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PC gamer turns Steam games into cartridges with ingenious 2.5-inch SSD system — games are stored on 128GB drives alongside a script to auto-start the title once plugged in

15 July 2026 at 16:16

A PC gamer has created and demonstrated a handy Steam Game Cartridge system. Over on PCMR, Jibril-sama introduced the system, which blends the old-school console convenience of cartridges with Steam’s awesome and agreeably flexible games library. Ingeniously, it upcycles a bundle of old SATA SSDs into Steam-ready game cartridges using a disk mount detect and execute script on the software side and a SATA dock on the hardware side. Icing on this already tasty cake is provided by Jibril-sama’s colorfully encased and custom-labeled Steam Game Cartridges. Nice.

Steam Game Cartridges from r/pcmasterrace

“Got a couple of used 2.5" SSDs for cheap so I decided to make a Game Cartridge system,” the Redditor casually informs the PCMR masses in the post embedded above. “Games are actually on those SSDs with a script to auto-navigate Steam to the game's page. Auto-starting the game right away is also possible.”

Further comments by the OP explain that all the drives bought for this project were 128GB in capacity, and €7 a piece ($8). That’s not bad in the current RAM and NAND crunch, and keeps these files off your built-in primary storage. As many readers will know, PC game libraries can easily grow to hog a lot of storage.

We reached out to Jibril-sama for some more background info about how the Steam Game Cartridge system is designed to work with as little user friction as possible. They informed us that the system in the video runs Linux and Valve’s Steam URL Protocol is leveraged to navigate to the game's page or launch the game.

“All it needs is a systemd template to check for a script on the SSD and launch it. And a udev rule to trigger the system,” Jibril-sama told Tom’s Hardware. “So basically: Plug in SSD -> udev rule sees the event -> triggers the systemd daemon -> systemd daemon looks into the SSD and finds the script -> execute the script.”

Steam Cartridge Games system
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Steam Cartridge Games system
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Steam Cartridge Games system
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Steam Cartridge Games system
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Commenters on PCMR have overwhelmingly welcomed the Steam Game Cartridge future teased by this system. Some want to see the system extended to include GOG game libraries. Others query how the system handles the inevitable hefty multi-gigabyte updates that are pushed (even to older games) from time to time. Jibril-sama told Tom’s Hardware that they didn’t plan to deal with updates often, as they didn’t use cartridges for ‘live service’ titles, and they are mostly used for the “games that I want to replay once in a while.” If and when updates have been flagged, “I just let Steam handle the updates and wait a bit before I can play,” they added.

I’ve had repeated firsthand experience with Steam Games libraries being fussy when moving across different PCs, so stretching the library system this way could reveal cracks and wrinkles as more games are tested. We shall see.

Hopefully, fuller implementation guides, scripts, and resources to help others purchase or 3D print their own Steam Game Cartridge shells will be shared in due course.

Nvidia and Sega team up to deliver RTX Spark support for future games — partnership kicks off next year with upcoming Virtua Fighter Crossroads

15 July 2026 at 15:20

Nvidia's RTX Spark platform arrives later this year, and the company is hard at work building the partner ecosystem around the GB10 Superchip to ensure that Windows and applications are ready for its agentic AI PC vision. As part of that groundwork, the two companies announced today that Sega will support the RTX Spark platform with its upcoming Virtua Fighter Crossroads, coming in 2027.

The two companies also committed to RTX Spark support for "future Sega titles,” meaning that we might see official support for other evergreen franchises like the Yakuza series, the Persona games, and the upcoming Alien: Isolation 2 and Total War: Warhammer.

Although the companies didn’t go into detail about exactly what full support for the RTX Spark means for Sega games, one would expect that the developer’s titles will be natively compiled for Windows on Arm instead of relying on the Prism x86 emulator for compatibility.

It also seems safe to expect that future Sega titles will incorporate DLSS technologies like upscaling and Multi Frame Generation in order to deliver the best possible experience on RTX Spark systems. Despite having GPU compute capabilities similar to those of a desktop RTX 5070 on paper, the unified memory architecture and relatively limited memory bandwidth of the GB10 Superchip behind the RTX Spark platform present challenges for gaming performance that are likely to make the incorporation of DLSS tech important for the best experience.

