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Update: They changed their minds on this, they've put the native version back up. See here.

Original article below:

It seems Transhuman Design have removed the Linux version of BUTCHER after users reported issues, opting instead to ask Steam to add it as an approved Steam Play title.

Announcing it on Steam, they said this:

Sadly, BUTCHER spontaneously stopped working on Linux. The most likely cause seems to be some incompatibility between the old Unity 5.6 Linux builds and new GPU drivers.

Since moving the codebase to a newer Unity version is potentially a titanic task (including testing, debugging, and hair-pulling) and the sole programmer of the game is tightly involved in another project to keep him afloat, we decided to request the game to be whitelisted as fully compatible with the new Steam Play feature.

Before it's officially accepted, you can try it now yourself and hopefully enjoy your game working on Linux again!

After digging into the Steam forum, I came across this forum topic started in August, where four users mentioned trouble starting the game. That doesn't seem like a lot of people to make such a big decision, but it's understandable that with a tiny team and little time they're trying to make it so Linux gamers still have a good experience. Probably a good case for Valve to allow people to have a choice between native and Steam Play's Proton.

Obviously the problem with them doing this, is that it no longer shows up as a Linux game on Steam, that is until Valve decide what they're going to do about showing Steam Play on store pages (if anything).

I'm pretty curious to know what the actual issue is here. Is it Unity once again messing up in their older builds, is it a driver update that broke it? We know so little.

Worth noting this is only on Steam of course, the native Linux builds are still available from Humble Store, GOG and itch.io.

What do you think about such a move? Keen to see some thoughts on this.

Article taken from GamingOnLinux.com.
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appetrosyan Sep 22, 2018
I'd like to point out: putting GOG and Itch under pressure is a good thing. While they're objectively better platforms, they haven't made a huge, or even small step forward with GNU + Linux.

They will need to compete for this market so they'll probably have to release GOG galaxy, and maybe offer a similar solution to proton: shipping ready-to-play packages, e. g. flatpaks, with a tuned wine prefix. Use it or lose it.
tuubi Sep 22, 2018
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Quoting: appetrosyan
Quoting: tuubi
Quoting: appetrosyanSDL versions are even worse: it's the same kind of indirection, simply less flexible and far less maintainable. Why do we insist that a compiled closed-source POSIX executable is better than an interpreted foreign one?
The SDL dig doesn't make sense, but of course a closed source native build is better than a closed source "interpreted" one, if everything else is equal. ("Interpreted" in quotes because Wine isn't really an interpreter.)

A bad native Linux port VS a good wrap job is a bit different, but this doesn't mean the wrapper is the better technical solution. Using one is simpler than writing a truly portable game though, especially if you don't really know your target platform, and it might work just fine. Or it might not.

See my rationale is, Linux changes fast and by a lot. So if you want your old games to conform to a new standard, eg. wayland, if you have a very good interpreter you only need to modify it, and since wine is FOSS, that's not a problem.
Linux does change (for the better) and this seems to happen relatively fast, but in reality every bigger change takes months or years of groundwork and libraries like SDL and the various audio solutions can easily keep up. For Wayland support, you'd have to rebuild your game with a version of SDL2 from the last couple of years, or a modern release of GLFW if that's what you prefer. Wine doesn't support Wayland by the way.

If your main game logic is properly platform agnostic and you don't tie yourself to a platform by exclusively using D3D, Metal or similar, you'll find plenty of open source compatibility libraries (with stable APIs) to handle platform differences for you. As the developer, you carry the burden of long-term support as long as you sell the game, but that's how it's supposed to be. You might even have to rebuild your game on more modern libraries every few years. When you eventually stop supporting it, open sourcing would be the ideal way to go.


Of course, all this is off topic. The problem Transhuman has is that they'd need to move their game over to a newer Unity release to fix a bug. I've never used Unity, but seems like the engine doesn't exactly make it simple.
Liam Dawe Sep 22, 2018
Update: They changed their minds on this, they've put the native version back up. See here.
Cheeseness Sep 22, 2018
They've also updated their FAQ with troubleshooting steps for any Linux users who hit this problem in the future.


Last edited by Cheeseness on 22 September 2018 at 12:41 pm UTC
g000h Sep 22, 2018
Just installed the native Linux version off Steam onto my Debian Buster, Nvidia driver gaming PC and no problems. Game working fine. Played it for 20 minutes. Predicted this same outcome earlier on.
Nevertheless Sep 22, 2018
Quoting: CheesenessThey've also updated their FAQ with troubleshooting steps for any Linux users who hit this problem in the future.

