Creatures of Ava was provided by 11 bit studios for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

Creatures of Ava is an interesting game in terms of gameplay mechanics and premises. I haven't played one like this before, and there are both positive and negative aspects. But I think Creatures of Ava is a game everyone should check out to see if it will be their kind of game.

CreaturesofAvaStock4
It's your job, as protagonist Vic, to rescue as many creatures on Ava as you can

To cut out a lot of the exposition, the basic story is that the planet of Ava is dying, slowly being taken over by an infection known as the "Withering." As an employee of a corporation, our protagonist, Vic, is sent to the planet to rescue as many creatures as she can, transporting them to the "BioArk" before the Withering takes over completely.

This puts her at odds with the Naam, Ava's Indigenous sentient species, who have mixed opinions. Some take the threat of the Withering seriously, others plead ignorance of the danger, and others are aware but believe it is the natural course of things and should be allowed to run its course. Regardless, you will be tasked with carrying on Vic's mission, rescuing the creatures of Ava while teaming up with a Naam Archaeologist who is studying an ancient race that existed before the Naam.

CreaturesofAvaStock5
The Withering is slowly infecting the planet of Ava.

Unfortunately, Fetch Quests seem to be one of the ways you'll attempt to save Ava. When you aren't directly capturing animals for the BioArk, you'll probably be running back and forth around the map collecting seeds, delivering items, or doing something else that's fairly mundane for one of the Naam whose planet seemingly has hours left to live. I'm used to quests like this in an MMO or even a regular RPG, but it grates on me a little more in an Adventure game.

If you can look past that, the gameplay loop in Creatures of Ava is OK. You'll mostly be exploring the region you're currently in, finding collectibles, using your staff to destroy the Withering, as well as healing infected animals in what is the closest this game gets to combat, which is essentially holding LT and occasionally pressing RT while dodging their attacks. It plays somewhat similarly to a Souls-like, except your attack is having a button constantly, and it's not quite as brutal.

The difficulty can be adjusted to be easier or harder than the Normal I played on, so I think the game is fairly accessible regardless of how difficult you want it to be. Normal will pose a challenge for most players later in the game.

CreaturesofAvaStock6
Combat in the game is fairly basic. You usually hold a button to use your disinfecting wand while dodging attacks.

Once an animal is cleansed, it calms down, and you can use your flute to guide it to a rescue-bot in a pied-piper style. If the animal isn't infected, you'll have to play a music/rhythm minigame for each type of animal to calm it, where you must play simon-says but with musical notes. They start pretty easy and gradually get more difficult.

I wouldn't say a deaf gamer wouldn't be able to play Creatures of Ava, but I did notice that when playing with my sound off, I found it harder to follow the on-screen prompts. Towards the end of the game, you can play around 10 notes you must memorize, although there is an accessibility option to show you the next note to play.

Puzzles also form quite a bit of the gameplay. However, they are pretty basic. Vic has 2 or 3 powers through her staff at her disposal, which she must use at various points to progress, and it's very apparent which skill you must use at each point. Perhaps the most difficult puzzles are those that require you to calm creatures. Using the correct creature's abilities, you can open up additional rescue points and new areas with more collectibles.

These vary from using a horse to charge down vines, using a wolf-like creature to bite through vines to lower bridges, and using a frog to jump over... vines so you can access an area... Yeah, there's a lot of vines in Creatures of Ava.

CreaturesofAvaStock7
Creatures of Ava lets you take control of tamed animals, using their abilities to help you progress.

This, unfortunately, brings us to another problem I have with Creatures of Ava. As you rescue creatures from the planet, they will disappear from the game world permanently. So, if you rescued all of one species before doing a task that requires one of those species, then you just won't ever be able to do that task. The developers have stated this can never happen for story/main quests, but side quests and certain collectibles can become unobtainable if you rescue a species too soon.

So unless you are playing with a walkthrough guide, or you are checking every nook and cranny, don't expect to get 100% on Creatures of Ava on your first playthrough, you'll very likely be missing some collectibles, skills, and achievements by the time you finish the game. The game world is also broken up into 4 reasonably sized regions. However, once you leave a region, you can never return to it.

CreaturesofAvaStock8
You cannot revisit previous areas in Creatures of Ava, meaning if you miss a collectible, you won't be able to get it later.

This, the developers say, is unavoidable because of the game's narrative, which I understand. Still, issues like these were overcome a very long time ago by a simple reworking of the timeline, such as the "point of no return" many RPGs have, where after the final boss, you are returned to a previous time to finish any side quests.

The game does warn you that once you leave a region, your progress for that region will be locked forever, but it's still frustrating that you have to stay in that part of the game until you find everything before you can progress if you want to 100% the game.

The main saving grace here is that Creatures of Ava is fairly short, like most games where the focus is on the narrative. You can finish the main story in about 7-8 hours, depending on if you beeline the main story quests or not.

There's also a skill system in the game, allowing you to improve Vic's abilities and stats, but I'll be honest: I largely found myself forgetting about it. It's nice to have and lends some extra sense of progression to the game, but it almost feels out of place in such a short game. The key skills are gained through story progression, so skill points are mostly spent enhancing your wand skills and making healing potions heal slightly more than usual.

CreaturesofAvaStock9
The Skill tree in Creatures of Ava

While I have been quite negative about the game in some aspects, Creatures of Ava does have its charm. Its creatures are unique and cute, you can pet them all, even accidentally at times if they get in the way of another prompt! And the narrative world-building, for the most part, works well. Sometimes, voice acting has some oddities, but it doesn't take you out of the game. The visuals aren't impressive, but they're good enough and won't distract you. Music-wise, the game has good and calming ambient music that fits the game's theme quite well.

Creatures of Ava feels like a comment on Human arrogance to me. How humans arrive and come to "save the day," but their methods of doing so are misguided, or perhaps not even wanted at all, and the game does a good job of portraying that. The story itself is quite beautiful, and if you can focus on that aspect and aren't bothered with "completion," then you'll probably get a good amount of enjoyment.

Creatures of Ava - Steam Deck Performance

Creatures of Ava starts off mostly positively. It supports 1280x800, so there are no black bars around the screen, and it has good controller support throughout the menus and gameplay.

By default, however, Creatures of Ava has all of its graphical settings disabled on the Steam Deck, with the developers opting to create and enforce their own graphical settings for Deck users. This is often a bit of a double-edged sword, as it can simplify things for many users, but it can also remove that flexibility that makes PC gaming so interesting.

I'm only offering 1 preset for Creatures of Ava, as it pushes the Steam Deck hard.

Recommended Settings - 30 FPS

In your SteamOS settings, set an FPS Limit of 30 FPS / 60Hz, but we won't have a TDP Limit set.

You can disable the enforced graphics settings by using SteamDeck=0 %command% as a launch option for Creatures of Ava in Steam. However, upon further investigation, the default settings the developers have put in place for the Steam Deck are the lowest settings available anyway, which is wise, as the Steam Deck struggles to get beyond 30 FPS in this game. The only way to improve performance is to switch from TSR to FSR3 and enable Frame Generation, but as we're running at such a low frame rate, the input lag becomes unbearable.

Sadly, Creatures of Ava has performance issues on Steam Deck. The 1st region runs well, with a constant 30 FPS throughout and little to no stutters. However, once you reach the 2nd region, certain areas will drop to 23-25 FPS, and traversal stutter kicks in quite badly at points. The later regions of the game are more stable but still suffer from an occasional stutter.

So, ultimately, my advice is to run with the default settings chosen by the developers and deal with the frame drops and stutters that begin in the second region. There are performance issues on desktop PCs, so hopefully, the game will receive some optimization.

Creatures of Ava is greedy for power, and your Steam Deck will likely be drawing around 23-26W nearly all the time. Steam Deck LCD owners should expect no more than 1.5 hours of battery, and Steam Deck OLED users might just squeeze 2 hours if they're lucky.

It also runs the Steam Deck pretty hot, ranging from 75 to 85C. The fan spins up and is noisy throughout the game.

Accessibility:

Creatures of Ava has some accessibility options, largely to help with the note-playing minigame, especially for those who are hearing-impaired. Letting you see the note to be played visually, and you can even enable seeing the note to be played next as well, to help your memory. All voice lines and dialogue are subtitled; by default, they are set to a large, readable font.

CreaturesofAvaAccessibility

Conclusion:

Creatures of Ava is a unique game. It aims to tell a conservation story from multiple standpoints, from a species coming in from the outside thinking they have all the solutions to the problem and a species who is perhaps prepared to let nature take its course and thinks these things should not be meddled with.

Creatures of Ava makes you think about things a little, even if certain aspects of the game attempt to distract you from the narrative that the developers seem desperate for players to follow. If you can overlook some of the things that are rough around the edges, such as dodgy collisions and some odd design choices, Creatures of Ava has an enjoyable narrative. I just wish it didn't come at the cost of some gameplay conveniences.

Performance on Steam Deck is a little disappointing, the game doesn't look good enough to be as challenging as it is to run, but those are the facts right now, be prepared for some frame drops and stutters that do tend to increase as you progress through the game. Is Creatures of Ava a great experience on the Steam Deck? No, it's not. Is it a playable one? Definitely.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Cat Quest 3 was provided by Kepler Interactive for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

I have seen the Cat Quest games around for the past few years, but never actually took the time to play one. Well, with Cat Quest 3, I finally got my chance. And I have to say, what a delightful little Adventure/RPG this game is.

CatQuestIIIStock1
Cat Quest 3 takes place in an archipelago where you can freely enter and leave your ship

Cat Quest 3 is technically an action RPG, but it kind of feels like an action RPG lite. It's very easygoing, with level-ups simply increasing your stats automatically and occasionally unlocking a new equipment slot. There aren't as many items or abilities as you might expect. Instead, the game opts for a system where getting a duplicate item raises the level of the item, making it more powerful.