The relationship between Nvidia and Sega spans over 30 years, tracing its roots to the ultimately abandoned development of the GPU for the Dreamcast console. Despite its eventual decision to use an NEC-produced PowerVR GPU for that system, Sega offered Nvidia a $5 million lifeline that gave the company the runway that it needed to develop and deliver the Riva 128, its first DirectX-compatible GPU.

That investment proved to be historic, as Nvidia now has a market cap of over $5 trillion and is in the process of shifting the very foundations of computing through its Grace Blackwell and upcoming Vera Rubin AI platforms for the data center.

Whether the RTX Spark platform reshapes the PC when it arrives in the fall of this year remains to be seen. But if you’re a fan of Sega’s IP, this partnership means that you can at least look forward to a first-class experience with its games on RTX Spark systems.

PS5 emulation ramps up in response to Sony killing physical games — PS5 titles now booting across different emulators with rapid community development for both 2D and 3D games

For years, the PS5 emulation scene has remained dormant, with updates few and far between as most projects become abandonware. However, Sony's recent decision to stop physical disc production and the impending release of GTA VI later this year have created an unprecedented demand in the market. All of a sudden, an influx of PS5 emulators has popped up online, and they're swiftly hitting development milestones, including actually being able to boot recent PS5 titles.

The most prominent name in the news cycle is SharpEmu, which serves as a PS5 emulator for Windows. It's written entirely in C# and works more like a translation layer since modern consoles and PC share the same x86 underlying architecture. SharpEmu allows the PC to execute CPU instructions natively while translating OS-specific API calls and graphics.

Since it's aiming for accuracy, only some 2D titles such as Dreaming Sarah are running on SharpEmu with solid performance and no hiccups. As far as 3D titles go, that's a different story since it's significantly harder to emulate those. At first, the PS5 remake of Demon's Souls successfully booted, but it didn't go past the startup screen. Then, in a major development, Discord user RShantila was able to boot Astro Bot, which is a PlayStation exclusive from 2024, on SharpEmu.

الأمور تحدث ⚠️ محاكي PS5 emu على PC !يشغل من الآن لعبة Dreaming Sarahومن الحصريات يشغل شاشة بدء Demons Souls Remakeوجاري تطويره وتحسينه لتشغيل الالعاب مثل ShadPS4بداية سريعة pic.twitter.com/XRerLF9oak pic.twitter.com/NvdLZVCYoQJuly 9, 2026

Getting such a recent game to run is extremely promising and shows that PS5 emulation is currently outpacing PS4 emulation at the same point in its life cycle. And SharpEmu is just one project among what's starting to seem like a sea of hopes and dreams.

The other emulator gaining traction is KytyPS5, which started as a cross-platform PS4 and PS5 emulator in 2021 but was abandoned in 2022. Fast forward four years and developer Nmzik has revived the project, creating their own fork that focuses only on PlayStation 5. According to reports online, within just a few weeks, KytyPS5 can boot commercial PS5 games running in Unreal Engine 4/5, Unity, and other custom engines.

KytyPS5 was able to boot and run Silent Hill: The Short Message till the menu screen. Remember, 3D games were previously limited to just their boot screens, so this is yet another major accomplishment. However, earlier today, the project's GitHub page was updated to show two new 3D games actually running with their graphics being properly rendered, shattering all expectations set thus far.

يب هذا محاكي ثاني للـPS5 اسمه KytyPS5 و بدأ يشغل لعبة SILENT HILL: The Short Message و يوصل للوقو و الرسائل التنبيهية مثل ما تشوفون، يلا عقبال نشوفه يتطور اكثر https://t.co/DjDda8tatw pic.twitter.com/Yn7ilNsHCrJuly 10, 2026

These two games are PowerWash Simulator and Pac-Man World, both of which are playable with functional gameplay, though we don't have any idea about performance or stability. Even more impressively, and perhaps more on-topic, the KytyPS5 version 0.0.3 successfully booted the commercial PS5 version of Grand Theft Auto V far enough to display the loading screens, main splash art, and actually navigate the in-game display settings.

