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Steam Controller

For those who may not be aware, the Steam Controller (aka Steam Deck Controller, Steam Controller 2.0 etc..to differentiate it from the original model with the single thumbstick over a decade past), goes on sale May 4th!
1777492520717.png


As far as the price, taking all factors into consideration it seems reasonable enough. As others have mentioned, many other major 1st party controllers cost a significant amount and often lack the features that the Steam Controller 2nd Gen offers. When it comes to hardware, Valve also is dealing with a smaller economy of scale compared to Microsoft, Sony, or Nintendo so I can imagine their costs are higher, even before the recent tariff and shortage related issues. There's also the benefit of Valve's continual and quite phenomenal investment into Steam Input, motivated in part by the original Steam Controller and Big Picture Mode's debut; it is probably one of the most comprehensive driver packages for myriad gamepads and both custom and native support for games that support specific features (ie DualSense). This of course atop all the other projects from SteamOS and Linux development to Proton and its components, so putting my money towards the company that has improved gaming (with a focus on FOSS when possible) is a fair bit easier.

The hardware itself seems solid, though there are some potential quibbles in the minutia. For instance, some prefer the asymmetrical thumbstick layout and others the symmetrical, but I can hope that it is somewhat like the DualSense in that its layout and comfort is sufficient that even those who usually like the asymmetrical layout can still find it viable. The touchpad locations are a big factor; if their location is comfortable without undermining the proper placement of the sticks. The rest of the hardware and features seem to bring it at or above comparable first and third party offerings, such as the Switch Pro 2 and DualSense. I am curious to see if games made with the latter's features in mind, from major Sony published titles like the Spider-Man titles, Death Stranding series, Ghost of Tsushima etc.. will be enabled using the Steam Controller since its one of the only ones that has many of the hardware capable features necessary to enable it vs other first and third party titles; I do assume that it won't be everything, after all it doesn't have a speaker or mic last I checked. Still, I have a DualSense Edge for those games and very few titles are meaningfully improved by such features, so its not a major issue for me, but as much as I'd like a completely limitless Pro/Elite/Edge version of the Steam Controller I get that is even more niche. There are a few other potential issues Iv'e seen discussed notably the wired latency/response but that's pretty early and tenuously supported at this point as well as an easy fix.

SkillUp said that it requires Steam Input and won't work outside of Steam. (But it will work if you add the game's shortcut into Steam)
This...doesn't seem likely or at least, not for very long. In fact, on Linux there are already kernel modules for SDL that will ensure that the Steam Controller is supported native at least on that OS if what I read recently is accurate. When it comes to what some reviewers are talking about, I'm guessing it could be because of the early pre-release state of it all especially in terms of Windows drivers. The issue seems to come across because unlike say, an old XboxOne/Series gamepad, all the features of the Steam Controller 2.0 like gyro, touchpads etc..can't be supported by XInput. MS refusing to move forward in this regard is a main reason that despite Nintendo and Sony controllers having these hardware features cross platform games don't 'expect' gyro support by default for example becuase they know other players with XInput pads will not be supported. This is also the reason that up until Steam Input it was very hard to use Nintendo or Sony controllers on PC unless you used A) a custom driver package like DS4Windows / DSX or B) the developer, like those in several emulators, manually coded in drivers for these pads.

I digress - Microsoft actually HAS the new GameInput successor to XInput that is supposed to handle all the things that the Steam Controller has done, and its obvious that Valve has made their hardware and much of their software pretty open and compatible, so I'm guessing it will just take either MS or Valve with MS's certification to have an independent driver package that supports and maps the Steam Controller without the need of Steam itself. If it can be done on the Linux side, it could be done on Windows. However, I think there are a lot of techtubers and similar who are getting a lot of drama algorithm bait out of "Valve's $100 controller doesn't work without Steam!!!111oneone" content. I'd say give it some time, I expect this to be handled either first or third party relatively quickly; there are too many commonalities like the open support on Linux modules and how SDL is somewhat universal etc.

Edit: Can we have a case this time at/near launch? How about some swappable thumbstick caps, dpads, or other components?
 
