Valve’s Steam Machine launches in 2026: Everything we know so far

The Steam Machine is back from the dead. Not as a Valve-supported program for manufacturers to create living room PCs, but instead as a home console sibling to the Steam Deck. Valve introduced its second attempt at ruling the living room in a surprise hardware announcement in November 2025, and paired the new Steam Machine with a new Steam Controller and a wireless VR headset it calls the Steam Frame. Since the announcement, as is often the case with Valve, some details remain elusive, however.

While we wait for the release of the company's new hardware lineup in 2026, and more information straight from the horse's mouth, here's everything we know about the hardware, software and price of the Steam Machine, so far.

A line-drawing diagram of the Steam Machine and its various ports.
Valve

Like the Steam Deck, the Steam Machine is utilitarian and bespoke. The PC is a black, 5.98 x 6.39 x 6.14 inch (152 x 162.4 x 156mm) box, with ports and a grille for a fan in the back and a removable faceplate and customizable LED light strip in the front. Inside, Valve says the Steam Machine features a "semi-custom" AMD Zen 4 CPU with six cores and up to 4.8GHz clock speeds, and a "semi-custom" RDNA3 AMD GPU, along with 16GB DDR RAM, 8GB GDDR6 VRAM and either 512GB or 2TB of storage.

While these specs make the Steam Machine more powerful than the aging Steam Deck (which shipped in 2022 with its own custom AMD chip) Valve has been careful not to oversell the capabilities of the box. In a blog post, the company said that "the majority of Steam titles play great at 4K 60FPS" using AMD's FidelityFX Super Resolution (FSR) frame generation and upscaling technology, but some titles require more upscaling than others, and it "may be preferable to play at a lower framerate with [variable refresh rate] to maintain a 1080p internal resolution."

In a hands-on preview of the Steam Machine, Digital Foundry expressed concern with what Valve's claims and the device's stated specs could mean for future performance. "The decision to opt for 8GB of GDDR6 memory has been proven to be a limiting factor on many modern mainstream triple-A games and falls short of the maximum VRAM pools and memory bandwidth available on both Xbox Series X and base PS5," Digital Foundry writes.

The Steam Machine supports Bluetooth 5.3, Wi-Fi 6E and includes an integrated 2.4GHz adapter for the new Steam Controller. In terms of port selection, there's DisplayPort 1.4 and HDMI 2.0 inputs for connecting the box to external monitors and TVs, four USB-A ports (divided between two USB 2.0 ports and two USB 3.2 Gen 1 ports) and one USB-C port on the back.

Engadget will have to try out the Steam Machine to really know what it's capable of, but there's nothing to suggest it couldn't be as flexible as the Steam Deck, especially with more power to play with. 

A Steam Machine connected to a TV playing the game Cuphead.
Valve

Any game that runs on SteamOS, Valve's Linux-based operating system, will run on the Steam Machine, provided the device's technical specs will support it. For games running natively on Linux, the Steam Machine will download the Linux version. For Windows games and everything else, it'll be able to use Steam's built-in Proton compatibility layer to translate games to Linux, just like the Steam Deck does.

Proton is developed by both Valve and CodeWeavers, the team behind the macOS compatibility app CrossOver. Valve's compatibility layer translates a game's API calls and other software features into something Linux understands, essentially tricking the game into thinking it's running on Windows when it isn't. Proton has worked remarkably well so far, in some cases helping some PC games run more efficiently on Linux than they do on Windows, but it does have some limitations. Because some anti-cheat software doesn't support Linux, many competitive multiplayer games aren't playable on SteamOS. Valve hopes the Steam Machine will help change that. 

"While [the] Steam Machine also requires dev participation to enable anti-cheat, we think the incentives for enabling anti-cheat on Machine to be higher than on Deck as we expect more people to play multiplayer games on it," Valve told Eurogamer. "Ultimately we hope that the launch of Machine will change the equation around anti-cheat support and increase its support."

