Abxylute’s $65 smartphone gamepad packs Hall Effect triggers, clickable sticks, and gyro aiming

Valve raised the price of the 512GB Steam Deck OLED to $789 this May, a number that makes anyone want to close the browser tab out of spite. Blame the AI boom, which has data centers swallowing memory chips faster than factories can make them, leaving handhelds to fight over the scraps. Now look at the phone in your hand. It runs native console ports like Resident Evil, streams entire Xbox and PlayStation libraries, and emulates most of the consoles a millennial grew up with. All it lacks is a pair of real thumbsticks and triggers, which is a far cheaper problem to solve.

Hong Kong-based abxylute solves that problem with the M5 and M6, two sliding controllers that magnetically snap to the back of your phone. Closed, they sit behind it like a chunky case. Slide the phone up and a full gamepad appears underneath, Xperia Play style, with sticks, triggers, and rumble. The M5 is the slim one, plugging in over USB-C with zero pairing and pass-through charging. The M6 goes wireless over Bluetooth, adding clickable capacitive sticks, Hall Effect triggers, gyro aiming, and a 10-hour battery. Both retail under $90, roughly one-ninth of a Steam Deck these days, and for anyone whose gaming happens on commutes and couches, that math is hard to argue with.

Designer: abxylute

Click Here to Buy Now: $65 $84.99 (24% off) Hurry! Only limited units available.

A slider rail from the Nokia era, rebuilt for modern phones

Sliding rails nearly went extinct when touchscreen slabs replaced slider phones, and so did most of the factories that made them. abxylute eventually tracked down a manufacturer that once built rails for Nokia and Sony, then asked it to do something those phones never needed. A slider from 2010 only had to carry a lightweight screen half, while the M5 and M6 have to hold a phone and case weighing up to around 10.6 ounces (300g). The resulting bidirectional damped rail glides smoothly both ways, with magnets snapping it into the fully open and closed positions. That makes for a calmer motion than the spring-loaded slide on the OhSnap MCON, which fires the phone open at a button press.

The phone attaches through an adjustable magnetic mount rated at 4,098 gf, roughly 9 pounds of pull and comfortably above the 2,500 to 3,500 gf abxylute quotes for Apple’s MagSafe. Both mounts clear camera bumps up to 0.28 inches (7mm), and the plate shifts to suit different phone sizes. Supported phones include the iPhone 18 series, Galaxy S26, Pixel 11, OnePlus 15, and Xiaomi 17, with a magnetic adhesive ring in the box for anything lacking MagSafe. Thick cases will sap some of that grip, so slimmer cases make the safer pairing. Lightning iPhones sit out the M5 entirely, since that model needs a USB-C port to work.

The M5 goes wired and thin for pocket duty

The M5 began life as a DIY build by Jinjiang, an independent maker who handled the 3D modeling, PCB design, and programming himself before abxylute partnered with him to engineer it for mass production. Its connection is wired USB-C, which means no Bluetooth pairing, no battery to charge, and pass-through charging so your phone can top up mid-session. The sticks are low-profile carbon-film sliders modeled on the PSP, PSP Go, and Nintendo 3DS, recessed nearly flat to keep the controller slim. Because sliders can’t click, abxylute added dedicated LS and RS buttons that double as programmable macro keys. Micro-switch triggers with short travel and a crisp click round out the inputs.

Those choices produce a controller that weighs about 6 ounces (170g) and measures 0.91 inches (23mm) thick with the mount, thinning to 0.45 inches (11.5mm) at the grip area. It spans 5.9 inches (149.5mm) wide, about the width of a large phone, so it slips into a jacket pocket easily. I appreciate a product that commits this fully to one idea, and the M5 commits to portability. Slider sticks offer less throw than full-size ones, so they favor retro titles and platformers over twitchy shooters. A limited M5 Founder’s Edition, capped at 1,000 units, comes in translucent retro green with a customizable two-letter badge replacing the abxylute logo.

The M6 packs full-size controller features into the slide

The M6 took nearly three years to develop, long enough to earn the internal nickname “little Nezha,” and most of that effort went into the controls. Its capacitive sticks, developed with component maker K-Silver, tilt 20 degrees against the roughly 23 degrees of a full-size controller stick, and they click for L3 and R3. abxylute also built them to resist magnetic interference, a smart call given the strong magnet array sliding a few millimeters above them. Instead of sinking the sticks into deep wells, a stepped surface around each one frees up room for your thumbs. Stick output switches between circular and square modes, handy for racing games and emulators.

