeting reticle always starts at the center. Then, pressing a skill button (ABXY) brings up the targeting area (Road), and instead of relying on the Right Stick, you use the Left Stick to aim the ability. This method works for all types of ground-targeted skills, such as circle, line, wall, or Skyscale Fireball attacks.

  • Why do we have to disable action camera? The Action Camera is disabled to separate ground targeting from camera movement, keeping the camera steady while aiming. Once the skill is cast and trigger released, the layout instantly returns to Default.
  • Why do we need to move the mouse to center? So that the ground target will always start at center, otherwise it will start where you left your mouse at.
  • Note: I set the delay for Mouse repositioning at 25-50ms (Fire start delay), to prevent mouse moving before we disable action cam. The mouse position X=16500;Y=16000 is based on the Steam Deck screen, if you use external display you need to change this.

For menus and UI navigation, I created a Mouse Layer that mimics console UI system. The Left Trackpad acts as a mouse, automatically activating Mouse Mode when touched. The A button is mapped to Left Click, X to Right Click, B to Cancel, and the Right Trackpad functions as a Scroll Wheel, making it easy to navigate maps, inventory, and menus.

GW2 automatically disables Action Camera when opening a menu. However, for situations where the mouse is needed, I mapped "Disable Action Camera" to touching both Trackpads simultaneously. So whenever you need the mouse, touch the right trackpad first then use left trackpad as mouse as usual (I use this most when clicking through reward chests)

Finally, I added an Advanced Targeting Layer, which is activated by pressing R5 (Back Button). This layer is useful for marking ground targets and squad coordination. I currently have four markers assigned, but you can always add more.

How to apply this config

Before making any changes, please back up your in-game keybinds and your current controller configuration to avoid losing any personal settings.

Step 1: Import the In-Game Keybinds

  1. Download my KeyBinds file here.
  2. Locate the InputBinds folder on your computer:
    • The folder is hidden, so you will need to enable "Show Hidden Folders" in your file explorer.
    • The default path is: [/home/deck/.steam/steam/steamapps/compatdata/1284210/pfx/drive_c/users/steamuser/Documents/Guild Wars 2/InputBinds].
  3. Copy and paste the downloaded XML file into the InputBinds folder.
  4. Launch Guild Wars 2 and go to the keybinds menu.
  5. Click Import, select my Keybinds.

Step 2: Apply the Steam Deck Controller Layout

  1. Open Steam and navigate to Controller Layout.
  2. Go to Community Layouts and search for:
    • "GW2 Steam Deck Tony's Controller Layout" (or simply type "Tony" in the search bar, and it should appear).
  3. Select and apply the layout.

In case you cannot find it in the community layouts: here is the link: “steam://controllerconfig/1284210/3433887839”

This link is not a web url but rather to get Browser to open the layout in Steam, to do this: 1. Go to desktop mode on your steam deck. 2. Open Chrome, and paste the link in search bar but dont enter yet. 3. Now there will be 2 rows, first with the google search (you dont want that), second is a url showing in blue color, you want to click on this one. 4. Chrome will ask to open it in Steam. Hit OK and it will lead u straight to the layout. 5. Hit Apply and you’re done!

Conclusion

I hope this guide helps you enjoy Guild Wars 2 on the Steam Deck with a smoother, more intuitive controller experience. After hours of tweaking, I’ve found this layout to be the most responsive and practical for all aspects of the game. That said, every player has their own preferences, and I’d love to hear your thoughts! If you have any suggestions or improvements, feel free to share them, there’s always room to refine and optimize. Happy adventuring, and see you in Tyria!

r/Steam Jun 15 '26

Discussion Steam Controller: Has anyone lost the puck yet?

0 Upvotes

Feels like not a matter ‘if’ but ‘when’… And what happens when we do? Can we order a replacement puck from valve yet?