محاكي KytyPS5 قدر يشغل GTA V و يوصل للقوائم، و Quake 2 ingame 😵😵توفر تحديث جديد قبل ساعة https://t.co/xK0Y4LTIwR pic.twitter.com/awVY3VpGUDJuly 11, 2026

KytyPS5 has also recently received updates to its shader compiler for better graphics, better memory management that leads to faster load times, and better audio support as well. The emulator works on Windows for now, but a Linux version is also planned for the future.

Finally, we need to mention RPCSX, which isn't exactly an emulator but rather just a research project dedicated to better understanding both PS4 and PS5 software. The devs are still working on being able to boot games from the user interface, but in a race like this, you need every hand on deck, and the team behind RPCS3 is one of the most experienced in the field.

The PS5 emulation scene has suddenly exploded, and the pace of these developments is astonishing. At this trajectory, it won't be unreasonable to expect GTA V to actually run on SharpEmu or KytyPS5 by next month. That being said, emulation is a marathon that takes a long time to perfect, so it's almost guaranteed that the official PC version of GTA VI will be out long before the emulated version becomes playable.

A PS5 emulator doesn't need to exist, because there'd be no games to emulate.July 8, 2026

Retro Nintendo Switch 2 dock looks exactly like the Nintendo 64 and holds six Game Cards in its cartridge slot — the 64BITDOCK is available now starting at $89

14 July 2026 at 14:51

A new Nintendo Switch dock shell has been designed to mimic the sleek undulating curves of the classic Nintendo 64 (N64). Dubbed the 64BITDOCK, this Switch accessory kit can be bundled with an 'N64 cart' that will help you keep your Switch Game Cards tidy. The 64BITDOCK is available now direct from the maker on Etsy, priced from $89.

In the assorted images of the 64BITDOCK from Nintendo Switch accessories specialist Krasivoe, you can see that the ‘N64’ cradles the Switch (Nintendo Switch / Switch 2 / LCD / OLED) horizontally, so the upper curves of the ‘N64’ are uninterrupted. Pleasingly, the ‘N64’ cart slot is actually useful here as a Nintendo Switch Game Card silo if you buy the optional magnetically secured storage receptacle (with 6 slots).

Check out this product on Etsy

This is a cosmetic kit for your original Switch Dock

The 64BITDOCK is basically a snap-on cladding kit for your existing original Switch Dock. What you are buying is a set of “custom plates inspired by the iconic 64-bit console… [which] snap onto your Switch dock in seconds, transforming it into a nostalgic centerpiece while keeping all sides open to prevent overheating.”

The Krasivoe 64BITDOCK is available in light grey and ‘original’ charcoal finishes, with matching Game Card storage receptacles. For the dock plates alone, the Etsy store asks $89. If you want a Game Card cartridge holder, the price rises to $103. Worldwide shipping is $6.99.

The 64BITDOCK
Krasivoe
The 64BITDOCK
Krasivoe

This isn’t Krasivoe’s first retro-inspired Switch Dock makeover kit. It also sells the 8BITDOCK, 16BITDOCK, and CUBEDOCK. Fans of retro Nintendo consoles will surely know what those look like.

The market is overflowing with Nintendo Switch docks, so Krasivoe has cannily sought to offer some eye-catching differentiation in the form of this 64BITDOCK. Its $89 starting price is quite a premium offering, though, as it doesn’t even include docking hardware – it’s just a cosmetic 3D-printed shell for your original Nintendo Switch Dock. We see that you can get basic, fully functional Switch docks from $20 or $30 on Amazon, with original ‘toaster’ style replacements priced at about $40.

Modder successfully runs Counter-Strike clone at 60 FPS on the original Sony PSP — created his own Rust-based 3D engine to power 480 x 272 gameplay, also works on PS Vita

Barely a day goes by without some retro system developer accomplishing a technical feat that beggars belief. OpenStrike is the latest mad project, creating a proof-of-concept reimplementation of the seminal Counter-Strike for the Sony PlayStation Portable (PSP), a 22-year-old system that arguably has no business running the game.