Hall Effect linear triggers with 0.22 inches (5.5mm) of travel handle racing games, and a Fast Trigger Mode shortens actuation for shooters. A face-mounted Z button takes remaps and multi-button macros, so a fighting game special move or a jump-and-shoot combo fits under one thumb. There’s also a 6-axis gyroscope for motion aiming, and Bluetooth 5.3 backed by a 500mAh battery rated for up to 10 hours. The lighting is diffused, bouncing off the controller’s surface instead of shining at your eyes, and its color changes with each mode. All this comes in at 6.7 ounces (191g) and 1.02 inches (26mm) thick, a modest premium over the M5.

Shared features, the abxy app, and what each model costs

Both controllers share a physical mode switch that flips between NS, XInput, and PS layouts, covering Switch emulators, Android and cloud gaming, and iPhone titles respectively. Each gets dual Z-axis linear vibration motors with four intensity levels, plus a Turbo function paired to the M button. The free abxy Game App doubles as a launcher for emulators and cloud services, and it handles remapping, dead zones, macros, lighting, and vibration. Virtual touch mapping lets you assign on-screen controls to physical buttons for games that never bothered with controller support. Detachable magnetic grips, held by magnets plus a mechanical shear lock, add full-size handles for longer sessions, though they aren’t listed among the box contents.

Kickstarter pricing currently sits at $65 for the M5 and $69 for the M6, against retail prices of $84.99 and $89.99, both well under the $169.99 Backbone Pro. A bundle with one of each costs $119, down from $174.98. The M6 is estimated to ship in November 2026 and the M5 in December 2026, with worldwide delivery. The M5 box adds a USB-C cable to the controller, adhesive ring, and manual that both models share. Valve wants $789 for a handheld. abxylute wants $69 to upgrade the one you already own.

Click Here to Buy Now: $65 $84.99 (24% off) Hurry! Only limited units available.

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AYN Odin 3 Portal Handheld Pairs a Flat Glass Front With Sculpted Grips

Putting a large screen on a gaming handheld is easy compared with making the whole thing comfortable to hold. AYN’s Odin 3 Portal approaches that problem with a 7-inch OLED up front and sculpted grips behind it. Now available for preorder, the Android handheld combines a broad, glass-covered face with physical controls that give your fingers somewhere other than the screen to go.

That front surface stretches across the display and surrounding control areas, giving the device a flatter, more unified appearance than a screen dropped into a chunky frame. Black keeps the boundary between panel and housing less conspicuous, while White and Cold Grey emphasize it. The latter’s purple buttons add retro flavor without turning the machine into a tribute to another console.

Designer: AYN

Turn it over, and the shape becomes less concerned with looking flat. Rounded bulges give your palms somewhere to settle, while textured shoulder buttons meet your index fingers above. The full-size Hall-effect sticks have ridged edges, and a dome D-pad sits below the left stick. These details aim to improve control, though actual comfort will depend on your hands and how you play.

The screen is a 1920×1080 OLED with a 120Hz refresh rate, giving supported games room to show smoother motion without asking you to peer at a tiny display. That doesn’t mean every game will run at 120 frames per second, of course, nor should you always crank it up. It depends on the game, settings, and your remaining battery.

Behind that screen is Qualcomm’s Dragonwing Q8 processor, paired with Android 15 and active cooling. A broad rear grille gives the internal fan room to draw air, making ventilation part of the exterior rather than hiding it completely. That’s worth remembering when you settle in with the handheld against a cushion, since the cooling system still needs an unobstructed path to breathe.

Power comes from a 9,000mAh battery, with support for 60W charging when you need to plug back in. Actual playtime will depend on the game and screen settings, so that capacity doesn’t translate into a guaranteed afternoon away from an outlet. At about 15.9 ounces, the handheld puts weight behind that screen, especially when a quick session somehow becomes an entire evening.

Storage starts at 128GB with 12GB of RAM, while the top model offers 1TB and 16GB of RAM. There’s also a microSD slot, so choosing less built-in storage doesn’t close off future expansion. AYN specifies that no games come preinstalled, however. You’re buying the hardware for your own library and setup, not a ready-made collection of nostalgic favorites waiting behind the power button.

Launch pricing starts at $399, with the 1TB version reaching $669 and shipping expected to begin in early November 2026. The pricier configuration doesn’t buy a different screen or processor, just more memory and storage than the base model. That leaves a practical choice between keeping a larger library installed and keeping the price down, particularly when a memory card remains an option.

