I'll preface this review with the fact that I've never played a Warhammer game before, so if I make a lore mistake somewhere in here, please don't judge me!
With the release of Warhammer 40,000: Space Marine 2 upon us, we thought it would be a good idea to look back and see how the original Space Marine game is holding up and how well it runs on the Steam Deck, just in case you want to go back and experience the beginning of Titus' story before playing through Space Marine 2.
Story-wise, there are references in the sequel to this game, but it isn't directly following it. You can play Space Marine 2 without playing this one, but it's still a great game to experience.

If you did want to go back and experience the original Space Marine before playing Space Marine 2, you might be in luck, as it's a fairly short game, and there's not much single-player content on offer. If you're just playing through the campaign, the whole game presents itself as one big flowing mission, but it is, in actuality, 17 different chapters interspersed with cutscenes.
However, it is far from a bad game despite its short length. The combat feels meaty, and shooting feels satisfying. You can have up to 4 weapons equipped at any one time, and as you progress through the chapters, different weapons will be offered for you to swap in and out of, meaning you're likely always switching up your playing style to match the current combat situation. From a shotgun-like weapon to a sniper pistol or a grenade launcher, you'll have your choice of what weapon you prefer to use.
This variety in combat is essential because the entire game takes place on the same planet, which means the environment is fairly static. You'll almost entirely be surrounded by rocky cliffs or ruins of Imperium buildings destroyed in the ongoing Ork invasion of the planet.

There's also a nice amount of variety in your enemies. Although you'll mostly be fighting Orks, there is a decent selection, with some being melee-based, others having more artillery-like weapons, heavy-hitters that will kill you in a couple of strikes, and summoners. You will also meet enemies other than the Orks later, adding more variety to the combat.
Visually, the game still holds up quite well, considering it's from 2011. There's decent shadow quality, some ambient occlusion, and plenty of dust and smoke effects that enhance the immersion of being on a battlefield. There's nothing egregious with the sound either, with reasonable voice-acting and decent sound effects for the weapons and ambient noises.
Like I said before, Space Marine lacks single-player content, with the main campaign easily finished in less than 10 hours, even with a few deaths. After that, the only options available are competitive online matches and an online co-op wave defense mode. You may struggle to find matches, given the age of the game.

Is Warhammer 40,000: Space Marine a good game? Yes, it's certainly a fun time as you play through the campaign, and I thought it held up quite well. You could probably compare it to the older Gears of War titles in how it plays. Is it worth the current price tag of $59.99 on Steam? Definitely not. The game is 13 years old and is being priced as though it's a brand-new title. It used to be $29.99, but with Space Marine 2 and the anniversary edition, which includes all the DLC, that may have influenced the price change.

Fortunately, the game is often on sale for 70-80% off, so if you can get it under $20, it's worth it.
Being an older game from 2011, you'd expect Space Marine might have some issues with Deck compatibility, but the game works surprisingly well. In my case, the game did launch in a 4:3 resolution, 1024x768 to be exact, and I've seen reports of others having the game boot in a 16:9 resolution. However, the game does support 16:10 resolutions if you go into the game settings and select 8:5 as an aspect ratio, and it does support the Steam Deck's native 1280x800 resolution.
Controller support works perfectly well; it does use Xbox 360 controller glyphs, but it's not exactly difficult to differentiate between R1 and RB and R2 and RT.
As the game is on the older side, it's not too difficult to run, so we might as well max out the settings and get the best-looking and smoothest experience possible, which I'm recommending today.
In SteamOS, set a 60 FPS / 60Hz FPS limit; the TDP Limit can be set to 7W.
We can set everything to the highest possible settings here: the resolution to 1280x800 (make sure the Aspect Ratio is set to 8:5), Shadows and Visual FX Detail on "High", Post-Processing, Vertical Sync, and Ambient Occlusion all "On".

With these settings, You should get a solid 60 FPS throughout the game. I very occasionally got a stutter once every couple of minutes or so, but it's rare and not noticeable.



The power draw is pretty low throughout, ranging mostly between 11-13W, but it can drop a bit lower if absolutely nothing happens. So Steam Deck LCD owners should get at least 3 hours of battery life, and Steam Deck OLED at least 4 hours.
Temperatures stayed around 65C, give or take 2-3C, and the Steam Deck's fan didn't ramp up during play.
Space Marine was created in ancient times before accessibility was a concept. There is an option to add subtitles to important dialogue, although ambient/background chatter is not subtitled at all, so you miss out on the flavor dialogue from your allies during battle or when you walk past them, and they speak to you. There is a mild aim assist you can enable.
Warhammer 40,000: Space Marine is a solid third-person shooter. It may be dated in some aspects compared to newer third-person shooters, but that doesn't mean it's necessarily worse. If you have some nostalgia for games like the earlier Gears of War titles, then this game might also scratch that itch.
The enemy and weapon variety helps keep things interesting during the short campaign and relatively unchanging environment. A lack of a co-op campaign here kind of stings, as I feel like it'd be a fun adventure with a friend, but it is what it is. The storyline is quite basic but decently written and structured, and the game doesn't delve into Warhammer lore a great deal, so if you are new to the franchise, Space Marine is an easy entry point.
Regarding Steam Deck compatibility, other than the game boots into the incorrect aspect ratio on the first boot and the controller glyphs being from a console made in 2005, there are no issues with how the game plays. You can enjoy Warhammer 40,000: Space Marine perfectly well on your Deck.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
Gundam Breaker 4 was provided by Bandai Namco for review. Thank you!
Gundam Breaker 4 was my first foray into the Gundam Universe, and judging from the poor reception of other Gundam games recently, Gundam Breaker 4 might be a decent entry point into the series for various reasons. Whether you're brand new to the Gundam experience or a returning player, Gundam Breaker 4 does a good job of introducing you to the world of Gundam and what it's all about.

In case you aren't familiar with the premise of Gundam, or more specifically, Gunpla in this game, the aim is to build the ultimate "mech" (or Gundam) using parts you've collected in battles. You can modify the head, body, arms, and legs. You name it, and it's probably modular and can be fitted with new parts.
This is one area where Gundam Breaker 4 shines; there are many parts for you to find and equip, all with a different look and style. They usually have slightly different abilities, allowing you to separate your Gundam into a different playstyle, and you can paint/add decals to them. As far as customization of your Gundam goes, I think there's not much more Gundam Breaker 4 could do.
Parts can be obtained from battles, or you can use the coins you get from battles to buy specific parts you want from the shop.
The touted Diorama mode also lets you pose various Gundams in different positions in an environment you can craft yourself using models that you've bought in the in-game shop, as well as adding visual effects such as explosions to the scene, so if you're a particularly big fan of Gundam, I'm sure you can have some fun creating your scenes and capturing them.