The port was made by Yifeng Wang (aka doodlestrike), who apparently created his own Rust-based 3D engine called Pocket3D for the affair, along with the PocketJS JavaScript engine for the game rules and UI. Despite the proof-of-concept status, Wang says that elimination matches with bots are already playable, though the game's famous buying stages aren't yet functional. The full set of eight original Counter-Strike maps have already been tested, and interested modders should easily be able to roll their own.

Yes, that's Counter Strike on a PSP!Yes, that's DevTools inspecting game UI!Yes, it's PocketJS! Clean room implemented FPS engine, fully open JavaScript mod API, ~12MB RAM footprint, 60fps, fully open source. ⚡️ pic.twitter.com/OprLN3E71JJuly 10, 2026

The engine manages to run the game with bots at a steady 60 FPS at the PSP's native 480x272 resolution, thanks to pre-processing graphical assets to directly bake lightmaps into vertex colors (as opposed to real-time or on-startup calculations). Interestingly, Wang kept the old-school BSP (Binary Space Partitioning) rendering method to cull non-visible areas rather than use a fancier modern algorithm, lending credence to the "don't fix what isn't broken" motto.

The game also runs on the PS Vita, a system with 4x the effective resolution of the original at 960x544, with native graphics, without upscaling of either 3D rendering or 2D assets. You should also be able to run the project as a standard desktop game, and naturally, it's playable on the popular PPSSPP emulator. To get the project going, you'll have to provide your own copy of the Counter-Strike asset data, similar to using Doom's original WADs in one of the many ports.

The project's entire technical architecture is impressive, as Wang went way beyond the scope of "make a 3D engine that load maps." Both the Pocket3D and PocketJS 2D engines are generic, and OpenStrike is merely the first "product" that uses them. The code runs on a server/client/event architecture, and the event handling (ex: shooting) is decoupled from the rendering core, preventing nasty FPS dips. The game is testable offline, and most everything is trivially moddable. You should check out the OpenStrike repo if you're interested.

Microsoft loses Brazilian court case after telling hacked Xbox user to re-purchase games — tech giant ordered to restore Xbox account with all games and pay $400 in damages

11 July 2026 at 18:52

A Brazilian gamer who lost his Microsoft account and all his digital games has won a court order forcing the company to hand it all back, after support staff told him to simply repurchase his library. The user, who posts as Ordo_Liberal on Reddit, shared a screenshot of a small-claims ruling in the Xbox subreddit that gives Microsoft 15 days to restore access or face fines and roughly $400 (R$2,000) in damages. He said the account had two-factor authentication enabled when it was flagged and permanently suspended, and that none of Microsoft's recovery options allowed him to regain access before he filed his lawsuit.

According to the support emails he posted, Microsoft suspended the account after detecting what it described as unauthorized access, and said an investigation found the account's security information had been changed. The company treated the suspension as permanent and directed him to buy his games again rather than reinstating the ones already tied to the account.

Anyone with a large Microsoft account might want to take note here, because the suspension didn’t target a single game or console but the user’s entire account. Microsoft accounts can carry Xbox purchases, Windows licenses, store apps, 365, and OneDrive data, and a permanent suspension blocks all of it, even, as in this case, when you’ve got strong security and two-factor authentication set up.

Brazil's Consumer Defense Code and its small-claims track allow individuals to bring cases without a lawyer and without paying court costs, meaning Ordo_Liberal was able to take Microsoft to court without incurring any costs. If Microsoft misses the payment deadline, an additional 10% penalty will be imposed. While the damages awarded in this case are minor, it's notable that Microsoft has been compelled to restore the account and its contents, which runs counter to the standard platform position that customers license digital games rather than own them.

This, of course, is a first-instance small-claims judgment, not binding precedent, and it covers one account in one jurisdiction. Courts elsewhere have gone the other way. Chinese courts have recognized game accounts as inheritable property, while U.S. rulings generally treat games as revocable licenses. The case comes as both Microsoft and Sony push players away from physical media, with Xbox testing a way to convert discs into digital entitlements and Sony ending new PlayStation disc production in 2028. Microsoft hasn’t publicly commented on the ruling.

