Everything we know about Valve’s new Steam Machine

The Steam Machine is back from the dead. Not as a Valve-supported program for manufacturers to create living room PCs, but instead 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.

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. 

According to an announcement Valve sent to developers, games that were Verified for the Steam Deck will automatically be verified for the Steam Machine. The system is helpful, but far from definitive — some Unplayable games are in fact playable — 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. 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 control 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.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/everything-we-know-about-valves-new-steam-machine-200458817.html?src=rss

Prime members can play Alan Wake 2 for free on Luna

If you haven't yet played Alan Wake 2, here's your chance to immerse yourself in its terrors for free. Prime members can play it this month on Amazon's Luna cloud gaming service at no additional charge.

The "fantastic" Alan Wake 2 oozes "psychedelic terror," as Engadget's Jessica Conditt put it in our review. The 2023 horror-survival game uses a dual-protagonist motif, alternating between the lost author Wake and the stoic FBI agent Saga Anderson. It "tells a twisted, serpentine story of paranormal murder, shifting realities and demonic possession, with two brooding investigators at its core." Not a bad way to sublimate the all-too-real horrors of life in 2026.

The Order of Giants DLC for Indiana Jones and the Great Circle also arrives on Luna this month. Ditto for Disney Universe, a knockoff of the Lego game franchise starring the Mouse's IP.

Setting Luna aside, Amazon also has downloadable PC games that Prime members can claim for free this month. Starting today, you can snag the Borderlands spinoff Tiny Tina's Wonderlands from the Epic Store. Later this month, you can also claim the highly rated strategy title Total War: Attila (Epic Store, Feb. 26).

You can check out Amazon's announcement post for the complete list.

This article originally appeared on Engadget at https://www.engadget.com/gaming/prime-members-can-play-alan-wake-2-for-free-on-luna-193509728.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

Project Hail Mary is getting its own LEGO set

The upcoming science fiction film Project Hail Mary is getting a LEGO set. This is fascinating because LEGO typically makes sets based on long-standing franchises like Star Wars and Harry Potter. Project Hail Mary doesn't even hit theaters until March 20.

It's not an entirely new IP. The movie is based on a 2021 book written by Andy Weir, the same author behind The Martian. It's cool to see a LEGO set based on something more contemporary than its usual fare.

The 830-piece set looks pretty nifty. It includes a replica of The Hail Mary spaceship in all of its glory, complete with minifigures of teacher-turned-astronaut Ryland Grace and his ultra-cute alien buddy that the whole world will likely fall in love with once the film hits.

Two minifigures.
LEGO

The set also comes with a functional display stand and a crank that moves the components around to simulate centrifugal gravity. The minifigures can even be arranged to recreate an iconic scene from the book and, likely, the movie.

LEGO's Project Hail Mary set is available for preorder right now and costs $100. It ships on March 1, giving fans around 20 days to build it before the movie hits theaters.

The film involves a reluctant astronaut attempting to solve a mystery as to why the sun is dying. It stars Ryan Gosling and is directed by Phil Lord and Chris Miller, the duo behind the Spiderverse films and, incidentally, The LEGO Movie.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/project-hail-mary-is-getting-its-own-lego-set-191106809.html?src=rss

The CIA stops publishing The World Factbook

The US Central Intelligence Agency is ending one of its popular services, The World Factbook. Over the decades, this reference has provided readers with information about different countries and communities around the world. The post from the CIA announcing the news didn't provide any information about why it will stop offering The World Factbook. The agency was subject to the same buyouts and job cuts that decimated much of the federal workforce in 2025, so maybe this type of public-facing tool is no longer a priority. 

This reference guide was first published in 1962 as The National Basic Intelligence Factbook. That original tome was classified, but as other government departments began using it, an unclassified version for the public was released in 1971. It became a digital resource on the CIA website in 1997.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/the-cia-stops-publishing-the-world-factbook-184419024.html?src=rss

This 6-Fingered Robot Hand Crawls Away From Its Own Arm

Imagine a robotic hand that not only mimics human dexterity but completely reimagines what a hand can do. Researchers at École Polytechnique Fédérale de Lausanne (EPFL) have developed something that looks like it crawled straight out of a sci-fi fever dream: a modular robotic hand that can detach from its arm, scuttle across surfaces spider-style, and grab multiple objects at once.