But let's move away from customization and onto some actual gameplay. How does Gundam Breaker 4 feel like to play?
Well, the primary gameplay mechanic in the game is the combat, as you might assume. And the combat is a bit of a mixed bag, if I'm honest. The customization helps out here; your Gundam can have 2 melee weapons, and 2 ranged weapons equipped. There's a lot of weaponry to choose from, and the combat is pretty fun for the first few missions.
But before long, you realize that the combat is quite repetitive. All of Gundam Breaker 4 sadly falls into the realm of repetition. The missions in the "Standard" difficulty are easy. I dread thinking about the easiest difficulty, so I stayed on standard for my playthrough. However, I avoided the hardcore mode, as I had never played one of these games.
You can get away with mostly sitting on top of enemies, mashing your melee button to deal massive damage; ranged weapons do far less damage and are used when closing the gap, so you can start using your melee. The first couple of bosses do pose a challenge, but I feel as though the game's balance isn't quite there, and your parts and progress seem to outpace the missions, meaning enemies are dealing less and less damage as you progress through the story chapters, and you are dealing more and more.
Depending on the parts fitted to your Gundam, you can perform several special attacks. These take the form of EX and OP moves, such as firing a barrage of machine gun fire or rockets, repairing mid-battle, or doing a combo of melee moves. However, the damage output of these moves is barely worth the time you sacrifice to pull them off, so mashing a melee attack might still be your best option.

There are pretty much only two mission formats you can discern apart from each other. One is where you must protect a rocket from waves of attack until it takes off, and another is just destroying other Gundam that appear in waves... There *is* technically a 3rd "Clan Battle" mission format, but it's essentially just the destroying Gundams mission format, with some interspersed dialogue and a story cutscene. Either way, you will always fight through 3 waves of Gundam in every mission.
By the time you hit mission 20, I started getting sick of playing what felt like the same mission for the 10th time; even the maps began to repeat. It's a real shame, and you get the feeling that the budget for the game may have been pretty low, or it comes across that way.
A separate set of missions alongside the "Story" mode is called "Quest" missions. These missions are the same as the Story missions, using the same maps and often having very similar objectives but with a time limit. It does feel like the developers created a few maps and then tried to recycle content as much as possible to make it feel like the game has a lot of content when it doesn't.

The storyline for the game falls into a somewhat "meta" area. Where everyone in Gundam Breaker 4 is... playing Gundam Breaker 4. Every NPC you meet in the game is someone with a life outside of Gundam Breaker 4, but you all meet up as online friends to escape various situations these characters face in their real-world lives.
The narrative is advanced by utilizing voiced cutscenes before and after story battles and sometimes during the battles as part of a cutscene. Some of the characters are somewhat interesting, but they fall under some fairly generic tropes, and you can figure out the characters and their personalities within a couple of missions of meeting them.
Because of this, Gundam Breaker 4 feels like a game that may have been designed with a younger audience in mind, maybe in the 10-13-year-old range. Character plotlines and their motivations are pretty simple, and we have a silent protagonist using hand gestures to convey emotions.

Visually, the game is okay. Nothing particularly stands out, and they do the job they're meant to do, but it isn't what I'd call a "pretty" game. The sounds likewise are fairly generic and just do the job, they can get a little repetitive when firing weapons like a machine gun or mashing a melee attack. The voiced lines of dialogue are probably the best part of the sound in the game, with the voice actors doing a pretty good job.
I couldn't test out any of Gundam Breaker 4's online features, as they weren't available to reviewers before the game's launch. The game is supposed to contain an online lobby where you can meet other players, as well as the ability to do certain missions with other players.
How does Gundam Breaker 4 handle the basics then? Quite well, actually. It has 1280x800 resolution support, which it defaults to. It also has great controller support, allowing you to control menus and gameplay with the Steam Deck's controller.
Specific text in the game is a little on the small side, specifically on the mission select screen. Luckily, this is largely unimportant flavor text. Dialogue text is of a decent size and should be quite legible.
There are a few graphical options that are laid out very simply, with the options ranging from "Low" to "Best", so I'm offering 2 presets today, one focusing on battery life, and one focusing on the best quality you can get while getting 60 FPS.
Regarding SteamOS settings, we aren't applying a frame rate limit or TDP Limit for this one.
We're putting all the graphics settings on the "High" option, including Texture Quality, as the game can hog VRAM a bit. Then we're setting the "Frame Rate" option to "60" and keeping the 1280x800 resolution. These are the default settings that the game recommends you play at upon booting.

With these settings, you should see an almost constant 60 FPS throughout the game; I rarely experienced any dips. There was a mission where I experienced several stutters within a few seconds of each other, which I think was likely to do with the VRAM being full, but this resolved itself. There may be some memory leak, as VRAM usage hit 7.2GB, an absurd amount for such a game.



The power draw varies greatly depending on the map and number of enemies, ranging from 17W in quieter situations up to 22W in intense ones. Steam Deck LCD owners can expect around 2 hours of battery life, with Steam Deck OLED owners getting around 2.5 hours.
Temperatures stick around 70-80C as you play, meaning the fan ramps up and down a fair amount, meaning the fan will be audible at points.
If you want a battery life as long as possible, then set your TDP limit in SteamOS to 7W, and again, we don't need a frame rate limit in SteamOS for this one.
In the in-game graphics settings, use "Low" for everything but Textures, which we'll leave on "High." Then, set the in-game frame rate option to "30". With some uneven frame times, the in-game frame limiter isn't perfect, but it stops us from getting the input lag that the SteamOS frame limiter introduces.

With these settings, you can get a mostly stable 30 FPS, the frame times will be slightly erratic, due to the in-game frame limiter, but I largely found it to be fine once I got used to it.



Power draw is much lower using this preset, around 8-10W, so you can expect 4 hours of battery from a Steam Deck LCD, and 5 hours from the OLED model on these settings.
Temperatures are also lower, mostly between 60-65C. Thus, fan noise shouldn't be a concern.
Gundam Breaker 4 has no accessibility menu per se. Although it does offer some features such as disabling camera shake, adjusting sensitivity, auto lock-on, and rebindable controls. All dialogue is subtitled, whether voiced or not.
Gundam Breaker 4 excels in some areas and falls short in others. If you're a fan of collecting parts, building your Gundam, experimenting with different combinations, and showing it off in the Diorama mode, then Gundam Breaker 4 has got you covered.
But the gameplay sadly falls a bit short, with repetitive missions with almost the same objective each time and repeating maps and enemies. The lack of variety quickly drains the fun out of Gundam Breaker 4 before it should. I thoroughly enjoyed the first hour of playing. Still, after reaching mission 6 and realizing I would be completing the same mission format of defeating two waves of enemies and then facing a boss every mission, it became stale. Then you realize there are over 30 missions of the same.
The saving grace here might be the online mode. If the player base is strong enough, you might get some enjoyment out of the variety that comes with online play. Sadly, the servers were offline for reviewers, so I couldn't test the online gameplay myself.
Steam Deck's performance is at least pretty good, with the ability to have a "decent" looking game without an obscene power draw and sacrifice some visuals for an incredibly long battery life. The controls work perfectly well. You can't fault Gundam Breaker 4 for how it performs on the Deck.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
This review was created using an LCD Steam Deck. OLED testing will be carried out soon.
While I am not a fan of shooters like Call of Duty, I will happily play them if they offer something that appeals to me, like the Stalker franchise, Arma 3, and Cyberpunk 2077. They provide great immersion or massive customization to play as I wish. I have lost count of how many hours I have invested in these three games alone.
Then, there are multiplayer extraction shooters like Hunt Showdown and Escape From Tarkov. While I have never played the latter and have no intention of doing so, I always wished I had something similar that could be played and enjoyed alone.
In 2022, my prayers were answered. Zero Sievert is a top-down extraction shooter that feels like someone blended Stalker and Escape From Tarkov into a 2D blender. I like many games, so that might not come as rare praise, but I’ve always returned to it when I need downtime. Thanks to some recent updates, it is also a great experience on the Steam Deck. Although it isn't perfect, Zero Sievert was on my shortlist of best Early Access titles at launch and has improved considerably in the past few years.