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Chess Without a Flat Board: Turner’s Rotating Tower Concept

A blue king sticks straight out from a checkerboard cylinder, looking remarkably composed for a piece that should be falling onto the table. That sideways stance explains Turner, a rotating magnetic chess concept by Joffey, faster than a technical diagram could. The immediate problem is gravity: a vertical playing surface needs a way to keep its pieces attached. Magnets provide the proposed answer, letting the familiar chessboard curl upright without leaving its army in a heap.

Created for Day 04 of #productober, under the prompt “magnetic,” Turner explores what happens when a board loops back into itself. It’s a concept rather than a finished product, and I like that its ambition is playful rather than pretending chess needs fixing. The appeal is seeing a familiar game become an object you might want to leave out, even between matches.

Designer: Joffey

The supplied images show a blue-and-white grid wrapped around a tall cylinder, capped by dark blue circular ends and supported by a flared pedestal. The base gives it the presence of a small tabletop sculpture. From some angles, it resembles an unusually elaborate trophy. From others, the pieces projecting around its circumference make it look like a tiny planet populated entirely by royalty and horses.

The color does a lot of work here. Deep blue replaces the expected black, giving the set a softer domestic character without sacrificing the contrast with white. I’d happily take that over another aggressively futuristic chess redesign. The pieces retain recognizable silhouettes, so the unfamiliar board has familiar companions. You can still pick out a knight or a king without learning a whole new visual language.

Magnetism also earns its place in the design. Remove it, and the central idea stops working. The pieces are intended to cling to the curved surface while the board rotates, bringing different areas into view. That makes turning the board part of the interaction. Instead of simply surveying a flat field, players would need to reveal portions of the position as they go.

That’s also where my enthusiasm meets a practical reservation. A flat chessboard lets both players inspect the entire position at once. Turner’s cylinder necessarily conceals part of the grid from any single viewpoint. Rotation offers a way to look around it, but remembering what’s on the far side could become another demand on your attention. I can imagine enjoying that extra spatial puzzle. I can also imagine wanting my ordinary board back during a particularly complicated game.

The looping surface raises another question: what happens at the point where opposite edges meet? Joffey’s description suggests a changed way of playing, but the supplied material doesn’t establish a complete rule set. It would be a stretch to assign new movement rules to the pieces. Still, the possibility is intriguing. Joining edges could have consequences beyond appearance if the designer chooses to make that continuity part of play.

I appreciate that Turner doesn’t disguise every familiar feature in pursuit of novelty. The pedestal, restrained palette, and recognizable pieces give your eye enough to understand before the curved grid complicates things. Even the pieces set beside the base in the images help establish scale and context, although no dimensions are provided. You understand that this belongs on a table, within reach, rather than behind glass.

For a developed version, I’d care as much about the feel of removing a pawn as the appearance of the cylinder. Magnetic attachment would need to resist slipping while allowing deliberate moves without an awkward tug. The rotation would need similar care: easy enough to use, controlled enough not to become a distraction. Those are unresolved details, but they’re also where an appealing rendering could become a satisfying physical object.

Turner makes me curious enough to want a game, provided someone explains the rules first. Its appeal lies in having to look around a chessboard that usually gives you everything at once. That could be an entertaining complication, even if it never replaces the flat board in the closet.

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DIY Modded Game Boy Color has an OLED screen, USB-C, and wireless charging

Last year Zac Builds took a fifth-gen iPod, gutted it, and handed it back to the world with USB-C, Bluetooth, and a transparent face that made it look like a mechanical watch. You all loved it, and so did I. Now the Canadian YouTuber has turned his tri-wing screwdriver on Nintendo, and the Game Boy Color is getting the resurrection treatment. Same playbook, same clear plastic, same refusal to let a beloved gadget die of old age. At this rate I’m genuinely curious which 90s icon he rescues next, and my money is on the Tamagotchi.

The 1998 Game Boy Color had a lot going for it (Pokémon, mostly), but its hardware hasn’t aged gracefully. The screen had no backlight, the mono speaker was weak, and two AA batteries ran the whole show. Zac keeps the original Nintendo motherboard and rebuilds everything around it, starting with a vivid OLED display that makes the old reflective panel look like a sheet of wet cardboard. A lithium-ion battery brings USB-C and wireless charging, a dedicated amp and regulator make the speaker louder and practically hiss-free, and RGB lights glow under every button. An EZ Flash Jr cartridge then squeezes the whole game library onto a single microSD card.

