The repo is private, so each run is billed. Three caches now carry a rebuild: Gradle's own through setup-gradle (dependencies, build cache, configuration cache), the CMake/ninja tree keyed on the C sources and the NDK, and the two cross-compiled preloads — the last of which also skips installing the cross toolchain, since a run that changes only Kotlin has no reason to touch a C compiler. Superseded pushes are cancelled, documentation pushes do not build, and the apk is stored rather than recompressed. The preload assertions moved from the cross binutils to readelf, which reads any ELF whatever the host, so they keep running on a cache hit. Credits name The412Banner and maxjivi05: the runtime under all of this is Max's gamescope work from WinNative.
SteamDeck
Valve's native aarch64 Linux Steam client, running on an Android phone or handheld: a glibc rootfs under proot, gamescope as a Wayland client of an in-app Vulkan compositor, Xwayland and Zink for the client's CEF, and the device's Turnip driver underneath. There is no Wine here, and no x86 translation for the client itself — it is ARM code running as ARM code. Windows games it launches go through Valve's own ARM64 Proton build, which is where FEX comes in.
One screen, one button: install the runtime, press Play, Big Picture comes up.
How it fits together
Android app (this repo)
├── libbannerwayland.so Wayland compositor, presents into the activity's Surface (Vulkan/Turnip)
├── PulseAudio 13 + AAudio the guest's audio server, on a socket bound into the session
├── fake-evdev rings a physical pad, republished as /dev/input/eventN for the client
└── proot ── linuxfs (~790 MB, downloaded once)
├── gamescope ── Xwayland ── Zink
└── Steam (steamrtarm64, fetched from Valve on first run) ── Proton ARM64 ── FEX
The runtime image is the one published for Bannerlator (linuxfs.json in
The412Banner/winlator-contents); this app installs and updates it from that catalog. No Valve
software is redistributed — the client is fetched from Valve's own manifest on the device at
first use.
Building
Nothing is built locally. Push, and the Build APK workflow produces steamdeck-apk, a
debug-signed arm64 apk. It cross-compiles the two glibc preloads the session needs
(libfakeinput.so, libblsession.so) from the sources in this repo before the app build, so
those can never drift from what ships.
If Bannerlator is already installed
The runtime image is the same one Bannerlator installs, so on a device that already has it the 790 MB download can be skipped entirely — copy it across with root, once, before the first launch:
su -c 'cp -a /data/data/com.tencent.ig/files/linuxfs /data/data/com.the412banner.steamdeck/files/ \
&& chown -R $(stat -c %u /data/data/com.the412banner.steamdeck/files) \
/data/data/com.the412banner.steamdeck/files/linuxfs \
&& chcon -R u:object_r:app_data_file:s0 /data/data/com.the412banner.steamdeck/files/linuxfs'
The two runtimes are independent after that: each app has its own Steam install, its own login and its own games.
Device switches
Files in /sdcard/Download, for a device that cannot be reached with a debugger:
| File | Effect |
|---|---|
steamdeck-no-pad |
Turns the controller feature off entirely (a true baseline) |
steamdeck-pad-log |
Traces every interposer call into the session log |
steamdeck-driver |
a7xx, a8xx or system — overrides the Turnip build the compositor loads |
Session logs land in /sdcard/Download/SteamDeck/.
Authors
- The412Banner — the app, the Wayland compositor, the runtime plumbing and the Steam session.
- maxjivi05 (Max) — the gamescope runtime this is built on: the proot session, the session shim, the fake-evdev interposer and the controller work, from WinNative.
Lineage and licence
GPL-3.0. The gamescope runtime, the session shim and the fake-evdev interposer come from maxjivi05's WinNative work and from Bannerlator, both GPL-3.0; the Wayland compositor and the runtime plumbing are Bannerlator's. Valve, Steam and Proton are Valve Corporation's; this project is not affiliated with Valve.