
DaMu
Published
Poor manifest file pathing borks the VR experience
- /home/$(whoami)/.local/share/Steam/logs/vrserver.txt
- /home/$(whoami)/.local/share/Steam/config/steamapps.manifest
What Works
There's only a Windows version for the VR app, yet there's a linux port for the standalone non-VR version. The app is able to load fine in Desktop mode under Proton 6 (do NOT use version 9 or higher). It can be played in the basic desktop mode like the standalone app sold separately, and use a mouse or a controller with Steam Input mouse bindings to interact with the menus, then keyboard or set up controller in options.
What's Broken
For note, I'm using a Valve Index headset and controllers.
The headset can see the game fine in both Desktop Theater and the intended VR mode. The controllers do not work in game at all but work fine in SteamVR menus and any other game I test.
There's a lingering issue where the input manifest file can never be found, even if both Steam VR and the game are installed on the same storage device. It's due to some dependency I cannot identify on the Steam VR backend that is constantly updating the manifest path to something unsolveable (suspiciously always ending with a space at the end of the path). It's impossible to adjust Steam VR input bindings because Steam VR can never find the intended manifest path.
Because the manifest file can never be found, the tracking laser used in the main menu is never mapped to anything, and the developer never allows the headset itself or an external controller to select menus in case the controller mappings fail. Therefore, I can't start the game in VR mode at all. I need to use the Desktop variant and use VR Theater if I want to use my VR headset.
What can be done
The game owes a significant rework on embracing modern OpenXR practices or even a dedicated Linux port for VR, but because the overwhelming majority of customers are using Meta Quest headsets, development is focused on 3rd party wrapper tools that convert AIO Meta headsets and controllers into Steam VR legacy profiles instead of utilizing the fundamental OpenXR specification. I don't expect most modern lighthouse headsets or controllers to be supported by this app anytime soon.
It's playable but it's not smooth
Consistent jitters and slowdown
Not sure if this is a problem with an underpolished Unity release or if Linux related
A little shaky, but starts and runs
Game was functional, but frame drops were consistent
Playable game, not optimal
First level loaded, music plays, but when reloading or loading a new level, music no longer plays until game is restarted fully.
Game probably never can have full screen. Resizing screen restarts game
Steam Input is required for controllers. Only movement can be changed in game (WASD by default), but controller only needs D-Pad, four buttons for Function Keys, and mouse + left click for menus.
Loads and runs, needs Steam Input for controller, music gets borked
Latest version can use Gamepad Template, but just in case, start with Keyboard Template, then enable Gamepad controls in Options > Controls > Input before starting a game.
Frame Limit
Frame Limit = 40
TDP Limit
3 Watts
In-Game
don't buy the Animation DLC pack 👻
No sound
Controller may not be detected. Make sure game is updated, then use keyboard layout or a physical keyboard to change input to Gamepad in Options.
Other notes mention installing dotnet48
and faudio
, but I haven't been successful in this using protontricks
. Not sure if 32-bit libary files are needed
Frame rate cap is set based on V-Sync enabled in-game. Keep this in mind, because it's not always clear.
Game does not support Mixed Input. Mouse & Keyboard layout using Steam Input is one advised way, but keep in mind there are several quick-time events that are mapped to specific keyboard keys. Either adjust and deal with them, or just use a Gamepad binding.
Save data does NOT work with Steam Cloud; it depends on the Ubisoft Launcher running in the background. It may fail for no reason, but keep retrying until the error box no longer shows up. There's no documented reason why it fails repeatedly.
If launched from Steam, game may not start. If game is closed, Steam may think it's still running because a required launcher running in the background either did not launch the game or self-close when the game is exited. On Fedora KDE desktop, the launcher is accessible from taskbar on the bottom-right (by default), so use that with a mouse to manually launch the game or close the launcher.
The launcher also handles syncing Ubisoft's achievements with Steam's.
Multiplayer (both Co-op and Versus) is removed as of 2025
The way played now is a compromise between Ubisoft's obsession with tying even old games' purchase history and save data to launchers, and the accessibility to play as designed for Steam titles. There is a required launcher, but it's not invasive, and it's easily installed properly along with the game automatically with Proton.