To help users find what games work well on the Steam Machine, Valve plans to expand its program for verifying games on the Steam Deck to include the Steam Machine and Steam Frame. Valve looks at things like controller support, the default resolution of the game, whether or not it requires a separate launcher and whether the game and its middleware work with Proton to determine a game's rating. Then the company sorts games into four categories: Verified (where the game works with Steam hardware at launch), Playable (where a user might have to make modifications to run smoothly), Unplayable (where some or all of the game doesn't function) and Unknown.

A slide from Valve's GDC 2026 presentation, going over its expectations for Steam Machine games.
Valve

 According to an announcement Valve sent to developers in November 2025, games that were Verified for the Steam Deck will automatically be verified for the Steam Machine. In a presentation at GDC 2026, the company also shared that Steam Machine Verified games will be expected to support the same input methods as the Steam Deck and run at 1080p at 30fps at a minimum. Unlike the company’s handheld, Valve won’t require developers to support specific display resolutions or meet legibility requirements to be Steam Machine Verified, though, because the Steam Machine is more likely to be connected to larger displays. That means a game could be marked as Playable on the Steam Deck due to its small text, but Verified on the Steam Machine.

Valve’s system is helpful, but far from definitive — some Unplayable games are in fact playable on the Steam Deck — which is why online, community-run databases like ProtonDB fill in the gaps with more granular information.

A Steam Machine with an LED strip displaying the current download progress of a game.
Valve

Valve hasn't announced a price or a release date for the Steam Machine or any of its new hardware, beyond affirming its new hardware will ship in 2026. In terms of price, however, the company has suggested it might not be a deal in quite the same way the $399 Steam Deck LCD was. Valve designer Pierre-Loup Griffais told The Verge that the "Steam Machine’s pricing is comparable to a PC with similar specs" and that its price would be "positioned closer to the entry level of the PC space" but be "very competitive with what you a PC you could build yourself from parts."

That means the Steam Machine will likely cost more than the $499 PS5, and that the rising costs of memory could make it even more expensive. Valve has already publicly admitted that memory and storage shortages are affecting its plans. In February, the company said that it was delaying the launch of its hardware (though it still hopes to ship in the first half of 2026) and rethinking pricing, particularly around the Steam Machine and Steam Frame, because of the "limited availability and growing prices" of critical components like RAM.

The changes Framework had to make to the pricing of the Framework Desktop are an illustrative example of the position Valve is in. Framework pitched its compact desktop PC as being great for gaming, with an AMD Ryzen AI Max chip (originally meant for gaming laptops) and a minimum of 32GB of RAM that lets it run games at 1440p. The company originally sold the base configuration of the Framework Desktop for $1,099, but announced in January 2026 that it would now cost $1,139 due to the rising cost of RAM. The price situation got even worse for configurations with more RAM. A Framework Desktop with 128GB of RAM now costs $2,459.

The blame for rising costs lies squarely with the AI industry, whose demand for RAM has led to the collapse of consumer RAM brands and a dearth of true deals on the in-demand component. At this point, PC makers have no solution to the problem other than riding the shortage out and raising prices. Valve clearly isn't immune to those same issues.

That doesn't rule out the company offering its Linux PC at multiple different price points, or in some kind of bundle deal with multiple pieces of new Steam hardware. But it does mean that the Steam Machine will likely be priced like a premium device. Same for the Steam Controller and Steam Frame. In the case of the Frame, UploadVR reports that Valve wants to sell the headset for less than the $1,000 Valve Index, but that doesn't mean it won't be significantly more expensive than the $300 Meta Quest 3S.