Great work! Why debate problems when you can solve them?
I lift my hat and bow down!
ObsidianBlk Sep 22, 2018
Quoting: appetrosyan
Quoting: ObsidianBlk
Quoting: Whitewolfe80The decision makes sense if for example they do not have in the inhouse ability to fix the issues, and do not deem it financially viable to hire in those skills. Or two they looked at the game sales on linux and looked at the cost of support and just said its cheaper and easier to let it run via wine that way we dont even have to support it. As long as they dont dramatically change the windows code the wine version will just keep on trucking.

The decision is lazy, cowardly, and destroys trust.
They should have done their research on Linux and their engine's history with the platform before ever adding Linux as a target platform. Given that they released a Linux binary, I'm going to assume they actually did their research... so their sales numbers on the platform be damned, honestly.

Mate, that's the exact attitude why we still don't have the Witcher 3. Itis lazy, and it does show incompetence in the port, however, if you have a game engine with native support, what you end-up doing, is delegating an entire Feral Interactive's worth of work to just one person. The real issue isn't the cop-out, but the fact that Windows binaries are developed and tested with way more resources. Don't be angry at the developer, at least they had the decency to admit, that they can't do it, instead of having a broken game on the storefront, or so they say.
-

Quoting: ObsidianBlkThey should have the pride and self respect to maintain that binary and take ownership when issues arise. What decisions like this tell me is when the code gets tough, they bail. If this were a bug on the Windows side, you bet your bottom dollar they'd be trying to get to the bottom of it. If it's Unity, they'd be hounding Unity for a fix (or fix it themselves if they have direct source access... not sure if Unity gives that option). Even if they put out a "we're sorry, we're working with the Unity team, but for now Linux users are stuck on an older version", fine... but no... they pulled their work as if it never existed and washed their hands.

Would you maintain a binary by hand, without pay, when an automatic tool ddoes that job better.

I do, however disagree that maintaining and delegating are the only two options. Make it open-source, have the guy who found a fix be able to fix it, and take credit.

What's the reason they haven't ported Witcher 3? CDPR didn't promise a Linux version. They didn't release a Linux version then pull it, sighting some lame excuse. I assume they did their research and concluded that Linux wasn't a viable option. Oh well. They never lied or reneged, so... I'm not seeing where you were going with that.

Proton doesn't maintain or fix the binary for you. It's a wrapper around Windows... it's glorified WINE. On top of that, the company is not obligated to confirm their Windows binary remains functional via Proton. So even if the game works for most at the point of whitelisting, if the developers make a change that breaks with Proton, "oh well".

And where are you getting "without pay" from? The game was for sale. Linux users were paying them for their game. This game was not a charity, it was a product. Again, I don't care what the Linux demographic size is compared to Windows. That goes back to my last statement about the developers doing their damn research before committing to Linux in the first place. If they didn't like the size of the demographic, then don't release for the platform.

Does it suck that not as many developers release for Linux as I'd like? Hell yes. What hurts Linux more, though, is when someone new to Linux comes in, sees a game they want, then has that game pulled from them. How could anyone trust our platform for gaming if game developers treat it like that?

I give developers who pull stunts like this no quarter.
ObsidianBlk Sep 22, 2018
Quoting: liamdaweUpdate: They changed their minds on this, they've put the native version back up. See here.

Glad to hear it. Let's hope they don't flake out again.
Creak Sep 22, 2018
Quoting: Hamish
Quoting: CreakOn the other hand, Linux changed a lot in the recent years in becoming a more mature gaming platform. But the differences between 3 years ago and now are still huge (which is great!), but it doesn't help when you try to support this platform.

Can I have some elaboration on this? I am not saying it is not true, but from where I am standing, I have not seen much change in the last five years to how my setup functions. I have been in a fairly sweet spot for awhile now. Granted, five years ago is about as long as it has been since I have changed my hardware.
Disclaimer: I don't know exactly how it went, I'm speculating simply based on my coding experience.

Imagine the devs at Unity making their engine to run on Linux somewhere around 2015-2016. At the time, a bunch of OpenGL features weren't implemented in the drivers, Mesa got just about OpenGL 4.0, Vulkan wasn't even a thing on Mesa, and there wasn't as many games as today to test these drivers in the field.

