For GDC 2026, Unity revealed expanded official support is coming for Steam. This includes Native Linux, Steam Deck, Steam Machine and more.
To save you from having to watch through the video, I grabbed a coffee and noted down what they said. Directly from James Stone, Unity Platforms Team, here's what they said:
One thing I can talk about now is that we're bringing official Steam support into Unity. Now, I know you'll say "But I already ship games to Steam" and that's true. Thousands of developers have had success on Steam with Unity. The thing is, prior to Platform Toolkit, we've never actually officially supported Steam in the past. It's always been up to developers to integrate Steamworks themselves, and publish and support their titles on that platform historically.
And on Steam Deck, many of you have been finding success with Proton. But I think we can do better with a native solution. So, as I mentioned before our strength is highly performant native runtimes. So moving forward we'll provide not just build targets for Steam but also Steam Deck and the upcoming Steam Machine. We'll also look to make targeted enhancements to our Linux runtime to provide native performance increases and remove the need for developers to rely on Windows through Proton.
And look, as great as Proton is, it's simply something we don't have any degree of control over or ability to support. And we've actually made some native improvements to the Linux player that targets the Steam Deck hardware. Offering a potential improvement in performance over a build running on Proton and that's actually available today.
You can watch their full video below the Steam part starts around 40:11:

Direct Link
What do you make of this news? Quite exciting to see such expanded Linux support coming. Good news for developers too. Looks like Native Linux is back on the menu - at least for developers using Unity.
Is this the start of the Linux picks up mainstream developer mindshare thing?
Or is Unity just trying to have it covered in case that happens?
But I think we can do better with a native solution.Oh really? 🤔
But I think we can do better with a native solution.I hard disagree with this statement. Pretty much all existing Linux games suffer from various problems ranging from complete inplayability over control and gameplay/visual issues as well as crashes. Running games over Proton is vastly preferable to Native most of the time because the Windows API is much more stable than the Linux API. I myself have had so many issues with native ports that the Proton versions never have, that I've given up on them completely
Quoting: grigiWow, did not expect this.More the latter than the former, I expect. The last time we had Steam Machines announced we got 40% of games released on Steam having a native Linux build, and game engines stepped up their Linux support, based on the potential of a new market. Since those Steam Machines didn't really happen in the end, that support withered.
Is this the start of the Linux picks up mainstream developer mindshare thing?
Or is Unity just trying to have it covered in case that happens?
This time around I think there'll be less withering. The Deck is a proven market, and media are much more positive about Linux than they were then. Linux support is less acceptable to allow to drop than it was then. But the driving force to improve Linux support is the potential of a bigger future market, just as it was then.
Of course, back then, OpenGL support was about the same on Windows, Mac and Linux, so you could avoid duplication of work. Vulkan support on Windows isn't that great, and it's non-existent on Mac, so there'll be more platform-specific duplication of work this time around.
Quoting: StellaSo you think that native Linux apps/games are inherently bad. Why bother with Linux and not just use Windows in that case?But I think we can do better with a native solution.I hard disagree with this statement. Pretty much all existing Linux games suffer from various problems ranging from complete inplayability over control and gameplay/visual issues as well as crashes. Running games over Proton is vastly preferable to Native most of the time because the Windows API is much more stable than the Linux API. I myself have had so many issues with native ports that the Proton versions never have, that I've given up on them completely
It's what plenty of folks have been saying a long time. With Proton they can establish Linux as a proper gaming platform. Native solutions would eventually follow.
Once again, the biggest undoing of Linux games is the Linux gamers. Sigh...
Last edited by rea987 on 11 Mar 2026 at 7:30 pm UTC
Quoting: AsciiWolfSo you think that native Linux apps/games are inherently bad. Why bother with Linux and not just use Windows in that case?Proprietary games using GNU/Linux APIs are bad. For example, Egosoft's X3 uses a GTK2 application to launch and GTK2 is no longer being updated (it's even been removed from the official Arch repositories). Because it's proprietary software the community can't just take it over and update it to use GTK3 or 4.
I suppose a better way to put it is that native GNU/Linux games aren't bad, they just need more machinery to keep working than games targetting the Windows APIs (although of course one could just set up a system with ancient versions of everything, I mean that's Debian's entire shtick).
Quoting: tmtvlProprietary games using GNU/Linux APIs are bad. For example, Egosoft's X3 uses a GTK2 application to launch and GTK2 is no longer being updated (it's even been removed from the official Arch repositories). Because it's proprietary software the community can't just take it over and update it to use GTK3 or 4.I think issues like that can be helped by targeting the Steam Linux Runtime instead of a specific Linux distribution. Steam Linux Runtime may not provide everything, but it is stable, so I think that makes it less likely to cause breakage as the stack of libraries advances.
Quoting: StellaPretty much all existing Linux games suffer from various problems ranging from complete inplayability over control and gameplay/visual issues as well as crashes.Even the open source Linux games and apps like SuperTuxKart, SuperTux, Veloren, or UZDoom? I would think that, since those games are open source, they would have better support for Linux, since they are open to bug reports and code contributions from anyone who cares.
