


lag depends on the host
Gvk's mod is a must

Works out of the box
No multplayer testing, not enough players anymore to really do that. Graphics were set as high as my card theoretically could handle, no observable issues.

Followed this guide https://forum.artixlinux.org/index.php/topic,3336.0.html only up to editing ulimit.
Some very slight glitch in the voice of Blake during repeated basic attacks
Works very well if the controller workd.
Looks like the game has still issues with controllers. On my two xbox controllers, some buttons did not work. PS4 Dual Shock and the Steam Controller worked without issues.
I connected online but I found no player.
The controller's left joystick worked. Everything else didn't. Enabling Steam Input broke even that
Left and right triggers are treated as the same axis, which causes the game to think the right trigger is pressed when it isn't.
The game treats the left and right triggers on a controller as the same axis. Typically, developers design around this limitation by detecting which direction the axis goes to tell what trigger is being pressed. When no trigger is being pressed, the axis should be neutral.
For some reason, the game believes that when no triggers are pressed, the right trigger is being pressed the minimum amount which causes your character to constantly shoot. Hold down the left trigger and the shooting stops.
Without mods, there is a method, albeit a hacky one to work around this issue. Open Steam's controller configuration settings for the game, select the infinity icon, then select LT in the controller diagram on the right. This will cause the left trigger to always be pressed, which takes the axis out of the range where the game thinks the right trigger is pressed.
After doing that, select the true left trigger and unbind it by selecting Full Pull Action then selecting the "no entry"/empty icon. This leaves the left trigger unbound, but the right trigger is still used to shoot.
Unfortunately this makes the "centre camera" function unavailable, but at least you now have a spare button to bind something else to! :P
From there you'll want to configure the right trigger to make it far more sensitive to compensate for the left trigger being held all the time. Reduce the Trigger Range End value to do this.
Goes great :)

As I mention in my 2 reports, RT shoot button is out of control when starting a match. To fully clarify, when I installed the mod installer and rebind my steam controller with R instead of RT (Steam controller config and ingame), the problem with the out-of-control shoot button problem seems to be gone.
I previously mentioned this before, but there are still random times where my shoot button is out of control on my steam controller. Not as often when binding to keyboard button with RT.

When I start a level with my steam controller, my shoot/RT button was out of control for some reason. Had to go to the controller configuration on the steam overlay and use a keyboard bind for the shoot button. Even changed the binding in-game. As a result, my shoot button isn't out of control anymore and it seems to fix the issue.
So far, so good - it's just that the graphics aren't detailed enough. The shadow of each character sprite looked pixelated.
Game works really slow as-is and requires user to force DirectX 9
Game has low FPS and freezes while playing with DX11. Changing renderer to DX9 helps and game works much better that way. Except that - it's all good.

I have large-address-aware and D9VK enabled globally in user_settings.py. Game runs flawlessly on highest settings. Controller support not tested.

no input from controller

It finally seems to work with controller! 🙌

controllers dont work.





It just crashed immediately, and the app is still running for some reason.


Everything is perfect. The controller works, but the input lag is too high to be playable this way.

Everything seems to run as well as on Windows with same hardware.

Works great without forcing DirectX 9 since Proton 3.16-2 (thanks to Stream Output support added in DXVK version 0.90). You need a graphic driver which implements the VK_EXT_transform_feedback Vulkan extension. Playing with a controller, however, is still impossible.




at first this game wouldn't run but after i added PROTON_NO_D3D11=1 %COMMAND%
it worked flawlessly

Works perfectly after setting "-force-d3d9" as launch options

at first this game wouldn't run but after i added PROTON_NO_D3D11=1 %COMMAND%
it worked flawlessly

Runs great after disabling D3D11. Online gameplay and controllers were not tested. Using the 390xx nvidia drivers is recommended right now due to a bug with Unity games in Wine and nvidia. https://devtalk.nvidia.com/default/topic/1044264/linux/415-13-breaking-unity-engine-games-in-wine/post/5297975/

Works perfectly after setting "PROTON_NO_D3D11=1 %command%" as launch options.


Runs well, but characters and NPCs are invisible without "PROTON_NO_D3D11=1 %command%" launch command.



As noted, D3d11 must be disabled with [PROTON_NO_D3D11=1 %command%] for character and enemy models to appear. Game runs flawlessly after this with keyboard and mouse, but disabling D3d11 also disables the controller for some reason. Removing the option re-enables the controller, but obviously renders the game unplayable due to invisible models.



runs perfectly after setting the launch options as noted by others: PROTON_NO_D3D11=1 %command%



Need to force D3D9 "PROTON_NO_D3D11=1 %command%"



The game is in fact playable at 60FPS, but DirectX 9 MUST be used. Add this to your launch options; PROTON_NO_D3D11=1 %command%



Player and enemy models don't load. Slight audio crackling. Excessive startup time.



The game does not works properly with DirectX 11. You can set the following launch option to use DirectX 9: PROTON_NO_D3D11=1 %command%



Mobs (Player and enemy) are invisible. [Tested single player only]