For those who may not be aware, the Steam Controller (aka Steam Deck Controller, Steam Controller 2.0 etc..to differentiate it from the original model with the single thumbstick over a decade past), goes on sale May 4th!
View attachment 799996

As far as the price, taking all factors into consideration it seems reasonable enough. As others have mentioned, many other major 1st party controllers cost a significant amount and often lack the features that the Steam Controller 2nd Gen offers. When it comes to hardware, Valve also is dealing with a smaller economy of scale compared to Microsoft, Sony, or Nintendo so I can imagine their costs are higher, even before the recent tariff and shortage related issues. There's also the benefit of Valve's continual and quite phenomenal investment into Steam Input, motivated in part by the original Steam Controller and Big Picture Mode's debut; it is probably one of the most comprehensive driver packages for myriad gamepads and both custom and native support for games that support specific features (ie DualSense). This of course atop all the other projects from SteamOS and Linux development to Proton and its components, so putting my money towards the company that has improved gaming (with a focus on FOSS when possible) is a fair bit easier.

The hardware itself seems solid, though there are some potential quibbles in the minutia. For instance, some prefer the asymmetrical thumbstick layout and others the symmetrical, but I can hope that it is somewhat like the DualSense in that its layout and comfort is sufficient that even those who usually like the asymmetrical layout can still find it viable. The touchpad locations are a big factor; if their location is comfortable without undermining the proper placement of the sticks. The rest of the hardware and features seem to bring it at or above comparable first and third party offerings, such as the Switch Pro 2 and DualSense. I am curious to see if games made with the latter's features in mind, from major Sony published titles like the Spider-Man titles, Death Stranding series, Ghost of Tsushima etc.. will be enabled using the Steam Controller since its one of the only ones that has many of the hardware capable features necessary to enable it vs other first and third party titles; I do assume that it won't be everything, after all it doesn't have a speaker or mic last I checked. Still, I have a DualSense Edge for those games and very few titles are meaningfully improved by such features, so its not a major issue for me, but as much as I'd like a completely limitless Pro/Elite/Edge version of the Steam Controller I get that is even more niche. There are a few other potential issues Iv'e seen discussed notably the wired latency/response but that's pretty early and tenuously supported at this point as well as an easy fix.


This...doesn't seem likely or at least, not for very long. In fact, on Linux there are already kernel modules for SDL that will ensure that the Steam Controller is supported native at least on that OS if what I read recently is accurate. When it comes to what some reviewers are talking about, I'm guessing it could be because of the early pre-release state of it all especially in terms of Windows drivers. The issue seems to come across because unlike say, an old XboxOne/Series gamepad, all the features of the Steam Controller 2.0 like gyro, touchpads etc..can't be supported by XInput. MS refusing to move forward in this regard is a main reason that despite Nintendo and Sony controllers having these hardware features cross platform games don't 'expect' gyro support by default for example becuase they know other players with XInput pads will not be supported. This is also the reason that up until Steam Input it was very hard to use Nintendo or Sony controllers on PC unless you used A) a custom driver package like DS4Windows / DSX or B) the developer, like those in several emulators, manually coded in drivers for these pads.

I digress - Microsoft actually HAS the new GameInput successor to XInput that is supposed to handle all the things that the Steam Controller has done, and its obvious that Valve has made their hardware and much of their software pretty open and compatible, so I'm guessing it will just take either MS or Valve with MS's certification to have an independent driver package that supports and maps the Steam Controller without the need of Steam itself. If it can be done on the Linux side, it could be done on Windows. However, I think there are a lot of techtubers and similar who are getting a lot of drama algorithm bait out of "Valve's $100 controller doesn't work without Steam!!!111oneone" content. I'd say give it some time, I expect this to be handled either first or third party relatively quickly; there are too many commonalities like the open support on Linux modules and how SDL is somewhat universal etc.

Edit: Can we have a case this time at/near launch? How about some swappable thumbstick caps, dpads, or other components?
Yeah, the hate is kind of retarded. I literally called a Steam controller... Purpose built for Steam and Steam machines.

On the upside, there's plenty of controllers available to fit whatever you're comfortable with anyway, so doesn't matter.
 
now the question for me is: will they have enough stock? or will they sell out in .2 seconds at launch?

I'm leaning towards a sell out - price isn't *that* terrible and I think there's still enough hype. I'd like to get one, but have too much on my plate at the moment (new truck tires ordered).

Father's Day gift? Maybe!
 
now the question for me is: will they have enough stock? or will they sell out in .2 seconds at launch?
Personally I won't be taking any chances...will be in for one of these day 1. Although I probably won't use it for quite some time.
 
