Steam Workshop support added to GameNative in latest v0.9.0 update

isaac.png

For those who have missed it, GameNative is an Android app that lets you play your Steam games on your phone and Android gaming handhelds. Since launching the team behind it have been busy making improvements, making logging in as simple as logging in on Steam, adding cloud save support, and most recently, adding support for achievements when played on-device. Now though things are being taken one step further with Steam's Workshop content now being available.

Though in the past you could mod your games by opening its container and copying files across directly, this update allows for proper Workshop integration for games that support it. It should be noted however that the app does not have its own Workshop browser, with you needing to have subscribed to the things you're interested in using the Steam app or website. Outside of Workshop support, we also see a slurry of additional features and fixes to make gaming on the go that bit more attractive. The most notable of these is likely the initial PowerVR support, bringing GameNative to Pixel 10 users for the first time.

If you're interested in the full changelog, you can find it along with the download linked below.

:arrow: GameNative Download
 
It would be nice to see GameNative users on the valve hardware survey, but I don't know if Valve would be interested in that. That would mean more "SteamOS" (linux) users on the statistics.
Don't quote me on this, but I believe gamenative/Gamehub users appear as "Steam Frame" users on the hardware survey
 
Has anybody actually got workshop content to work? Workshop content is downloaded to steamapps\workshop\content and as far as I can tell this is not being mounted in the container, so the game doesn't see the files. It only mounts the game folder itself as A: and some misc folders as D: and E:.

I have the option to add a custom mount, but I can only mount it as a drive letter and the game will probably have no idea where to find the files so I'm not sure how helpful that is. If I could modify the existing A: mount to include the entire steamapps or Steam folder and then the game might be able to figure out where the workshop files are through the Steam API or whatever, but it doesn't let me edit the built in mounts.

I'm trying to run Afterbeat, and it runs pretty well but that game is nothing without the workshop content (literally, because the story mode is unfinished and only has 2 levels, one of them being a tutorial)

There isn't much on the internet about this feature yet because it's still so new, literally this thread was one of the first Google results.
 
Has anybody actually got workshop content to work? Workshop content is downloaded to steamapps\workshop\content and as far as I can tell this is not being mounted in the container, so the game doesn't see the files. It only mounts the game folder itself as A: and some misc folders as D: and E:.

I have the option to add a custom mount, but I can only mount it as a drive letter and the game will probably have no idea where to find the files so I'm not sure how helpful that is. If I could modify the existing A: mount to include the entire steamapps or Steam folder and then the game might be able to figure out where the workshop files are through the Steam API or whatever, but it doesn't let me edit the built in mounts.

I'm trying to run Afterbeat, and it runs pretty well but that game is nothing without the workshop content (literally, because the story mode is unfinished and only has 2 levels, one of them being a tutorial)

There isn't much on the internet about this feature yet because it's still so new, literally this thread was one of the first Google results.
I’ve tried normal mods but not workshop. I’ll have a play and see if I can figure it out.
 
I’ve tried normal mods but not workshop. I’ll have a play and see if I can figure it out.
It seems to be game dependent. Rain World for example had a compatibility fix implemented to make its workshop content work, so it will probably depend on gamenative devs to make this work.
I do need to look into how to get mods to work as well so that I can install the multiplayer mod for Afterbeat. It uses r2modman so I figure that I just have to install r2modman into the container and set it as the default exe and the rest should be pretty seamless.
 

Site & Scene News

Popular threads in this forum