While this simplicity and a smaller concentration of items might be perceived as negative in some games, I feel like it works to its benefit. It condenses the feeling of an RPG into a small and delightful bundle. The map is smaller than most RPGs you'll play, there are fewer items, and you won't be sitting there trying to figure out if you should put your points into strength or dexterity.

Despite this, the game still feels deep. You have limited equipment slots for gear, magic, and ship upgrades, meaning that even though there are only a few of each, you still need to decide which ones you want to use. Each piece of gear also generally gives a stat boost, so you can "spec" into health, defense, attack strength, or magical ability, so there are some adjustments you can make to suit your playstyle.

CatQuestIIIStock2
The items you collect boost your stats, allowing you to "spec" your character somewhat

As I previously said, the game world isn't overly large. I'm unfamiliar with the previous 2 Cat Quest games to know how big their worlds are, but in Cat Quest 3, you can sail your ship from one end of the archipelago to the other in around a minute.

Cat Quest 3 is a pirate game, unlike the previous 2 games, which had a more typical fantasy RPG setting. You can get in and out of your ship at any time, and your gameplay will be a fairly balanced mix of using your ship to travel and fight other ships and walking around on the many islands in the game.

While most of the fighting is done in paw-to-paw combat, you get a ranged weapon, which can be good as an initial strike as they tend to be high-damage. Occasionally, you will find it's best to use your ship to bombard a strong enemy from range or deal with a pesky ship that's causing you problems.

CatQuestIIIStock3
Most of the combat takes place on land, but sometimes you'll fight on the water too

It's not all about the combat, though; littered across the archipelago are its residents, many of whom are looking for help to complete their quests. The game is called Cat Quest 3, after all! These quests can be simple, such as carrying an item from Point A to Point B, or it could be to defeat a certain enemy or find a hidden treasure somewhere. The quests are nearly always on the shorter side, and even the "fetch" quests in the game aren't too troublesome due to that fact.

Many of the islands in the game are also home to puzzles and caves. The puzzles often involve magical rocks, and you have to work out what they want from you each time. Some require you to hit them in order, some require you to hit them in quick succession, etc.

Caves are Cat Quest 3's version of dungeons. They often contain enemies and/or obstacles for you to work through, and at the end, you will likely encounter some treasure, either in the form of a lot of gold and XP or a piece of equipment you can use. Much like the rest of the game, they are shorter and can usually be completed in 5 minutes or less.

CatQuestIIIStock4
Dungeons litter the game world and often contain valuable treasures!

There aren't many negative things I can say about Cat Quest 3. It sets out to be a simplified, cozy, relaxing Action RPG, and it does just that. If I were to pick out an issue I found with the game, it's mostly a bit directionless. Different islands in the archipelago have enemies of different levels, and it can be difficult to determine the next island you should visit. I often found myself visiting 2 or 3 high-level islands and almost dying before finding an island I could handle at my current level. That being said, the game is generally easier if you stick to the correct islands.

The story also feels a little flat. Information is clearly kept from the player from the outset, but this is one area where I feel like the simplified approach didn't help. Things just aren't really explained all that much. The protagonist's being entirely silent also doesn't help matters here, either.

These are fairly small complaints; however, Cat Quest 3 is all about how the game feels and plays, and you can tell that not much emphasis is on the story.

Cat Quest III - Steam Deck Performance

Cat Quest 3 is about as simple as you like when setting it up on the Steam Deck. It defaults to the Steam Deck's native 1280x800 resolution, and the controls work perfectly. The game plays best on a gamepad.

Because of this, I only have one preset.

Recommended Settings - 60 FPS

In your SteamOS settings, set an FPS Limit of 60 FPS / 60Hz and then we'll lower the TDP Limit down to 5W.

There are few graphical settings for Cat Quest 3, just Resolution and Draw Distance. In this case, the Resolution should already be set to 1280x800, but the Draw Distance was set to about half for me. So bump that up to the highest level as well.

Using these settings, the game almost always ran at a locked 60 FPS for me. There are occasional stutters, but nothing egregious. There's not much else to say, really!

The Steam Deck LCD's power draw stays pretty low, hovering around 8-10W generally, but you can see increases to 11W in "intensive" areas, such as when fog appears. So expect the Steam Deck LCD to get a good 4 hours of battery life and the Steam Deck OLED to get around 5 hours.

Temperatures mostly stuck to about 60C, occasionally creeping close to 65C but never exceeding it.

If you really want to save battery life, you can play the game at 30 FPS with a 3W TDP Limit. However, the power draw still stays at about 8W, so you might get an extra 30-40 minutes of battery life, which isn't really worth it to drop from 60 FPS to 30 FPS.

Accessibility:

Sadly, Cat Quest 3's lack of options extends to accessibility options. Other than rebindable controls, there are really no accessibility options. All dialogue is subtitled, though. The game also has an "Easy" mode.

Conclusion:

Cat Quest 3 is an appropriately fuzzy-feeling experience. Action-RPG-Lite feels like the perfect label for this game. It's accessible, fun, and about as carefree as you can make a game like this. Children and adults should have no trouble enjoying this game, and it could be ideal for a parent and child to play together.

The game isn't too long, likely following the previous two games, with around 10-12 hours of content here. But for the good times you'll have and the reasonable price tag ($19.99 at the time of writing), Cat Quest 3 is definitely a game I can recommend.

It runs great on the Steam Deck, too. It has a perfect control scheme and very low power draw, meaning you can easily get in long play sessions or hook it up to an external display to play at a higher resolution for some local co-op. Cat Quest 3 deserves our "Best on Deck" rating.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Bulwark: Falconeer Chronicles was provided by Wired Productions for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

Bulwark: Falconeer Chronicles is a strange one. It gives me all the vibes of a game that should have an "Early Access" label on the Steam store page, but it doesn't. When you boot the game, you're told it is a "development build," there seems to be quite a lack of variety in things to do, yet it's released as a full-release game.

BulwarkStock5
Bulwark: Falconeer Chronicles tasks players with designing a fortress on a water planet.

In short, the game is a sandbox where you command an airship and can construct outposts and settlements on a water-filled planet to gain resources and, well... construct more outposts and settlements.

This is my issue with Bulwark: Falconeer Chronicles. It's billed as a "Creative Sandbox," where the game has no actual objectives other than expanding but building and expanding your base wasn't very satisfying. There's a limited selection of buildings, and the game decides where to place them to some degree. Most of the world is water and can't be built on, and the whole thing feels rather empty and directionless.

You start the game by placing an outpost. You then place walkways from this outpost, leading to "towers" or checkpoints. There are a few resource points around your outpost where you can build extractors, and you have to hook the outpost up to these extractors via walkways to generate resources.

Sadly, I think the issue is that you're just placing "roads" in a space. A lot of the satisfaction of building roads and logistics is working around or with the landscape and designing efficient systems and pathways. There's none of that here. You will always be building straight walkways; there's never a reason not to build as the crow flies other than aesthetics.

BulwarkStock6
While designing fortresses can be interesting to some degree, the specific placement of buildings is handled for you, and it's quite a simple system.

Even when starting a game, there is a severe lack of content. On a new game, you are given the choice of 3 "Scenarios," which function as save slots. You can select your starting faction, position, and a few things to make the game harder or easier, such as disabling hostiles or starting with more resources.

There's a "free build" mode on the main menu, which is even more sandbox-y than the game's normal mode, with no limitations applied to what you can do. But you can't save in this mode, so anything you build is lost once you leave the game and re-enter. For a game about "designing" and building your fortress, it seems crazy that the mode focused on doing exactly what you want is intentionally ham-stringed by the inability to save.

There's also only 1 pre-made map in the game with no random generation. It's 90% water, with the odd island here and there and about 7 NPC settlements that essentially will do nothing unless you interact with them to trade or declare war.

BulwarkStock1
Every game of Bulwark: Falconeer Chronicles takes place on this map.

Random events happen but are triggered by the player as and when they want them. These can range from a new ship to conduct trade or war, a new faction joining your settlement, or hostiles that attack. The game purposefully does not force any way of playing upon you, meaning you can decide when and if you ever want to engage in combat or trade.

Combat is also pretty basic: once, or if, you declare war on a settlement, your units will automatically fire at any enemy units within range, likewise for the enemy. A bar goes across the top of the screen when you're in combat, which details the health of your fleet versus the enemy fleet.

BulwarkStock3
Combat is fairly basic, with any ships you have firing when an enemy is in range and vice versa.

Bulwark: Falconeer Chronicles is a decent-looking game. The clouds and fog look nice, especially when you're at the sunrise/sunset time of day. Although it's a bit dreary and rainy often, this is an apocalyptic world. The water also looks pretty decent. The islands themselves and the buildings aren't quite as pretty as the rest of the game, mostly made up of fairly low-poly assets.

Progression is achieved by gaining population in various factions, with higher populations unlocking new tiers, allowing you to recruit more captains and expand further. Still, it's all the same, and the progression doesn't unlock any new gameplay mechanics.

BulwarkStock2
Progression is achieved via the Soultree, with bigger populations unlocking more captains and commanders to run your settlement.

Bulwark: Falconeer Chronicles is a purposefully aimless game. There's no reason to do pretty much anything in it. You design a base for the sake of designing a base, not to protect yourself, not to earn more resources, not to climb a leaderboard, just because it can look impressive at the end of the day. You can build a base in 5 minutes that will, from a gameplay perspective at least, perform just as well as one you've spent hours on.

That isn't really why I play games, especially single-player ones where I can't share my creations with friends, but if you are into that, this might be the game for you. It's certainly a unique approach.