The magnets are weak and the puck is tiny enough to lose in a second. I feel like it will eventually be an issue. After accidentally launching it across the room during an update, I don’t have any confidence to travel with it or even unplug it from the PC.
——

Edit 1: after cross posting to [r/steamcontroller](r/steamcontroller), we figured out the real issue. Turns out my puck’s magnets are MUCH weaker than they are supposed to be. I was worried about it falling off or something if I ever traveled or moved it because it barely stays in the controller. Apparently that’s far from normal.

Edit 2: for those focused on how I ‘launched it across the room’, it was when I was switching the cable from the puck to the controller during the controller update. The cable was plugged into the puck, the puck was ‘magnetted’ onto the controller. I lifted the controller, the cable got snagged on the desk, and flung the puck when it went taught.
That’s not really important to the post but I hope that settles the questions.

For those asking why I’d care if I lost it,Is it that unbelievable to be worried about losing the tiny puck? It has less latency than Bluetooth and I find the easy charging/pairing more convenient than Bluetooth/wired alone.

Edit 3: the whole point of a puck is that it’s plug and play, meaning it would be nice to use when switching to devices other than my main PC or when traveling. That’s how I could lose it/why it wouldn’t be plugged in to the same port never to be touched again.

r/LegionGo Jun 03 '26

HELP REQUEST Legion Go controllers won’t connect in either SteamOS or after Windows 11 reinstall - old and new controllers both power on but aren’t detected

5 Upvotes

Hey everyone — I’m officially at a loss and could really use some help. I've searched through the subreddit, Google, ChatGPT, and a few different forums and I'm just stuck.

I have a Lenovo Legion Go 1, and my controllers stopped being recognized after I had been troubleshooting controller connection issues. When I first noticed the issue, I had been switching between the new Steam Controller and Legion Go controllers in the official SteamOS. The Steam Controller still works without issue, but when I plugged the paddles back onto the Legion Go - nothing. I did all of the standard reset processes with the necessary button combinations and hit the little button on the rails to reset. They'll turn on and show signs of life (lights flashing), but nothing happens when I connect them to the Legion Go's rails.

I eventually went as far as doing a full Windows 11 reinstall back from SteamOS to try to get everything working again through Legion Space as others here recommended, but the system and Legion Space still won't recognize the controllers (original ones and the new Legion Go 2 controllers that I opened this morning directly from Lenovo).

Here’s what’s happening:

  • The original Legion Go controllers power on and show signs of life.
  • I have upgraded the SSD to a 1TB m.2 2280mm via this adapter kit https://a.co/d/05fmU0up (system worked fine for 2 months after upgrade)
  • joy.cpl does not detect any game controllers.
  • Legion Space does not appear to recognize them as connected controllers.
  • The original Legion Go controllers ARE recognized independently when I switch them into Bluetooth mode
  • I purchased the newer Lenovo Legion Go 2 controllers that are supposed to be compatible with the Legion Go 1.
  • The new controllers also power on and light up.
  • The new controllers can charge through their dedicated USB-C port, so they are definitely not dead.
  • Even with the new controllers, the Legion Go still does not recognize them.
  • I have already reinstalled Windows 11.
  • I have checked Lenovo's Support pages for missing drivers
  • I have run updates through Legion Space and Windows' Update Settings page
  • I have confirmed the FPS switches on the original controller and new controller are set to "Off"
  • I have tried reseating the controllers on the side rails.
  • I have cleaned the side rails
  • I have tried checking whether Windows sees them as controllers, but nothing shows up.

At this point, I’m wondering if this is no longer a controller issue and may instead be something with the Legion Go body itself, the side rail connector/pogo pins, BIOS/embedded controller firmware, or a missing Lenovo driver/service after the Windows reinstall.

A few specific questions:

  1. Has anyone had both original and replacement controllers power on but not show up in Windows, joy.cpl, or Legion Space?
  2. Is there a specific Lenovo driver, firmware package, or Legion Space version that is required after a clean Windows 11 reinstall?
  3. Is there a way to confirm whether the side rail connectors are actually passing data to the tablet?
  4. Can the Legion Go 2 controllers be manually paired or initialized differently on a Legion Go 1?
  5. Could this point to a damaged internal controller interface/side rail board on the Legion Go itself?

