Wine 11.14 Brings WoW64 Mode To FreeBSD, Icon Support In Start Menu
Wine 11.14 was tagged today as the newest bi-weekly development release of this open-source software for running Windows games and applications on Linux, macOS, and other platforms… ⌘ Read more
The massive Project Zomboid ‘Build 42’ update confirmed for July 29
The incredibly detailed zombie survival game Project Zomboid is set to level up in a huge way with the proper release of Build 42 on July 29th.
Read the full article on GamingOnLinux. ⌘ Read more
Beam Eye Tracker app adds Linux and macOS support in Beta
The highly rated Steam app Beam Eye Tracker just recently released a public Beta for their impressive looking eye-tracking app for gaming.
Read the full article on GamingOnLinux. ⌘ Read more
Valve’s Steamworks SDK v1.65 brings changes for Steam Machine, Steam Frame and Steam Deck
Valve have updated the Steamworks SDK for games to integrate Steam features - overhauling checks for Steam Machine, Steam Frame and Steam Deck and more.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/valves-steamworks-sdk-v1-65-brings-changes … ⌘ Read more
Valve puts up a Proton 11.0-2 Release Candidate for testing
Valve have put up a Release Candidate to test the upcoming Proton 11.0-2 update, to fix up more issues found with Windows games on SteamOS / Linux.
Read the full article on GamingOnLinux. ⌘ Read more
Get some great point and click adventures, and digital board games in two new Humble Bundles
If you need some more games as we come close to the weekend, and perhaps for the Summer holidays - two fresh Humble Bundles are live with plenty of choices.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/get-some-great-poi … ⌘ Read more
Proton-CachyOS adds support for vkd3d-low-latency, upgrades d7vk and more
The Proton-CachyOS compatibility tool for running Windows games on SteamOS / Linux has a new release out adding support for vkd3d-low-latency.
Read the full article on GamingOnLinux. ⌘ Read more
Sanctuary: Shattered Sun could be an interesting Supreme Commander spiritual successor
Sanctuary: Shattered Sun is an upcoming massive-scale real-time strategy game, made in the spirit of classics like Supreme Commander.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/sanctuary-shattered-sun-could-be-an-interesting-suprem … ⌘ Read more
KDE Plasma 6.7 vs. GNOME Shell 50.3 vs. Xfce 4.20 On CachyOS With NVIDIA Graphics
Earlier this month I provided a look at the KDE Plasma 6.7 Wayland vs. X11 session performance for graphics/gaming on CachyOS using NVIDIA GeForce RTX 50 graphics. Since then Phoronix readers – including some premium supporters – requested seeing some additional desktops tested with the latest CachyOS packages. So here we are now with seeing how KDE Plasma 6.7 compared to the Wayland-only GNOME Shell 50.3 desktop as well as th … ⌘ Read more
Harebrained Schemes’ new survival horror RPG ‘GRAFT’ gets a story trailer
Harebrained Schemes are working towards release on their next game following their split from Paradox Interactive, with the survival horror RPG ‘GRAFT’.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/harebrained-schemes-new-survival-horror-rpg-graft-gets-a-story … ⌘ Read more
Mount & Blade meets Total War in the upcoming pixel-art Sword & Banner
Sword & Banner captured my eye recently as a pixel-art game that’s Mount & Blade meets Total War and the gameplay looks like a lot of fun.
Read the full article on GamingOnLinux. ⌘ Read more
jenny stuff aside, I received zero bug reports or code contributions since leaving GitHub in 2018.
And @lyse@lyse.isobeef.org is right. Not being on Github is a good thing IMO. Even when I was there with all my many projects, I basically got the same amount of “attention” as I do now. The only real way to gain more “attention” is to artificially play the “game”. You know. The stupid “Stargazer” one, and whatever you can to get into the “Top 10 X” charts. – But ultimately that doesn’t buy you “quality” contributors or users or whatever. So it’s all pointless.
PUROMA is an incremental horror game about isolation and it looks great
An incremental horror seems like quite an unusual mashup but PUROMA looks really good.
Read the full article on GamingOnLinux. ⌘ Read more
Get some quality games in the 2K Megahits 2026 Humble Bundle
The 2K Megahits 2026 Humble Bundle is live now, and it’s a good deal if you don’t already own the various games included in it.