This game is not easy; everything about Zero Sievert sells that reality. In a post-apocalyptic nuclear hellscape, humanity has regressed to surviving in bunkers, fighting desperately to survive at all costs. It is survival of the fittest, and whoever blinks first will often die. You start as a nobody in the bunker; to survive, you must learn quickly. While it contains some tutorials, most of the game is taught through trial and error. It throws a lot at the player, but you can customize difficulty whenever you wish with tons of modifiers to tweak for your play style.
What sold me is how well the game combines everything. The hardcore survival mechanics, brutal combat, and the ‘one more turn’ gameplay loop made this an easy game to love. I’m notorious for being terrible at games, but I find Zero Sievert so much fun that I never get put off failure.
The gameplay loop is simple enough: take quests inside the bunker from various factions, head to one of several randomized maps, and explore. You get to keep whatever you find on the map and survive with, but if you die, you lose all your loot. I also appreciated how atmospheric Zero Sievert is. The graphics are nothing to write home about, but the environments are rich in detail with immersive sound design.

While in the wilderness, you must consider your Health, energy, thirst, hunger, and radiation and manage them to survive. Weapons will degrade in durability, and most weapons need their separate ammo. In the wilderness, death comes quickly for the player. Enemy humans, ghouls, and hungry animals all hit hard, and constant radiation makes prolonged exposure outside the bunker dangerous.
With the custom difficulty settings, you can change virtually everything regarding the gameplay. Don’t fancy being killed in a couple of hits? Reduce enemy damage. You can even keep items on death and turn off the need to sleep. I’m happy keeping settings at default, but this was a nice accessibility addition to the game.
The only way to escape the map is by reaching an extraction point. Since all maps are randomized, There’s no way of predicting where they might be, so make good use of your map at all times! With the high-stakes gameplay, this leads to some brilliant moments. Often, I scrambled to the extraction point with my hungry, badly wounded character as fast as I could, necking my last anti-rad pills to prevent the radiation spikes from melting my insides while dodging enemies. I had a couple of bad maps when the extraction points spawned in a location I couldn’t get to, but these were rare. Map generation has improved greatly over time. Right now, there are five different map biomes. Only the Forest location is available immediately, and the others are unlocked by carrying out various missions within the bunker.

Between excursions, there’s plenty to do within the bunker. You can upgrade their lodgings with different modules, trade with locals, take on jobs, store loot, and rest. Many different weapons and items are available, all with different strengths and weaknesses. It sounds overwhelming, but there isn’t any rush.
Upgrading your base requires massive resources: a single module can take hours to accumulate. The grind in Zero Sievert is considerable, even with the addictive gameplay. Performance is pretty solid, but you will see a few frame drops when transitioning from the bunker to a map. This happens on any system, not just the Steam Deck. It’s nothing major, but it is something to consider.
Overall, Zero Sievert is quite an enjoyable experience on the Steam Deck. There are a couple of quirks to consider regarding controls, but you won’t be disappointed with this. It has an official ‘Playable’ rating through Valve and will show the default mouse and keyboard controls. However, it was reported that correct controller icons were showing up on other Steam Decks playing the game. You just have to make sure you change the controller scheme to "Gamepad with Joystick Trackpad" in the controller settings for the game through Steam. There aren’t many graphical options to tweak in the game, and our options have little difference in performance.
Let’s talk about performance first. Zero Sievert runs great at the stock settings (60hz, 60FPS, and nothing tweaked), but it drains more with a TDP uncapped than I expected. On my LCD Steam Deck, it was most intensive when in the bunker, with an average of 11W. I expected it to sip more power when I was away from the bunker with all the environmental design, but it dropped to an average of 10w. While this is solid, a 40hz refresh rate is the way to go. There isn’t any real advantage to keeping it at a full 60hz, and the power draw decreased to an average of 9W on 40hz.

Zero Sievert can also be played very well at a low TDP. At 40hz with a 3-4W TDP, I found some impressive results. Most of the time, I managed at least 30FPS, although 40FPS was manageable as long as there weren't too many enemies fighting on the screen. I did find some significant framerate drops when managing my inventory to the mid-20s. These weren’t frequent enough to be a dealbreaker, though they happened more often at the 3W TDP. If you want to cap the TDP limit, I recommend keeping it to 4. The loading screen drops happened on all systems and at different TDP limits, so I wouldn’t lose sleep over this.
One obvious improvement is battery life. At this TDP limit, Zero Sievert had an average power draw of 6.6W, giving the LCD Steam Deck an estimated 5-6 hours of battery life. This is a significant increase from having settings kept in stock mode, although over 4 hours of battery life in default mode is also decent.
If you don’t mind some slow moments in inventory, I recommend going for the low TDP/40HZ mode for Zero Sievert. There isn’t much of an advantage to going 60FPS, and you will greatly increase battery life. If you want an experience that is as smooth as possible, an uncapped TDP will be your way forward. For consistency's sake, I will leave the TDP untouched in the Steam Deck settings, but you will also have a decent time with the battery-saving option.
Zero Sievert is playable in English, Dutch, Spanish, Japanese, Korean, Portuguese, Traditional Chinese, and Simplified Chinese.
You can change the screen resolution and freely adjust the grass and fog of war density. Within the Data Collection screen, you can also turn off analytics.

There are no options for colorblind support, and the font cannot be changed or resized. However, it is fairly readable on the Steam Deck LCD. While Zero Sievert’s accessibility options on the technical side are disappointing, the custom difficulty offers a ton of modifiers. Everything can be freely tweaked from economy to progression. You can make it as easy as possible or a hardcore death simulator where even a single failure spells the end of your run.
There is a lot to like about Zero Sievert. It has been in Early Access for a couple of years now, and despite a couple of slips down the slope, I’ve found it to be a great experience overall. A single-player extraction shooter is rare in the gaming market, and it rises to the occasion.
Zero Sievert is available on Steam for $19.99 but frequently goes on sale. It is a solid pick if you are in the mood for an atmospheric extraction shooter for your Steam Deck.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
EvilVEvil was provided by Toadman Interactive for review. Thank you!
This review used an LCD Steam Deck. OLED details will be coming later.
EvilVEvil might be the most divided I've felt about a game that I've had to review. Some aspects of the game shine out as being fun and make me hope that the game is a success, but other aspects trouble me and make me worry about its long-term future.