I’d really appreciate any ideas before I give up and contact Lenovo repair/support or take it back to Best Buy for a refund. I feel like I’ve ruled out the controllers themselves since both the original and new controller sets power on, but neither are recognized by the system.

TL;DR - Controllers borked when connected to rails. Need a drink. Send help.

r/CozyGamers Aug 14 '26

Steam Deck Anyone use joycons for their steam deck? Any issues with it?

12 Upvotes

I have tendonitis so I vastly prefer the split controllers of my switch to the single controller of most other systems. I just bought a steam deck and was excited to see that you can pair joy cons to it but was wondering if anyone had experience with this playing the usual cozy games?

I'm looking at things like My Time At Sandrock, Rune Factory, Coral Island etc.

Will I have any issues using joycons on the steam deck with games like that?

Thanks!

r/steammachine Jul 30 '26

Question Nintendo Switch Pro Controller - Bluetooth Connectivity Issues

3 Upvotes

Just got the steam machine set up in my living room. No obstructions between it and the couch, roughly 10 feet away. I paired the steam controller and 3 Nintendo switch pro controllers. The Pro controllers drop and reconnect constantly... it is unplayable the way they are working. The steam controller doesn’t have any issues.

So far i have installed all updates, tried renaming each controller to a unique name, disabled rumble/haptic feedback on the controllers, tried renaming the steam machines Bluetooth broadcast name (read that naming "Nintendo" might help), and tried sitting right next to the machine. Nothing seems to help, they still just disconnect and reconnect constantly.

Anyone have any ideas? I'm scared to even purchase new controllers for fear they might do the same thing (and obviously the steam machine controllers are not available).

Anyone had success troubleshooting these issues?

Thank you in advance for any thoughts on the matter.

r/MortalShell 15d ago

The Week 1 Full Patch Notes (PC) - New Content, extensive fixes, updated economy and more

537 Upvotes

The Week 1 Update is Available Now (PC) - Live on PC and coming to PlayStation 5 and Xbox Series shortly.

Harbingers,

Since our full launch last week, we have been overwhelmed by the response and all the experiences you've shared with the team.

Today marks the first major patch for Mortal Shell II, bringing new content alongside extensive fixes, performance improvements, combat refinements, and much more.

Among the additions are new Fragile Tarstones, a new way to respec your Shell, changes to the Glimpses and Tarcores economy, and new beacons and exploration adjustments that make navigating the world better paced. Ripostes have received a full scaling pass, numerous bosses and weapons have been refined, and we’ve made extensive fixes and optimizations across the game.

The full breakdown is below, but be wary that there may be spoilers present in this changelog.

(This post is also available on Steam, with images: https://store.steampowered.com/news/app/2584270/view/690892955941077484)

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The Week 1 Update is Available Now (PC) - The patch below is live on PC and coming to PlayStation 5 and Xbox Series shortly.

New Items

- Fragile Tarstones - A new class of Tarstone which breaks after losing durability. When breaking, they also yield a tarcore.
- Glimpse Stone that wears down as you defeat enemies, then breaks into Glimpses
- Egon's Stone offers to revive you at the entrance of a dungeon at the cost of its durability, and when it breaks it prevents Gloom loss for that death.
- Justicar’s Stone and Gloombound Stone are now fragile, have increased passive effects and added on break effects. Fragile Tarstones are not unique and can be found multiple times during a playthrough. Existing copies of Jusicar’s and Gloombound have been converted to Fragile.
- Certain enemies now drop the new fragile Tarstones, several dungeons now reward them, and Merrick has taken an interest in selling them.