Designer: Zac Builds

A 2013 phone screen gives the Game Boy Color its eyes back

Zac calls the OLED display the best single upgrade you can give a Game Boy Color, and the side-by-side shots back him up. The panel fills a larger window than Nintendo’s original, and its self-lit pixels let Super Mario Bros. Deluxe pop without a desk lamp overhead. It also sits under real glass, which looks more premium and holds up better than the old plastic lens. Zac suspects the panel started life in a phone, and kits like his are reported to use screens from the BlackBerry Q10. A phone that lost the smartphone war ended up rescuing a Game Boy, which is karma working overtime.

A touch menu on the screen itself handles settings, letting Zac adjust brightness, add faux scan lines, and change the color of the glowing Game Boy Color logo under the display. He finds the touch controls a bit clunky, which is fair, since jabbing at your game screen feels very 2026 for a 1998 console. Installation is refreshingly simple by modding standards. The screen presses into a precut shell at a slight angle, an adhesive ring holds it in place, and a single power wire runs to the power switch’s C pin, held down with Kapton tape. Pokémon Red has honestly never looked this crisp.

USB-C charging, with weird ‘Magic Mouse’ port placement

On first boot, the modded console played audio while the OLED stayed black, and fresh AAs fixed it instantly. The culprit was voltage sag, with the new hardware’s startup load dragging tired batteries below what the screen needed. Zac’s permanent fix is a lithium-ion pack with more capacity, a higher voltage, USB-C charging, and a wireless charging coil, good for what he estimates is well over eight hours of play. The USB-C port lives on the back panel, so charging sends a cable sprouting out the rear like a tail, which gives off serious Magic Mouse energy. Thankfully that coil lets you skip the cable and drop the console on a wireless charging pad instead.

The new speaker and its flex-PCB amp brought extra volume along with a loud hiss, because Nintendo’s 28-year-old regulator was never meant to feed an OLED, an amp, and a set of RGB LEDs at once. Zac’s answer is a replacement regulator from Helder, a longtime name in the Game Boy modding scene, which smooths out ripple on the console’s shared 5V rail. The board also brings a solid-state capacitor with more than five times the capacitance of the part it replaces. The hiss dropped to a trace you can only hear with the speaker an inch from your ear. Every flashy upgrade here leans on unglamorous power hardware, and Zac is refreshingly upfront about that.

RGB buttons and a smoke shell that puts everything on display

An individually addressable RGB LED sits under each button and replaces the original power LED, with the colors controlled through button commands. In the photos, the D-pad gets a blue ring, A and B glow red, and Select and Start pick up green and amber. Installing it takes roughly a dozen solder joints, and Zac recommends anchoring the 5V and ground pads first so everything else lines up. Before any of that, he cleaned the board with isopropyl alcohol, swapped all three aging capacitors, and fitted fresh white silicone membranes to fix the sticky buttons. The finished console still feels crisp, despite all the wiring now packed beneath those buttons.

The precut smoke-transparent shell ties the build together, putting the lighting, the amp’s ribbon, and the motherboard on full view. It also brings a larger screen opening and drops the original battery divider to make room for the new pack. Clear plastic has deep roots here, since Nintendo sold the Game Boy Color in Atomic Purple back in 1998, the same year Apple’s Bondi Blue iMac G3 made translucency cool. Modders have pushed that idea hard lately, with Natalie the Nerd’s fully transparent Game Boy Color even swapping in a see-through circuit board. Zac’s version keeps Nintendo’s original green board in plain sight, which suits a build that celebrates the real hardware.

An overclock that breaks the screen, and a cartridge that holds everything

Zac’s most ambitious mod replaces the crystal oscillator with a variable clock board, letting the console run slower or up to 50% faster with a button combo. Getting the old crystal off took hot air, heat shielding, and Kapton tape, and Zac flat out tells beginners to skip it. Underclocking works great and turns tricky platforming into slow motion. Overclocking keeps the game running, but the OLED loses sync and shows nothing, since the clock also governs display timing. Some IPS kits reportedly handle 1.3x or 1.5x speed, though Zac didn’t test one, and the OLED looks too good to give up anyway.

An EZ Flash Jr cartridge handles the games, loading Game Boy and Game Boy Color ROMs, homebrew, and hacks from a FAT32 microSD card, and Zac says even 8GB covers the whole library. Leave out the overclock and he reckons a similar build takes a couple of afternoons, mostly with off-the-shelf kits on an original motherboard. ModRetro’s $149.99 transparent Chromatic offers a ready-made route to a similar look, while Zac’s approach keeps Nintendo’s actual silicon at the heart of it. That makes this build feel closer to restoration than replacement. Nintendo built the Game Boy Color for AA batteries and sunlight. Zac rebuilt it for USB-C and midnight.

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