Pretty wild that there's this much chatter about gamepads of any sort. Feels like for a long long time the PC community looked down on pads.
 
Pretty wild that there's this much chatter about gamepads of any sort. Feels like for a long long time the PC community looked down on pads.

Depends on which games. PC gaming's loudest contingent for a long time was first person shooters and largely PvP stuff. That is dominated by mouse and keyboard. Now that the dominance of competitive PvP has died down somewhat you'll hear more about controllers. It doesn't help that it is Valve pushing it who tends to get good press among the gaming crowd regardless.
 
Pretty wild that there's this much chatter about gamepads of any sort. Feels like for a long long time the PC community looked down on pads.
Sometimes it's simpler to plug in a controller than deal with remapping if the game doesn't need a lot of controls, or if the options suck or don't exist. I think PC exclusive and designed around it is uncommon to rare now (for bigger titles anyway); there's been a big influx of more casual users which expect to be able to use a controller as well.
 
Depends on which games. PC gaming's loudest contingent for a long time was first person shooters and largely PvP stuff. That is dominated by mouse and keyboard. Now that the dominance of competitive PvP has died down somewhat you'll hear more about controllers. It doesn't help that it is Valve pushing it who tends to get good press among the gaming crowd regardless.

Agree with this - for the longest time it felt like PC was the home of FPS, RTS, MMOs and in-depth strategy games - best played using a KBM. Now with so many more gamepad friendly genres available on PC, I'm not surprised the lowly gamepad has gained in popularity.
 
I've been rocking pads forever. If anything, I feel like they've been preferred method of playing almost everything but twitchy FPS and RTS titles since the Xbox 360 came out. Basically once console games and PC games converged. I caught mad shit for it until just a few years ago, even with games that had 0 benefit to using a KB/M setup.
 
I grew up with console so I have always been a controller first guy. Was never a fan of KB/M. I find it very uncomfortable and impossible to play on a couch.
 
For me it was never about mouse and keyboard vs controller. I simply just choose the right tool for the job, and whatever controller I feel like using for a particular game. If I am playing a FPS or RTS game, then I use mouse and keyboard. If I am playing a fighting game, an action-platformer, a beat-em-up, a racing game, or playing console emulators, I'll use a controller. For racing games I also have a racing wheel controller. Sometimes I will mix-and-match in the same game, like playing some parts of the game with a controller and some parts with mouse and keyboard, depending on what I am doing in the game at that particular moment. It simply depends on the particular game I am playing. I have a whole wealth of controllers I use on PC. From the file in my sig:

- Logitech G27 racing wheel controller
- 2x wired Microsoft Xbox 360 controllers (one was decommissioned due to damage sustained when a friend was borrowing it long-term)
- 3x wireless Microsoft Xbox 360 controllers (one has DPad from an original Xbox controller, one is a silver "Limited Edition" controller with a rotating, switchable DPad that broke so I can't switch it anymore cuz had to use superglue to fix)
- 3x Microsoft XB1 controllers (two original models with DPads that had issues and eventually stopped working and were thus retired, and one Model S revision with Bluetooth and a few better buttons including the bumpers)
- Xbox Series X/S controller (my current main controller for 3D games)
- 2x Sega Saturn USB PC controllers (authentic SLS-manufactured, not used as much anymore cuz I got the official Sega+Retro-bit ones below)
- 2x Retro-bit official Sega Genesis 6-button controllers (USB version is actually 8 buttons cuz they added two shoulder buttons)
- 3x Retro-bit official Sega Saturn USB controllers (2x first revision and 1x second revision)
- 2x Retro-bit official Sega Saturn wireless controller (2.4GHz version)
- 2x Nintendo Wii U Pro Controllers (via Mayflash adapter)
- 2x Nintendo Switch Pro Controllers
- 4x Nintendo Switch SNES Controllers (only two of them are currently in use, the other two are backups). These only work via Bluetooth. Can't use wired connection, unfortunately.
- RaphNet adapters allowing for use of NES controllers and NES/SNES Classic/Mini controllers on PC
- I guess technically DualShock 4, but I have no desire to use it on PC when I have plenty of superior options.
- A friend gave me some kind of HOTAS controller when he moved outta state a few years ago. I haven't tested it yet, or even ID'ed it, so no idea if it works.