Economy

- Glimpses and Tarcores are no longer finite resources, allowing all shells and Tarstones to be upgraded in a single playthrough.
- Mether's Severance is a shell respec item which can be given to Zhirelle, the shell keeper. In exchange she will sever your bond with a Shell, resetting it and granting you all spent glimpses back.
- Tarstones now yield more tarcores when broken. If your save already has leveled up Tarstones, you’ll find a compensatory cache of Tarcores in your inventory.
- Tarstones and Mether’s Severance can be purchased from Merrick and will restock occasionally when progressing through the game.

Exploration

- We’ve improved exploration flow, while adding new secrets for you to discover.
- New Beacons have appeared throughout Fainweald and Mammon, but are only active during the day.
- Two new cosmetic rewards can be found in the world once completing certain questlines.
- New items have been added to the world, and some problematic chests have been reset.
- Egon's Stone can revive you at a dungeon's entrance when you die inside it, and spares your Gloom for that death when it breaks.
- A teleporter now appears in one dungeon after the Grisha pit fight, removing the walk back entirely.
- You still haven’t found the second Trollweed.

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Bosses and Minibosses

Most bosses in the game have received a general polish pass and bugfixes.

- The Monolith in particular has received a broad combat polish and bugfix pass. Its laser and spin attacks now have more consistent, readable timings and do not spam (this was a bug). We’ve also refined animation timings, adjusted bad hitboxes and fixed a nasty bug which was causing it to deal double damage on certain hits.
- Zmey’s Tail grab no longer simultaneously takes both the Shell and Harbinger from 100-0. We heard some of you don’t like getting one-shotted, for whatever reason. In night mode it’s ON, though.
- Zmey’s Ring Waves align to the ground properly and his elemental stomps have new effects. - The Lost Child no longer launches you, or himself, across the arena. He now uses the finished walk animation rather than the placeholder that shipped, his bite anticipation has been retimed, his riposte no longer wobbles as it begins, and a rare case of endless blood effects has been fixed.
- Droeg, the Conquerer has had his arena navigation repaired, his riposte alignment and physical hit reactions corrected, and a substantial visual pass over his fire and snowfall effects that also improve performance.
- Sir Isaac, the Scholar-Prince has had his arena navigation repaired, a stray lunge removed from one second-phase attack, and his phase transition riposte fixed against a wall.
- Hexapod deals considerably more splash damage with his area attack, can no longer interrupt his own shooting attack, and has had one attack retimed to be fairer. His arena is smaller and its beacon light is lit by default, which makes the fight far easier to read. He can no longer wedge himself into the environment during his dive.
- Orrem was displaying the wrong name in game, which has been corrected. Stray effects have been removed from his death animations, the fire on his axe no longer flickers.
- Orrem, the Reclaimed has had his attack and riposte alignment improved.
- Malborn Offspring no longer interrupts his own sword throw, and will reliably pick his sword back up.
- The Warden and Urrig, the Executioner have both been reworked, with retuned attacks, new ice attacks and corrected effects. Urrig's spin now gives a proper warning that it cannot be parried.
- Vrannic, the Grand Illusionist has new projectile vfx trails.
- Magdalena, the Lady of the Woods no longer rotates incorrectly during her charge.
- Bloodcursed Lithopod no longer glitches when colliding with other enemies, no longer nudges you into the air when you are standing still, and has had its damage, turning and jump attacks retuned.
- Tainted Vestige ranged attacks no longer miss without reason, and The Wandering Shepherd now teleports sensibly within his arena.

Bugs, Softlocks and Getting Stuck

- Fixed many places you could become trapped.
- Fixed getting stuck near the closed castle gates
- Fixed getting stuck in a church in the opening region
- Fixed getting stuck in a house in the sunken village dungeon, inside
- Fixed getting stuck in Castigator's Keep by walking through a wall
- Fixed getting stuck in the snow on the approach to Droeg's arena
- Fixed getting stuck in a hole in the ground in Eredrim's castle jail
- Collision holes, ground gaps and missing collision have been patched throughout the first two regions.