Read the full article on GamingOnLinux. ⌘ Read more
Faugus Launcher 2.0 rolls out with a new UI and many other enhancements
The idea of Faugus Launcher is to provide a reasonably simple game manager for Linux, as an alternative to Lutris and Heroic.
Read the full article on GamingOnLinux. ⌘ Read more
Retro vehicle combat game FUMES adds co-op support for as many friends as you can handle
FUMES is a vehicle combat game made like some of the classics, and now it has full online co-op support for a whole lot of extra action.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/retro-vehicle-combat-game-fumes-adds-co-op-su … ⌘ Read more
@david@daiwei.me We could say the same about the England - France game, right? 😆
D7VK 2.0 released with more performance fixes for retro Direct3D games on Linux
Love your classic retro games? D7VK 2.0 is out now to bring more performance improvements for running retro Direct3D games on Linux.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/d7vk-2-0-released-with-more-performance-fixes-for-retro-direct3d-ga … ⌘ Read more
DXVK 3.0.2 brings bug fixes for Dying Light: The Beast, Halo and more on Linux / SteamOS
Direct 3D 8, 9, 10 and 11 to Vulkan layer DXVK has a new bug fix release out, sorting some issues in specific games to make gaming on Linux / SteamOS better.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/dxvk-3-0-2-brings-bug-fixes-for-dying-light-the … ⌘ Read more
Bethesda roadmap: more Fallout is coming, Starfield support continues, but Elder Scrolls VI is the main priority
Bethesda Game Studios have given a rare update into their roadmap of what they’re working on, and it sounds like quite exciting news.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/beth … ⌘ Read more
DayZ Badlands gets a fresh teaser and it’s set to launch in October
Bohemia Interactive say DayZ Badlands is the largest expansion so far for the popular open-world zombie survival game.
Read the full article on GamingOnLinux. ⌘ Read more
The explosive isometric insurgent simulator Brigador Killers arrives in August
The first Brigador game from Stellar Jockeys was fantastic for stomping around blowing everything up - and Brigador Killers looks much bigger and better.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/the-explosive-isometric-insurgent-simulator-briga … ⌘ Read more
Game on the go with the new Humble Handhelds Bundle
Want some more games for your Steam Deck, Legion Go or whatever other device you have? The newly launched Humble Handhelds Bundle might save the day.
Read the full article on GamingOnLinux. ⌘ Read more
Proton Experimental brings fixes for Diablo IV, Marvel Rivals, RPGMaker Engine games
Valve launched the latest update to Proton Experimental to bring more fixes for running Windows games on SteamOS / Linux including Steam Deck and Steam Machine.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/proton-experimental-brings-fixes … ⌘ Read more
Impressive grand-scale RTS game Beyond All Reason gets a major engine upgrade with ARM64 support
Beyond All Reason is a seriously impressive grand-scale open source RTS game that just got a big engine upgrade that brings ARM64 support.
Read the full article on [GamingOnLinux](https://www.gamingonlinux.com/2026/07/impressive-grand-scale-rts-g … ⌘ Read more
Hurray, I can now press gg instead of g to go to the top in tt. Much better! :-) Other multi-key combinations are also easily possible now.
I should probably write a real article about this at some point, but here we go. The only downside with my new key binding system is that it breaks tview’s established pattern. You’ve got an InputHandler(), that is implemented using WrapInputHandler(…). It typically then directly implements the switching logic depending on the key press. Something like this:
func (w *Widget) InputHandler() func(event *tcell.EventKey, setFocus func(p tview.Primitive)) {
// WrapInputHandler allows for intercepting key events with SetInputCapture(…)
// from the outside for customization. This handles the default key bindings.
return t.WrapInputHandler(func(event *tcell.EventKey, setFocus func(p tview.Primitive)) {
switch event.Key() {
case tcell.KeyRune:
if event.Modifiers() == tcell.ModNone {
switch event.Rune() {
case 'k':
w.scrollUp()
return // we already handled the event, stop processing
case 'j':
w.scrollDown()
return
}
}
}
// We didn't handle the key event. Maybe the parent
// widget knows what to do with it.