EvilVEvil starts you off with a tutorial, which will run you through the basics of the game, and teach you how to use your weapons, their uses, and your abilities. For the starting character, you can teleport and shoot a ball of fire from your hand. Then you have a shotgun-like anti-demon weapon and an assault rifle for dealing with non-supernatural enemies and requiring you to switch weapons depending on the enemy type you're facing.
EvilVEvil's gunplay is easily one of the highlights. Enemies often come at you enmasse, and the gunplay is smooth and gives you a decent sense of power as you fight off the encroaching army. The ability to jump at a supernatural level, and teleport, gives you a good sense of movement, there's also the nice added feature that if you aim down sights when firing a gun in the air, the game will go into slow-motion briefly so you can aim your shots and feel like a badass.
The gunplay and movement feel decent, but I think it's important to state what EvilVEvil is and isn't. While the game does have a story and seems to like to emphasize it, it doesn't focus on it much. Yes, the game is split up into missions, but the way it presents itself in this regard feels very 90s.
All dialogue is shown in a small box at the side of the screen, usually while you're busy mowing down enemies. It's hard to pay attention to what's going on story-wise, and the missions are pretty short with most of them lasting around 20 minutes or less. There's even a toggle in the option menu to disable the storyline, likely in case you want to play the same mission repeatedly for grinding progression.

This brings me to what I worry about most with EvilVEvil. I wasn't aware of this before, and I don't see it mentioned on the Steam page for the game now, but EvilVEvil is a season-based game. After playing through the 11 missions that make up Season 1 and reaching the end, there wasn't a satisfying conclusion to the story. I can only assume it's because the over-arching story is meant to take place across multiple seasons.
This is a huge worry for me with regard to the game's longevity because the 11 missions can be completed in 2-3 hours if you move through them quickly enough. And that's all the content in the game. There's no deathmatch mode, side missions, or even side objectives, just those 11. And if a season lasts for 3 months, you're only getting 2 to 3 hours worth of content every 3 months, people are going to lose interest, fast.
Progression is slow, but again, I'm guessing this is because the developers intend for you to play across multiple seasons to progress. After finishing season 1, 1 of my characters was at level 11/50. The rest I hadn't yet touched. So unless you are prepared to wait several months and multiple seasons to level up your characters and equipment, expect progression to be a bit of a grind of playing the same few missions repeatedly, with no change.

As for the progression itself, there are a decent number of modifications you can make. You unlock character artifacts by playing as a certain character and weapon modifications by using that weapon and unlocking additional slots to fit more modifications. Then, you'll simply be spending in-game currency to upgrade them. This allows some variety in the game, and you have more artifacts/modifications than you do slots to equip them in, meaning everyone in your party is likely running a different loadout to each other.
I enjoy some aspects of EvilVEvil, the gunplay is enjoyable, and the movement is good, but it's wrapped in a package that I don't have much confidence in. The gameplay loop is boring, all the missions are very similar in their design and objectives, and progression is a bit of a grind. I hope that this is something that changes post-launch because if they can get more content in the game and add some variety to the missions/objectives, this could be a much easier game to recommend.
Luckily, this is a multiplayer focused title, and playing it with friends is a blast. You can play it all solo, which does highlight some of these issues with the missions, but playing with friends and trying to coordinate, especially on the higher difficulties, saves it to some degree. You can also somewhat compete against each other by seeing who can get the highest score within the mission, and when all is said and done, this is definitely a multiplayer-focused experience.

There are 4 difficulty options available, including a "Story" difficulty, which is dead easy. When playing in this mode, I didn't die once. The higher difficulties are much more challenging, however, forcing you to take things a bit slower and think through situations more. it's pretty brutal. This could make the game a bit longer if you play on higher difficulties. It seems the game doesn't scale much, depending on the players in your squad. So playing solo might be very difficult.
It's also worth mentioning that even when playing solo, the game is an "online" game, so you cannot pause.
EvilVEvil is a bit of a mixed bag regarding how it performs on the Steam Deck. It does support 1280x800 as a resolution, so we don't have any black bars around the screen, and the controls work well on the Steam Deck, but UI scaling is a bit of an issue. Prompts to interact with objects and the objectives on the screen are small. Fortunately, the prompt always has the same button, so you know what to press when it appears. The objectives are marked with a visual icon, so knowing the objective is unnecessary.
In your SteamOS settings, you'll want an FPS Limit of 60 FPS / 60Hz or just no frame limiter, as we'll be using the in-game limiter. We won't be setting a TDP Limit here either.
We essentially run the lowest settings possible, with the exception of Texture Quality, which we will have on "Extreme." Don't worry; even on Extreme, the game really doesn't use much VRAM. Shadows, Particles, and Bloom, we all want on either Off or Low. Strangely, the game only supports FSR1, no FSR2 or FSR3 support, odd for a 2024 release.
We are keeping the resolution at 1280x800, as we would at least like the chance to be able to read the text in the game! We're also setting the "Max FPS" in-game to 30. It does have some inconsistent frame times, but it doesn't introduce input lag as the SteamOS frame limiter does.
Here's a screenshot of the settings I used for reference:

Using these settings, EvilVEvil will maintain 30 FPS a decent amount of the time. However, when a lot of enemies are present, which is a fairly frequent occurrence, expect the FPS to drop into the high 20s, occasionally to 25 or so. This is a CPU issue rather than a GPU one. The GPU is surprisingly not taxed at these settings, but we need to keep the power draw low on the GPU so the CPU can take whatever it needs.
In my opinion, the game remains playable. It's not super strict about how accurate your aim has to be, and since it's co-op rather than competitive, you won't be fighting against other players, meaning there's a lot less pressure to react quickly.



My power draw was generally in the 18-20W range, so expect around 2 hours of battery life on a Steam Deck LCD and 2.5 hours on the Steam Deck OLED.
The temperatures are high, around 70-80C. The fan did have to kick up to a high level occasionally, but it often quickly went down again.
EvilVEvil has no accessibility options. You can adjust camera sensitivity and invert the controls, but that's about it.
EvilVEvil has great potential; the gunplay and movement are enjoyable, so the basics are in place. I just hope there's enough content built around the gameplay to make it an enjoyable experience for a long time. Right now, Season 1 doesn't seem to be offering much content for players to enjoy. I worry that unless additional ways to play, or unless the Seasons are much shorter lived than the "Seasons" in other games, EvilVEvil will become stale, fast. More variety in the game's missions would be good, too; almost every objective in the missions is "Plant explosives" and "Destroy these objects".
I also have some concerns over the game's difficulty balancing. Playing on the hardest difficulty seems incredibly brutal, especially as a solo player where you can't be revived. I had the most fun playing on the "Medium" difficulty solo, which is difficulty 2 out of 4. Difficulty 3 and 4 were out of my skill range, I'm afraid.
Performance on the Steam Deck is mixed. The basics are in place, there is good resolution support, and the controls work just fine, but the frame rate is a little unstable, with frequent dips when in intense combat. The game remains playable, but if you're particularly sensitive to frame drops, you might find it difficult to play.
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 news, tips and tutorials, game 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.