Bulwark: Falconeer Chronicles - Steam Deck Performance

Let's start by saying that Bulwark: Falconeer Chronicles does a pretty good job of working well on the Steam Deck. It has 1280x800 resolution support, so there are no black bars around the edges of the screen, and the controller support is good, too, with different control schemes depending on your preference. You can't fault how Bulwark: Falconeer Chronicles handles itself on the Steam Deck.

I'm offering two presets today: one for visual quality and framerate and the other for saving battery life.

Recommended Settings - 60 FPS

In your SteamOS settings, set an FPS Limit of 60 FPS / 60Hz. We won't be setting a TDP Limit here.

Bulwark: Falconeer Chronicles has fairly simplified graphics settings, so for this preset, you'll simply want to set Visual Quality at around 90%, disable Anti-Aliasing, set Post-Processing to Max, set Shadows to High Quality, and keep your resolution at 1280x800.

BulwarkQualitySettings

The game always held 60 FPS for me on these settings, with occasional dips to 58 or 59, depending on the weather. Expanding my settlement seemed to have little effect on performance, so you're probably safe to keep these settings. I didn't expand to a "mega-fortress" such as the ones shown in the game's trailers, but expanding my own and visiting large NPC settlements didn't drop the framerate from 60, so you should be safe unless you go crazy with your fortress.

This preset draws a lot of power, though. You should expect anywhere between 18W and 24W from the battery, meaning Steam Deck LCD owners can expect around 1.5 hours of battery life from this preset, and Steam Deck OLED users just above 2 hours.

Temperatures are high, around 80-85C, so expect some fan noise, and your Steam Deck will be hot to the touch.

Frame Drops During Certain Weather Conditions:

I once noticed that the frame rate dropped considerably on the Quality preset when the sun was rising or setting, causing an orange glow to light up the clouds or fog. This seemed to cause considerable stress on the Steam Deck's GPU, making the frame rate drop into the 40s. Lowering Post-Processing to the "Low" setting fixes these drops, but they don't occur often.

BulwarkFPSDrop
With the world lit up orange, this weather scenario causes the Steam Deck's performance to suffer.

Battery Life Settings - 40 FPS

If you want more battery life and less heat, this preset might be your favorite.

We're locking the framerate to 40 FPS in the SteamOS settings and then applying a TDP Limit of just 6W.

For the graphics, lower the visual quality to its lowest, disable anti-aliasing, put post-processing to minimal, and no shadows. We keep our resolution at 1280x800.

BulwarkBatterySettings

With these settings, we can hold 40 FPS. Even with the lower visual settings, the game still looks decent on a handheld. The low-poly nature of the game helps it hold up without as much shading. However, we sacrifice some nice post-processing effects on things like fog, clouds, and lighting.

By making these sacrifices, we see the power draw at just 10-11W, meaning we can easily get 3-3.5 hours from a Steam Deck LCD battery and a good 4-4.5 hours from the OLED model.

Temperatures were also much cooler, hovering around 65C during testing. This meant there was minimal fan noise, and the Steam Deck stayed comfortable to hold.

The framerate drop experienced on the Quality preset doesn't apply here, as our Post-Processing is low enough already.

Accessibility:

Bulwark: Falconeer Chronicles isn't very accessible, but all voice lines are subtitled, and the UI can be scaled, although I found that it is scaled quite well by default. There are also adjustable controls and camera sensitivity options.

Conclusion:

I'll be honest: Bulwark: Falconeer Chronicles wasn't my type of game. The whole purpose of the game is to design an aesthetically pleasing fortress. Still, the gameplay is very shallow, and there's not much to do but continuously place walkways for your citizens to build along. The closest thing I can compare it to would be Cities Skylines or SimCity, but if all the zoning and placement of buildings was done for you, and you just had to build the roads.

It's a unique game; I'll give it that. And if you are looking for something like this game, it's probably your only choice, as I'm unaware of any other game that focuses purely on designing a town/fortress and nothing else. The closest game I can think of might be Townscaper, which, funnily enough, was in the "Games like this" recommendations at the bottom of the game's Steam page.

Having said all that, the Bulwark: Falconeer Chronicles does run well on the Steam Deck, both in terms of performance and controls. There's enough flexibility in settings to get the game just how you want it, whether with visual quality or a long battery life. I went with the visual quality preset because the game is about aesthetics.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Tiny Terry's Turbo Trip was provided by Super Rare Originals for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

One of the perks of being a video game reviewer is the chance to play games you perhaps wouldn't normally interact with. Tiny Terry's Turbo Trip fits that bill for me. While at first glance, it may look like a silly, perhaps even childish, attempt at a driving adventure title, it's an awful lot of fun once you've settled down to enjoy it. So, let's buckle in and see what Tiny Terry's Turbo Trip is all about. Plus, that name is quite fun to say out loud...

TinyTerrysStock1
Tiny Terry's Turbo Trip lets you explore the world on foot or in your car.

Terry is a peculiar fellow—or should I say child, as it appears that our protagonist is still in elementary school despite being left alone for the Summer by his parents! But all this opens up the opportunity for our little protagonist to go off on an adventure not soon forgotten. Somehow, he applies for a job as a taxi driver, but not to ferry passengers; he just wants a car to ride up the Sky Tower and get to space!

This pretty much sets the scene for Tiny Terry's Turbo Trip, it's a whimsical and often humorous adventure of a child, struggling in school, who wants nothing more than to go to space and leave everything behind. The game somehow manages to evoke emotions with few words, with you quickly feeling sorry for Terry and the situation he finds himself in, despite Terry seemingly not feeling sorry for himself at all. He's on a mission, and it's your job to help him.

The car the taxi company gave him won't get him up the Sky Tower, so it's your job to explore the island and find junk that he can use to upgrade his turbo boost and get him to space. You'll meet a cast of quirky and interesting characters, go on quests to find hidden treasure, commit crimes (which aren't crimes in this city, apparently!), and even play some sports!

Tiny Terry's Turbo Trip
Your ultimate goal is to get enough turbo power to climb the Sky Plaza Tower and reach space!

While you can walk around the entire map on foot, much of your game in Tiny Terry's Turbo Trip will be spent driving around in your car. The closest game I can equate the physics to is The Simpsons: Hit & Run, or Crazy Taxi. It's quite arcadey, there's no punishment for crashing, and it's easy to drive. It's nothing special, but how much can you do with a car?

The dialogue in the game is often humourous. Terry hardly speaks at all, often saying just 1 or 2 words in reply to a long question posed by the other participant, which often made me chuckle. The quests are as out there as the game's premise, and at times, the game almost has a Goat Simulator vibe with the random things you're asked to do.

Much like Goat Simulator, exploration is the word of the day here. The key resources you're after are junk to upgrade your car and money to make getting junk easier. You can find both of these dotted around the map; some are in plain sight, and others require you to use your "weapon" to smash open crates or your shovel to dig up treasure. There are also other collectibles you can find throughout the map, which all add to the list of things to do. Not to mention, many of the buildings in the game are accessible, often housing an activity or a shop, such as hats!

TinyTerrysStock2
Many of the buildings can be entered, including this hat shop!

The game's presentation airs on the simple, perhaps basic, side of things, but it gets across what it needs to and has its unique charm. The sound follows the same suit, fitting well with the game, with no sounds that stand out as "annoying". It just does the job it has to do.

Tiny Terry's Turbo Trip is not a long game, and you will likely have finished at least the main story in less than 10 hours. If you want to collect everything, you'll probably want to add a few more hours unless you're using a guide.

However, as the "Overwhelmingly Positive" reviews on Steam (as of this review) indicate, Tiny Terry's Turbo Trip is a short but very sweet adventure. It oozes charm and is funny and lighthearted while occasionally dealing with situations that might seem upsetting. Seeing Terry power through and stubbornly reach for his dreams no matter what is just a wholesome thing to see, and I'm glad that the world he inhabits permits him to do so.

Tiny Terry's Turbo Trip - Steam Deck Performance

Tiny Terry's Turbo Trip gets off to a great start. The game defaults to 1280x800 and does have some preset settings. However, they're a bit too intense for the Steam Deck, and you can't play at 60 FPS with them.

The controls function just great on the Deck, and there's nothing to say here other than that using a controller feels like the way to go in Tiny Terry's Turbo Trip.

With all that in mind, let's look at our settings presets for TIny Terry's Turbo Trip. I have one focusing on Quality and Framerate, which runs at 60 FPS with nice visuals, and one focusing on Battery Life, which runs at 40 FPS, and sacrifices some visuals, but greatly improves your playing time.

Recommended Settings - 60 FPS

In your SteamOS settings, set an FPS Limit of 60 FPS / 60Hz. This preset does not have a TDP Limit.

You'll want to set your Texture Quality to High, Crowd Density to Ultra, LOD to High, Anti-Aliasing to None, and Shadow Quality to Medium. Then, enable Full Screen and Vsync and disable Bloom and SSAO.

While the Target Framerate setting seems to work fine for the most part, if you constantly see uneven frame times, you can try changing it to Unlimited instead of 60. I had this issue a couple of times.

TinyTerrysQualitySettings

For the most part, we can run at a stable 60 FPS with these settings. The one exception I found is that the game's grass taxes the Steam Deck. If you go into an area with a lot of grass, the framerate can easily drop to the low 50s, especially if you're walking/driving in the grass. Fortunately, the grass isn't too common, and for 80% of the map, you can hold 60 just fine, just expect some unavoidable drops in rural areas of the map.

The power draw stays around 16-20W, meaning Steam Deck LCD owners can expect around 2 hours of battery life from this preset and Steam Deck OLED users around 2.5 hours.

Temperatures varied from 70 to 80C, with the higher temperatures occurring more in areas with grass, which can cause the fan to ramp up and make a bit of noise.

Battery Life Settings - 40 FPS

Fortunately, Tiny Terry's Turbo Trip offers flexibility, allowing us to bring the power draw right down as long as we make some visual sacrifices. You can set your SteamOS framerate limit to 40 FPS / 40Hz here and your TDP Limit to 6W.