These days I mainly use the XBSX|S controller, the Switch Pro controller, and the Sega+Retro-bit Saturn controllers, and sometimes the Switch SNES controllers. Last year I used the Switch Pro controllers a lot when I played through the PC versions of Zelda Ocarina of Time and Majora's Mask. This year I used it when going through the PC version of Mario Kart 64, and I use it when I play the PC version of Star Fox 64. I've been playing Shinobi: Art of Vengeance with the Saturn controller, and will do the same with Ninja Gaiden: Ragebound. I also used that controller when going through TMNT: Shredder's Revenge, Marvel Cosmic Invasion, and Streets of Rage 4 in the past few years. I recently played through the remaster for Quake 1 and I'm going through the expansions now. Of course I am using mouse and keyboard for that. I play Forza series and Dirt Rally 1 and 2 and other racing games with the XBSX|S controller or G27. Recently been messing with ioQuake 3, obviously using mouse and keyboard for that. When I played R&C: Rif Apart I borrowed a friend's DualSense controller. It was just last year when I discovered the community-made 25th Anniversary Edition of Sega Rally 2, and I use XBSX|S controller for that. I played Devil May Cry 5 back in 2019, and for games like that I'll use an Xbox-family controller (I didn't have XBSX|S controler back then so I was using XB1 controller). I went through Insomniac's Spider-Man Remastered in 2022 and Miles Morales in 2025, used XBSX|S controller for both of those games. When I play Metroidvanias I use Wii U Pro Controller or Xbox family controller or even Saturn controllers, depends on the game.

So yeah just a few examples of my controller usage. I like being able to pick whatever controller I think feels and works best for the current game I am playing.

Was never a fan of KB/M. I find it very uncomfortable...
That's how I feel when I am trying to play a first-person shooter or any first-person game with a controller. Me trying to aim and shoot using analog sticks is like trying to watch a drunk baby play a video game. I don't understand how anyone can play like that.

I suffered for many years with the Halo games on consoles. Thank God Halo MCC came to PC (and I also had the Gearbox port of the first game, and used the community version of Halo 2 called Project Cartographer before MCC came to PC). Mouse and keyboard really set those games free, and they finally became playable to me. Weapons I had no chance of using on console, like sniper rifle, battle rifle, and DMR became my main weapons in the PC versions. I could barely handle Normal difficulty on consoles, but on PC I play all the games on Legendary like it is Normal difficulty (except the first two games cuz they are too dang hard, so I play those on Heroic difficulty which is in-between Normal and Legendary), and I'm crackin' off headshots without effort. It's glorious.

grew up with console so I have always been a controller first guy.
I've been with consoles since Atari 2600 and while I dabbled with PC gaming in the 80s I didn't get hardcore into it until the 90s. Been with both ever since, although I don't have any 9th-gen (current-gen) consoles, and I'm hoping this will be the first generation where I don't get consoles (which is why I've been extremely happy that Sony games have been coming to PC). So technically yeah I started out first on controllers, but as soon as I was first introduced to genres that only really work on PC with PC controls, like FPS and RTS, I knew from the get-go that controllers were never gonna work for them. To me it's never been about which is "better" or which I started out using first, but simply choosing the right tool for the job.

I like gaming on PC cuz I have the most freedom of choice in how I play my games and what controllers I use to play them.
 
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That's how I feel when I am trying to play a first-person shooter or any first-person game with a controller. Me trying to aim and shoot using analog sticks is like trying to watch a drunk baby play a video game. I don't understand how anyone can play like that.

Some FPS games are playable with controller - the Crysis games IMO play really good with a controller/have good layout/whatever - but even then still - there was a part in 2 I got stuck on for like 30 mins with controller so went to the PC to try with m&kb and blew past it in like 2 seconds with the increased precision lol
 
Crysis games IMO play really good with a controller
Yeah gonna have to disagree with you there, but no shade on ya if you feel that way. Glad it works out for you.

there was a part in 2 I got stuck on for like 30 mins with controller so went to the PC to try with m&kb and blew past it in like 2 seconds with the increased precision lol
lawlz!
 