Last edited by Talon1024 on 11 Mar 2026 at 11:52 pm UTC
Quoting: tmtvlBut I like having 3 different versions of GTK and Python installed on my machine. It makes it look more haxxorz when I run updates through terminal and there's a million updates. :PQuoting: AsciiWolfSo you think that native Linux apps/games are inherently bad. Why bother with Linux and not just use Windows in that case?Proprietary games using GNU/Linux APIs are bad. For example, Egosoft's X3 uses a GTK2 application to launch and GTK2 is no longer being updated (it's even been removed from the official Arch repositories). Because it's proprietary software the community can't just take it over and update it to use GTK3 or 4.
I suppose a better way to put it is that native GNU/Linux games aren't bad, they just need more machinery to keep working than games targetting the Windows APIs (although of course one could just set up a system with ancient versions of everything, I mean that's Debian's entire shtick).
Quoting: StellaI think you are confused. More support for native Linux builds with Unity makes them better, not worse. You still have a choice whether you want to use the Windows version through Proton or the native Linux version.But I think we can do better with a native solution.I hard disagree with this statement. Pretty much all existing Linux games suffer from various problems ranging from complete inplayability over control and gameplay/visual issues as well as crashes. Running games over Proton is vastly preferable to Native most of the time because the Windows API is much more stable than the Linux API. I myself have had so many issues with native ports that the Proton versions never have, that I've given up on them completely
Quoting: GustyGhostI've been playing Linux native games (Unity, no less) that I had bought ten years ago without any issue. What is there left to improve?This is for developers, not gamers.
Quoting: Talon1024I think issues like that can be helped by targeting the Steam Linux Runtime instead of a specific Linux distribution. [...]Sorry to only quote part of your comment, but I wanted to voice my vehement agreement here. This is why the Steam Linux Runtime exists, and in fact, any problematic ports I've had that have broken with updates or that needed extra packages (which eventually became unavailable), using the Steam Linux Runtime fixed those problematic ports.
- To the Moon - Its Native Linux port was borked for a while, crashing on startup, but the Steam Linux Runtime 1.0 fixed those crashes. Note that this game got a 16:9 Unity remake by SerenityForge that only supports Windows and macOS, iirc the Native build still exists but is still using RPGMaker. This improved support from Unity could encourage a Native Linux port!
- Half-Life - A long while back, Half-Life relied on I believe some old version of libpng which was no longer available. At the time, the Steam Linux Runtime didn't exist to my knowledge, but eventually when it did exist and I was still hitting that issue, the Steam Linux Runtime 1.0 yet again fixed it.
- Borderlands 2 - Yes, this port has parity issues that the Steam Linux Runtime can't fix, but it did fix an issue with some cryptography library if memory serves me correctly that otherwise needed to be installed manually, in a similar vein to Half-Life.
- APICO - This game had issues for a while on Non-Ubuntu distributions, and the Steam Linux Runtime fixed it. There were a couple of threads around launch talking about this on the Steam Discussions.
This is not to say needing to target and run in a containerized environment is not without issues, and I'm not sure how this may impact parity (e.g. if developers wanted to integrate certain SDKs), not to mention the Steam Linux Runtime was historically notorious for causing issues with programs needing to detect a running game (though unsure if there are known workarounds or if this is a non-issue anymore, iirc it gave people headaches with some American Truck Simulator multiplayer software?). But purely in terms of fixing older, buggy ports and in terms of giving developers a stable platform to target, the Steam Linux Runtime is the way to go.
The only thing I have found the Steam Linux Runtime to not really fix is parity issues with those older ports or with abandoned ports, but I think more support from engine developers will reduce friction with supporting Linux and thus make it less likely that we get those abandoned or second-class ports.
As a little aside, too, while this article is about Steam specifically and so we're talking about the Steam Linux Runtime, it is available to use outside of Steam, so Unity game ports to GOG could be ran with the Steam Linux Runtime without needing to be added to Steam. Granted, I'm not sure if any launcher can integrate with it out of the box (iirc Heroic may be able to if it finds it installed from Steam, Lutris may do the same?), but it isn't necessarily a walled solution only for Steam; Linux ports targetting the Steam Linux Runtime will not necessarily only benefit ports coming to Steam but also those released standalone and/or through GOG.
That's my take on the whole thing.
Last edited by sonic2kk on 12 Mar 2026 at 3:49 am UTC
Quoting: GustyGhostI've been playing Linux native games (Unity, no less) that I had bought ten years ago without any issue. What is there left to improve?Apparently, the quality of unity's opengl and vulkan support.
Source: https://www.gamingonlinux.com/2023/08/heart-of-the-machine-from-arcen-games-dropping-native-linux-for-proton/
Quoting: CatKiller=true, except that the apis are similiar because you cant change much once you get so close to the hardware
Of course, back then, OpenGL support was about the same on Windows, Mac and Linux, so you could avoid duplication of work. Vulkan support on Windows isn't that great, and it's non-existent on Mac, so there'll be more platform-specific duplication of work this time around.




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