For the graphics, we're setting Texture Quality to High, Crowd Density to Low, Resolution to 1280x800, LOD to Low, Anti-Aliasing to None, Shadow Quality to None, Full Screen to On, Vsync to On, Bloom Off, and SSAO Off.

The Target Framerate issue doesn't apply here, as we're not getting close to the 60 FPS limit anyway.

TinyTerrysBatterySettings 1

Stability is similar to the Quality Preset, with the game holding 40 FPS for most of the time, but you can see drops around the grassy areas, which are a killer for the Steam Deck. The game always stays above 30 FPS and remains perfectly playable.

These lower settings drastically reduce the power draw, putting us at about 10-12W most of the time. Steam Deck LCD users should easily see 3 Hours of battery life, and Steam Deck OLED users at least 4 Hours, which is pretty nice.

Temperatures held around 60-65C for this preset. The fan noise was pretty quiet for the majority of playing.

Accessibility:

Tiny Terry's Turbo Trip doesn't offer much accessibility, although whether it needs many options is debatable. The game doesn't have voiced lines, so there's no need for subtitles. While the sound is nice, there are no parts of the game where hearing something is essential. There are camera sensitivity options, the ability to disable camera shaking, and UI scale and FoV sliders, but I found the scaling to be fine by default.

Conclusion:

Tiny Terry's Turbo Trip is a delightful adventure that will give you a few days of enjoyment, depending on how hard you go at it. It's been priced reasonably ($20 at the time of writing), and I think it's well worth the purchase if you're looking for a game with no pressures or time constraints being placed upon you. From what I played of the game, no mistake has any lasting penalty, and you can quickly retry any challenges within a few seconds of failing.

Terry is a mostly silent but endearing protagonist, and it's great to be able to help him achieve his dreams. I would love to see him feature in another game in the future.

Performance on the Steam Deck isn't perfect, but it's pretty close, and we have some flexibility to increase battery life or go all out on the visuals. It's just that pesky grass that gives us issues! Controls are perfect on the Deck; there are no issues there.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Little Kitty, Big City was provided by Double Dagger Studio for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

Little Kitty, Big City is an interesting game. Do I think it's designed primarily for children? Absolutely. Can adults still have fun with this little adventure game? I think so. While I would recommend this game mostly to children or parents to buy their children, I wouldn't shy away from recommending this game to an adult who just wants to have a relaxing afternoon or two playing as a little kitty in a...moderately sized city. The city isn't all that big, but there are plenty of nooks and crannies for you to explore.

LittleKittyBigCityStock1

In Little Kitty, Big City, you're a young kitten, apparently 3 months old to be exact, who has fallen from their high-rise residence, and it's up to you to guide them back to their home. To do so, you'll need to interact with a variety of other animals, each with their own unique personalities. In exchange for completing some of the quests in the game or just exploring, you can find the prized fish you seek! Once you've acquired enough fish, you will have the stamina to climb back home.

The game gives you a basic but useful set of moves. You can crouch, sprint, swipe with your paws, and jump. You'll also have the chance to interact with certain objects, such as pulling them out of the way of crawl spaces so you can access new areas or knock objects off of counters to break them. There's no "combat" in Little Kitty, Big City, it's purely for moving objects around with physics.

The animation of the kitty and your movement work quite well, although if you quickly rotate the cat, it can go inside of itself briefly. I also encountered a couple of bugs when jumping that caused me to get stuck. I originally thought this required exiting and re-entering the game to fix, but there is an "Unstick Me!" button in the options menu to respawn. You will need to use the Touchscreen to select the option. Luckily, the occasions are rare where you would need to push the button.

LittleKittyBigCityStock3

Presentation-wise, the game is quite pretty to look at, but I think it fits the overall cartoonish nature of the game quite well. The sound is a mixed bag, while I found the ambiance and background noise/music pleasant, I found the sounds associated with the cat to be quite grating. As a cat person myself, I found it quite sad that the meowing the kitty does when certain things happen is pretty irritating. There's also not much variety in the sounds that play when you do certain moves, meaning it can get repetitive fast.

Progress is a bit of an odd one in Little Kitty, Big City. If you "speedrun" the main objectives, you could finish this game in less than 2 hours. You simply have to find all the fish (which are marked on your map) and then climb the tower. The bulk of your time will be spent doing the game's "sidequests," mostly helping out other cute animals in the city with their problems.

LittleKittyBigCityStock5
Yes, you can acquire hats for your kitty by finding them in the world or completing quests.

Young children should have a blast playing as the little kitty, exploring the city, and just enjoying jumping around. If you aren't focused on progressing straight through the game, there's plenty of fun. Anyone else could probably 100% the game in less than 5 or 6 hours. The main quests can be done in less than 3 hours, and the side quests or "cat-chievements" can be done by exploring the city and finding its secrets.

LittleKittyBigCityStock4
Is that a Supra?

I had fun with my time on Little Kitty, Big City. The whole game is just a pleasant bundle of innocence to be enjoyed. Is it short? Yes. And the price is rather steep for the game's length at $24.99. But I think it'd be a great game for a parent to buy their child who's just started gaming. There's no combat, no game-overs, and you can't take "damage" at any point. This is as casual a game as you're going to get, but it still has some challenges related to finding secrets and landing your jumps.

Little Kitty, Big City - Steam Deck Performance

Little Kitty, Big City doesn't have too many settings for you to fiddle with, which makes things simpler for me!

The game has excellent controller support, and it recommends using a controller to play the game. It also defaults to the Steam Deck's 1280x800 resolution. The only graphics quality setting is a simple slider that changes from "Low" to "Very High." In keeping with the rest of the game, the settings are "casual."

But here are 2 preset settings for you, one for quality visuals and another that prioritizes battery life. Both target 60 FPS, as the game just feels much nicer at high framerates, and we can get away with it.

Recommended Settings - 60 FPS

In your SteamOS settings, set an FPS Limit of 60 FPS / 60Hz, and we'll have a TDP limit of 12W.

We're setting the graphics quality to Very High for this one. The game is short, and we get the addition of nicer shading if we run at high graphics settings, so I don't mind the extra power draw we'll incur to have a nice and smooth-looking game.

At these settings, we get a reasonably stable 60 FPS. The frame rate isn't terribly solid, but that's the case even with the max TDP. Little Kitty, Big City seems to have CPU usage spikes from time to time, and the Steam Deck struggles to keep up, so while we can hit 60 FPS a lot of the time, we do see drops to 58 or 57 from time to time. I didn't notice this, but if you are particularly bothered by the drops, you might want to lock to 50 instead.

There was also one specific spot in the game where the FPS dropped to below 50 FPS, but it's the only spot I found that does it, likely due to the shadows in the area.

Power draw varies, but I'd say it's around the 20-23W mark most of the time, so Steam Deck LCD owners can expect around 100 minutes of battery life. Steam Deck OLED owners, probably just over 2 hours.

Temperatures were around 70-75C, so nothing out of the ordinary here.

Battery Life Settings - 60 FPS

If you want your battery to last a little longer, here are the settings to go for.

Set a 60 FPS / 60Hz limit in SteamOS and your TDP Limit to 8W.

Then, in the in-game graphics settings, set the Graphics Quality to Low. We lose a lot of shading here, and the water looks a bit worse, but otherwise, we don't lose a huge amount of visual fidelity, and we get to use a bit less power with these settings.

Again, we can hold a reasonably stable 60 FPS, with some drops here and there, which are mainly CPU-related. Performance is pretty much identical to the Recommended preset above; we're just trading visuals for battery life.

Because of the reduced settings, our power draw is now down to around 14-16W, meaning our battery life on a Steam Deck LCD should be around 2.5 Hours, and a Steam Deck OLED should get at least 3 hours.

If you like, you could lower your framerate to 40 or 50 FPS to save some more battery life. But as the game is only a few hours long anyway, unless you want to play the entire game in one sitting, with one charge, there's no need to sacrifice the framerate for more battery life.

Temperatures held around 65C for this preset.

Accessibility:

Little Kitty, Big City does have a dedicated accessibility menu. It allows you to disable vibration, auto-advance dialog, and invert the camera rotation. You can adjust the font size here, although even the smallest was perfectly fine for me. If you're visually impaired, the font size can become huge. There also appear to be remappable controls, but the button was greyed out. Presumably, this is just for keyboard players.

Conclusion:

Little Kitty, Big City is a delightful little game. Best described as a 3D Platformer, I think it'll hold the attention of anyone looking for a relaxing game, at least for a few hours. This will appeal to a younger audience that is less focused on progress and "getting things done." No one will find anything offensive here. It's about as wholesome as you can get.

Performance on the Steam Deck is great. Aside from a slightly unstable framerate, which wasn't too noticeable to me, the controls work wonderfully well, and we get the choice between a great-looking game and a decent-looking game with respectable battery life.

If you have some money to spend on an experience and aren't expecting to sink tens of hours into an epic, then Little Kitty, Big City deserves your attention.

But here's a challenge: Can you run Little Kitty and Big City on the battery life preset and beat the game before your charge runs out? Let us know in the comments if you have (on your first try)!

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Monster Hunter Stories was provided by CAPCOM for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

Before getting to try Monster Hunter Stories, my only experience with the Monster Hunter franchise was a game way back when on the PSP, and later Monster Hunter World. Sadly, I didn't particularly gel with either game. But Monster Hunter Stories takes a different approach to gameplay and art style. So let's take a look at it now that this Nintendo 3DS game is finally making its way to Steam!

