Steam Machine 2 review: Valve built a console that admits it is a PC

The second attempt at a living room Steam box succeeds because SteamOS finally works, Proton runs almost everything, and Valve stopped pretending the machine is not a computer.

Younes Bekrar11 min read
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Steam Machine 2 review: Valve built a console that admits it is a PC

Valve's first Steam Machine push in 2015 failed for reasons that were obvious in retrospect: Linux gaming compatibility was terrible, the hardware came from partners with inconsistent quality, and the controller was strange. The Steam Machine 2, which Valve builds itself and sells at $649 for the 1 terabyte model, arrives into a completely different situation. Proton, the compatibility layer Valve funded for a decade, now runs the substantial majority of the Windows Steam catalog. The Steam Deck proved SteamOS works. And this machine, roughly the size of a large book, plays those games on a television at 4K without any of the setup a gaming PC demands.

The hardware

Inside is a semi-custom AMD part with eight Zen 5 cores and an RDNA 4 graphics section with 28 compute units, paired with 16 gigabytes of unified memory at 256 gigabytes per second. That specification lands roughly between a PlayStation 5 and a PlayStation 5 Pro in raw capability, and the machine draws 165 watts under full load. It is quiet, measuring 34 decibels at a meter during a demanding scene, which is quieter than either current console.

Storage is a standard M.2 slot with a 1 terabyte drive included, user-replaceable through a panel on the bottom held by two screws. Memory is soldered. There are four USB ports, two of them USB-C, HDMI 2.1, DisplayPort, and 2.5 gigabit ethernet. Valve publishes the full teardown and sells replacement parts, continuing the practice it established with the Deck and that has made the company genuinely popular with people who fix things.

How games actually run

I played through eighteen titles across three weeks. Fourteen ran at 4K with quality upscaling above 60 frames per second. Three needed 1440p to hold that. One, a competitive shooter with kernel-level anti-cheat, did not run at all, which remains the single unfixable category on this platform. Valve's compatibility ratings in the store are accurate and the machine tells you before you buy.

Anti-cheat is the whole compatibility story now. Both major middleware vendors support Linux and require the game developer to enable it, and several large multiplayer titles have declined. Destiny 2, Valorant, and a handful of others simply do not work. If those are what you play, this machine is not for you and no amount of Valve engineering changes that, since the decision belongs to publishers.

The story is rarely the launch. It is what breaks, what ships, and who owns the mess at 2 a.m.
Younes Bekrar

SteamOS as a living room interface

The console interface is excellent, which is not surprising given how long Valve has iterated on Big Picture mode. Suspend and resume works across games reliably, taking about two seconds. The store, library, and friends system are the same ones on a desktop. Remote Play to a Deck or a phone works without configuration. Family sharing and per-user profiles handle a household properly, which the Deck did poorly for years.

Underneath is Arch Linux with an immutable root filesystem, and Valve makes no effort to hide it. A desktop mode is one menu selection away, with a full KDE environment, a browser, and the ability to install anything through Flatpak. That openness is the philosophical difference from a console: you bought a computer, and Valve will not stop you from using it as one. Installing Heroic to play Epic Games Store titles took four minutes.

The value calculation

At $649 this is more expensive than a PlayStation 5 at $499 and cheaper than building an equivalent PC, which prices out around $850 with a case and a Windows license. The games are cheaper: Steam sales are aggressive in a way console storefronts are not, and a library many people already own transfers at no cost. For someone with a large Steam library and a television, the value is obvious.

For someone starting from zero and mainly wanting to play the big annual releases, a PlayStation remains the simpler purchase with a better exclusive lineup and no compatibility questions. Valve is not competing for that buyer. It is competing for the PC gamer who wants a machine in the living room and does not want to maintain Windows on it, which is a real and reasonably large group.

What this means strategically

Every unit sold is a household where Steam is the storefront and Windows is not required, which is Valve's actual objective and has been since Microsoft shipped the Windows Store in 2012. Gabe Newell's stated fear then was a closed Windows where Steam could be locked out. A decade of Proton funding was insurance against that, and the insurance turned into a viable product.

The secondary effect is on Linux gaming generally, which has improved for everyone because Valve's investments land upstream in Mesa, Wine, and the kernel. Steam's own hardware survey now puts Linux above 4 percent of users, which is small and is triple where it sat in 2022. Whether that continues depends on Valve continuing to spend, which it shows no sign of stopping.

The one thing that would undo all of it is a publisher decision rather than a technical one. If a major anti-cheat vendor withdrew Linux support, or if a handful of large multiplayer titles that currently work chose to block the platform, the compatibility story would regress overnight and Valve could do nothing about it. That dependency is uncomfortable and it has held stable for four years, largely because the Steam Deck's installed base made blocking Linux a commercially visible decision rather than a free one. This machine adds to that base, which is the quiet strategic function it performs.


Skarvonix will keep following this beat with reporting grounded in how systems behave outside the launch keynote.

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