> This repository contains CAD files for the external shell (surface topology) of Steam Controller and the Steam Controller Puck, under a Creative Commons license. This includes an STP model of each, an STL model of each, and an engineering drawing with critical features/keep outs for each.
Feel free to use these to make your own Puck holders, Controller sweaters, or whatever else you want to create!
Your Steam Controller is yours, and you have the right to do with it what you want. That said, we highly recommend you leave it to professionals. Any damage you do will not be covered by your warranty – but more importantly, you might break your Steam Controller, or even get hurt! Be careful, and have fun.
[1] https://gitlab.steamos.cloud/SteamHardware/SteamController
Regular controllers are good for people with the default number of arms, legs and fingers. But if you have some kind of disability, it's often pretty unique.
Regular game/computer controllers for disabled folks were pretty pricey last time I've checked.
AFAIK, 3d printing is not that expensive. Many places have hacker spaces or just people who print for almost free.
So I guess it's a huge win for people who need accommodations. I'm very happy for that!
I'm not disabled myself, it was just the first thought I had when I've read the news.
Windows is designed for gamepads to emulate an Xbox controller. All those Steam Deck competitors are implemented as an Xbox controller with a partial keyboard grafted on. That's why you need Legion Space or Armoury Crate to make them usable - they tell the controller firmware what keybindings to send for those rear paddles.
InputPlumber serves this purpose on Linux. Without it, you just get ABXY, start, select, nav, and shoulder buttons - the same layout that's been on the Xbox forever, because games don't understand the random partial keyboard that shares an internal USB hub with the Xbox pad clone. Thankfully on Linux, you're not stuck with one durable keybinding per paddle - once InputPlumber unifies that USB hub back into a controller, you can map all its buttons per-game with Steam Input. This controller brings that same convenience to Windows too.
It's not that Valve is making a proprietary controller - it's that the Windows gaming ecosystem assumes a proprietary controller, and Valve doesn't conform to that assumption. Instead, they provide a fully featured controller and let you configure it per-game in Steam. Considering Steam is the launcher most people use for most games, that's a totally reasonable tack.
PS4 controller support on Windows used to be a huge hassle, because you had to install DS4Windows to make it work. Nowadays, Windows automatically downloads the proprietary drivers to make it work, but I'm not sure if that covers the PS4 controller-specific features such as the touchpad, gyroscope, lightbar or if it enables XInput support. I think the PS4 controller situation supports what OP above is claiming.
That's exactly how you create a walled garden. You build a garden. Get people in. Then wall it up.
If all the games respected HID and Valve did something proprietary, I would understand the skepticism. The truth is that most games are engineered with platform integration (e.g. for achievements, controller mapping, etc.), and fallback to the Xbox API. It's reasonable for Valve to sell a controller that takes full advantage of their platform.
Also, Valve's primary OS is Linux-based. There's surely either already a module upstream in the kernel or one is coming soon. That is: open source software to take full advantage of this controller. That's not the same thing as a walled garden.
Of course now that they've made controllers work properly, they'll use that work to support their own controller, and in particular enable features like analog triggers + gyro aiming + rumble (xinput can't do these simultaneously), extra buttons (xinput can't do this), and the trackpads (you guessed it).
And it is Windows, because on Linux the controller does work without Steam if you get the right drivers. It doesn't get the full features but it's functional as a gamepad, at least.
So it’s the controller and not Windows then, if partial functionality is okay (which seems fine to me).
I don't have any reason to believe that similar projects won't work for the new version.
This review says otherwise:
https://www.gamingonlinux.com/2026/05/the-new-steam-controll...
> Using The Steam Controller Completely Outside Of Steam
> [...] However, at least on the newly released Fedora KDE 44, the system does appear to detect it as a basic gamepad out of the box.
> [...] I installed LIMBO from GOG with GE-Proton and it worked great even with vibration.
More example games are described there as well. A few apparently get confused by the Steam Controller presenting itself as a game controller, a keyboard, and a mouse, but most seem to be fine.