MonsterHunterStoriesStock1
Get ready to set off on an adventure together with your Felyne Friend, Navirou

Monster Hunter Stories adopts a much more colorful and "friendly" aesthetic than its main series counterparts. Graphics are stylized and shaded in a more traditional JRPG style rather than the somewhat realistic look most Monster Hunter games use. While the graphics don't particularly impress, they do the job well enough. This is pretty much a straight port of the 3DS version of the game, so some of the game worlds can look "flat." There's no 3D grass in grassy plains, so the graphics are probably more in line with what you'd expect from a PS2 or Gamecube game. The Monsters themselves look fine and are animated well.

There's not too much to comment on in terms of audio. A lot of the game's dialogue is voice-acted, which is nice. The game's soundtrack isn't particularly memorable, but it sets the theme for the game depending on the area you are in. Footstep noises might irritate, especially when you're on foot and not riding a mount. It would have been good if there was a separate option for footstep volume in the options menu, but alas, it's bundled in with Sound Effects as a whole.

MonsterHunterStoriesStock2
You can ride your Monsties in the open world to traverse the map quicker

Now, we get into the game's combat system. In battles, you and a Monster of your choice in your party will participate in the fight against one or multiple enemies, and the combat is turn-based, unlike the real-time combat usually seen in the Monster Hunter games.

Monster Hunter Stories adopts the tried-and-trusted rock, paper, scissors mechanic. One move counters another, but in itself can be countered by a 3rd move. The 3 basic attacks you can execute are Power, Speed, and Technical. Depending on the moves you and your enemies pick, you'll either have the advantage and deal bonus damage, draw and both deal damage, or have a disadvantage and take extra damage.

There are also special abilities, such as the ability to command your "monstie" in a fight to use a certain skills, or you can use items yourself to heal or give other stat boosts. The game's combat is focused on recognizing what kind of attacks your opponent will use and choosing the correct counter-move, as well as finding the enemy's weakness to deal the most damage.

There's a fair amount of strategy involved in what abilities to use when and when is best to attack or sit back and attempt a heal. I found the combat to be pretty enjoyable, it can feel relaxing and tense at times, depending on how difficult the fight is, and I think the game is balanced pretty well. There are no difficulty options, so that's an important thing.

MonsterHunterStoriesStock3
The game's combat requires strategy while not being overly complicated

The story is pretty basic. Unlike the Monster Hunter games, in Monster Hunter Stories, you are a Monster "Rider" rather than a Monster "Hunter," so your aim is to coexist with monsters when possible rather than hunt them down. While Monster Riders are usually confined to their village and the surrounding areas, the protagonist decides that he wants to see the world, so the story begins as you go on an adventure with your Monstie party.

Also, there's something to do with your childhood friend getting all angsty, hating monsters, and running off, so you must find him whilst the world is being corrupted by some dark force, but I'm sure that's all fine!

MonsterHunterStoriesStock4
A big glowing purple crystal emanating a strange aura? I'm sure that's fine!

Monster Hunter Stories is a solid game. Don't be put off by its cartoonish aesthetic and lower price tag. This game is launching at $30, but that's not a reflection on how much fun it is or, indeed, how long the game is. I thoroughly enjoyed my time with Monster Hunter Stories. It's a light-hearted adventure that, despite some technical shortcomings, has charm and beauty in its own right. As for the game's length, while it's not quite your typical 100-hour JRPG, it'll take the average player around 40 hours to beat the game, according to Howlongtobeat.com.

But can we be a Monster Rider on the go with our Steam Decks?

Monster Hunter Stories - Steam Deck Performance

Monster Hunter Stories has few graphics settings to choose from, so this should be fairly simple.

The game does have good controller support. All the menus can be controlled with your Steam Deck without the need for a touchscreen or touchpads. Sadly, the game doesn't support 16:10 resolutions, so you're stuck playing at 1280x720 with black bars along the top and bottom for this one.

As there are limited quality settings, I will provide just one preset, targeting 60 FPS.

Recommended Settings - 60 FPS

In your SteamOS settings, set an FPS Limit of 60 FPS / 60Hz, and we won't have a TDP limit here.

We're running max settings for this one, which in this game means turning Anti-Aliasing On, having the Shadows on High, and playing at 1280x720 resolution, with an in-game frame cap of 60.

In these settings, the game locked at 60 FPS for me. The game is CPU-intensive on a single thread, so the graphics make almost no difference in performance. Lowering the TDP Limit just starves the CPU of power, which causes slowdowns below 60 FPS. If we want to maintain 60, we must keep the TDP at 15W.

Power draw tended to stay around the 19-21W mark for most of the game, interestingly even in menus and smaller areas, the CPU usage is still very high. Steam Deck LCD owners should expect around 100 minutes of battery life. Steam Deck OLED owners will probably get just over 2 hours.

If you want to save some battery life, you can lower your SteamOS FPS Limit to 40 or even 30, lowering the power draw from 19-21W to about 17W. It's a minor saving, though, and I'd rather have smooth gameplay. Even if you reduce the FPS limit to 40 or 30, the CPU usage still maxes out on one thread, so the power savings are minimal. This is likely a drawback of being a straight 3DS port.

GPU temperatures tend to hold around 70C, but the CPU is often at 80C or above, likely due to that high single-thread usage.

While the game only lets you save at certain points, it does autosave quite frequently, so don't worry too much about getting stuck where you can't save and your battery is running low.

Accessibility:

Monster Hunter Stories has some basic accessibility options. You can enable/disable subtitles for cutscenes, adjust camera sensitivity, and remap controls.

Conclusion:

Monster Hunter Stories is a fun, light-hearted adventure of a young adventurer off to see the world with their Monster friends. As a side note, you can play as a boy or a girl if that interests you! If you're after a relaxing game that airs on a JRPG's side but isn't as intense as many are, then Monster Hunter Stories is a great choice.

Performance on the Steam Deck is nearly flawless. The only two things I found that let it down are the high CPU usage, which causes high power draw (and temperatures), and the fact that the game doesn't support 16:10 resolutions, so you'll have black bars. I couldn't make the framerate drop below 60, and the controls work fine on the Steam Deck.

You can buy Monster Hunter Stories with confidence that it'll work well on your Steam Deck, just make sure you stay near a charger if you want a longer play session.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Dead Island 2 was provided by Deep Silver/PLAION for review. Thank you!

This review used an LCD Steam Deck. OLED details will be coming later.

After a year of being an Epic Store exclusive, Steam users can finally get their hands on Dead Island 2. But was the game worth the wait? And how does it perform on the Steam Deck? Well, let's find out!

If you aren't familiar with the game, Dead Island 2 occurs during a zombie outbreak in LA, often called Hell-A. Due to the sudden outbreak and general mass panic, players will end up as part of a rag-tag group of survivors who aim to escape Hell-A. It is slightly confusing that the game is called Dead Island and yet takes place on the US Mainland, but let's ignore that small detail for now.

DeadIsland2Stock1

The focus of Dead Island 2 is surely the combat, and thankfully, it's one thing that Dead Island 2 does well. The combat is very gory and takes advantage of a new system the developers created, allowing you to deal realistic damage to bodies. Cutting a zombie with a sharp object will cause their skin to slice exactly where you swung your weapon, while blunt objects will likewise cause body deformation.

As you might expect, you can also dismember limbs to incapacitate zombies or decapitate them for the killing blow. I discovered that failing to decapitate a zombie can cause it to return to "life" moments later, so it's good to ensure you've done the job properly before moving on and turning your back.

Most of the time in Dead Island 2, you'll use melee weapons. There are ranged weapons, such as firearms, but they're few and far between, and melee weapons are much easier to come by and, in certain situations, much more wise to use to their ability to knock back enemies and crowd control.

The combat is very satisfying, and being able to push back zombies and then deal a devastating swing to take them out feels oh-so-good. The game isn't for the faint of heart, though. It's about as gory as you can get, with visible organs inside the body, burnt flesh, and plenty of icky environmental stuff going on, too. Fortunately, you're probably too panicked fighting back the horde to be squeamish.

DeadIsland2Stock6 1

Visually, the game also impresses. The game is still a visual treat, even in the lower settings I was playing. The environment of LA/California is pleasant and sunny, and it'd be a nice place to stroll if there wasn't an angry horde of zombies trying to bite your face off at every street corner. You can even run with some upscaling on with the built-in FSR2 support, and the game holds up well.

The only visual effect I wasn't a huge fan of was the bloom effect when exiting a building, which blinds you for a few seconds. It's likely used to give you a sense of unease about not being able to see if there are enemies outside when you first leave a building, but it felt a bit unnecessary, and it can't be disabled in the options.

DeadIsland2Stock7

Story-wise, Dead Island 2 is pretty forgettable. You start on a plane trying to evacuate people from LA, and the zombie pandemic has already begun. However, as it turns out, one of the passengers is infected, resulting in the plane being shot down to prevent the quarantine around LA from being breached.

After this point, the story revolves around repeated attempts to get yourself and the group of survivors you run into out of LA. There are a couple of twists and turns here and there, but none of them are particularly thrilling.

Depending on your character, you might find story interactions and cutscenes more or less bearable. For example, one of the protagonists you can choose is a Paralympian who, despite the ongoing zombie apocalypse, repeatedly says during the game that they must escape LA to get to the Paralympic trials. It's a small thing, but I found it pretty irksome that your main goal for escaping LA is to attend the Paralympics in the middle of a zombie apocalypse.

DeadIsland2Stock2

I did find some issues with the objectives in certain quests. It's not always 100% clear what you have to do in every situation, and it's quite easy to get lost in some of the environments. Sometimes, the game will guide you quite well by placing waypoints for you to reach, but other times, it leaves you with a vague objective with no concrete instructions. I found this needlessly frustrating, where you want to move to the next area and face some more enemies.

I didn't play the game to solve puzzles or find hidden objects. Going on a "treasure hunt" to find 4 items is pretty much just filler in every game it's ever been in, and it's the same in Dead Island 2, and it interrupts an otherwise fun experience. I understand the game might be shorter without these artificial obstacles thrown in the way, but it is frustrating nonetheless.