Someone holding a Steam Controller in a pile of plushies.
Valve

The Steam Machine is designed to work with a variety of different Bluetooth controllers and other wireless accessories, and also whatever you can plug into its multiple USB-A ports and single USB-C port. With a built-in 2.4GHz Steam Controller dongle inside the Steam Machine, Valve's controller should be an ideal option for controlling games, particularly because of its multiple input options, like touchpads and gyroscopes. Support for Steam Link, Valve's tech for streaming PC games over local wireless, means you can also send games from a Steam Machine to the Steam Deck, Steam Frame or the Steam Link app and play them there.

Update, March 11, 4:40PM ET: Updated headline and added details on Valve’s Steam Machine Verified program.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/valves-steam-machine-launches-in-2026-everything-we-know-so-far-200458597.html?src=rss

Meta is giving its AI slop feed an app of its own

Meta is developing a standalone app for Vibes, its feed of AI-generated videos, according to reports from TechCrunch and Platformer. Vibes was introduced as a feature in the Meta AI app in September 2025. Similar to OpenAI's Sora app, Vibes lets users prompt Meta AI to create TikTok-style vertical videos.

"Following the strong early traction of Vibes within Meta AI, we are testing a standalone app to build on that momentum," Meta said in a statement. "We’ve seen that users are increasingly leaning into the format to create, discover, and share AI-generated video with friends. This standalone app provides a dedicated home for that experience, offering people a more focused and immersive environment. We will look to expand the app further based on what we learn from the community."

Meta has yet to share specific numbers for how many people actually use Vibes, but the company does claim that Meta AI usage has continued to grow since Vibes launched. Breaking the feature out into its own app could allow Meta to add more functionality without cluttering the existing Meta AI app. The company believes AI-generated content will be the next big source of engagement on platforms, and said in an October 2025 earnings call that it planned to push more AI images and videos into its recommendation algorithm. A dedicated app for creating videos like Vibes could be one way Meta hopes to do that.

As Meta's main competitor in the burgeoning field of AI-first social media, OpenAI has continued to iterate on its Sora app, adding ways for characters and pets to cameo in videos, and signing a deal with Disney to allow users to generate content with Disney characters. Considering the company has licensed celebrity likenesses in the past, it doesn't seem impossible that Meta could pursue similar deals. Whatever happens, AI-generated videos appear like they'll be increasingly inescapable.

This article originally appeared on Engadget at https://www.engadget.com/ai/meta-is-giving-its-ai-slop-feed-an-app-of-its-own-192208200.html?src=rss

NVIDIA reportedly won’t release new graphics cards this year

With gaming becoming an ever-smaller part of NVIDIA's lucrative business, the company reportedly won't bother releasing new graphics cards this year. The Information reported on Thursday that NVIDIA has pushed back its plan to release an update to the RTX 50 line in 2026. This would be the first time in three decades that the company hasn't launched new gaming chips. The culprit? Why, AI, of course.

AI demand has driven the current memory chip shortage, throwing the consumer electronics industry out of kilter. Many product prices are expected to rise (as if tariffs hadn't already done enough damage there). And the scarcity of memory chips has made components that rely on them, including GPUs, nearly impossible to find. Even the auto industry isn't spared.

Facing those constraints, NVIDIA, which made its bones on graphics chips for PCs and gaming consoles, is essentially brushing off that demographic. The Information notes that in the first nine months of 2022, NVIDIA's gaming GPUs made up 35 percent of its total revenue. During that same period in 2025, only around 8 percent came from gaming components. In addition, NVIDIA's AI chips have much higher profit margins: 65 percent vs. 40 percent for graphics cards.

That means gamers, already hard-pressed to find last year's RTX 50 series, likely won't get the expected "Super" version in 2026. On top of that, The Information says the delay will also push back NVIDIA's next-gen graphics card (likely "RTX 60"). That component was initially expected to begin mass production at the end of 2027.

But hey, at least you can shop (and view ads!) in ChatGPT, have a talk with your Gmail inbox and record everything the people around you say. Who needs games anyway, right?