if handler := w.parent.InputHandler(); handler != nil {
handler(event, setFocus)
}
})
}
From the outside, you can intercept and either stop or continue the widget’s original key handling with a potentially rewritten key event using SetInputCapture(…):
w := NewWidget()
// customized or additional key bindings
w.SetInputCapture(func(event *tcell.EventKey) *tcell.EventKey {
switch event.Key() {
case tcell.KeyUp:
// Rewrite the event, so the "cursor up" key is an alias
// for the vim key binding "k", that is handled by the
// wrapped input handler above. (I know, I know, this is a
// completely unrealistic example, why would anyone use
// cursor keys when there are vim key bindings available?!)
return tcell.NewEventKey(tcell.KeyRune, 'k', tcell.ModNone)
case tcell.KeyRune:
if event.Modifiers() == tcell.ModNone {
switch event.Rune() {
case 'q':
app.Stop()
// we already handled the event, do not pass it
// to the wrapped input handler above
return nil
case 'r':
toggleMessageReadStatus()
return nil
}
}
}
// we didn't handle the event, pass it to the wrapped
// input handler above
return event
}
Since they all expect a single key, I’ve noticed that using multiple dedicated KeyBindings of mine on these different levels kinda breaks multi-key handling with common prefixes. The outer-most KeyBinding captures the prefix, but it can’t transfer it to the inner one if not handled by the outer one. At least not without some more (potentially ugly) changes. So, I now have to work with just a single KeyBindings object for the entire widget chain (if it consists of multiple other widgets or the regular input handler and input capture are in the game). The outside needs to register all its key bind customizations or extensions at the same level that the original widget handles its default ones. Doable by exposing the widget’s KeyBindings instance, but not pretty. You always have to keep this in mind.
With the KeyBindings, it will look like that:
type Widget struct {
parent tview.Primitive
// make it available to children or the outside either by
// direct field access or by providing a getter method
KeyBindings *bind.KeyBindings
}
func NewWidget() *Widget {
w := &Widget{KeyBindings: &bind.KeyBindings{}}
w.KeyBindings. // default key bindings
Bind0(bind.KeySequence('k', w.scrollUp).
Bind0(bind.KeySequence('j', w.scrollDown)
return w
}
func (w *Widget) InputHandler() InputHandler() func(event *tcell.EventKey, setFocus func(p tview.Primitive)) {
return t.WrapInputHandler(func(event *tcell.EventKey, setFocus func(p tview.Primitive)) {
// also note the missing support for focus transfer at the moment
event = w.KeyBindings.Capture(event)
if event == nil {
return
}
if handler := w.parent.InputHandler(); handler != nil {
handler(event, setFocus)
}
}
}
And then from the outside, or in a child widget:
w := NewWidget()
w.KeyBindings. // additional or customized key bindings
Bind1(bind.KeySequence(tcell.KeyUp), func(*tcell.EventKey) *tcell.EventKey {
return tcell.NewEventKey(tcell.KeyRune, 'k', tcell.ModNone)
}).
Bind0(bind.KeySequence('q'), app.Stop).
Bind0(bind.KeySequence('r'), toggleMessageReadStatus)
When directly working with tview primitives that are not part of custom widget implementations, the following works well so far:
textView := tview.NewTextView().
SetWordWrap(true).
SetText("…")
SetScrollable(true)
textView.SetInputCapture((&bind.KeyBindings{}).
Bind0(bind.KeySequence('q'), app.Stop).
Bind1(bind.KeySequence('g', 'g'), func(*tcell.EventKey) *tcell.EventKey {
return tcell.NewEventKey(tcell.KeyHome, 0, tcell.ModNone)
}).
Capture)
I need to sleep on this some more.
Also, writing very long messages like this one is really not all that fun in tt’s editor. I should absolutely provide a way to shell out to vim.
(Took me about one and a half hours to compose, holy crap. But not only because of not using vim. Although, that might have saved me a quarter hour or so for sure. Proof-reading this message also uncovered quite a few bugs in my real documentation. So, that’s a big win!) Good night!
@GabesArcade@gabesarcade.com’s Arcade@gabesarcade.com nice! TIL about “Planet of Lana”, and I think it will be the very first game I will buy on iOS. Thank you for sharing!
For game 2, everyone else brought out bigger guns - tribal dragons, tribal giants, tribal spiders (led by the completely broken Cosmic Spider-Man), and Atraxa (equipped with Captain America’s shield, no less), while I ran my new (also unlisted) 5-color tribal Super Villains deck (fronted by the Super Skrull). Although I got off to a slow start, it kept me mostly under the radar, allowing me to ultimately win with the Villains by goading everyone else’s creatures into attacking each other on one turn (via Maximum Carnage), and then killing off the remaining players over 3 combat phases on the follow-up turn (Full Throttle).