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.

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.

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 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.
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.
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.
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.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
Outcast: A New Beginning was provided by THQ Nordic for review. Thank you!
This game was tested with a Steam Deck LCD. OLED testing is coming soon.
I had pretty low expectations for Outcast: A New Beginning when first setting out. Having covered the game and keeping an eye on it pre-release, I wasn't sure how the quality of the game would hold up. It seemed like an arcadey shooter that would fail to hold up to its promises, with weak combat and grating dialogue. Having played the game and giving it a fair shot, I think I was both right and wrong about it.

Let's cover the basics of the game, movement, and combat. The movement feels quite nice. Your character is maneuverable and gains more maneuverability as you play through the start of the game, gaining a jetpack, which lets you jump higher and dodge, both adding a new dimension to your movement. The jetpack is also upgradable, allowing even more flexibility. While I did find it somewhat difficult to control at times, I think that's more down to how the game runs on the Steam Deck, but more on that later.

The combat of the game is more satisfying than I expected. When looking at the trailers for the game, it seemed as though firing a weapon would feel weak and offer little feedback, whereas the opposite is true. Although there's a pretty hefty auto-aim in the game, lining up your shots and ensuring your hit is vital. Headshots do count here, and enemies die in a few shots, provided you've got the right equipment for the job. I am happy that enemies aren't bullet sponges.

In terms of visuals, the world of Outcast: A New Beginning is quite beautiful, and largely based in forested areas with plenty of foliage and dense tree cover. The game makes use of this to create subtle lighting effects of dappled shade. Other areas in the game are more open, however, such as grassy plains, beaches, and some mountainous areas. Regardless of where you are, there are probably lots of trees or lots of grass. The downside of all this foliage, however, is performance. The trees cast shadows, and a lot of the foliage is interactable, too, moving when the player character gets near; all of this undoubtedly has a toll on the game's performance.
While I don't feel that Outcast breaks any new boundaries in terms of graphical fidelity, I do feel that the choice of location/environment greatly helps Outcast look its best, even on low settings.
When it comes to character visuals and design, there's nothing too much to complain about here. The animations and visuals do the job they have to do, although I will say that at times, the player character's animations do look a little stiff and stilted. Jumping while standing still looks a bit... odd to me.

In addition to satisfying combat and a beautiful game world, Outcast also has an upgrade system in place, where you can use resources found in the game world to upgrade your weapons, equipment, and jetpack. Weapons, for example, can have modules fitted to them, and your jetpack and general combat skills can be upgraded by finding resources/crystals in the game world and collecting them. This helps to keep the game from becoming monotonous. You're always on the lookout for those crafting and upgrading resources so you can better yourself. As it happens, the guns in the game also use certain crystals as ammunition, so it's good to keep scanning so you can find any that are nearby.
In terms of storyline, Outcast: A New Beginning has a reasonable story that punctuates gameplay with cutscenes from time to time. It is technically a sequel to the original Outcast game, but at the same time, a reboot. I wouldn't say you need to be familiar with the original to enjoy this game's story. Long story short, you are resurrected back to life on the planet you originally visited in the first game. However, much has changed, and a robot army is invading Adelpha, a planet of the mostly peaceful Talan race. In the original game, you were hailed as a "Messiah," so you again take up the mantle to protect the Talan race from the robot invaders and find out who is behind this invasion.
You aren't just doing this for the Talans' sake, though, and you are in danger of running into more cliches. You also have amnesia. You get glimpses into your past as you play through the game, which is centered on you and your family relationships. Your main aim is to help the Talans, with the belief that this will help you return to Earth and find out what happened with your family.
The dialogue can be a little grating, and Cutter Slade (the player character) is a little irksome at times. I think the game tries to pass it off as him being dead for a while, so his vocabulary is a little dated, making him an "old-school Navy SEAL," but I could have done without it.
But now we get onto the real killer: performance on the Steam Deck.
When booting Outcast: A New Beginning, you'll be asked if you want to boot in DirectX 11 or DirectX 12 modes. Make sure you pick DirectX12, as in my testing, DX12 tended to offer about a 3-5 FPS performance improvement depending on where you are in the game.
The game does get some basics right. It supports 16:10 resolutions and has pretty solid controller support, covering both the menus and the gameplay. However, the occasional menu is still controlled via a gamepad-controlled mouse cursor, which is very odd and does actually cause some issues.
Shockingly, the game has no upscaling support, there's no integration of FSR, XeSS, or even DLSS here, very strange for a fairly demanding title in 2024. Because of this, we'll need to use the FSR1 built into the Steam Deck when setting up our Deck for the game.
There's also no support for going below 720p when using the in-game resolution selector, so we'll need to force a lower game resolution in the Steam Game Properties.
In the Game Properties, force a Game Resolution of 800x500. Please note that forcing this resolution does cause some oddities, such as the cursor not reaching the whole screen. This doesn't matter for most menus, as they use the gamepad for controls, but a couple of menus use a gamepad-controlled cursor, and these menus do not work if we force the resolution this low.
In your SteamOS settings, set a 60 FPS/ 60Hz limit and your TDP limit to 15W or Off. Make sure your scaling filter is set to FSR and the FSR Sharpness is set to 5.
In the in-game graphics settings, you can go ahead and select the "Low" Preset. This sets everything as low as it can go, and that's what we'll need. You'll also want to set the "Max FPS" to "30." We're using the in-game FPS cap rather than the Steam Deck's, as it introduces less input lag, and we need to minimize that as much as possible.


Using these settings, we can hit 30 FPS at points in the game, often in the open plains or when overlooking a vista. Unfortunately, a lot of the game takes place in dense forests or places with lots of close vegetation, and in these places, the game will typically run around the mid-20s in FPS. Any areas with a great deal of NPCs, such as villages, will also tend to run closer to 20 than 30 as the CPU starts to take more power away from the GPU.



