As long as you're nice about it and don't turn it in to a bland cookie-cutter "corporate" response most people will understand.
As someone who just runs Linux, and occasionally runs some games on it, I'm always a bit annoyed when people report these kind of very specific bugs with old/weird drivers/distros that aren't in the supported platforms list. It turns developers off for completely understandable reasons. It's a shame, because for most people it does usually work.
I run Void Linux, it almost always works, but I'd never report these kind of bugs without testing Ubuntu (or whatever is supported) first.
If I sell on Windows (I do) and Mac (I do) then I have to support a certain range of OS versions and ongoing OS releases - even if that means (for example) I have to figure out how to 'notarise' a Mac executable so that a user doesn't have a big scary Security Warning pop-up. Not ideal, but fine. The challenge with Linux is that I would have to communicate against expectations - that I would have to make it clear that when I 'support Linux' it looks different to the support for Windows or Mac. I do genuinely think that 99% of Linux people get this, it's just the 1% that's maybe less forgiving of different standards.
For me, just personally and selfishly, passing the buck to Photon or Wine is an easier sell for my business.
When your game runs under Steam runtime, the real distribution is (almost) irrelevant - everything in your address space is supplied by the runtime, the things you get from the host system is the kernel/kernel modules and services you talk to via IPC (i.e. X11/Wayland, Pulseaudio).
It solves the problem of what version of what library is installed (if at all, maybe user removed it as "bloat") on the host system. You get known set of binaries that you can test against / coherent SDK target like with Windows or Mac.
Whether this matters is up to the developer. But it's a potential downside.
Gog is quite contend with just Ubuntu being supported; they are not that different.
Not sure whether that is the only reason why some games are not on Gog though; often Mac ports are missing too. It seems more like missing rights for the ports than technical reasons.
I don't know; probably not. But this was the response I got back from the devs of "Expeditions: Conquistador" when I asked if they could release the Linux version on GOG (when I bought it originally I still had a Windows machine).
Valve should just partner with Canonical and release Ubuntu support.
Let the other distros figure out how to get it working there.
Most hardware and software vendors primarily target it.
It might not be hip, but it's what everyone knows.
People would start pretending to be Ubuntu to install games.
In the Linux community, at least unless a project has a toxic developer (there are a few), bug reports are Always Good. They're how we make the software WE use better on the systems that WE use it on. Even if a report isn't fully actionable (e.g. it's a problem with graphics drivers), the report is often helpful because the bug tracker is probably public and we can try to find workarounds, or at least flag the issue for others.
For closed source commercial software, especially cases where a tiny number of developers are working on the code, bug reports are Always Bad. They represent more work, work that you don't want to have to do, because at the end of the day these are people who already bought the game. You've gotten as much out of them as you're going to get out of them. If they're more trouble than they're worth (someone else in this thread claimed 90% of bug reports out of 1% of purchases), then it's obvious you should just ignore them or not port your game to their platform at all. You'd think this attitude would be different for issues that affect a lot of people: a good bug report can help you fix widespread problems that are hurting your players, but actually even this is rare. See the story of this guy fixing a bug causing 6 minute startup times that affected at least thousands of people using reverse engineering, when the developer ignored the problem for years: https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times...
So I think you're right, these are mostly people enthusiastic about a piece of computer software instinctively trying to collaboratively improve it for everyone. But because development is so limited (there's only one person reading bug reports and working on the code), those reports are experienced as frustrating rather than helpful. Worse still, because the software is commercial there may be an unspoken feeling that support is owed for the software because the user paid for it.
This is such a bad attitude. The game is supposed to work correctly without any bugs. People who paid money for the game deserve continued support. It doesn't matter how much time and money the developers have to spend, that's their problem.
If the software is defective, consumers should be entitled to a refund. That ought to motivate companies not to release shoddy work.
This is not real-world software engineering :)
Pretty much any software has bugs; maybe surprisingly to non-programmers, games are especially complex (in primis, architecturally).