Dead Island 2 does have co-op support for up to 3 players, although I only got the chance to play the game solo. The game does scale difficulty, so you should find the game a reasonable challenge regardless of the amount of players you're with, depending on your difficulty setting. I imagine a game like this is much more fun with friends, as you can sort of gloss over awkward story moments.

Dead Island 2 - Steam Deck Performance

Dead Island 2 gets off to a great start. Its menus and gameplay have full controller support. The game defaults to the Steam Deck's 1280x800 native resolution, and it supports AMD FSR2 upscaling, which helps it achieve a few extra frames of performance.

There's not much else to say, so let's get straight into the settings preset I have for you today. There's only one, but I think the game still looks great with the settings as they are, and we get to run the game at 40 FPS.

Here are the base settings I used. For the graphical settings, you'll need to go to the "Advanced" settings at the bottom of the Display menu shown here.

DeadIsland2Settings1

Recommended Settings - 40 FPS

In your SteamOS settings, set an FPS Limit of 40 FPS / 40Hz, and we won't have a TDP limit here.

To get up to 40 FPS, I set everything to its lowest setting possible, except Texture Quality, which I put on Ultra, and FSR2, which is set to Balanced. VRAM takes a bit of a pounding here, but I didn't find it caused stutters in this case.

With these settings, we can get 40 FPS in most cases. However, there are some situations where FPS will drop, and we can't avoid that. Particularly when swinging a weapon and making contact with a zombie, the deformation/gore system in place seems to hit the Steam Deck's GPU pretty hard, and you'll likely drop into the high 30s at these points.

The main saving grace here is that while in the swinging animation, you aren't doing too much, and there's so much going on that the FPS drops didn't feel terrible. The times when you're simply walking around the world map and going through menus all ran at 40 FPS for me, so I think it's an acceptable compromise.

I think the game still looks great.

The screenshots above were taken when this preset was expected to be 50 FPS. However, later in the game, I found that framerates deteriorated, and the power draw got unreasonably high, specifically at night. So, while the graphics look the same, I recommend you lock the game to 40 FPS, not 50 FPS. I didn't retake the screenshots as I wanted to present the game in various situations, and you can't go back and repeat missions in Dead Island 2.

DeadIsland2Stock4
Later in the game, performance frequently drops to around 40 FPS, making the 40 FPS lock more appropriate.

The power draw isn't too bad. It ranges from 19-24W with the 40 FPS lock. If you were to lock the game to 50 FPS, the power draw would be around 26-29W. Steam Deck LCD users shouldn't expect much more than 2 hours of battery life.

Temperatures tended to hang around 75C for the most part.

Just one preset?

I debated making different presets for Dead Island 2, but ultimately, the above settings were my sweet spot. With the 40 FPS lock and low settings, the framerate is quite solid throughout most of the game, and I just found it nicer to play that way instead of going for 50 FPS and experiencing jarring drops in framerate.

Running at 30 FPS is also difficult, as the SteamOS frame limiter introduces unacceptable input lag, and the in-game frame limiter introduces micro-stuttering, neither of which is ideal.

Accessibility:

Dead Island 2 features some accessibility options, such as bindable keys and adjustable sensitivity, as well as the ability to display subtitles and the size of the subtitles.

The UI is not scalable (aside from the subtitles), although I generally found it reasonably easy to read on the Steam Deck.

Conclusion:

If you want a game you can dive into, have mindless fun, and chop down the zombie hordes, maybe even with some friends, then Dead Island 2 is probably the game for you. It's not a game to be taken seriously; the storyline lets it down if that's what you're here for, but the visuals and combat impress, and for many people, those are arguably the two points you want to impress in a game like this.

Performance on Steam Deck is mixed. We can hit decent performance targets, but the combat in the game takes a heavy toll regardless of our settings, so expect frame drops here and there. The control scheme, however, is excellent and works well in every aspect of the game I tried. Don't let the frame drops dissuade you from playing this game on the Steam Deck; it's a good time, regardless.

The developers make the following note about the game's Steam Deck compatibility, which you may wish to read HERE. This mainly covers issues when linking your Epic Games account to play online.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

Final Factory was provided by Never Games Limited for review. Thank you!

This game was tested with a Steam Deck LCD. OLED testing is coming soon.

Final Factory is an interesting game. The closest thing I can relate it to is Factorio, but in space, with a fair few differences. The game aims to build up a factory to automate production processes, and just like Factorio, this can get incredibly complex and require lots of planning and reworking as you progress. There are parts I like about how the game handles certain aspects and parts that could be improved upon, so let's dive into the review of Final Factory!

FinalFactoryStock1

Much like Factorio, you start Final Factory with... well, basically nothing. You're just a lonesome ship floating in space with a couple of fighter drones for some basic protection.

Drones do most things in Final Factory, and you'll utilize them for fighting, logistics, mining, and research. Fighting drones will man defense platforms or can be pulled into your fleet and follow around the main ship, while logistics drones come in a few varieties. Still, they all perform the same duty: moving items from one station to another. Stations you build require stability, power, and heat venting. This makes it more difficult to make one large station to handle your needs, so setting up logistics drones to carry items between stations is necessary.

Mining drones are simple. They mine nearby asteroids for a time and then despawn, requiring you to build more. Research drones also work identically, using an asteroid or planet for some research before despawning. Because they only last a short time, automating the production of mining and research drones is a must.

I do quite enjoy the way stations are handled. Like I said before, they have needs, meaning building a station is like a puzzle. You need to plan where every aspect of the station is situated, where the solar panels will be, where the cargo holds, and where the logistics hubs will be for logistics drones to take/deposit resources. Logistics drones are that they only move in a straight line, meaning you have to build your stations in a sort of "grid" of your own, making for it all to flow smoothly.

I'll admit that games like Final Factory can sometimes be a bit overwhelming for me once the tutorial ends after the first hour. The game gives you goals to aim for so you have some direction, but they can be lengthy and vague, such as "automate the production of planetary research bots." This was a several-step process requiring multiple production buildings and a bit of a logistics headache to ensure they all had the resources they needed.

FinalFactoryStock3

I feel the building and logistics side of things is pretty solid. It does get complicated, to the point where I feel like you need to dedicate some serious time to organizing your stations or at least read up on some third-party tutorials or guides before diving too far in, but whether that's a bad thing or not depends on what you want out of Final Factory, I guess.

If you aren't prepared to spend a decent chunk of time figuring out logic problems in your head about how to get resources between stations with the straight-line logistics drones and limited space you have to work with, Final Factory might not be for you. Eventually, you will have a headache and probably have to demolish parts of your stations and rework them to expand.

FinalFactoryStock4

Combat-wise, I wasn't sure what to expect from the game. When first booting, I wasn't sure that the game had combat, but it doesn't take long for you to run into your first enemy. The combat is fairly basic. As you might expect from a game about automation, your fighter drones will do most of the fighting with you. You can research better drones and better fleet tech, allowing you to have more drones with you, but they will essentially follow the player's ship and attack anything that gets close to you.

Enemy bases are mostly made up of fleets of enemy ships alongside spawners, which periodically spawn ships that can be destroyed. You do have some abilities you can use in your command ship, such as a fairly weak weapon that pales in comparison to the large number of drones you'll soon have and the ability to order your drones about a bit if you want them to be more focused in a particular place.

FinalFactoryStock5

The world map has some interesting mechanics. Nearly all of the map is covered in the "fog of war." Interestingly, once you explore an area, if you don't maintain an active presence there with yourself or an exploration station, the fog will gradually reclaim the area, making you lose sight. This means you need to place defense platforms and exploration stations periodically so you can keep an eye on your empire. The enemies can also rebuild if you let the fog creep in.

Enemy strength also increases the further from the center of the map you get, going from 20% near the center to 300% at the edges of the map. They also seem to get more frequent. There's a little indicator at the bottom right that lets you know how strong the enemies are in your area.

Exploration is rewarded in the form of ancient alien structures, these can be star gates, which allow fast travel, or giant obelisks which can be activated in return for Lumin Orbs. These Orbs can be spent at another alien structure in return for upgrading the player's ship. I put all my orbs into increasing the player ship's speed, as I soon found traveling any long distance to be painfully slow, and as I said, upgrading health and weapons was a bit pointless, as I mostly let my drones fight for me.

Final Factory - Steam Deck Performance

Final Factory looks okay at first glance, with full support for 16:10 aspect ratio resolution, including the Deck's native 1280x800. Unfortunately, things do fall off a bit after that. There's no native controller support, so a community layout is needed to control the game. That does mean controlling things lacks some polish and is much slower than just using a keyboard and mouse.

The UI is also a bit of an issue. I don't often find this a problem, even on games where Valve's testing supposedly says it is, but Final Factory has a small UI, and while it does offer UI scaling, it just doesn't do the job very well. It only offers to scale up to 110%, and any scaling beyond 105% results in UI elements clipping inside each other. You can check out the comparison screenshot below to see 105% vs. 110% scaling and notice how the 110% causes UI elements to overlap, making it unpleasant to play with and look at.

Left ImageRight Image

Ultimately, we'd need 120% or 125% scaling to make the text easy to read on the Deck and a fix for those UI elements merging. The recommended community controller layout does map a magnifier to L1 on the Steam Deck, so you can zoom in to text if need be, but it's far from ideal.

We also don't have many graphics settings for Final Factory; it is just a simple "Quality" option with Low, Medium, and High options. The main difference between the options seems to be shadow quality, and some Anti-Aliasing also comes into play. But I prefer the "Medium" option for my recommended settings. It clears up some of the aliasing on the edges of stations and offers some shadows, instead of Low, which has pretty bad aliasing and no shadows.

Final Factory is more CPU intensive than GPU, so we can afford some graphical quality without sacrificing much performance.