As you can see from the screenshots above, the game is both CPU and GPU-bound, which results in the game almost never achieving a fully stable 30 FPS, regardless of where you are. The game heavily leans on single-thread performance, a weak point of the Steam Deck. Often, one of the threads is almost locked to 100% load.
Unfortunately, these low frame rates introduce some input lag, which can make the game's combat a little difficult. The low frame rate can easily cause you to miss shots or overreact to movement, not to mention making combat difficult in the first place.
Outcast maxes out the Steam Deck, even in menus, so battery drain is around 25-26W the entire time, which puts your expected battery life at around 80-90 minutes at best. Temperatures can vary, but generally expect 80-90C, with the CPU being more towards the higher end and GPU towards the lower end of that range. In short, your Deck will get hot.
There isn't too much accessibility in Outcast: A New Beginning. You can have subtitles, although they are a little difficult to read, given the low resolution we need to use on the Steam Deck. You can also change the basics like sensitivity and FoV, as well as the contrast/brightness and re-bindable keys. Sadly, there's no UI scaling, which could have benefitted the Steam Deck or other handhelds. There is, however, a filter for different types of colorblindness. Presumably, this would alter things like blips on the minimap and icons for resources to be different colors.
I think Outcast: A New Beginning is an enjoyable game at its heart, far more enjoyable than I first thought when I was watching the trailers for the game. However, the Steam Deck isn't the place to enjoy this game.
If you have a decent gaming PC, laptop, or maybe even a higher-end handheld running an AMD 7840U or 8840U, I think Outcast: A New Beginning could be a great third-person Shooter with RPG elements. It's not a game to be taken too seriously, but to pick up and play in 30-minute stints, I think the game has the potential to be a good bit of fun. The upgrades keep things fresh, and the game world is large, but there's usually something to do, so it doesn't feel sparse or empty.
All-in-all, I would recommend the game itself, as long as it's played on the right hardware.
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 news, tips and tutorials, game 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.
I'll admit, I had pretty low expectations when going into HELLDIVERS 2 for its review. The trailers pre-launch gave me the impression that it would be an arcade shooter with cheesy humor. Fortunately, I was completely off the mark at just what kind of game it was. With pretty deep gameplay mechanics and exciting gunplay, HELLDIVERS 2 is a welcome surprise for sure.

HELLDIVERS 2 is set during a war between the Humans, Terminids, and Automatons. Players have to navigate to invaded systems and "liberate" them, using the sector map on each player's capital ship that they command. Once you've selected a planet, you can then select a generated mission on that planet. You and up to 3 friends can use drop-pods to land on the planet, which puts you in a small mission area where you can carry out your objectives. This is when the real fun begins.


The gunplay in HELLDIVERS 2 is excellent. Rather than the arcadey shoot 'em up I was expecting it to be, the game incorporates realism almost everywhere. Recoil requires you to plan your shots while you also balance aiming at specific body parts of enemies to deal maximum damage. The movement is also smooth, allowing you to dive, sprint, crouch, and vault over obstacles. It all adds up to make an excellent combat system that's super satisfying and challenging.

There's also the "Strategems" feature. By holding down LB and pressing a combination of Dpad buttons, you can order supply drops, orbital bombardments, additional weapons, and more from your dropship orbiting the planet. There's a variety of stratagems that players can equip, allowing you to coordinate with your teammates to create a balance.
Another thing that's worth mentioning at this point is that I wouldn't play this game entirely solo. It is difficult, and to tackle higher-difficulty missions, you will NEED a team with you. The game does have random matchmaking, so having friends who play isn't strictly necessary, but it's an experience best shared with your pals. Communication is key as it allows you to alert your squad to enemies approaching from a flank or warn them that you're calling in an orbital strike, etc., and there is friendly fire, so using the voice chat in-game with the Deck's microphone is recommended.
If communication via voice is difficult for you, you can disable voice chat entirely and use a ping system to communicate with your teammates.

During missions, you will often have to solve small "puzzles," which require your complete attention and leave you unable to defend yourself. On outright extermination missions, it can also be tough alone, as enemies tend to approach from all directions, making it difficult for you to avoid being flanked or surrounded, leading to a quick death.
HELLDIVERS 2 is an online-only title, so while you can play singleplayer, the missions are always hosted online as every mission that a player completes adds to the "liberation" percentage of the planet; this always online led to a few problems in the launch week, due to overloaded servers. However, server capacity has increased since launch, and the issues seem mostly resolved.
HELLDIVERS 2 gets off to a good start. It supports the Steam Deck's 1280x800 native resolution, it has UI scaling, allowing you to get an easily readable HUD, and it has a wide variety of graphics settings to choose from. And yes, it does have HDR support!
Interestingly, the game taxes the CPU more than the GPU, especially when swarms of enemies appear. This means that although the game can appear to run at 40 FPS when walking around a planet, once enemies start to appear and swarm, the FPS will quickly drop. Due to this, I only have one recommended build with an emphasis on stability.
Start by setting a 30 FPS lock in your SteamOS settings, and don't set a TDP Limit.
Then, head to the "Display" settings in the options menu; we're keeping the 1280x800 resolution but setting the "Render Scale" to "Balanced"; this lowers the resolution and applies upscaling, which helps performance greatly.

Now, we can move to the "Graphics" menu, which is where the majority of our changes will be. We're disabling Depth of Field and Bloom, setting Texture Quality to "Ultra," and then using a mix of Medium and Low settings for the rest of the choices.


Using these settings, we can maintain 30 FPS for almost the entire time, with some exceptions when large amounts of enemies are swarming. Lowering the graphics settings essentially allows the Steam Deck to devote more power to the CPU instead of the GPU, to mitigate frame drops when enemies begin to swarm. Unfortunately, even with these lower settings, the Steam Deck will still struggle when there is a large amount of enemies and visual effects happening. This is particularly common when trying to extract, and your squad is firing everything they've got at the incoming swarm. I saw dips into the low 20s at times, but this was brief, and we still feel the game is playable.



Battery drain is all over the place, depending on the situation. When wandering the planet with no enemies swarming, I saw a drain of around 15W, but this quickly rose to around 25W when the swarm arrived. Temperatures follow suit, running at around 70C when the situation is quiet but quickly rising to 85C in intense combat. This means you should expect around 80 minutes of battery life from a full charge.
HELLDIVERS 2 offers a good amount of accessibility options for players. You can adjust subtitle and UI size, change the color of your reticule, have both Text to Speech and Speech to Text for communicating with other players, and adjust settings to make HUD elements more or less visible.


HELLDIVERS 2 offers a comprehensive and satisfying combat system wrapped in a galactic war that makes you feel like you're impacting the wider situation. The game feels polished and allows for strategic gameplay and teamwork to take the fore. While I would hesitate to recommend this game to solo players, if you have friends who want to play or are just willing to work with random players online, then HELLDIVERS 2 is worth your consideration. Performance on the Deck isn't the best, but it'll run at 30 FPS for most gameplay and give you a playable experience.
However, please remember that the game requires a constant internet connection.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
Whisker Squadron: Survivor was provided by the publisher for review. Thank you!
This game was tested with a Steam Deck LCD. OLED testing is coming soon.
Somehow, upon receiving this game to test, I didn't clock the "Survivor" tagline, and I went into it thinking it would be a traditional on-the-rails shooter. But lo and behold, there it is! Whisker Squadron: Survivor is part of the "Survivor" genre that has recently blown up in popularity, meaning you earn XP for enemies defeated, level up, and gain new abilities or weapons to keep surviving for as long as possible. I love survivor-like games, and it was a nice surprise when I started this game.

The gameplay is much as you would expect; you fly a ship down a narrow tunnel/passage with enemies and obstacles appearing before you. Think Galaga, but in a 3D environment. Defeating enemies allows you to level up, get new/upgraded weapons, repair your ship, or do many other things. It's a simple concept but works well and is pretty enjoyable. You can choose 3 maps to play through, each broken into 10 zones. With each zone getting progressively more challenging.