Those tests were done on Linux. I wonder if it's any different on Windows.
on Linux I think there's a kernel level driver, but I'm not sure
The original steam controller had a program to allow users to map the controls without steam, hopefully it will add support for the new one as well.
I was very curious about this, No video I saw even said anything about the Steam Software being needed, and is extremely disappointing, on my computer I make a point that I only have steam running if I am playing a steam game. If I am not it is not running and it does not auto start.
Now if it works with steam closed, I am slightly more ok with it but I would love a driver that is not coupled with Steam.
Though I do think it aligns with Valve’s initiatives lately. I don’t think I would go so far as to say walled garden but SteamOS is clearly geared towards using the Steam Store for everything (sure it has desktop mode, but the focus is clear) and their half assed Windows support (despite promises) on the Steam Deck.
Don’t get me wrong, Valve has done a lot of good but I do worry at how quick we are to defend them. I mean I even see people defending their rumored use of AI saying things like “well if there is any company I would trust it would be Valve”. Yeah that won’t backfire.
Edit:
Wait, it won’t even work with a game if it isn’t launched through steam? Are the other comments correct? If that is true, Yeah that is a big nope for me and of course more are not talking about it.
I refuse to let steam or any software run that is not related to my current task.
Why do we criticize Razer for shady practices with their hardware and software but it is fine that Valve did this?
While we could argue about the state of Windows, Steam also did not have to engineer it this way and the requirement of launching through Steam feels deliberate.
From what I can find, as others have mentioned, the 8BitDo controllers don't require Steam to be running to work. I presume the PS5 controller likely also does not (I will test this later)
Valve does deserve criticism for the royal pain certain things are though. For example non-technical users will absolutely struggle to get Proton working without Steam, the process in doing so is purposefully kept undocumented and esoteric. There's 100% a little bit of undesirable obfuscation Valve does to push you towards just using Steam to run their OSS. It's definitely non-Free in the purist sense.
In practice half-assed HID drivers by OS, badly designed OS<->application APIs, hardware manufacturers copy pasting HID descriptors from other devices, not following the standard properly, firmware bugs getting fixed with drivers instead of firmware fixes, intentional discrepancies from standard, console manufacturers reinventing the wheel has lead to the current mess.
It's possible they deferred making generic drivers to release faster and those will come out later,kinda like steamOS windows drivers came out later
SteamOS is technically licensed under GPL, but Valve has yet to release the source code for 3.0 (4 years ago...)
The last activity in the public kernel repository was 9 years ago.
That's not true. You get a reduced functionality controller with trackpads that can still be used to start steam back up.
Better yet if you use Heroic instead of the official Epic launcher, it will let you add the game directly to Steam.
This is basically how people use 3rd party games on the steam deck. You want them added to steam as 3rd party games for easy access in game mode, so you just add any non-steam games to steam. Heroic and other launchers make it pretty effortless, but you can do it manually as well.
Glad to see that valve is using the best CAD software :)
https://steamcommunity.com/games/353370/announcements/detail...
I know multiple people whom are quite attached to 10+ year old mice that haven't been manufactured for quite some time, and would like to keep the familiar shape and design.
Unfortunately it had some real flaws. The back buttons weren't supported even on windows, I had to use 3rd party software like REWASD to map them to keyboard keys. And despite the high cost of the device, the rubber on it degraded and broke off pretty quickly. And the controller didn't have backlit buttons!
I have a Steam Deck and love it, but the only experience I have with those pads is “dammit I accidentally touched the pad again.” If I want a mouse, I just connect a Bluetooth mouse.
I thought for sure everyone knew it was a flop and we’d never see it again, but obviously that’s not right since they are back. What am I missing?
As somebody not very familiar with CAD/3D printing, etc how hard is it to produce it myself (couple units for personal use)? What would be the average cost? Did anybody do it?
It's information age. Information about publicly offered stuff should be public.
Unfortunately we rely on voluntary heartwarming gestures like this one and reverse engineering attempts by hobbyists.
Dont care about controller, memory card or deck charger or whatever other irrelevant addition to existing products you have. I just want an update on the Frame. And yesterday too. Thank you for very much for your time and attention. Until our eyes meet again.