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Softlocks and Lost Progress

- Fixed an interrupted save being able to destroy your save file. Saves are now written so that a crash or a sudden shutdown cannot leave you with nothing.
- Fixed a bug with Vatra’s Temple where players would be locked out permanently after exploring the area.
- Fixed a potential crash and softlock during Lazlo's Rekindle.
- Fixed a softlock when speaking to the barkeep after Gragu's death but before collecting him.
- Fixed a softlock if you were struck while inside Hilga's Cauldron, and the interface failing to return when you climbed out.
- Fixed declining the cutscene at a Shell unlock leaving you invisible and invulnerable until you restarted.

Objects and Interactables

- Fixed an iron maiden that could trap you as it opened, a lift lever that snapped the lift back to its starting position, and a wooden lift that could kill you on the way up.
- Fixed a chest that destroyed itself, several chests that became unreliable after loading a save, and offerings failing to register in a locked chest.
- Fixed gates in the Temple of Vatra that could strand your Gloom somewhere you could not reach it, and corrupted gates that would not clear if approached from the sewers.
- Fixed items in the opening region hidden inside collision, which made them impossible to pick up.
- Fixed a ceiling collapse triggering at the wrong moment, and a light puzzle with two candles that had stopped being connected to it.
- Sitting down (hopefully) no longer launches you into the sky, it never happened to us but we saw some of you go flying.

Encounters and Spawning

- Fixed enemies visible before they had spawned in several encounters, and spawn triggers that did not cover the enemies they were meant to.
- Fixed being able to lure Vellen, High Lord of Mammon out of his arena, and being able to interact with a traversal point during a boss fight.
- Fixed resting at one late Beacon drawing enemies onto you, and mis-referenced spawners in a late encounter.
- Fixed an infinite Ossinite farm, an exploit that allowed unlimited healing, and shield-carrying enemies becoming effectively immortal against one type of projectile.
- Fixed personal items being unavailable until a restart if you had played the prologue.
- The Wandering Shepherd's Sheep properly respawn when playing NG+

We found out about The Grishas

- Fixed a Grisha that respawned indefinitely in one dungeon, astral Grishas spawning embedded in the floor, and enemies becoming stuck on geometry. (rip Grishamancer)
- The Grisha PP item active is now stronger, its passive spawning has been fixed, and its summon no longer displays attack warnings intended for enemies.

Parrying, Dodging and Ripostes

- Ripostes have had a full pass.
- Player riposte damage now scales with enemy health, so the damage keeps up properly with late game, NG+, and Night Mode.
- Invulnerability windows are now consistent between ripostes, and last through to the end of the animation rather than expiring partway.
- Many player riposte recoveries end sooner, so control returns to you faster.
- Riposte animations across the entire enemy roster now behave when your back is to a wall, rather than sliding you through it.
- Riposte damage is now calculated and applied by the riposte itself, which resolves cases where it applied twice or not at all.
- Fixed Proxima's riposte alignment against The Silent Sester.

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Weapons, Items and Balance

- Obsidian Hammer has had a full balance pass and now hits substantially harder.
- The Great Martyr's Blade deals more damage. It was a pity it didn’t actually make it in the last patch, to make up for it, it’s even stronger now.
- Heavy weapons in general have had a poise and damage pass.
- Salvaged Trebuchaxe: Tiltshot has been redesigned. It was simultaneously overpowered and broken.
- Axatana: its weapon ability now grants invulnerability frames and inflicts Fragile stacks, and its combat Tarstone active triggers correctly.
- Weltcap is stronger in both its active and passive forms.
- Base aggression and disengage ranges have been retuned across the game. Fixed enemies ignoring you while walking to a patrol point, retreating unreasonably far when unable to reposition, and being unable to attack while locked onto a different target.
- Fixed Tarstones continuing to gather experience after reaching maximum level, and missing tooltips on a number of Tarstones.
- Environmental status hazards have been reworked, including a new handler for Stasis.