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/nvidia-reportedly-wont-release-new-graphics-cards-this-year-173002651.html?src=rss

How to use your Apple Watch to precisely find your new AirTag

Our review of the new AirTag went up yesterday, and that involved testing the new Precision Finding feature on Apple Watches. In the process, I found the setup to be confusing and counterintuitive, and was relieved to discover it wasn’t just me. If, like me, you’ve been trying to set up Precision Finding on your Apple Watch for the AirTag you’ve just unboxed and attached to a precious belonging, here are the exact steps to take. 

First, make sure your Apple Watch is compatible with the feature. That means verifying you’re using the Series 9 or later (you would have bought it in or after 2023) or the Ultra 2 and newer. Then, go to the Watch app on your phone and do the following to make sure you’ve received the latest software update that adds the functionality.

  1. Tap General.

  2. Press Software update

  3. Make sure the page says you are running watchOS 26.2.1. If not, tap Install Now

If you need to download the software, make sure your watch is on its charging cradle. Even though my Apple Watch Series 11 was fully charged, I was still told to make sure it’s connected to power and had at least 50 percent of juice left for the software to install. After a few minutes, my watch restarted and the app said it was updated to the newest version of watchOS. 

Now that you have the right hardware and software, you can set up Precision Finding. I assume you’ve already connected the new AirTag to the iPhone that’s linked to your watch (and if you haven’t, make sure to do that). 

This was the part of the process that confused me. Instead of opening the Find Items app on the watch, Precision Finding for the new AirTag actually exists as a shortcut in the Control Center. Here are the steps to add it there:

  1. Open the Control Center by pushing the button below the dial on the side of the watch. 

  2. Scroll all the way to the bottom and press “Edit.”

  3. Push the + button at the top left of the screen.

  4. Scroll down and tap Find Items.

  5. Press Find AirTag, then tap Choose. You should see the new AirTag you’ve linked to your account here.

  6. Select the AirTag you want to precisely find. 

  7. Drag the icon to whichever position you prefer within the Control Center. 

  8. Hit Done.

Now, whenever you want to locate your item, you can pull up the Control Center, press this button and the Precision Finding interface will appear, showing how far away it is. You can also push the button on the bottom right of this screen to get the AirTag to ring, guiding you to where your item is.

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/how-to-use-your-apple-watch-to-precisely-find-your-new-airtag-164922731.html?src=rss

Substack CEO informs users of a data breach

The digital publishing platform Substack has told some of its users that their data was stolen in a security breach. The affected account holders had their email addresses and phone numbers scraped in a hack that occurred in October 2025.

In an email posted on Bluesky, Substack CEO, Christ Best, said the company became aware of the breach on February 3, which involved an "unauthorized third party to access limited user data without permission." While internal metadata was also shared in the hack, Best said that credit card numbers and other financial details were not. No passwords were obtained either.

As well as apologizing to Substack users, the company’s CEO also said in the email that the security vulnerabilities have now been addressed. "We are conducting a full investigation, and are taking steps to improve our systems and processes to prevent this type of issue from happening in the future," he said. Best added that there is no evidence that any of the stolen data is being "misused," but advised the affected account holders to be wary of suspicious emails or text messages they may receive. 

The newsletter platform has not disclosed how many accounts were hacked, but Bleeping Computer reported that a database allegedly containing 697, 313 stolen data records from Substack was leaked on the hacking forum BreachForums.

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/substack-ceo-informs-users-of-a-data-breach-151113809.html?src=rss

ExpressVPN launches four new standalone apps

ExpressVPN is launching a new cybersecurity suite consisting of four standalone products: a password manager called ExpressKeys, a masked email relay called ExpressMailGuard, an encrypted AI platform called ExpressAI and an app called Identity Defender that monitors public information for any threats to your identity. All four apps are being rolled into ExpressVPN's existing multi-tiered pricing structure.