Boo-yah!
Perhaps unsurprisingly, last night’s Magic games were dominated by the new Marvel set.
In game 1, I was running my new (unlisted) 5-color tribal Super Heroes deck (led by Nick Fury, Agent of SHIELD) against a lightly-modified Avengers Assemble deck, a tribal Super Villains deck (fronted by Thanos, the Mad Titan), and 2 “classic” magic decks (Fractals and Artifacts). The heroes held their own quite well, but that game went way too long (thanks to Thanos snapping away half the board every other turn). It finally ended when everyone quit after yet another board wipe (giving the wiper her first win).
ReactOS “Open-Source Windows” Project Now Capable Of Running Half-Life 2
One month ago it was exciting to see the open-source ReactOS operating system running Valve’s Half-Life game. Little to realize less than 30 days later it would also be running Half-Life 2… ⌘ Read more
Hobbit-like Humans May Have Scavenged Komodo Dragons’ Leftovers to Survive
CNN reports:
Prehistoric human relatives, nicknamed “hobbits” due to their short stature, may have been scavengers, rather than skilled hunters capable of taking down big game or building cooking fires, according to new research. The study adds to growing evidence that Homo floresiensis, which had a brain only slightl … ⌘ Read more
OpenRazer 3.12.4 Fixes Compatibility With Linux 7.2
OpenRazer 3.12.4 is now available as the newest update to these out-of-tree, unofficial Linux drivers for Razer devices. OpenRazer when paired with the likes of Polychromatic or other GUI options is what makes for a nice experience running Razer gaming peripherals under Linux… ⌘ Read more
FEX 2607 Optimizing For Yet-To-Be-Released ARM 256-bit SVE2 Hardware
The FEX Emulator that allows running Linux x86/x86_64 software on ARM64 (AArch64) systems, including the likes of Wine / Valve’s Steam Play (Proton) for Windows gaming on ARM, is out with its newest monthly feature release. The Valve-backed project for running x86_64 games and other software on ARM for the upcoming Steam Frame and other more typical ARM Linux systems has been baking more optimizations and improvements… ⌘ Read more
Video Game History Foundation Says Piracy Remains the Only Viable Preservation Method
An anonymous reader quotes a report from TechSpot: Video Game History Foundation founder Frank Cifaldi recently supported claims that piracy is the only effective way to preserve video games. The comments lay the blame squarely on game companies’ refusal to keep legacy content available or allow archivis … ⌘ Read more
California Bill To Preserve Online Games Fails Committee Vote
California’s Protect Our Games Act, which would require publishers to warn players before shutting down paid online games and offer refunds or continued access, failed to advance after a state Senate committee vote. Four state senators voted in favor, three voted against, and four abstained. Engadget reports: The committee unanimously voted in favor of g … ⌘ Read more
TLAC Aims To Be An Open-Source Alternative To Kernel-Level Anti-Cheat Systems
It’s not clear that any games have yet to deploy this open-source anti-cheat system but TLAC is a new open-source project that aims to provide a privacy-respecting alternative to kernel-level anti-cheat systems like Denuvo, Easy Anti-Cheat, and BattlEye… ⌘ Read more
Google Starts Lowering Play Store Fees, Making Good On Epic Games Settlement
An anonymous reader quotes a report from Ars Technica: Google spent the last few years locked in a legal grudge match with Epic Games, which claimed that Google’s stewardship of the Play Store was anticompetitive. Now, the companies are thick as thieves, and Google is beginning to implement app store changes as agreed in it … ⌘ Read more
GTA VI Is a Worrying Sign For the Future of Physical Games
Rockstar Games has revealed the price of Grand Theft Auto VI to be $79.99, and confirmed that the physical versions of the game won’t include a disc. Instead, they’ll contain a one-time download code when it launches November 19. “Not only is that a disappointing decision for people who like to own physical games, but given the scale of the next GTA, it als … ⌘ Read more
Mark Zuckerberg Directed Meta To Create a Prediction Markets App
An anonymous reader quotes a report from the New York Times: Mr. Zuckerberg, the chief executive of Meta, recently dispatched a small team at his company to create a smartphone app similar to Polymarket and Kalshi, two employees with knowledge of the matter said. Users would not wager money, and the app would probably rely on a video game-like poi … ⌘ Read more
Valve Will Finally Let You Build Your Own Steam Machine With SteamOS For Desktop
With the price of the new Steam Machine starting at $1,049, you might want to consider making your own Steam Machine instead. An anonymous reader quotes a report from The Verge: Valve says that “starting with the SteamOS 3.8 release, you can put together your own Steam Machine using whatever PC parts you want.” St … ⌘ Read more
Valve Prices the Steam Machine At $1,049
Valve’s new Steam Machine will launch June 29 starting at $1,049 and go up from there depending on the configuration. Although it costs considerably more than the PS5 ($599.99) and Xbox Series X ($649.99), “the value proposition for the Steam Machine is that it can play your library of Steam games you may have accumulated over years (or even decades), rather than just PlayStation games, and it’ … ⌘ Read more
Ubisoft Co-Founder Claude Guillemot Dies In Plane Crash
An anonymous reader quotes a report from TechCrunch: Claude Guillemot, co-founder of French video game company Ubisoft, died Friday at the age of 69. According to French media (via Bloomberg), Guillemot died in a plane crash in the French resort town of La Baule. He was one of two people aboard the plane, both of whom died.