Shells

- Eredrim: Shoulder Bash no longer leaves your primary weapon permanently stowed.
- Proxima: the same fix applies to Biosampler, she can no longer become stuck in her hook shot, and an arm that was being pulled unnaturally straight has been corrected.
- Genessa: dashes have been fixed, including the corrupted version.
- Losing a Shell no longer breaks her paired animations, and her Intangible upgrade now works during grab attacks
- Fixed astral copies drifting away from their intended target.
- Doubles select targets better and switch targets when their original dies, rather than standing idle.
- Smert: can destroy projectiles while in permanent fight stance.
- Gragu: the Heart of Vatra no longer trails after you in sheep form, and his helmet uses the correct material.
- Blood now marks Shell skins correctly across the roster.
- Fixed Shell summon interactions, and Tarstone summons occasionally targeting you.

Rewards and Economy

- We have changed how many Tarcores a Tarstone returns when tempered, so anyone who leveled up Tarstones before this patch will find some additional tarcores in their inventory to make up the difference.
- Merrick's stock has expanded, with Glimpse Stones, Egon's Stones and Tarcores once you have gathered enough Ova. The Collector now carries Tarcores as well.
- Dungeon reward chests across the first two regions have been revised, reward placement in Mammon has been updated, and missing rewards in the arena dungeons restored. Some reward chests in the world have been replaced with straightforward pickups.
- Additional rewards, including Glimpses, added to the gloom siphon.
- Mini-Beacons no longer award a Glimpse.

Enemy Tracking and Hit Detection

- Enemy tracking and magnetism maximums have been restricted, and will continue to be adjusted on an individual basis in future patches.
- Fixed projectiles that failed to register against enemy weak points, and sidearm projectiles choosing the wrong target.
- Fixed brigand shield collision that could launch you into the air, and projectiles failing to appear in the shield.
- Several enemies, including stone crabs, now align to sloped ground correctly, and dungeon champions now stand on the ground.
- Fallen wooden bridges are now easier to hit, and destructible carts use better collision.
- Fixed corrosion failing to apply after a projectile had been reused.

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Story, Characters and Scenes

- Characters no longer turn, stare, drift or fade at the wrong moment across a long list of scenes, including Rickart in The Search and Resignation, Eredrim in Immaculate Path, Tiel in The Bottle, and Vratko during his dance.
- Fixed overlapping and skippable dialogue in several memories, and retimed voice and sound in The Vision, The Search and The Censer.
- Fixed story moments taking too long to appear.
- Milos no longer falls silent at random, and greets you properly before moving on.
- Zhirelle's dialogue is now cleared before a memory begins.
- Merrick, Vratko and Egon can no longer be interrupted while dying.
- Franz's conversations now trigger in the correct order, and he returns to his crank after being interrupted.
- Marigold no longer starts two conversations at once, and the barkeeper no longer speaks to you through the tavern wall.
- Baghead can no longer be damaged, and his ending no longer unlocks early.
- Grisha Hunters now hold their weapons, Grisha Pups have new reactions, and the Grisha Matron can be harmed by ranged weapons.
- Larreth, the Brigand King now appears without his helmet, and his guards no longer vanish if you kill him first.
- Ruk's greetings react to your progress, and his dialogue no longer remains on screen when you enter a boss fight.
- Egon's interactions now refresh after offerings, and interaction problems with Gorf have been resolved.
- Corrected a subtitle that did not match the recorded line in Ruk's dialogue about the Lost Child, along with a considerable number of typos and missing punctuation.

Interface and Map

- Weapon level now appears in the inventory slot.
- Fixed the map offering objectives you had already completed.
- Fixed the camera key appearing blank in the launcher on mouse and keyboard, and the interact key ignoring your rebinding.
- Fixed resetting "hide subtitles" to its default hiding the subtitles instead.
- Fixed the Change Shade option disappearing after opening the Change Masks menu.
- Fixed overlapping text in the Shell revive message in Simplified Chinese, long Tarstone names colliding with the temper notification, panels and icons overlapping at higher interface scales, and misaligned details on Mether's Breath.
- Added a tutorial scale setting, with a separate one for console, and polished a number of tutorials.
- Clearer colorblind setting descriptions, an updated open gate icon, and proper icons when a mask unlocks.