ExpressKeys and ExpressMailGuard have officially launched and are now available to subscribers. Identity Defender launches for U.S. customers only on February 26. ExpressAI was originally planned to launch today, but ExpressVPN decided yesterday to hold it back in order to refine the experience. Its new launch date remains to be determined.

ExpressKeys and Identity Defender are based on existing products, but they're being relaunched for the new suite. ExpressKeys replaces ExpressVPN Keys, the password manager formerly controlled from the ExpressVPN app. By separating password management into its own app, ExpressVPN hopes to be able to update it more quickly without needing to ship a whole new version of the VPN. Everyone who currently has an Advanced or Pro subscription with ExpressVPN Keys will see it automatically replaced with ExpressKeys.

Identity Defender is only available in the United States, and so far only to users who created their accounts after October 28, 2024. Available for Advanced and Pro subscribers, Identity Defender consists of a data removal service, an identity theft insurance policy and a set of crawlers that scan for any suspicious activity around your personal information. Like ExpressKeys, it's transitioning from an integrated VPN feature to a standalone app.

ExpressMailGuard is a service for creating burner email addresses. If you're not comfortable handing over your real email address when creating a new account, you can use MailGuard to generate a fake address that forwards all email to your real inbox. If one of your aliases starts getting a lot of spam, you can cut off its access. It's managed through a separate dashboard that will be available to all ExpressVPN subscribers.

ExpressAI is an AI platform that saves all user-inputted data on strictly encrypted servers. It's apparently end-to-end encrypted, doesn't use your prompts to train its model and never saves uploads on persistent memory. It also has guardrails against processing harmful requests.

All these apps are in line with ExpressVPN's usual ethos. They're not innovations; all four can be easily compared to existing products. Instead, like the VPN itself — which rode this model to a spot on my best VPN list — they're focused on performing unsexy tasks well. The ability to bundle them with an ExpressVPN subscription should make them appealing to customers who are already fans of the core VPN product.

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/vpn/expressvpn-launches-four-new-standalone-apps-140000686.html?src=rss

Valve pushes back Steam Machine launch due to storage and memory shortage

You will have to wait a bit longer before you can buy a Steam Machine — and you may have to pay more for one, too. Valve had intended to release the console-style SteamOS-powered device in early 2026, and AMD CEO Lisa Su just claimed that the company was on track to start shipping it soon. But in a new post detailing the latest updates for its upcoming Steam products, Valve has revealed that while it’s still aiming to start selling the console in the first half of the year, it has yet to decide on concrete pricing and a launch date for it. The release of Valve’s upcoming Steam Frame VR headset and controller will be delayed, as well.

Valve was hoping to be able to announce pricing and launch dates by now. The company cited industry-wide memory and storage shortages, which have grown since the Steam devices’ announcement, as the culprit for the delay. It explained that it has to rethink their exact shipping schedules and pricing due to the limited availability and the rising prices of those components. “We will keep you updated as much as we can as we finalize those plans as soon as possible,” Valve wrote. As The Wall Street Journal recently reported, the artificial intelligence industry has been hoovering up manufacturers’ available memory chips and hard drives for its infrastructure developments. That has led to shortages for other industries, like PCs and phones.

The Steam Machine is a compact cube-like PC for gaming powered by a semi-custom AMD CPU and GPU. Valve said during its announcement that it has “roughly six times the horsepower” of the Steam Deck and can support 4K gaming at 60 FPS with FSR. In the new post, Valve said that majority of Steam titles played great at those settings during testing, though some required more upscaling than others and may fare better when played at a lower framerate to maintain a 1080p resolution. It also revealed that you will have easy access to the Machine’s SSD and memory if you want to upgrade them. Meanwhile, the Steam Frame is a wireless, standalone VR headset that can play both PC and Android games.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/valve-pushes-back-steam-machine-launch-due-to-storage-and-memory-shortage-133000103.html?src=rss

Sony’s holiday PS5 sales dropped 16 percent compared to last year

Sony has now shipped 92.2 million PlayStation 5 consoles in total around the world, but sales were down sharply over the holiday season compared to last year. In its latest earnings report, the company said it shipped eight million PS5s during its key third quarter, 1.5 million (16 percent) lower than in the same period last year. The gaming division still made more profit, though, thanks to a boost in software sales and a low yen.