For me it was never about mouse and keyboard vs controller. I simply just choose the right tool for the job, and whatever controller I feel like using for a particular game. If I am playing a FPS or RTS game, then I use mouse and keyboard. If I am playing a fighting game, an action-platformer, a beat-em-up, a racing game, or playing console emulators, I'll use a controller. For racing games I also have a racing wheel controller. Sometimes I will mix-and-match in the same game, like playing some parts of the game with a controller and some parts with mouse and keyboard, depending on what I am doing in the game at that particular moment. It simply depends on the particular game I am playing. I have a whole wealth of controllers I use on PC. From the file in my sig:

Exactly. PC isn't about mouse and keyboard. It is about customization and supporting a wide variety of peripherals, and even using them in combination. Mouse & keyboard just happen to be better for shooters and other genres. I've done the mouse and keyboard for on foot shooting and then switched to controllers for vehicle parts in some games like GTA5 before.
 
Pretty cool that it's in high demand. Even if if I don't want one, I love the idea. I hope it's awesome.
 
Yes it appears out of stock at the moment as of this writing. However, I would keep vigilant. Ever since the massive kerfuffle around the original Steam Deck LCD scramble (ie those who didn't order in literally minutes, got it months later. I ordered basically an hour later and ended up getting mine in July vs Feb/March for those there at minute one!) , Valve learned that in the current era of botted checkouts for GPUs and the like, they would need to adapt to get around that nonsense. This meant that later hardware releases had improved checkout systems (though they still get slammed for popular releases, they do tend to retain the item in the cart and better delineate the different steps of checkout without getting stuck in a loop that says 'try again' when you're out of stock etc) but perhaps most importantly, they release stuff in batches.

I'd keep checking every hour or two today and/or check in tomorrow. With the Steam Deck OLED they went out of stock several times only to come back in at varying intervals, as I recall. They have a whole separate banner event to showcase the Steam Controller on sale, so unless they pull that quickly, I expect they''ll resume reservations relatively soon. A giant 'Steam Controller is here!" banner doesn't look good at the top of the store if its sold out for weeks to come etc.

As far as when it ships, when I checked out (after having to repeatedly submit on the saved-payment screen) it was at the initial 3-5 business days (free shipping, in the US) listing. Some people said that some later sale started saying 6-10. Guess we can keep watch, but it does appear that at least for a certain contingent of their available hardware, they had it right here in the US ready to ship out immediately, given those two timeframes.

Edit: As of 14:51 Eastern, Back in Stock! 6-10 day delivery!
 
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Steam Controller Goes Official on May 4 with $99 Price Tag

UPDATED by AleksandarK Apr 27th, 2026 11:49 Updated: Today, 11:38 Discuss (19 Comments)
Valve has officially confirmed that its highly-anticipated Steam Controller will go on sale globally on May 4. It will be priced at $99 in the United States, €99 in European Union countries, £85 in the UK, $149 CAD in Canada, and $149 AUD in Australia, marking a truly global launch. Designed as a universal control device, the Steam Controller aims to be a versatile gamepad for the broader Steam ecosystem, supporting PCs, laptops, Steam Deck, Steam Machine, and even the Steam Frame VR headset. While maintaining familiar core controls, Valve is clearly focusing on additional inputs, including dual trackpads, a gyro, Grip Sense, and four rear grip buttons, all of which can be customized through Steam Input.

Interestingly, Valve has revealed more details about some of the core technology behind the Steam Controller, with perhaps the most intriguing being magnetic thumbsticks built around TMR technology. Valve claims they offer a better feel, improved responsiveness, and much greater durability. They also add capacitive touch support for motion-based controls, meaning your commands can now be expressed in multiple ways. There is also a new puck accessory that handles both wireless connectivity and charging, snapping onto the controller magnetically to serve as a dock and transmitter in one.

Update 17:00 UTC, May 4: Steam Controller is now officially available!
 

Valve Confirms Steam Controller Restock is Happening Soon

by AleksandarK Today, 11:15 Discuss (7 Comments)
Valve's highly anticipated release of the Steam Controller was so successful that the entire stock sold out in just 30 minutes. The demand has been nothing short of exceptional, even for a controller priced at $99 in the United States, €99 in European Union countries, £85 in the UK, $149 CAD in Canada, and $149 AUD in Australia. At around 17:00 UTC on May 4, the Steam Controller officially went on salethrough Valve's website. The site experienced such a high volume of customers that the payment processing system froze, causing many to encounter errors before both the website and payment processor resumed functioning. To prepare, some customers loaded their Steam Wallets with funds days in advance, but the high demand still prevented them from securing a unit immediately. For those who managed to purchase one, congratulations. However, those who didn't are turning to resellers, who are charging about $300 for the controller. Valve is reassuring customers not to worry, as another stock drop is coming soon.
ValveSteam Controller ran out faster than we anticipated, and we hate that not everyone who wanted one was able to get it. We're working on getting more in stock and will have an update on expected timeline soon.“
 