Unity Splash Screen, but then doesn't load
There's a Wine Prefix crash that happens in the middle of loading, so it's likely a specific Wine configuration required for this title. Release was in 2020, and the developer made the game free to play in 2024, likely is not developing further on it.
Perfect for flat screen
VR not yet tested, but as long as it runs natively, should be no problem
Borderless window doesn't work properly on KDE Plasma; the border and desktop row may still be visible, and the resolution adjusts incorrectly. Fullscreen works fine
Native port is very good, even the original version
Some graphical glitches when switching between windows from full screen mode on X11. Use windows to avoid this
Screen settings only possible on launch in windowed application. The settings cannot be previewed, so choose what you need or adjust the config.ini in the game directory.
Game only requires a D-Pad and no more than six buttons. I did not need Steam Input enabled for mine, but YMMV
Keyboard users will run this no problem. Controller needs quick toggle in options on first run. Otherwise, perfect.
After the game launches, use the mouse or Alt key on keyboard to open the dropdown menu on the top to open View to adjust resolution and full screen mode, and Options to switch input to controller. If controller's not detected, enable Steam Input. Alternatively, edit the .bin
files inside %appdata% of the prefix.
May not detect gamepad at first. Use mouse or keyboard to get into Options and toggle controller input.
Controller requires Steam Input custom bindings, but perfect nonetheless for keyboard
Game requires Steam Input for non-Xbox controllers, and doesn't have bindings on controller for zooming, which is helpful for later levels. To remedy, modify the controller configuration to add mouse control (on right stick, trackpad or gyro if possible) and scroll wheel. You can zoom in or out of a room by moving the cursor over to the target. Thankfully, mixed input works.
Also, take care of your brian
Pretty Good
Need Steam Input for non-Xbox controllers, and map movement to the analog stick. D-pad's not supported.
Game has a native linux version, but there's only one launch option (the old game hub), and it hangs indefinitely on a black screen after the SEGA logo. It's supposed to show the d3t technology splash video and then the intro video but never does. Force Proton compatibility on this title, then you can choose the launch option.
Gamepad may need to be enabled in Game Room launch option. Use keyboard to go to input options, check that the device shows up on the list, focus it and select, and then its buttons can be mapped to the emulated controllers.
Save states and Favorite Games are lost when switching between Proton versions
Force Steam Input off at first until there's a problem setting up controllers in the game's Input Options, then re-enable Steam Input and try to map to the new Xbox 360 Controller seen in the game's Input Options.
VR mode not yet tested
Only Xbox Controllers or Steam Input controllers are detected in VR Room. In addition, layout bindings cannot be freely mapped; there are only two layout variants, which simply swap the A, B & C buttons with X & Z.
Local multiplayer is still possible, even if one player is in VR, because the game screen is still copied to the desktop screen. Steam Remote Play is further a possibility, even if host is in VR
To reiterate, the native build is borked, and does not feature the VR Room. One must use the Windows build of the game with Proton.
Test controller in offline Room Hub before launching VR; there's no way to customize bindings or test controllers as nicely as in the desktop hub.
VR hub may not be preferred for those that would rather not use their head to gaze around the menu selections. It's a nice feature, but it's the only way to interact with the VR Room outside of playing games.
Of course, one could always use a Desktop Viewer with a Genesis emulator. This title is more a legal way to obtain a collection of Sega games with a decent room space for the VR user.
Able to install and play a little, but crashes are frequent and random
Environments sometimes clip in
Few frame drops
Both times I play, the game crashes
Native Linux build only playable for local hotseat mode. Versus computer requires Proton.
Non-Xbox controllers require Steam Input. Make sure configuration has D-pad, Accept, Cancel, Bumpers, Left Trigger, Start and Select bound to converse through menus. For Sony and Nintendo controllers, highly recommended to bind Mouse movement and Left Mouse Click, because Left Stick cursor, while is possible, is very unpleasant.