And they couldn't base their code only on the very latest drivers, since it doesn't represent the vast majority of the devices Unity is being run on. So they had to compromise to have the best balance between stability and bleeding-edgeness.

3 years forward: we have OpenGL 4.5 on Mesa and 4.6 on NVIDIA, we have more and more AAA games, there's been hundreds (thousands?) of bug fixes in the Mesa drivers, X11 received at lot of fixes as well and a bunch of additional improvements when dealing with GPUs, Wayland is more and more a thing, ...

My point: Unity 5.6 on Linux might be outdated by all these improvements.

On the other hand, Windows 10 was already a thing in 2015, developers could already play with Vulkan at its release in 2016, and, apart from Vulkan, the drivers didn't evolved that much in 3 years. So Unity 5.6 on Windows is still more likely to work well, it's just a bit old.

Edit: typos, rewording


Last edited by Creak on 22 September 2018 at 2:48 pm UTC
appetrosyan Sep 22, 2018
Quoting: ObsidianBlkWhat's the reason they haven't ported Witcher 3? CDPR didn't promise a Linux version. They didn't release a Linux version then pull it, sighting some lame excuse. I assume they did their research and concluded that Linux wasn't a viable option. Oh well. They never lied or reneged, so... I'm not seeing where you were going with that.

CDPR promised the witcher series to come to Linux. They first (and last) "ported" Witcher 2 by delegating it to Virtual Programming. The resulting "native" binary ran worse than through wine: it was crash-happy, it gave about 1/3 framerate, and half the graphical options didn't work at all. Naturally everyone was outraged, they said "CDPR should this" and "CDPR should that", as a resulteverybody in the linux community got a response like this one "We're not porting any more Withcer games. We got enough of a backlash and death threats from Withcer 2".

I'm not saying they were right, they didn't see the numbers they wanted, and VP can't code for shit, but we made it easy for them to perpetrate the myth about a toxic community in Linux. It wasn't our fault, but keeping it up won't help us gain any traction.


QuoteProton doesn't maintain or fix the binary for you. It's a wrapper around Windows... it's glorified WINE. On top of that, the company is not obligated to confirm their Windows binary remains functional via Proton. So even if the game works for most at the point of whitelisting, if the developers make a change that breaks with Proton, "oh well".

If a Windows binary works on Windows, it's Valve's job to fix their win32 wrapper. If a working windows executable doesn't work on Linux, and it works on Windows, so the fault is in the compatibility layer, not the program. Fortunately, wine is in active development and developed by more than one guy. Their game on the other hand isn't. They clearly state that it's easier to delegate responsibility to Valve, and not worry about it. It's sad, but it's the absolute truth.

QuoteAnd where are you getting "without pay" from? The game was for sale. Linux users were paying them for their game. This game was not a charity, it was a product. Again, I don't care what the Linux demographic size is compared to Windows. That goes back to my last statement about the developers doing their damn research before committing to Linux in the first place. If they didn't like the size of the demographic, then don't release for the platform.

Games that aren't visible don't get sold. I haven't heard of this game until now. If they fixed it, the best they can hope for is avoiding negative reviews from Linux users, and that's not much because the sales period for the game is out. Even big publishers abandon their older games simply because it's not profitable. And speaking of committing to Linux, you should have done your damn research : the game isn't being pulled from you, instead of using a native poorly written game you get a machine interpreted executable. Also, the developer has decided that - "let's keep the native version on the storefront anyway. Linux users can, if they want to, run it through wine no problem, and the bug isn't that big".

QuoteDoes it suck that not as many developers release for Linux as I'd like? Hell yes.


Hardly relevant.

QuoteWhat hurts Linux more, though, is when someone new to Linux comes in, sees a game they want, then has that game pulled from them. How could anyone trust our platform for gaming if game developers treat it like that?

I think you shouldn't be outraged over the fact - they pulled the game, as much as why they pulled the game. Essentially, they had a dev. team consisting of one person. One person to write the code, one person to test, one person to debug and one person to maintain. You complain about a people not wearing safety glasses when picking uranium. Don't you see the massive leap here?

QuoteI give developers who pull stunts like this no quarter.

Then don't buy games from small studios. Don't buy games with proprietary source code, and actively tell game developers that you expect them to have done their research, before buying the game.
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