Valve Releases Steam Controller CAD Files for Modding Community
 

Valve Steam Controller Update: New Availability and Purchasing Rules To Fight Scalping and Supply Issues

by Cpt.Jank Today, 15:32 Discuss (9 Comments)
When Valve launched the Steam Controller, the new gaming peripheral expectedly sold out within the first day of sales. Valve then promised stock was coming soon, stating that the demand for the controller was unexpected. Now, the gaming giant has confirmed that changes are coming to the Steam Controller ordering process in order to mitigate the high demand and limited supply. Starting on May 8 at 10:00 Pacific time (17:00 UTC), Valve will allow users to place a reservation for the Steam Controller on the usual store page, which will allow prospective buyers to reserve a spot in the queue. When the controller is back in stock, Valve will automatically place orders for reservation holders in the order they placed their reservations, and buyers will have 72 hours from the time they receive that order email to finalize their purchase through Steam.

Notably, Valve is restricting reservations to one controller per account, and those who have already purchased a Steam Controller will not be able to place reservations until further notice. It's also worth pointing out that Valve has added additional account conditions in order to prevent scalping. Steam accounts seeking to place a reservation will need to be in good standing and have made a purchase before April 27, 2026. Valve also confirmed that the US, Canada, the UK, EU, and Australia will be getting Steam Controller restocks next week—meaning May 11.“
 
I have great respect for Valve trying to limit scalping and make the experience better; this is even as someone who was able to get one in the first batch because of a combination of fortuitous circumstances and (to a greater or lesser extent) luck. However I think the bigger issue is about being able to restock and ship quickly and competently.

As far as scalping, things like limiting to one purchase per Steam account is okay (though I was kind of surprised that this wasn't the case for the first batch, but I am told that depending on jurisdiction that they capped out at either 2 or 4. This was probably reasonable for the amount of controllers Valve THOUGHT they'd be selling, that people would want to buy one for another in the home etc) , and setting a steam-purchase precedent for late April is probably a good idea at least as far as stopping those who were on launch days trying to spin up accounts and bots.

The concern however is that now that we know this ( and similar things were done in the past with Steam Deck) I fully expect that some scalpers are going to be making Steam accounts TODAY and buying some piece of crap for it (or using it for family sharing), for when the Steam Machine and more importantly Steam Frame come on sale. Now, if Valve is smart they'll do the queue-from-the-start bit with those, but I would easily expect would be scalpers to be able to sign up with tons of accounts and buffer the queue in their favor. I'm not saying that Valve is wrong for trying to do something about this, but I think its going to take a bit more dramatic limitations in this economy to deter even casual scalpers much less the professional ones. For instance, correlating shipment and payment addresses to ensure that someone doesn't have 5 different accounts with something purchased on them yet is shipping to their house with either the same, or different payment methods. That still doesn't deal with the more dedicated types , but it would help.

Furthermore, I saw at least one user who got caught up in the "Oh we're sorry, you were trying to order things too quickly. Here's an hour freeze on your Steam account!" lockdown which seems to only penalize legitimate users clicking furiously to try and check out after error messages during these high demand item events, as bot users have sequential delays built in and proxies being used. The least valve could do is turn off that sort of lockout during these high demand item sales , so long as they have any sort of checkout process that may fail, dealing with crashed servers, and more elements related to order density necessitating retries.

Ultimately we'll see how things progress but this whole thing happened for a $99 controller, I really hope they'll sort out how to deal with it for what are likely to be $500+ if not $1000+ devices.

Edit: has anyone heard about "Limited Edition" items to come? In a way I hope Valve doesn't do this because it will only drive this stuff through the roof - as I recall there were 2 versions of the LE Steam Deck both on 1TB, the launch 'translucent smoke w/ red accents' one that I got and the later to arrive 'white edition'. I don't think they've done anything since. I'd much rather have them offer special edition peripherals or accessories vs actual devices, but at the level of fulfillment I'm not sure any of them are a great idea especially as actual one-off things.
 
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My hobbies include: Reporting another half dozen eBay scalpers for fun just now for improper presale listings.
 
Mines been stuck in “packed” state for almost 3 days now. Cmon valve. Ship the darn thing!
 
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