Recommended Settings - 40 FPS

Note: Because of the sandbox nature of Final Factory, we can't account for every scenario in our testing. I didn't, for example, build a large factory covering the entire map, which would undoubtedly cause performance issues.

For Final Factory, we're locking our Framerate to 40 FPS/Hz in SteamOS and setting our TDP limit to 10W.

As I said before, we're just going to run the "Medium" quality setting, which helps ensure that the GPU doesn't take away any power that the CPU might need when things get more intensive. We're keeping the resolution at 1280x800, as it's difficult enough to see text as it is! We're also disabling Vertical Sync.

These settings are based on a factory made after a few hours of playtime. As you progress further into the game and get larger factories, your performance may well suffer. In that case, you can try increasing your TDP limit and lowering your framerate to 30 FPS.

The game does suffer from stutters at times. This is unavoidable, regardless of the TDP limit, and I imagine it's probably to do with a sudden CPU spike. However, as Final Factory isn't very action-oriented, I feel like the game still feels playable as far as performance goes.

Battery drain can vary quite a bit, Final Factory seems to quite effectively cull objects that are out of view, even cutting down on how CPU-intensive factories are when they are off-screen, therefore I generally found the battery drain to be about 11W when in quiet areas, and going up to 15W in busy areas. So, on a Steam Deck LCD, you should expect around 2.5 hours of battery life, maybe 3 hours in a pinch. Steam Deck OLED players can expect at least 3 hours of battery life, likely 3.5 hours.

Accessibility:

Final Factory offers subtitles, UI scaling, which we've already covered earlier in the article, and the ability to "disable skybox motion," which stops the background in the game from moving. The movement is very slow and almost imperceptible, but it must have bothered some for it to be an option. You can also remap the controls.

That's it as far as accessibility is concerned.

Conclusion:

Final Factory is for a specific set of people. Those who enjoy painstakingly planning out their stations so that they can have a smooth-running logistical operation will probably love Final Factory. Planning and logic are an absolute necessity rather than a nice-to-have here.

The gameplay outside of the factory building does fall a little flat. Combat is mostly non-interactive, with your defense platforms and your fleet taking care of it. So, as long as your factory automates the production of combat craft, you probably don't have to fight yourself actively ever. As you would expect, all mining, research, and crafting will eventually be automated.

Story-wise, I'm not sure how much is going on here. It's vague, although I think we're the bad guys, much like Factorio. We aim to exploit the system of its resources while the native inhabitants fight back. The ancient aliens who left the artifacts in space seem to be on your side, but again, it is hard to say if they were good or evil.

Final Factory will be enjoyable to those who love Factorio, as it plays very similarly in its gameplay mechanics, so if you want to dive into another game in a similar vein but with a different atmosphere and a few alterations, Final Factory might be the game for you. If you disliked Factorio and how much it taxed your brain, Final Factory is no different, so you might want to steer clear! I wasn't a huge fan of Factorio, so that's reflected in me giving the game 3.5/5, but I think there's a solid game here if you're into that kind of thing.

Performance on the Steam Deck is acceptable. Even with a fairly large factory, maintaining 30 FPS is attainable despite occasional stutters. The main issue is the UI scaling, as some text is genuinely hard to read, and the controls are also a little confusing to get used to at first.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

This game was tested with a Steam Deck LCD. OLED testing is coming soon.

When I first started playing Tunguska: The Visitation, I wasn't sure what to expect. Even now, I'm not really sure what games I can compare it to. Some elements remind me of the original Fallout 1 and 2 titles. The game is played from a top-down perspective, which you can rotate, but the camera always remains fairly zoomed out. There's a huge variety of gameplay mechanics here, making Tunguska a pretty daunting game.

TunguskaStock2

First, let's start with the combat, as it's an essential part of the game. It requires strategic thinking and tactical gameplay. If you're the kind who always loves to go in guns blazing, this game probably isn't for you. You'll need to use cover, ensure you've brought enough ammo with you, and likely have a variety of weapons to switch between depending on the scenario you find yourself in.

A few shots or hits from an enemy will kill you, and even just 1 or 2 shots could give you a bleeding status effect, which gradually drains your health unless you have a bandage or another item to stop the bleeding. It is brutal. But the brutality can be entertaining and satisfying when you finally defeat that group of enemies that's been causing you so much trouble. The game tends to quicksave often, so you can try again quickly, even if you die.

Besides the combat, Tunguska has a plethora of other things going on. You can gather seeds from plants and sow crops in fields, there's a day/night cycle with weather and random events that can happen, and you can level up 2 separate EXP bars for survival and combat, allowing you to spend points in multiple different skills to make surviving easier.

Inventory management is also a factor here. Not only do you have a weight limit, but you also have a size limit, meaning carrying multiple large weapons is not an option. You must manage your space well to carry healing supplies, weapons, quest items, and ammunition. Some might find this irritating, and I agree, in most games, it is. However, in Tunguska, this inventory management style suits the game well. It's a survival game at its heart, and before embarking on an expedition, the lack of ability to bring everything with you means you need to think about what you might encounter and, therefore, what you might need to take with you.

TunguskaStock4

The game's world is split into many fairly small areas. Most of these are areas you can walk across in about a minute before reaching a loading area for the next. I feel like this is a pretty solid design choice. It helps the player manage an area; once they defeat enemies, they know not to worry about things wandering into the area. Given how difficult combat is and how scarce ammo and other things can be, the developers need to manage what the players might encounter to not overwhelm them. Having smaller areas makes it possible for the developers to control each scenario players might encounter.

Most areas have some form of enemy that you might encounter, but also friendly NPCs. When you first arrive in The Zone (the games playing area), you come to a friendly village. You can talk to every NPC in the village, find out what they know about the area, and trade with them for supplies. This depth and detail help the game. Checking with the different NPCs to see if they have that item you need to barter for is a quest in and of itself, and when you finally find someone willing to sell you that pistol ammo or bandage, it's a good feeling.

TunguskaStock8

Tunguska: The Visitation is a unique experience. I've not played a game like it. It combines several gameplay mechanics into a competent survival, almost adventure game. Suppose you are looking for a game that will challenge you with elements of tactical combat, inventory management, and general ability to survive in a hostile environment. In that case, it might be the game for you!

Tunguska: The Visitation - Steam Deck Performance

Tunguska: The Visitation fully supports the 16:10 aspect ratio, so we can run at the Deck's native 1280x800 resolution. It also has pretty decent controller support. It occasionally requires you to use the analog stick to move cursors on the screen, but while in gameplay, the controller support can't be complained about.

While I did try to get Tunguska working at 60 FPS, it seems to put too much of a tax on the CPU to pull it off. So I've created 2 presets for you to use here, one for 40 FPS with high graphics quality, which I recommend, and one for 30 FPS if battery life is your aim.

Recommended Settings - 40 FPS

Start by locking your SteamOS settings to 40 FPS/Hz, then set your TDP limit to 10W.

The game doesn't have many choices for graphics settings, just resolution and a "Graphics Quality" setting. We'll keep the resolution at 1280x800 and set the Graphics Quality to "High."

This creates a fairly nice-looking image, and given the game's nature, I found 40 FPS perfectly adequate. This isn't some fast-paced FPS or action-based game. You pretty much plan everything out, even your shots.

Battery drain varies slightly, but you should expect a 13-15W drain on your battery. This gives us around 2.5 hours of battery life, which is pretty good. Temperatures stay relatively cool, not exceeding 70C in my experience.

Battery Life Settings - 30 FPS

If you want to get a little more out of your battery, which you might well want with Tunguska, as it isn't a very pick-up-and-play game, then these settings should help you out.

Set your FPS lock in SteamOS to 30 FPS / 60Hz. Then, you can get away with a TDP limit of 6W here.

In the in-game settings, we're keeping our 1280x800 native resolution but setting the Graphics Quality to "Low" this time. The game still looks pretty decent, but to be honest, using the Low setting will mostly result in lost shadows and some lighting effects.

Our battery drain tends to hover around 10-11W, with spikes up to 12W in intensive areas. This gives us an estimated battery life of around 3.5 Hours. It's up to you if you wish to trade the shading and lighting effects for an extra hour of battery life, but it's not a huge compromise to make, in my opinion. Temperatures are also a little cooler, being around 60-65C using these settings.

Accessibility:

Tunguska: The Visitation offers a few accessibility options, but not all the ones it needs. You can increase/decrease the brightness at night, adjust the UI size (although this appears to be locked on the Steam Deck), and adjust the game's difficulty, such as how much damage the player takes.

One thing I think is missing here is an option for those who are hard of hearing. Tunguska has "Distortions" that inhabit the game world, and running into them can kill you. You're meant to detect distortions by hearing a humming/beeping noise and then throwing a rock to find their exact position. However, to my knowledge, there is no help for deaf players who may be unable to hear this sound in the first place, thus making finding distortions very trial and error for them. Worst of all, the Distortions will move each time you play, so you can't even memorize their positions.

Conclusion:

Tunguska: The Visitation is an interesting game. It doesn't quite have the polish of a game with years of post-launch updates, but it's still getting post-launch updates to add and improve content, which is a huge plus in its favor. I'm not sure I'm the target audience for this game, with its somewhat deep survival mechanics and tactical gameplay, as well as an intriguing storyline to go along with it. Still, for those who want such a game, I think Tunguska offers a unique experience I haven't seen elsewhere.

As for how it performs on the Deck, there's nothing egregious. We're easily able to run at a stable 40 FPS with nice visual settings, which is just perfect for a game like this, we get a reasonable amount of battery life, the controls work well and the UI size is adequate. I did find aiming to be a little tough on the controller at first, but you soon get a feel for it. If you want a survival game with deep mechanics, quests, and a storyline, as well as one that will play nice on-the-go, you won't go far wrong with Tunguska: The Visitation.

