Steam Machine
Source: Valve

Earlier this month, Valve announced the new coming of the Steam Machine. The hardware reveal also included a redesigned Steam controller and a VR headset dubbed the Steam Frame. But the core of the announcement is the Steam Machine itself: a compact, console-sized PC designed to run your Steam library on the TV. The pitch is simple: Turn on the box, pick a game, and play.

It’s also familiar. The original Steam Machine launched a decade ago and fizzled quickly. However, this version comes with a clearer purpose. Valve has spent years improving SteamOS and proving it can support real gaming at scale. Now it’s ready to stick with it.

What’s in the Box?

Just like Valve’s handheld, the Steam Deck, the Steam Machine runs SteamOS, Valve’s Linux-based operating system with the Proton compatibility layer. In practice, that means it can run most Windows games without requiring Windows (or paying Microsoft).

Specs-wise, the new Steam Machine is more powerful than the Steam Deck, but falls short of the PlayStation 5, particularly due to its GPU and limited VRAM. Valve says the box can technically support 4K output, but doing so relies heavily on AMD’s FSR upscaling and frame generation. For many games, particularly AAA titles, native 4K simply isn’t on the table.

Pricing may be a more critical limitation. Valve has emphasized that unlike PlayStation and Xbox hardware, the Steam Machine will not be subsidized. Consumers should “expect PC-like pricing,” placing the device in the $600–$800 range based on its bill of materials. That is a problem as the five-year-old PS5 sells for $500 and outperforms Valve’s box. In short, the Steam Machine is really a midrange gaming PC in a console shell. Valve will sell two versions, one with 512GB of storage and one with 2TB, with the higher tier likely costing an additional $100–$150.

Source: Naavik
Source: Naavik

What’s Different This Time?

Despite the hurdles, there are legitimate reasons why this new Steam Machine could fare better than the first, which only sold 500K units before fading away. Many of the core issues that doomed the 2015 effort simply no longer apply.

Couch-friendly interface. A small minority of players already have a full PC wired into their living room setup. For everyone else, a simple, console-like way to play their Steam library on the TV is a strong value proposition. The idea makes more sense today, now that Steam’s library has become so central to PC gaming.

Valve has taken hardware in-house. The original Steam Machines were manufactured by multiple OEM partners, leading to a fragmented, confusing ecosystem that never felt like a unified product line. This time, as with the Steam Deck, Valve is building the hardware themselves: one configuration, one OS, one tightly controlled user experience. It’s far closer to a proper console.

SteamOS + Proton is now proven tech. In 2015, Linux gaming was a curiosity. Today, thanks largely to the Steam Deck, Proton has become robust, reliable, and widely accepted. Most major PC games “just work,” and many developers actively test SteamOS compatibility during release. The OS can finally deliver on the promise the first Steam Machine couldn’t.

Steam itself is larger. Valve doesn’t release exact numbers, but Steam’s user base has grown dramatically since 2015 and so has the size of the average game library. A living room device becomes more appealing the more sunk cost players have in Steam. And players have more sunk cost than ever.

Timing. Steam Machine arrives late in the current console generation, and the PS6 is expected around 2027–2028. That gives Valve a relatively long runway with no directly competing new hardware and a chance to position the machine as a midgeneration upgrade.

What’s Still Broken?

Even with these favorable shifts, the Steam Machine faces real obstacles.

Price. Without subsidies, Valve simply cannot compete on price. Asking console-oriented consumers to pay 40%–60% more for a device that performs worse than a PS5 is just too tall an order.

Content gap.Even though Proton support is much better, two major categories of games still pose problems. And these tend to be some of the most important games, limiting mainstream appeal:

  • Kernel-level anti-cheat titles won’t run. These include Battlefield 6, Apex Legends, Valorant, and Fortnite.
  • Non-Steam games are quite cumbersome to get running, including two of the biggest titles in existence, Minecraft and Roblox.

Kernel-level anti-cheat simply doesn’t work on Linux, and that affects both the Steam Deck and the Steam Machine. While non-kernel-level alternatives exist, not all publishers have implemented those. Unless Linux gaming breaks out of its niche, publishers have little incentive to invest further.

Specs are mediocre. “Better than the Steam Deck, worse than the PS5” isn’t really the value proposition you want to lead with. The Switch offers family-friendly simplicity; the PlayStation offers premium living room performance. The Steam Machine isn’t really either. And with only 8GB of VRAM, questions about its long-term performance are fully valid.

A Niche Might Be Enough

The new Steam Machine is a curious device. It’s too expensive to be a mainstream console, too underpowered to be a high-end gaming PC, and too constrained in content to replace Windows gaming outright.