Sony’s first two quarters this fiscal year saw an increase in PS5s sold, so the holiday decline is a bit surprising. That said, sales during the same period the previous year were an outlier at 9.5 million units sold, far and away its best period since the console went on sale in November 2020.

Software sales, however, were exceptional in Q3 this year. Sony sold 97.2 million games compared to 95.9 million the year before, and boosted digital sales to 76 percent, up 2 percent year-over-year. Sony said it also saw a record 132 million monthly active users on the PlayStation Network. New games on the horizon for PS5 include Resident Evil Requiem (February 27), Avowed (February 17) and Bungie’s Marathon (March 5).

With PS5 sales down a bit, it does raise the question of when the company’s next console is coming. The PS4 went seven years before being replaced, but given continued strong sales, high RAM prices and recent hardware updates, analysts figure that the PS5 is likely to have a longer life cycle. When the PS6 does arrive, however, it could offer triple the performance of the PS5.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/sonys-holiday-ps5-sales-dropped-16-percent-compared-to-last-year-130000476.html?src=rss

Spotify’s Page Match seamlessly swaps between real books and audiobooks

I have a love-hate relationship with Spotify that might just be leaning more towards love today. While I struggle with some of the company's choices about the type of content it allows on its platform, I have always had a soft spot for its Wrapped roundups and the monthly audiobook hours included with my Premium subscription. For those like me, Spotify’s news today will likely enhance the appeal of its audiobook offerings. It’s announcing a partnership with Bookshop.org — which lets indie bookstores sell their wares online through a unified platform — allowing users to buy physical books from within its app, and launching a new Page Match feature that helps sync your progress across the physical books you read and the audiobooks in Spotify’s catalog. Also, the audiobook recap feature that summarizes the plot so far is expanding to Android this spring, following its iOS debut (in beta form) last fall.

Page Match is coming to all places where Spotify’s audiobooks are available, starting with the English language titles in its 500,000-strong library. Meanwhile, you can access Bookshop within the Spotify app in the US and the UK, where Bookshop operates. 

Though I’m thrilled that this will mean easier and greater support of independent bookstores in those areas, I’m more excited by the prospect of Page Match, which I previewed at a recent launch event in the company’s offices in New York. I’m the sort of person who reads the same title in its ebook, physical and audio forms. (I often wish that a purchase of a physical book came with free ebook and audio versions, but that’s besides the point.) 

While Kindles currently do a decent job of getting you to your latest page read across various devices, switching between, say, Martha Wells’ All Systems Red on Spotify and the paperback copy is not quite as easy. With Page Match, though, that should get a lot easier.

When you get access to the feature (which is rolling out today), you’ll find the Page Match button under the title of each audiobook. You’ll have to first look up the book on Spotify and tap into its full chapter list to find this, which means the book you want to use has to be one of the hundreds of thousands in the company’s library. Then, tap the green “Scan to listen” button if you’re looking to move over to the audio version or “Scan to read” below it if you’re switching over to a hard copy instead.

Whichever you pick, you’ll need to enable access to your device’s camera and then scan the page of the book you’re on. This should work on ereaders as well, and appears to be using some form of optical character recognition to match the part of the book to its audio counterpart.

If you’re scanning to listen, the process is fairly straightforward. Once you’ve placed the page in the viewfinder, the app will quickly jump to that very spot in the chapter track. I’ll note that it was hard for me to confirm whether this actually worked during my first demo, since I never felt like I found the words being spoken on the page I was looking at. In this case, it was Lights Out: An Into Darkness novel by Navessa Allen, and I mostly felt like the narration had simply gone past the page I was on, rather than a complete failure. Subsequent attempts with other books, like Stephen King’s It, were more effective.