The human hand has long been considered the gold standard for dexterity. But here’s the thing about trying to replicate perfection: you often inherit its limitations, too. Our hands are fundamentally asymmetrical. We have one opposable thumb per hand, which means we’re constantly repositioning our wrists and contorting our bodies to reach awkwardly placed objects or grasp items from different angles. Try reaching behind your hand while keeping a firm grip on something, and you’ll quickly understand the problem.

Designer: École Polytechnique Fédérale de Lausanne’s (EPFL) school of engineering

The team at EPFL, led by Aude Billard from the Learning Algorithms and Systems Laboratory, decided to throw the rulebook out the window. Instead of copying human anatomy, they created something better: a symmetrical hand that features up to six identical fingers, each tipped with silicone for grip. The genius lies in the design, where any combination of fingers can form opposing pairs for pinching and grasping. No single designated thumb here.

But wait, it gets wilder. The hand is completely reversible, meaning the palm and back are interchangeable. Flip it over, and it works just as effectively from either side. This eliminates the need for awkward repositioning and opens up grasping possibilities that humans simply can’t achieve. The device can perform 33 different types of human grasping motions, and thanks to its modular design, it can hold multiple objects simultaneously with fewer fingers than we’d need.

The most mind-bending feature? This hand can literally walk away from its job. Using a magnetic attachment and motor-driven bolt system, it detaches from its robotic arm and crawls independently to retrieve objects beyond the arm’s reach. Picture a warehouse robot that needs to grab something just out of range. Instead of the entire system repositioning, the hand simply walks over, grabs what it needs, and returns like a loyal (if slightly creepy) pet.

The practical applications are staggering. In industrial settings, this kind of “loco-manipulation” (locomotion plus manipulation) could revolutionize how robots interact with their environments. Service robots could navigate complex spaces and handle multiple tasks without constant human intervention. In exploratory robotics, think Mars rovers or deep-sea vehicles, a detachable hand could investigate tight spaces or retrieve samples from areas the main body can’t access.

The research team’s work, published in Nature, demonstrates that symmetrical design provides measurably better performance, with 5 to 10 percent improvements in crawling distance compared to traditional asymmetric configurations. The hand’s 160mm diameter palm houses motors that mimic the natural forward movement of human finger joints, but without being constrained by human limitations.

What makes this project so compelling isn’t just the technical achievement. It’s the philosophical shift it represents. For years, robotics has been obsessed with replicating human form and function. But by questioning whether human design is actually optimal for all tasks, the EPFL team has created something that surpasses our biological blueprint. It’s a reminder that innovation often requires abandoning our assumptions about how things should work.

This robotic hand represents more than just another engineering marvel. It’s a glimpse into a future where machines aren’t limited by human constraints, where form follows function in unexpected ways, and where a hand doesn’t need to stay attached to be incredibly handy. Whether it’s retrieving your dropped phone from under the couch or assembling complex machinery in factories, this crawling, grasping, reversible wonder proves that sometimes the best way forward is to let go of convention entirely.

The post This 6-Fingered Robot Hand Crawls Away From Its Own Arm first appeared on Yanko Design.

The Switch 2-exclusive co-op adventure Orbitals launches this summer

Nintendo capped off today’s partner-focused Nintendo Direct with a flurry of Bethesda-related announcements, but arguably the most interesting game of the showcase appeared right at the start.

First announced at the beginning of the year, Orbitals is a two-player puzzle adventure game in which you and your co-op partner play as the intergalactic explorers Maki and Omura, on a mission to save their home in the stars from an incoming cosmic storm. Gameplay-wise, Orbitals looks like it’s at least partly inspired by the likes of It Takes Two and Split Fiction, but really what really stands out here is the 90s anime-inspired visuals.

The game is absolutely dripping in style, and somehow looks just as good in motion as it does in cutscenes. Describing it as a playable Saturday morning cartoon is getting into cliche territory, but Orbitals really nails its aesthetic.

It will be a tall order for any game like this to clear the impossibly high bar for creative co-op gameplay that Josef Fares’ Hazelight Studios has set in recent years, but Orbitals looks like it could be worth experiencing for its visuals alone.