Aside from the upgrades you get during a run, there are also "Mods" you can enable at the start, which will change the experience. From starting your ship with less health to enemies being stronger, or being able to deal double damage but also receive double the damage, these mods aim to make your run harder and more rewarding. I found the game difficult enough, but it's here for you if you want that extra challenge.

The visuals are very stylized and appealing. I struggled to distinguish enemies from the background, but I liked the aesthetic overall. The 3 maps you can choose from all have different color schemes and obstacles that you will face, and you unlock the other 2 maps reasonably quickly, so it's nice to switch between them after each run for a bit of variety while you play.

This is a good entry into the survivor-like genre, which ticks the "Can I do better next time?" box. It always pushes you to reach the next zone and try new strategies with the available unlocks. I had a great time playing, but let's consider how worthwhile it is to bring the game wherever you go.
The game supports 16:10 resolutions, so we can run at the Steam Deck's native 1280x800 resolution. We also have full gamepad support in both menus and gameplay here, and it feels so great that it would be my preferred method of playing, even on a desktop PC.
Whisker Squadron: Survivor doesn't have many graphical settings; it is simply a low/medium/High-quality setting. The difference between the 3 modes is pretty marginal, in my opinion, and so, to get the best out of our Steam Deck, though the higher graphical settings are heavy on the device, both of my presets use the "Low" setting.

Unfortunately, I could not get the performance overlay to appear in screenshots, even when using an override command. However, I am providing the statistics in text form, and the performance is essentially locked at the frame cap for both settings.
The "Low" setting allows us to keep our TDP limit down to 10W, putting the battery drain at about 15W - 18W, depending on your zone and how many enemies there are. It's an almost locked 60 FPS using SteamOS with occasional stutters when leveling up. You can expect around 2 hours of battery life from it. Temperatures varied between 65C and 75C.

While the battery life of 2 hours is pretty low, the 60 FPS settings get my recommendation because this is a play-and-set-down game. You likely aren't going to spend more than 2 hours on it in one sitting, and the 60 FPS is nice when playing a game as fast-paced as this.
We opt for a 40 FPS/Hz lock on the battery-saving settings instead of 30 FPS. Whisker Squadron: Survivor is a pretty fast-paced game, and it just doesn't feel very good when running at 30 FPS, but acceptable at 40 FPS. Plus, we barely save any battery by dropping down to 30 FPS.
By running at 40 FPS, we can lower the TDP Limit to 6W, putting our average battery drain around 10W - 12W for around 3 hours of battery life. Temperatures also drop to around 60c - 65c.

I was disappointed we couldn't get more than 3 hours of battery life out of the game while keeping the gameplay enjoyable. Given the game's stylized look and its somewhat basic nature, I thought it would be easy to run, but that doesn't seem to be the case. If you are running on the highest settings, even a 15W TDP Limit doesn't hold 60 FPS on the Steam Deck.
Whisker Squadron: Survivor has a few accessibility options in the menu. The game has no "difficulty" settings per se, but it does have the option to reduce incoming damage from enemies, as well as to make the game speed slower for more reaction time. There's also the option to disable screen shaking if that causes headaches for you.
I love survivor-like games. Their gameplay loop is satisfying and always pushes you to improve and do a little better each time. Whisker Squadron: Survivor encourages this by saving your high score and the furthest you've ever gotten on that map, challenging you to beat your personal bests. It's an easy-to-understand game that you can jump right into. The game is still in early access as I write this review, but I'm excited to see where the developers will take the game in the future.
Best of all, it plays beautifully on the Steam Deck, holding a "Verified" Steam Deck compatibility rating, and deserves it. It also has a "Very Positive" rating on Steam, which I greatly agree with.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
RoboCop: Rogue City was provided by Nacon for review. Thank you!
My experience with the RoboCop franchise was pretty limited going into RoboCop: Rogue City, only having watched the 2014 film near the time it was released. I feel as though this put me at somewhat of a disadvantage, as this is an obvious love letter to fans of the series. I share the sentiment of many that I've seen talk about this game, if you're a fan and enjoyed the original films, you will find a lot of love here, but if you aren't, this game won't make you one.

Despite being an "open area" title, the gameplay loop is linear. You're always on a "main mission," and there are sidequests or secondary objectives that you can complete. When finishing the primary objective and leaving the area, you will be warned that you will lose access to the sidequests you haven't yet completed. For better or worse, RoboCop: Rogue City is a short experience, with a casual playthrough likely lasting around 8.5 - 10 hours.
While I did find the graphics impressive, I wasn't particularly blown away by the gameplay itself. The enemies seem quite repetitive near the start of the game. In the first couple of hours of gameplay, you will only meet 1 enemy type, with them wielding 3 different weapons: a Pistol, SMG, or Assault Rifle. Then, suddenly, you'll get an influx of new enemy types, which adds some much-needed variety. The AI is quite decent, they'll take cover and throw grenades from time to time to deal extra damage. I did find the difficulty of the game relatively high, even on the lowest setting.
As for the gunplay, it feels stiff, although that was the most likely the intention, given the fact that you are an actual robot. It's somewhat difficult to do fine movements with your gun, at least on a gamepad, and you often just shoot in the vague vicinity of an NPC, letting the auto-aim assist you in accurately hitting your target. It almost feels as though there is 8-way directional aiming. Against normal enemies, it can make you feel a bit overpowered, which drives home that you are not fully human. There are a few weapons at your disposal, gained from picking them up off of defeated enemies.
One thing I did find rather annoying, however, is that when carrying a weapon, you can't simply walk over another weapon of the same type to refill your ammo, like almost every other modern FPS title. In RoboCop, you have to look at the weapon on the ground and press X on it to refill your ammo, which feels a bit jarring.

RoboCop also features a level-up system, allowing you to gain experience and spend points to gain skills you can use in a pinch. These vary from allowing you to activate a temporary shield to shockwave blasting nearby enemies to being able to interact with various objects in the environment for either gaining health or completing additional objectives.
I won't spoil the storyline here, but it's reasonably generic stuff, nothing special, but not terrible. It serves its purpose as far as the game goes, which puts the gameplay above all else.
RoboCop: Rogue City is an Unreal Engine 5 title, which are becoming increasingly popular now. Unfortunately, many UE5 titles do not play well with older hardware, particularly hardware that struggles with Ray-Tracing. Fortunately, it does give us an extensive range of settings to tweak, so we can get it to a playable state on the Steam Deck.
The menus support gamepads, making them easy to navigate on the Deck. We have support for 16:10 resolutions, so the Deck's native 1280x800 resolution is on the cards here. Sadly, there's no UI scaling in this game, meaning we're stuck with what we have when it comes to text size, which can sometimes be small.
I also experienced a crash while playing the game with some gameplay to cutscene transitions. This isn't a Steam Deck exclusive issue, though, and the game simply doesn't handle scene transitions all that well. In my case, I could simply reboot and click "Continue" on the main menu, and it placed me after the scene transition that crashed. I didn't lose any progress, but I can't guarantee that'll always happen.
Upon booting RoboCop, we're presented with a rather intensive main menu, which, on the max settings that the game defaulted me to, ran at less than 20 FPS.
The quickest way to set the recommended settings is to go ahead and put yourself on the "Low" preset, then make sure you're using FSR 2.2 and is set to "Balanced." Make sure you scroll down to the bottom and change the Reflection Method to SSR, not Lumen, as Lumen is a UE5 feature that is too intensive for the Steam Deck here. We're also upping Textures to "Epic," as we have enough VRAM to handle this.