Things get a bit trickier when you’re trying to move from audio book to the paper (or ereader). After pressing “Scan to read,” you’ll need to place a page in front of the camera and wait for it to tell you to move forward or backward. Ideally, you’d already know more or less where you were, so you won’t have to flip too many pages.

In my demo, because we were a few chapters too far from where we paused in the early part of It, there was a lot more page-turning required to get to the right spot. What I found helpful was the progress bar at the bottom of the screen, which highlighted the correct location and how far away we were from it. The instructions “Move forward” and “Move back” were clear and came up in a timely manner. When we finally landed on the right page, the screen highlighted the specific lines on the page to start from, too.

I have to caveat this with the observation that there were a few starts and stops during my demo, which were resolved once I established a solid internet connection. And though “Scan to read” did eventually work as promised, there was a bit of flipping around that seemed to be part of the process, which might be tedious and not quite the magical experience some might expect.

The good news is that Spotify seems to already be working on even more features to make it easier to read physical books in tandem with listening to audiobooks. The company said it sees “the future of reading as one that’s personalized, flexible, and built to move fluidly across formats and moments. Page Match is an early example of how Spotify is helping shape that future at scale. “

This article originally appeared on Engadget at https://www.engadget.com/entertainment/spotifys-page-match-seamlessly-swaps-between-real-books-and-audiobooks-120000819.html?src=rss

Canon unveils a Limited Edition version of its popular G7 X III compact camera

Canon released its first PowerShot camera back in 1996 with a 0.5-megapixel sensor, helping kickstart the digital photo revolution. To celebrate that 30-year anniversary, the company has unveiled a Limited Edition version of its still-popular PowerShot G7 X III compact camera. It has a few unique touches but is otherwise the same as the original model released nearly seven years ago.

The limited edition model has a new “graphite” color with a knurled front ring designed to exude “luxury and quality,” Canon wrote. It also carries 30 year anniversary logo printed on the body “to create a special feeling suitable for limited edition models,” the company added in the most Canon-y way possible.

Canon's Limited Edition PowerShot G7 X III compact camera
Canon's Limited Edition PowerShot G7 X III compact camera
Canon

As a reminder, the G7 X III was one of the first cameras announced specifically as a model for vloggers, thanks to its ability to shoot vertical video for Instagram. It features a 20.1MP sensor, flip-up 3-inch touchscreen, 24-100mm f/1.8-2.8 zoom lens and a microphone input. It supports 4K 30 fps video with no cropping and can shoot 1080p at 120 fps. The piece de resistance is direct streaming to YouTube directly over Wi-Fi, then a new thing but now a common feature. It originally retailed for $749.

The G7 X III had been in short supply until recently, but used models became popular with influencers several years ago and started selling way above list price. Possibly because of that viral fame, Canon announced in August 2025 that it was increasing production and the G7 X III started returning to stock a few months later priced at $880.

Canon's Limited Edition PowerShot G7 X III compact camera
Canon's Limited Edition PowerShot G7 X III compact camera
Canon

The Limited Edition G7 X III is selling for a lot more than that at $1,299, though it does come with a limited edition Peak Design cuff wrist strap and 32GB SD card. If you want to one-up the influencers and grab one, shipping will start in April 2026.

Along with the camera, Canon announced a pair of interesting new RF-mount full-frame lenses. The first is the ultra wide angle RF 14mm f/1.4 L VCM prime model priced at $2,599, promising bright, high quality optics. The other is a very interesting $1,899 RF7-14mm f/2.8-3.5 L Fisheye STM zoom lens with up to a 190 degree perspective at the widest setting.

This article originally appeared on Engadget at https://www.engadget.com/cameras/canon-unveils-a-limited-edition-version-of-its-popular-g7-x-iii-compact-camera-040000700.html?src=rss