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

This game was tested with a Steam Deck LCD. OLED testing is coming soon.

It's taken a little while to get around to reviewing Baldur's Gate 3 for the Steam Deck, but there are a couple of reasons for that. The game has received major updates since its release, including the much-awaited FSR2 support, and Baldur's Gate 3 is such a big game. With such varying environments and depth, a full gameplay and performance review needed to be done right. And the long awaited day is here, let's talk about Baldur's Gate 3.

Baldur's Gate 3 Character Screen
Baldur's Gate 3's character creator allows you to create a unique character, both in terms of appearance and abilities.

If you somehow missed it, Baldur's Gate 3 is rightly considered one of the best games of all time, winning almost every Game of the Year award that it was nominated for. Why does it deserve such acclaim, you ask? Well, in my opinion, it's down to the clear passion and love the developers have put into this game. There is attention to detail everywhere. It is a true role-playing game.

Many people love the idea of Dungeons & Dragons, but organizing a game night and having someone awkwardly play a Dungeon/Game Master can be overwhelming. Baldur's Gate 3 is probably the closest I've seen a video game get to offering you the freedom of a true Dungeons & Dragons experience. Sure, there's only 1 "campaign", and you are following a set storyline, but there are so many choices to make, branching paths that can lead to numerous outcomes, there are even "choices" that aren't obvious that you can even make! To truly experience all of Baldur's Gate 3, you would need hundreds of hours.

Talking to Gale in Baldur's Gate 3
Gale is one of the first potential party members you meet.

We haven't really discussed any gameplay mechanics yet, have we? So let's get into that. I'll start with the combat system. As you can imagine, Baldur's Gate 3 bases everything on Dungeons & Dragons, so we have familiar mechanics at play here. The game plays out battles turn-based, with turn order based on an initiative roll all participants take instantly at the start of combat.

Certain attacks, whether with weapons or spells, deal damage within a range. The target can do a "saving throw" to perhaps mitigate or nullify the damage/effect received from such an attack; of course, these dice throws are all done behind the scenes in the game to keep progress steady. It all works and flows beautifully, but you might well expect that for a system that has been around for literally decades and has gradually been refined.

The combat is satisfying; when you position yourself properly on the battlefield and have that spell available that will do just the right amount of damage to defeat that enemy and the attack hits, there's no feeling quite like it. Especially if you're in a cooperative game with friends and everyone in your party cheers because you got some good RNG on your hit!

Dice rolls are handled somewhat differently when out of combat, and I'm a huge fan of this fact. While simulating every dice roll in a combat scenario would be tiresome and ruin game pacing, simulating dice rolls during conversations or when trying to complete a skilled task is a different story. Trying to persuade or charm someone so you can avoid a fight and watching the dice roll around the screen, everyone in your party on voice chat holds their breath as they await to see what number you roll. And then... it happens... the fated 1 appears on the screen, and "Critical Failure" flashes along the top. Before you know it, your entire party is in a fight for their lives.

In case you haven't worked it out yet, even though I'm not a huge Dungeons & Dragons fan myself, I am in awe at how Larian Studios has successfully brought mechanics from a tabletop game to the video game medium. Other games, such as Star Wars Knights of the Old Republic, did use D&D mechanics behind the scenes, but it was never so obvious as it is here, and it works so well. If you have played Larian's last game, Divinity: Original Sin 2, a lot of this will feel very familiar.

Checking out a temple in Baldur's Gate 3
Baldur's Gate 3 will take you across many environments, some less welcoming than others.

I won't go into too much detail on Baldur's Gate 3's storyline here, as it's best experienced yourself, but it is well crafted and introduces interesting characters who are well voice-acted. It's key that a game like this nails the storyline because the whole point of participating in the combat, of making your character stronger, is to reach the next plot point. I'm glad that Baldur's Gate 3 rewards players' progress with a detailed and branching storyline that can go in multiple directions depending on your choices throughout the game.

The visuals are no slouch either; they aren't world-class, but they do the job very well, and the game is quite scalable, fortunately for us Steam Deck users. They allow you to get immersed in the world, with different environments standing out clearly from one another, ranging from pleasant to unnerving. Characters are also well-detailed, expressing themselves with their body and the tone of their voice.

Looking at a giant wolf in Baldur's Gate 3
Baldur's Gate 3 doesn't have the best visuals around, but they do a good enough job to let you get immersed in the world.

As mentioned during this review, Baldur's Gate 3 lets you experience all this with your friends. The game supports up to 4 players in cooperative play, meaning you don't have to awkwardly assign one of your friends to be a Dungeon Master and cringe as you listen to them try and play 10 different characters. You and 3 of your friends can now go on an adventure together, listen to professional voice actors, have the computer do the mathematics for you, and have a good time while doing so!

Baldur's Gate 3 - Steam Deck Performance

Baldur's Gate 3 gets off to a good start. We have 16:10 aspect ratio support, including support for the Deck's native 1280x800 resolution. We also have a well-scaled UI that's easily readable on the Steam Deck.

The game's HUD/UI changes entirely when using a gamepad compared to a keyboard and mouse. Well-designed radial menus allow you to select all your attacks/abilities and navigate all the menus in a fairly simple fashion. It handles it beautifully, considering that when using a keyboard and mouse, there can be upwards of 40 buttons to click on the screen.

Given the GPU, and at times CPU, intensity of the game, I'm only offering 1 preset for settings today, but it should serve you pretty well!

Please note: While the game does have split-screen support on the PC, the developers disabled it on the Steam Deck, so I will not be covering split-screen performance in this review. You can enable it yourself by following our guide, but it will negatively impact performance.

Recommended Settings - 30 FPS

Set the Frame Rate Lock to 30 FPS / 60 Hz in the SteamOS menu, and we'll need all 15W of TDP that the Steam Deck can deliver for Baldur's Gate 3.

Then, in the in-game settings, do the following. Set FSR 2.2 to "Quality," then you'll want to select the "Low" Preset, as most settings will need to be at their lowest possible so we can maintain 30 FPS. Dynamic Crowds can be left on, as when testing in a crowded area, it seemed to have no performance impact for the Steam Deck anyway.

You can technically run the Texture Quality above Low. I tried Ultra for a while, but it does introduce frequent stutters. The textures still look good on Low, so I opted to stick with Low and avoid most stuttering.

Here are the settings I used for reference:

Using these settings, the game runs at an almost constant 30 FPS, which was a really pleasant surprise for me. There are occasional stutters, mostly when entering cutscenes when the camera does a quick cut between angles and sometimes when an attack first hits. I also noticed some slight slowdown in very specific areas, but this was to about 28 FPS and wasn't very noticeable as you had to be in very specific places for it to occur, so if you are walking, it only represented about 1-2 seconds of play.

FSR 2.2 does cause some slight artifacts, most specifically around the hair. If you are a druid and change into a wolf, for example, there is noticeable ghosting when moving due to the amount of fur the upscaling is trying to cope with.

Battery drain varies wildly depending on your environment. You'll likely only draw about 13-15W from the battery in smaller interior areas. Outside, you'll likely draw 17-20W. There are some exceptions to this, which I'll cover in a moment. You should expect around 2 hours of battery life from a full charge.

Temperatures will be pretty toasty throughout. During a battle in an outdoor area, the temperature range was between 75-85C. In less intense situations, however, you can see drops to 70C. You should expect the fan to be somewhat loud for a fair amount of the game, though, so I would recommend playing with headphones to mitigate that.

The 'Dreaded' Act 3!

If you've followed Baldur's Gate 3, you'll probably be familiar with Act 3 and its performance. Act 3 is essentially the most intensive part of the game performance-wise. Since then, the developers have patched the game with some optimizations, which have helped, but it remains the most difficult part of the game to run, CPU-wise at least.

So, how does the Steam Deck's CPU hold up? To be honest, it still struggles. In certain areas of Act 3, I expect to see drops to the mid-20s. I noticed drops to 22 or 23 FPS occasionally, with the frame rate often hanging around 27 or 28 FPS. Do bear in mind, however, that this is a specific area in Act 3, and not the entire Act runs like this. Because of the game's turn-based nature, whenever any critical moments happen (such as combat), the frame rate doesn't have a huge impact on gameplay, and I found the game to remain perfectly playable on the Steam Deck.

Baldur's Gate 3 on Steam Deck in Act 3
An example of the framerate situation on Steam Deck during Act 3.

Accessibility:

As you would imagine with Baldur's Gate 3 and its extensive settings, it has plenty of accessibility support. I'm going to list them based on the number of options available.

When adjusting UI/Text size, a preview image is also shown so you can get an idea of the size of the text.

Here are some screenshots showing all the accessibility options available, as well as the preview feature for text sizes:

Conclusion:

In case you haven't guessed it yet, I was very impressed with Baldur's Gate 3 and what it offers cRPG fans. Having played Larian's previous games (Divinity Original Sin 1 & 2), I had an idea of what to expect here, but in my opinion, it surpasses those games by some margin. The polish the game has received, as well as a superior storyline and characters, set it apart.

What I'm most impressed with, however, is that our plucky little Steam Decks can run this absolute gem of a game. You might think that a large, possibly overwhelming to some, cRPG might not lend itself to playing on a portable device with a smaller screen and a battery life to consider. But the whole thing just works like a charm. The UI and controls are optimized so well for the gamepad that it seems like the game was designed for it from the get-go.

If you can live with the occasional dropped frame and minor performance issues during Act 3, you should not hesitate to pick this up for the Steam Deck if you've been considering it, Baldur's Gate 3 is the ultimate cRPG experience, right in your hands!

Our review is based on the PC version of this game.

If you enjoyed this review, be sure to check out the rest of the content on SteamDeckHQ! We have a wide variety of game reviews and news that are sure to help your gaming experience. Whether you're looking for newstips and tutorialsgame settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.

crossmenu