As you might expect, in SteamOS, we're locking the frame rate to 30 FPS, with no TDP limit.
RoboCop: Rogue City is a very intensive title to run, so even on these low settings, we're drawing 18W - 20W from the battery, giving us around 2 hours of battery life. And while the game does maintain 30FPS for most of the time, when a lot of action is on screen, mainly explosions and other particle effects, the FPS can drop into the mid-20s. Fortunately, these particles usually only last a few seconds, and the FPS recovers once they're gone.



While dropping from 30 FPS isn't ideal, you could lower the FSR scaling to "Performance," but that would make the visuals look much worse. I'd rather have a decent-looking title that loses some frames here and there while quickly recovering. Given the slow nature of character movement, I feel like framerate drops in RoboCop aren't as egregious as they would be in a faster-paced game. There are more drops during cutscenes than actual gameplay though, so be prepared.
FSR 2.2 holds up surprisingly well, and even on Balanced, we get what I'd describe as perfectly acceptable image quality. The most noticeable issue is the reflections on certain surfaces which, as you can see below, can become a bit noisy when moving

RoboCop: Rogue City has almost no accessibility options unless you count adjusting controller sensitivity and removing motion blur/chromatic aberration.
While I feel as though RoboCop: Rogue City wasn't a game that was made for someone like me, I did enjoy the fairly simplistic combat that the game offers. Walking into a room and feeling like an overpowered tank does have an appeal to it. Sadly, it lost that luster after I walked into the 50th room doing the same thing. It holds up surprisingly well visually on the Steam Deck, and despite the FPS drops here and there, I'd view it as a "playable" experience, if not an ideal one.
If you're a fan of the RoboCop universe, then this is a great game for you. If you aren't, then there may be some better options available with better overall performance or more varied gameplay. Either way, there are a solid amount of compromises to make to play on the Deck, which may be worth it depending on how much you enjoy the franchise.
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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back.
After a long time of waiting, Overwatch 2 has finally arrived on Steam. So, what does this famous Free-To-Play Hero Shooter bring to the table?
There are over 30 characters or "heroes" to choose from, each with their own unique moves and playstyles, so you should be able to find one that fits how you like to play. Characters are split into 3 main classes: Tanks, Damage, and Support. My favorite is damage, but it's up to you how you want to play the game. This is a fast-paced and competitive first-person shooter, so having good reflexes and stable performance is essential. We're also treated to cross-play and cross-progression, so if you've been used to playing the game on consoles or over on Battle.net, you can carry on your progress on Steam.

Given that Overwatch 2 is widely known as an eSports title, you'd imagine it's pretty optimized, right? Well, let's see how it performs on the Deck.
Things get off to a decent start. The default controller layout works well, and menus can be controlled with the D-Pad or Analog stick. There is native support for 16:10 resolutions, including the Steam Deck's native 1280x800, and text is also reasonably sized and perfectly readable on the Deck's display.
But how well does the game run? Ideally, we want a 60 FPS experience, and that's exactly what we can get with the Deck.
60 FPS is fairly easy to achieve on the Steam Deck. For this, we simply set the game to its "High" preset to get a good baseline. Then we change "Dynamic Render Scale" to Off, change "Render Scale" to Custom, and set it to 100%. Then set the Frame Rate to Custom, and set that to 60. In the Graphics Quality tab, we're also lowering AA to use FXAA and not SMAA. Here are the settings in screenshot form if you want to see them for yourself. You can click to enlarge the images.


At these settings, I noticed basically no drops from 60 during 3 test matches. The downside, however, is that the battery life is very poor. You should expect no more than 90 minutes of battery life. The Deck can also feel pretty hot in your hands, reaching 90C often.



If you want settings that make the Steam Deck run slightly cooler, select the "Medium" preset, and then do the same as above: Dynamic Render Scale Off, Render Scale to Custom, 100%. Frame Rate to Custom, 60. FXAA is already used on the Medium preset, so we don't need to change this. The advantage of using Medium over High is that we can lower our TDP limit from 15W to 12W in the SteamOS settings. This buys us up to 30 minutes extra battery life, meaning you can possibly squeeze out 2 hours of gameplay. It also keeps the Deck cooler and more comfortable to hold, with temperatures usually holding around 80C and not 90C.
As this is a competitive game, we don't really want to drop the framerate too much. However, a drop to 50 FPS isn't too bad, and we can get some extra battery life out of the Steam Deck with these settings. In a similar fashion to the recommended build, select the "Low" preset, then set "Dynamic Render Scale" to Off, "Render Scale" to Custom, and set it to 100%. Then set the Frame Rate to Custom, and set that to 50. You'll also want to set your SteamOS Frame Rate lock and display to 50 FPS. Here are the settings again so you can copy them exactly. You can click to enlarge the images.


To get the extra life from our battery, we'll also be lowering our SteamOS TDP Limit to 9W. With these changes, the game may look a little worse, but we're increasing our battery life from about 90 minutes to almost 3 hours, close to doubling our battery life.
These aren't the absolute lowest graphics settings. We could lower the resolution or remove the FXAA. However, at this TDP, the Deck becomes CPU-limited rather than GPU-limited, so lowering our graphics wouldn't make the game smoother or improve battery life. Overwatch 2 seems to occasionally put a lot of stress onto a single CPU thread, so we still need a somewhat high TDP to keep the CPU happy.
Our framerate isn't quite as stable as it was with the 60 FPS build, but I struggled to notice it during gameplay. We're also a lot cooler here, running at about 70C instead of 90C.



Overwatch 2 has some nice accessibility options; these include the ability to disable Camera and HUD Shaking, which can give players headaches. You can increase the size of the game's cursor and subtitles. There is also a customizable color blind filter and the ability for the game to read out text chat to you, as well as type into chat using your own voice.
Despite the "Overwhelmingly Negative" reviews that Overwatch 2 was subjected to upon its Steam launch, I think there's quite a bit of fun with the game, especially if you have friends who want to play. It's free, the base mechanics of the game are simple and fun, and it's well-optimized so that a variety of devices, including the Steam Deck, can run it at a competitive level. If you're after a team-based first-person shooter, you should give Overwatch 2 a try!
Our review is based on the PC version of this game.
If you enjoyed this review, 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 news, tips and tutorials, game settings and reviews, or just want to stay up-to-date on the latest trends, we've got your back!