Nintendo has managed to nab this one as a Switch 2 exclusive, which you can either play locally or online, and thanks to the console's GameShare feature, only one person needs to own the game for the latter.   

Orbitals arrives at some point during summer 2026.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-switch-2-exclusive-co-op-adventure-orbitals-launches-this-summer-180657892.html?src=rss

JLab’s comically oversized headphones are not an April Fool’s Prank

JLab just released a gigantic pair of headphones that doubles as a Bluetooth speaker. The Blue XL headphones are ridiculously oversized, making them headphones in name only. I don't even think Andre the Giant could've comfortably worn these suckers.

Unless you have a mythically large head, these are basically "headphone speakers." The idea is to drape them around your neck and stream tunes for all to hear. Though you could also pop them on a table or something. I prefer my Bluetooth speakers to be speaker-shaped, but maybe that's just me.

The headphones.
JLab

As for the internals, they feature 30W of power and two 2.5-inch drivers, along with two 2.5-inch radiators. This is obviously more power than what's demanded by headphones because, again, these are actually speakers. JLab says they'll get around 20 hours of use per charge, which is a decent metric.

There's another use case here. They could make a mighty fine accessory in a "person wearing comically oversized headphones" Halloween costume. The price is actually right for a gag gift. The Blue XL headphones cost $99. These were first announced at a recent college football game, but everyone assumed it was a joke because they were gold and the company said they cost $120,000. 

This article originally appeared on Engadget at https://www.engadget.com/audio/jlabs-comically-oversized-headphones-are-not-an-april-fools-prank-174338833.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

IRIS 4.0 is a Fabric-Covered Smart Speaker Orb That Watches from Above

Smart speakers usually sit on kitchen counters, bookshelves, or bedside tables, plastic cylinders and pucks buried behind plants and picture frames. Their microphones and speakers are often half-blocked, and they still feel like gadgets you add to a room rather than part of the room itself. Nobody seems to know where these devices actually belong, so they end up scattered across every flat surface, fighting for space and power outlets.

Formeta’s IRIS 4.0 is a fabric-covered sphere that hangs from the ceiling like a light fixture instead of sitting on a shelf. The AI assistant concept is designed for Industry 4.0, meant to integrate into modern living spaces by becoming infrastructure rather than décor. Its central, elevated position keeps it unobstructed while handling security monitoring, sound control, and lighting, turning the assistant into something closer to ambient architecture than a countertop gadget.

Designer: Formeta

The studio frames it as “a ceiling-mounted smart assistant that vanishes into the environment while expanding control, sound, and presence.” Removing devices from surfaces frees up space and makes tech feel less like an object and more like a part of the building. You could walk into a room where there is no visible speaker or hub, yet sound, light, and automation quietly respond when you speak.

The audio side relies on a 6×6+1 sound system that emits sample sound waves to read the room and optimize audio distribution. Being in the ceiling means it is not blocked by books or walls, and multiple drivers throw sound evenly in all directions. The result, at least in theory, is better room acoustics and more consistent voice pickup than a single forward-firing speaker sitting on a counter behind clutter.

IRIS 4.0 also lets you customize ambient lighting, serving as a mood light and smart assistant in one. That sounds nice until you see the design in its “active” state, when the band around the sphere parts and a glowing inner core appears, like a mechanical iris opening. It is a clear signal that the assistant is awake, but it also leans into the feeling of something above you watching and listening.

Of course, the fabric-covered surface and soft geometry are meant to counter that unease, making the device feel more like a textile object than a cold camera dome. The muted colors and lack of aggressive branding help it blend into ceilings and feel less gadget-y. In a category where people already worry about surveillance, tactility, and visual softness go beyond aesthetic choices. They are trust signals that may or may not work depending on who is looking up.

IRIS 4.0 treats AI assistants as something you wire into the ceiling plan, like lights or smoke detectors, rather than something you plug in and move around. That shift raises questions about privacy and control, but it also hints at a future where smart systems are less about scattered gadgets and more about calm, ambient layers in the architecture itself, even if that architecture occasionally looks back down at you with a glowing eye.

The post IRIS 4.0 is a Fabric-Covered Smart Speaker Orb That Watches from Above first appeared on Yanko Design.