That said, it’s almost perfectly targeted at a very specific niche: hobbyists who are already on Steam and want a console-like box for the living room. Within that niche, the device may succeed just fine. But let’s be honest: It has nowhere near the mass-market appeal of the Switch or the PlayStation.

Valve hardware has always been niche: The Steam Deck has sold roughly 4M units, which puts it in roughly the same lifetime numbers as the infamous Nokia N-Gage. Meanwhile, the PS5 has sold over 80M units, and the Nintendo Switch has sold over 150M. The scale differences are enormous.

From a business standpoint, the Steam Machine is unlikely to become a major source of revenue for Valve, and maybe that’s okay. Valve’s hardware strategy has always mixed experimentation with long-term platform ambition. The company is not trying to beat PlayStation; it’s trying to ensure Steam thrives independently of Windows. And this is where SteamOS becomes the real story.

The SteamOS Long Game

The new Steam Frame VR headset quietly showcases another Valve innovation: It runs traditional x86 PC VR apps on ARM hardware using an emulation technology called FEX. In simple terms, FEX allows ARM chips to run software they normally couldn’t, just as Proton allows Linux to run Windows games. Valve is building technical foundations that will let Steam run almost anywhere.

This matters because the real battleground isn’t hardware at all, it’s SteamOS. Valve is one of the most profitable companies in the world and can well afford to play the long game against Microsoft’s gaming dominance. Its goal is to make Steam work everywhere, in every form, without depending on Windows.

Every Steam Deck and Steam Machine sold, even in modest numbers, expands the SteamOS installed base, reduces developer reliance on Windows, weakens Microsoft’s leverage, and strengthens Valve’s control of its own platform. FEX also opens the door to entirely new questions. Will the Steam Deck 2 run on ARM instead of x86? Could Valve bring native Steam gaming directly to smartphones?

Seen through this lens, the Steam Machine is just one piece of a larger puzzle. And in a world where Xbox is releasing hardware that’s neither a console nor a PC, even a niche living room PC adds meaningful competition. And it might be exactly what Valve’s hobbyist-leaning audience wants.

Just don’t expect it to be the third major console anytime soon.


A Word from Our Sponsor: Overwolf

Integrate Safe UGC Into Your Game with CurseForge For Studios

Overwolf is an all-in-one platform that lets creators build, share, and monetize in-game apps, mods, and private servers. With over 178K creators and 113M monthly active users, Overwolf supports the world’s most popular AAA titles such as League of Legends, Minecraft, World of Warcraft, and 1,500 other games.

For game developers, Overwolf offers CurseForge For Studios. CurseForge For Studios is a white-label solution that lets game makers and publishers easily integrate mods safely and seamlessly into their games, both existing and new, at zero cost. It’s battle-tested by AAA studios and games, including Krafton (inZOI), Studio Wildcard (ARK), Take-Two Interactive (KSP), and others.

CurseForge For Studios offers:

  • Cross-Platform Modding: Integrate Overwolf’s open-source SDK and plugins to let players discover and install mods in-game, across all platforms and storefronts.
  • Moderation to Ensure Safety: Studios define policies and guidelines on what is permitted, with Overwolf ensuring that only authorized and appropriate content is published. 
  • Creator Relations and Payments: CurseForge supports creators with monthly payments, equity investments, developer contests, and hackathons to kickstart content creation for your game.
  • Harness Existing Creator Community: Tap into the creative expertise and knowledge of a passionate community of 178K creators.
  • Premium Mods Integration: Crafted by game studios and select community modders, Premium Mods offer players a next-level modding experience through guaranteed high-quality content, while offering creators a powerful new revenue stream.

In Other News

💸 Funding & Acquisitions:

📊 Business & Products:

👾 Miscellaneous:


A Word from Our Sponsor: Lightspeed

Partnering with Extraordinary Founders in AI, Gaming, and Interactive Media

Lightspeed is a globally leading VC firm with 13 offices, more than $29 billion in assets under management, and over 200 exits across the U.S., Europe, and Asia. With its dedicated gaming and interactive media practice, the firm invests from an over $6.5 billion pool of early and growth-stage capital—by far the most extensive set of funds in the sector.

According to InvestGame, founders selected Lightspeed as the #1 lead investor in the gaming industry in 2023 and 2024. Selected portfolio companies include Anthropic, Believer Entertainment, Epic Games, Gardens Interactive, Inworld AI, k-ID, Mistral, Pika Labs, Snap, Suno, Tollbit, Tripledot Studios, Volley, xAI, and 1047 Games.

Lightspeed also hosts the annual CEO Forum at GDC, the annual gathering of gaming, media, and AI CEOs, in partnership with Goldman Sachs and McKinsey. Together with GamesBeat and Nasdaq, the firm runs Game Changers, an annual list that celebrates and accelerates extraordinary gaming and interactive media startups.