Steam sales reportedly topped $11 billion during H1 2026 due to shifting trends — staggering growth driven by influx of Chinese players and booming legacy catalogues

According to new research published by Alinea Analytics, Valve has grossed an estimated 11.1 billion dollars throughout the first half of 2026. If correct, the estimates would make it Valve's most profitable half-year on record, as digital storefronts become the norm throughout the games industry. Earlier this month, Sony announced that it would stop making new physical PlayStation discs by 2028, instead turning its efforts digital.

According to a Substack post from research firm Alinea Analytics, games sold on the platform accumulated $11.1 billion in revenue in the first six months of this year, which is a 14.5% jump compared to the first six months of 2025. Even more impressively, though, Steam's H1 2026 has posted 8% higher numbers than H2 2025, which includes the lucrative holiday season where most of the biggest sales happen. The store generated "only" $10.3 billion in revenue during the latter half of 2025.

Steam has been on a consistent incline for 10 years, boasting record revenue numbers almost every successive year. Even if it hits a slump, the data shows Valve has never had two bad years in a row; a recession is always followed by a boom. Alinea says five main factors contribute to the storefront's growth: a surge in Chinese players, higher prices, viral co-op hits, and smarter back-catalogue categories from big publishers.

The last one is rather ironic, as it involves third-party publishers quietly returning to Steam after their own launchers faltered. Some companies like Activision still inject their proprietary launchers between Steam and the game itself for titles like Call of Duty, but the situation has generally improved.

What display resolution do you use on your primary monitor?

Almost 10 years ago, in the first half of 2017, the platform made a little less than $2.5 billion, which means the H1 2026 revenue is 4.7 times higher, almost quintupling in a decade. Moreover, it's remarkable to believe that Steam also made more in the first six months of this year than it did in the entirety of 2020, when most of us were confined to our homes, free from responsibilities, and with a lot of time on our hands.

Alinea lists Forza Horizon 6, Resident Evil Requiem, and Crimson Desert as the top three games for Steam's explosive H1 2026 numbers — all of them made almost $200 million. Games from prior years also played a bigger role this time since 2026 releases only accounted for 21% of the $11.1 billion, while 27% of H1 2025's revenue came from 2025 launches; 29% of H1 2024's revenue was accumulated from 2024 releases.

Amidst all the data, a clear trend is forming. People are looking back in their libraries and appreciating older games more than ever before, while new releases still make an impact if they're universally acclaimed. With the highly anticipated GTA VI coming soon (with no current PC release date), it'll be interesting to see how these numbers change. Now, if only Valve could make more Steam Machines to play all those older games everyone seems to be playing.

Minecraft shown running on Game Boy Color and Game Boy in 3D with textures — developer coaxed 3D look out of barely-there hardware

Tobias Friedly, also known as Game of Tobi on YouTube, is quite the wizard when it comes to making the seemingly impossible happen on early Nintendo hardware. His latest venture is getting a limited version of Minecraft running on the Game Boy Color (GBC)... but in 3D. As an added bonus, he even got the game working on the original Game Boy in limited fashion, thanks to both machines' interoperability.

Friedly demonstrated his work in a short YouTube video, where it's plainly visible that he managed to coax the GBC's 8x8 sprites into something visually resembling Minecraft in a three-dimensional projection. Although there are no enemies, inventory, or game logic, the feat is exceedingly impressive given that the hardware was never meant to have 3D games.

This is a significant departure from existing Minecraft demakes for old Nintendo gear, seemingly all of which tried implementing the original game's mechanics in a flat two-dimensional space. Friedly's project appears to be an offshoot of his existing Minecraft 3D for the Gameboy Advance.

Even with the limited GBC hardware, he even went as far as adding a map generator that can create flat or bumpy maps. Blocks of various types (including portals) can be placed and removed, and he even added the Nether area of the game. Game saving and loading is included, and there's an option to enable block textures. Predictably the results are a bit iffy given the limited resolution of the display and the inherent difficulty in faking texture mapping with 8x8 tiles.

Despite running at different speeds and color levels, the Game Boy Color and original Game Boy are for the most part compatible, and Friendly even showed that his clone does run on the original black-and-green Game Boy. It's hard to distinguish blocks on that screen — but it works. If you're interested in trying it out yourself, download the cart files that Friedly published.

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