Guillemot founded Ubisoft with his fou … ⌘ Read more
Valve Creates The Ray-Tracing Inspector “RTI” To Help Further Optimize Linux GPU Drivers
Merged today to Mesa 26.1 is the Ray-Tracing Inspector “RTI” as a new GUI created by developers on Valve’s open-source Linux graphics team. The Ray-Tracing Inspector is designed to help in analyzing and optimizing the Vulkan ray-tracing performance as part of their continued work on further bettering the Radeon RADV RT performance for Steam Play / Linux gaming… ⌘ Read more
Gamers Sue PlayStation: It’s Not Clear They’re Selling Licenses Rather Than Ownership of Games
The gaming news site Aftermath reports:
Four gamers are suing Sony Interactive Entertainment for allegedly breaking a California law that requires digital storefronts selling games to make it clear people are buying licenses, not actually owning the games.
Sony Interactive Entertainment … ⌘ Read more
Doom Composer Bobby Prince Has Died
Video game composer and sound designer Bobby Prince has died at age 81 following an illness. Developer id software shared the news. Engadget reports: Prince was perhaps best known for his pioneering work on the Doom series. The Library of Congress inducted his soundtrack for the original game into the National Recording Registry just last month. “Despite the limitations of the 1993-era sound card drive … ⌘ Read more
Open-Source NVIDIA NVK Vulkan Driver Now Supports DLSS
With the code merged today to Mesa 26.2-devel, the open-source NVIDIA “NVK” Vulkan driver is capable of handling Deep Learning Super Sampling (DLSS) with modern game titles running on Linux / Steam Play… ⌘ Read more
Godot 4.7 Released With HDR Output Support
Godot 4.7 is out today as the newest feature release for this leading open-source, cross-platform game engine… ⌘ Read more
Android 17 Drops For Pixel Phones and Watch
Google has begun rolling out Android 17, the June Pixel Feature Drop, and Wear OS 7 simultaneously across supported Pixel phones and watches. Highlights include floating app bubbles, improved foldable multitasking and gaming, tighter location and contact permissions, stronger lost-device protections, new Pixel AI tools, and up to 10% better Pixel Watch battery life. PhoneArena reports: … ⌘ Read more
@lyse@lyse.isobeef.org Yeah, I have a couple of teachers in my family and they all tell similar stories. 🙄
I have almost no recollection of my time at the “Gymnasium” anymore. I’m either traumatized by it or I wasn’t very interested in what happened there. 😅 But I have some vague memories of doing “computer stuff” at school. There certainly were computers and they certainly ran DOS games like Duke Nukem, that I do know. 😂 Just checked my records, and no, this wasn’t an official class. At best, it was one of those AGs. 🤔
Epic Games Announces Lore Open-Source Version Control System
Epic Games has released Lore, an MIT-licensed version control system written in Rust and designed specifically for “games and entertainment purposes with large file sizes,” reports Phoronix. From the report: While there is Git LFS for large file storage with Git, Epic Games has crated Lore as a version control system designed entirely around the large fi … ⌘ Read more