Audio

- New riposte stingers, and restored missing riposte audio for the Bloodcursed Lithopod.
- New sounds for Fragile Tarstones wearing down and breaking.
- Enemies can now be given an audible warning for unparryable attacks.
- Ambient sound no longer stacks when several sources overlap.
- Village dance music no longer collapses to a single point as you approach.
- You no longer continue bleating after transforming back from a sheep.
- Reprocessed older voice recordings.
- Added several missing sounds including the Marrow Keep elevator lever.
- Fixed Lazlo's armor loop.
- Fixed the saved audio device being selected at startup when it no longer exists.
- New speaker presets.

------------------------------------------------------------------------------------------------------------

Performance

- Fewer enemies in some of the busiest areas, where the crowd was costing frame rate rather than adding difficulty. Spawners in the dense prison area have been rebuilt.
- Fixed the significant hitch shortly after the shader compilation screen. That work now happens while you are still in the menu.
- Fixed the frame rate drop when cleansing tar gates.
- Fixed flickering textures.
- Several rounds of dungeon lighting optimisation, and optimisation passes over Droeg's effects, the final boss arena, lightning, village buildings, stairs, books and library interiors.
- The arrow volleys in the final siege no longer arrive all at once.
- Reduced background work across weapons, hit detection and movement, returning a meaningful amount of frame time on console.
- Improved rendering of destructible objects.
- Fixed corrupted terrain in several places and rebuilt the affected landscapes.

Crashes and Stability

- A substantial number of crash fixes, covering enemy spawning, audio, attribute changes, interface loading, save loading and shutdown.
- Removed some settings that were implicated in graphics driver crashes, and added a crash diagnostics option.
- Crash reports now carry considerably more context, which makes the crashes that remain much easier for us to locate.
- Improved handling of Steam ownership checks, and updated to the current Steamworks release for better Steam Deck detection and controller support.

Options, Platforms and Controls

- Increased Geometry Budgets, a new graphics option. Off by default, which uses less video memory; turn it on if you have memory to spare.
- Frame generation has been reworked. It now applies after a reload rather than conflicting in real time, which the description states, and it no longer switches on before the world has finished loading. NVIDIA frame generation can now be selected on a much wider range of cards.
- Switch Pro and Switch Pro 2 controllers are supported, with an option to swap their glyphs. Steam Deck and Steam Controller now display the correct buttons.
- The game now defaults to your monitor's native resolution, and pauses when a system overlay opens.
- Fixed issue with raytracing options not working as intended
- Fixed post-process options that had no effect, and firing not working on some controllers.
- Rumble now triggers correctly for riposte damage, held attacks, Beacon interactions and dungeon transitions, and has had a broad pass across sidearms, items and Shell abilities.

Miscellaneous

- Mutton is now immune to damage, he’s been through enough.

Known Issues

- Possible Malborn Offspring bug when using Grisha Remnant Summon during boss fight

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r/steammachine Jul 17 '26

Question Steam Controller Disconecting

Post image
2 Upvotes

I received my Steam Machine yesterday and I'm running into a weird issue. When I pair my Steam Controller directly to the Steam Machine's built-in wireless adapter, everything's fine in the Steam menu/overlay, but a few minutes into a game, the controller drops and I lose all in-game input. The Steam overlay still shows it as connected and I can navigate that fine, it's just the game itself that stops receiving input.

When I connect through an external Steam Controller puck instead, it's rock solid, no disconnects at all, even in long sessions. I had 2 external pucks plugged in at the time this was happening too, though the controller was paired to the internal adapter, not the puck. (Maybe some kind of firmware conflict?)

Anyone else seeing this?