In real world, one can realistically talk about, let's say, an acceptable threshold of bugs.
> People who paid money for the game deserve continued support
And this is not real-world (game) business. Whether one likes it or not, there is a per-unit profit, and the corresponding value in terms of support is very limited.
An ideal solution to this is open sourcing games after a certain time (Id Software used to do it), but this is not realistic. I wish it, though!
> That ought to motivate companies not to release shoddy work
One can't really force a company not to do shoddy work. The gaming market is a radically free one, unlike other constrained markets, like internet providers. Customers are actually entitled to have the money refunded, at least on Steam. Gaming journalism actually has been including bugginess in games evaluation for a while, so buyers can decide in an informed fashion.
Though for an indie game it probably isn't crazy to make the code open sourced and then put those users to work for you. That can really help reduce the burden. But of course opens you up for people stealing your software (which let's also be real, happens anyways).
Most people are very helpful and quite understanding that as a sole indie developer, it would be hard to support all the configurations. But occasionally I get angry emails and negative reviews about game not running on Linux.
Given the sales (Linux is 1% of the total sales, Mac is 3%), I would say for an indie developer, it makes more sense to put Linux support on a low priority. It is unfortunate for Linux gaming community but it is what it is.
Also even though Proton has come a long way and has become relatively stable - occassionally there are some strange issues (like Steam Cloud sync fails, etc) here and there. But overall the effort is much lower compared to maintain a separate Linux build.
Right now the flow for the user is 1. See store page 2. Buy 3. Play 4. Hit bug.
This is the moment when they find out that they bought a game that was not in fact supported. That is super frustrating (and possibly legally requires a fix or a refund). If there was a 1.5 step of "This game offers no support for Linux" or "This game offers no support for any distribution except Ubuntu 21.04" then it is much more acceptable, because I accept that detail before purchasing.
https://steamcommunity.com/app/378720/discussions/0/49012573... is their explanation, https://store.steampowered.com/app/378720/Thea_The_Awakening... the store page. Great game btw.
Last I checked the limit was the minimum of "2 hours playtime" and "2 weeks after purchase"
> Steam is quite generous about refunding games, either because you purchased them accidentally or they didn't run correctly or any other reason,
Again, last I read, Steam is quite generous but will probably flag your account if certain patterns emerge (probably through some ML-alchemy).
You can have Linux builds available via Steam without listing Linux support on the store.
Maybe I'm in the minority, but I've never bought a game because it could theoretically run under Wine, while I've bought quite a few games that run on Linux. Very rarely do I buy a game that does not natively run on Linux.
Wine seems like kind of an ugly hack even in the best case scenario. You don't know what performance is going to be like with your hardware, and you usually don't have anyone who's tested the program on your hardware to make sure it runs correctly and doesn't crash, and obviously games are extremely sensitive to these kinds of hardware dependent things. Installing Wine can be gross too, you have to install a bunch of 32 bit libraries on an otherwise clean 64 bit system.
I'd say the appeal of making a native Linux game is that it gets you access to the market of people who will buy a native Linux game. It's true that you already had the market of people who are technically running Linux and playing Windows games via Wine, but presumably there are many people who aren't going to go to that much trouble. (Obviously, there are many cases where supporting Linux isn't financially viable anyway, Wine or native.)
At this point I just buy windows games, and if they don't work under wine, I run them in a VM.
KDE doesn't even work on the latest Ubuntu version - on my hardware, at least.
I have an Ubuntu system with an Intel graphics card, and my system won't boot into KDE unless I remove the old Intel driver that it defaults to, so that it then tries the new Intel driver which actually works. Gnome, Enlightenment, and whatever Ubuntu defaults to, they all work fine regardless, but KDE doesn't.