On native build, the game hangs indefinitely and requires force closure. Developers have never addressed the issue. Windows .exe with latest Proton does not have this fault
On Native build, when playing versus Computer, computer's move never is decided, making the single-player hang indefinitely until user quits.
Servers for online rooms, ranking and cloud service are offline. Hosting private friend matches seem possible.
Hotseat
There is a hotseat mode where the same controller or mouse & keyboard are shared one turn at a time between players. Works as intended.
Local Multiplayer
Each offline player needs their own controller; mouse and keyboard are dedicated to one player, so mixed input is not possible.
Steam Remote Play
Each player needs their own controller unless using hotseat mode.
Problems with Mixed Input in Multiplayer
Menu interaction after using mixed input with local multiplayer can cause significant slowdown in the program, requiring forced closure.
Online multiplayer is not recommended, despite Steam Turn capability. Use Steam Remote Play and local hotseat mode, and let each player take turns with mouse
The launcher, both vanilla and ModManager, requires .Net 8 Runtime environment, so ensure that the prefix has this set up. On first launch, use a mouse and keyboard to use the configuration window and adjust the video and input options you need, then save and play. Alternatively, modify the configuration file to the display adapter, resolution, fullscreen mode and input mode that you want.
Fullscreen can only be adjusted in launcher configuration menu; cannot do so in game.
Controller, even Steam Input, will not be detected until you switch the input mode from Keyboard to Controller in the launcher configuration. Game does not support mixed input, even for the local multiplayer. Either both players share the keyboard, or both players need a controller each. Additionally, if the controller disconnects, the game will pause and ask if you want to switch to keyboard, but this will reset the game and make future controller inputs impossible until you relaunch the game.
Steam Cloud is not supported, so check the installation folder for resource/gd_PC/SAVEDATA
. Save data includes separate file saves and Chao World.
No need for significant changes outside of "install and play" unless modifying the game in any way.
Once it gets past the install and configuration screen, it works just as well as on Windows.
PROTON_USE_WINED3D=1 %command%
Reselect Graphics Card in Graphics tab
Some dropped frames in the beginning of some stages, then stable
Use DX11, and if using mods, replace mod's DX .dlls with DXVK
Steam Input API for additional controllers
As long as the GitHub repo is available or knowledge about dependencies, game is playable
Replace Launcher with custom from (https://github.com/darealshinji/sonic-4-launcher)
Use the configuration menu BEFORE starting the game to adjust Fullscreen. Cannot do so in game
Keyboard input is default. Steam Input won't work until Controller is set in the launcher's configuration
Will not start
No Proton version changes seem to affect anything. Likely culprit is the NTFS mount from a former Windows installation, but cannot test at present
Works well
If feel that it's borked, check FAQs for advice, especially if migrating from a Windows NTFS mount. Dirty bit on disk, root-only access and Windows filename inconsistencies are clues
Use Proton, Steam Input if controller is needed
Steam Input required for controllers, use the Help screen in the menu for bindings. At the very least, bind mouse movement, Left Click and Escape to access and interact with menus.
Current save data was bugged so had to remove save file. Was able to save and load the new file fine
Perfect native port
Native port works, some quirks with full screen and controller
Main character texture may appear covered in a dark shadow in the middle of game, fixed only on restart.
On multi-monitor setup, game may full screen or move window to other monitor by default. Possible to navigate main menu with keyboard to toggle full screen and window, then manually move window to desired monitor with mouse.
Steam Input required to convert controller to keyboard. Very simple game with arrow keys.
Game does not have options for display resolution. It can be switched from fullscreen to windowed using Alt+Enter, but the window cannot be moved or resized. Use Steam Big Picture if you need the game on another monitor aside from the primary.
No Steam Cloud support, check the appdata in the prefix if backups or save transfers are needed
Game is very simple to play with an analog stick, two buttons, a trigger and a way to move the mouse camera like a trackpad or gyroscope. A good Unity game that doesn't need much more than basic Proton
Works perfectly on Proton 9
Tested in VR on Fedora Wayland, works as seemlessly as Windows. Wireless controller is recommended even in VR; using the VR controllers are possible, but not as convenient for a game that relies on D-Pad and three buttons.