This Handheld Concept Swaps Between Gamepad, D-Pad, and Keyboard

The retro handheld market has rarely been this crowded or creative. Manufacturers are shipping devices with sliding screens, dual-display clamshells, and rotating form factors, all competing for a growing nostalgia-driven audience. Yet for all that variety in hardware, the controls themselves rarely change. You get what you get, and if the layout doesn’t suit how you like to play, that’s not the manufacturer’s concern.

That’s the gap one Reddit user set out to address with the RG Modular, a fan-made concept that came shortly after the release of Anbernic’s RG Rotate. Rather than locking players into a single control layout, the concept centers on a core screen unit with swappable modules that slot into side and bottom rails. The game dictates the controller, not the other way around.

Designer: Snow (Snoo_6285)

At the center of the RG Modular is a 4-inch IPS display running at 1080×1080 pixels, a square format that works cleanly for both retro and modern titles. Android powers the device, offering full app access, proper sleep mode behavior, Wi-Fi 6, Bluetooth 5.4 for wireless streaming, and a 3.5 mm headphone jack for when you’d rather keep the audio to yourself.

Blast through a library of classic arcade titles or beat-’em-ups, and the D-pad module is all you’d need. It’s compact, locks cleanly into the bottom rail, and keeps the whole assembly slim enough to hold comfortably in portrait mode. The result feels close to something from the original Game Boy era, scaled up just enough to feel substantial but still pocket-friendly enough to bring along.

Pop on the horizontal configuration for something more demanding, and the RG Modular begins to feel like a contemporary gaming device. A left module with a D-pad and analog stick snaps to one side, a right module with face buttons and a second stick clicks onto the other, and suddenly the same screen unit that ran retro arcade titles now handles 3D games and wirelessly streamed content.

Perhaps the most unexpected addition in the lineup is the QWERTY keyboard module. Swapped in for the standard controls, it nudges the device toward productivity, text entry, or emulating handheld systems that relied on keyboards. It signals that the concept isn’t purely about gaming, and that a modular form factor can cover considerably more ground than any one fixed layout could manage.

The post drew enthusiastic praise, but the community did raise practical questions. Some users noted that a D-pad-only module might leave the device feeling top-heavy, and the broader modular concept raises fair concerns about cost, connection point durability, and whether the rail system can stay snug through regular use.

It’s not the first attempt at a shape-changing handheld console, either, with the likes of the GAMEMET E5 and ONEXSUGAR testing the waters first. It’s worth noting that the RG Modular is only a concept, but concepts like this one carry weight in the retro handheld community. Manufacturers have also occasionally taken cues from what enthusiasts build, turning fan ideas into products people didn’t know they needed.

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SCUF Omega Adds 11 Buttons to the PS5 Controller and One Fewer Excuse

The PlayStation 5’s DualSense controller is genuinely excellent for most kinds of gaming. Haptic feedback and adaptive triggers have added a new layer of immersion to mainstream titles, and the ergonomics are comfortable enough for long sessions. But competitive gaming operates by a different set of priorities, where fractions of a second matter more than vibrating triggers, and the standard pad wasn’t designed with that crowd in mind.

That’s the gap SCUF has been filling for 15 years across multiple platforms, and the Omega marks the first time it’s done so with an officially licensed PS5 controller. Built on feedback from professional players and championship-level esports teams, it doesn’t try to replicate the DualSense so much as rethink the PS5 controller from the ground up for a very specific type of player.

Designer: SCUF Gaming x Sony

The most immediately striking feature is the sheer number of additional inputs. Beyond the standard button layout, the Omega adds four remappable rear paddles at the back, two SAX (Side Action) buttons on the sides of the grip, and five G-Keys near the bottom of the controller, all fully programmable. That’s 11 extra inputs, each of which can be mapped to any action through the SCUF Mobile App.

The rear paddles are the most critical of these for shooters. The whole point is to keep your thumbs planted on the thumbsticks while still executing jumps, crouches, or reloads through the paddles. In a close-range firefight, lifting a thumb to reach a face button even briefly can mean losing the engagement. The SAX buttons expand on this idea further, accessible without shifting your grip even slightly.

Adjustable Instant Triggers give the Omega another competitive edge. Each trigger toggles between a hair-trigger click mode designed for rapid FPS inputs and a full analog range for games that use throttle or feathered inputs. Swapping between those modes takes seconds and doesn’t require a tool. This alone makes the controller feel meaningfully different from the DualSense, not just cosmetically different.

There’s a notable tradeoff, though. The Omega drops adaptive triggers and haptic feedback entirely. Sony’s DualSense Edge made a similar call, only with the adaptive triggers. For SCUF, removing vibration also reduces weight and eliminates the buzz that can subtly disrupt stick control mid-game. The face plate is magnetic and swappable, and the controller connects wirelessly via Bluetooth or USB-A dongle, or wired via USB-C.

The SCUF Omega retails for $219.99 in the US and £209.99 in the UK. It works across PS5, PS5 Pro, PC, Mac, iOS, and Android, so the investment follows you across platforms. It costs more than the DualSense Edge’s closest equivalent, but the extra inputs, swappable face plate, and TMR sticks make a reasonable argument for the premium.

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