Note that this is after removing the 'Intel' driver for xorg, which had tons of screen tearing issues, in favor of the apparently "correct" modesetting driver, which is the preferred option for newish Intel cards. Except that at some point I was installing something else which explicitly depended on the Intel driver package...
And then we all ended up working from home and now I don't have to deal with any of that crap. Now I just use xorgxrdp from my Windows machine and it just works.
I can't imagine the gigantic hassle that would be trying to game on Linux in that kind of environment, where the "supported" and "default" options are the wrong choice and you have to manually uninstall things if you want stuff to work properly. No thanks. I love Linux (way, WAY more than Windows), but I'm not going to waste time and energy trying to play games on it.
I do it literally every single day.
The last point of failure is the GlibC (GNU C library), a Linux application, even if fully statically linked against all dependencies or packaged with all shared libraries, may fail to run in another Linux distribution if it is using an older version of the GlibC than the one that the executable was linked against. Therefore, in order to ensure that the application can work in the broadest range of distributions, it is necessary to static link the application against the oldest possible version of GlibC or build the application on the LTS (Long Term Support) version of the supported distribution.
If one does not have enough resources to support Linux, an alternative approach, assuming that is OpenGL is used, may be building the executable for Windows and Wine using MinGW compiler either on Windows or by cross-compiling on Linux using Dockercross-mingw (https://github.com/dockcross/dockcross). At least with Wine, one will not have to deal with Glib-C compatibility issues.
Everyone decided this so we got 3 different "standard" formats... (Snap, Flatpak, and AppImage). See: that XKCD about standards.
And windows has .msi, whatever is used to install windows store packages, NSIS, Inno Setup...
it's a way overblown complaint. I use AppImages built on centos 7 for my own stuff and never heard anyone having issues with it.
On Windows is easier to build self-contained applications as there is no the RPATH issue. All one needs to build a self-contained application that is easier to ship and works everywhere is just add shared libraries at the same directory where is the executable and create a zip archive or a MSI installer. When applications are installed, they are installed in a single folder and files are not scattered across the file systems like binaries in /usr/bin, /usr/local/bin, /libs/, /usr/shared, ..., as in Linux and other unices.
That's like complaining that, say, a program built against cygwin on windows, can't work on a system without the cygwin dll (and all its dependencies also compiled against the cygwin dll).
Flatpack attempts to solve the dependency hell problem by providing standard runtime, a set of libraries, Glib-C, Gtk or Qt with a fixed version which requires the developer to build an application linking against those runtime, which avoid binary compatibility problems and dependency hell. The trouble of Flatpacks is the integration with the desktop.
AppImage attempts to solve the dependency hell by bundling everything into a single launcher executable with a SquashFs file system image payload. The disadvantage of this approach is that it is only possible to use a single executable. AppImage are also not free from GlibC compatibility issues.
A MacOSx-like app bundle and a changing in Linux development culture to build and design applications as self-contained from inception would strength the Linux desktop and reduce the application packaging work duplication that still affects Linux distributions.
By using MUSL it is possible to build fully statically linked applications that works everywhere, however dlopen(), dlclose() calls, that are used for loading shared libraries and plugin at runtime on Unix-like systems, do not work with MUSL.
The bigger problem is that glibc cannot be statically linked properly. It dlopen's some libraries, like for NSS. Maybe games could avoid triggering those cases but musl is definitely better.
While syscalls themselves are backward-compatible (even for faulty behavior), I think I've read somewhere that some parts of DRI are not, but I've lost the source on that.
Alternatively, if more games were free (as in freedom) software, a large community could better sort out some of these issues.
Edit: Though the game would have to have pretty good replay value, I'm not installing another OS for a 10 hour game.
Then the Linux community gets another game. Does it not work on K.I.S.S Linux running sowm as a window manager and an entire custom userspace? Probably not. Does it work using the latest Ubuntu version? Probably.
But the notion that developers have to support every possible Linux configuration out there just seems toxic to the Linux game development effort as a whole.