The investment team and its Advisory Council combine deep gaming, consumer, and enterprise technology expertise with an international multi-stage investment platform and a culture that puts founders first. 


Content Worth Consuming

Global Gaming Insights
Source: xsolla.com

Global Gaming Insights: The Xsolla Report Q3 2025 (xsolla.com): “The Xsolla Report: State of Play Q3 2025 highlights ongoing growth in the global gaming industry, with over 3.6B players expected by year-end and revenues projected to surpass $189B, driven by hardware upgrades, live-service models, and evolving monetization across all platforms. The report examines how different regions are adapting to market shifts — such as new regulatory frameworks in Europe, digital-first business expansion in China, and the rising influence of the MENA region — while also sharing insights from global industry leaders.”

AI Impact on Gaming and Media Tooling (thirdpointventures.com): “The reality is that gaming has always been driven by interactive storytelling and connections to the player. Automation doesn’t change that. It may lead to more ‘slop,’ but picking through cash-grab shovelware is already something players are used to (anyone who has used Switch’s eShop can attest). And on a micro-scale, within a studio, it will make some jobs redundant in much the same way Unity and Unreal did in the early days of engine outsourcing. But on a macro-scale, these new AI tools are going to drive so much efficiency that more creators can make more games. It will be a net boon to the industry. This report looks at the potential impact (primarily economic) of AI in each category of game development where real innovation is happening today.”

Ubisoft's AI NPC Project Can Now Deliver Sarcastic GMs, Helpful Teammates and Hidden Lore — and Is Being Playtested Now (gamesindustry.biz): “Ubisoft's first AI showcase was all about conversation. Its second, Teammates, is all about combat, and a group of three personalities trained up by an in-house narrative team for you to go into combat with. It's the product of an expanded internal team (now up to 80 people) developing in-house middleware that connects a wide range of external AI models with the company's Snowdrop and Anvil game engines, and supports internal teams in building that into their games. Concurrently, it's developing its own ‘playable experiences‘"’ — the team is careful not to call them ‘demos’ — that highlight potential applications. The company let me squad up with the Teammates at an event in Paris this week, and revealed that it's being put through its paces by both internal studios and external testers, touting feedback from ‘hundreds’ of users on its Ubisoft Connect program.”

Lessons from EA's 37-Year Live Service Hopes for Star Wars: Galaxy of Heroes (gamedeveloper.com): “Erik Larsen, studio manager of Electronic Arts subsidiary Capital Games, says he wants the studio's flagship title Star Wars: Galaxy of Heroes to last for 37 years. Why 37? ‘I honestly have no idea,’ he admitted. ‘Something about it being a prime number?’ He said someone tossed out the number in the early days of developing Galaxy of Heroes, and the team at Capital Games has maintained it as a target lifespan for the Star Wars-themed mobile role-playing game. ”

Journey From“Katamari Damacy” through “To a T” with Keita Takahashi (The AIAS Game Maker’s Notebook): “Trent Kusters chats with creator of the cult classic Katamari Damacy and the recently released To a T, Keita Takahashi. Together they discuss how he went from sculpting to his first job at Bandai Namco: the origins and development of Katamari Damacy and his subsequent works; his philosophy on creating games with experiences not available in the real world; and how he hopes his newest game will help people open their minds to new perspectives.”

Three Leadership Mistakes Quietly Crippling Your Game Studio (Building Better Games): “Are you leading a team that has plenty of people but can't seem to get moving? You care deeply about your team and your game, but projects crawl and decisions drag in the. It's almost never just a talent problem. Instead, it's three quiet leadership mistakes that choke momentum. In this episode, you'll learn what those three mistakes are, how they're showing up in your studio, and what you can do instead so you can move faster and see real progress on your game. We break down the mistakes one by one with simple shifts you can start immediately.”


More About Naavik

Naavik logo

Naavik's team of experts has helped over 300 companies — publishers, studios, tech companies, and investors — better succeed across the video game industry. We'd love to work with you too! Here's what we offer, spanning all platforms, genres, and regions:

  • Strategy Consulting: Projects covering market research, corporate strategy, game & economy design, gamification, live ops strategy, AI strategy, product management, brand & performance marketing, and more.
  • M&A and Investment Advisory: Expert commercial due diligence for buyers, fundraising support for sellers, and fractional CFO/CSO services.
  • FractionalTalent: The one-stop shop for top-tier fractional talent covering dozens of game industry roles (analytics, design, marketing, art, QA, and more).

Check out the links above for more details. And if you'd like to chat about how Naavik can serve your team, click the box below or send us a note at [email protected].


Don’t miss our next issue!

Sign up to receive the #1 games industry newsletter, straight in your inbox.