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Troubleshooting

Common failures and how to fix them. Most issues are one of: Steam was open while importing, the binary lost its execute bit in transit, or art was named for the wrong app ID.

The game doesn't appear in Game Mode

  • Steam was running during the import. Steam rewrites shortcuts.vdf when it exits, wiping changes made while it was open. Fully quit Steam, re-run the importer, then reopen Steam. The importer refuses to write while Steam is running for exactly this reason.
  • No Linux binary was found. Run with --dry-run: if the folder is listed as skipped ("no Linux executable found"), the game may be Windows-only (a .exe — use a type = "proton" recipe) or the binary is nested deeper than the scan goes. Point a recipe's binary at the exact file.
  • Wrong Steam user. If you have multiple Steam accounts, pass --user <steamID3> so it writes to the right userdata/<id>/.

The game appears but won't launch

  • Missing execute bit. Copying over SFTP/USB/zip strips the +x flag. The importer sets it automatically; if you bypassed it, run chmod +x ~/Games/<Game>/<binary>.
  • Missing data files. Godot games need their .pck; LÖVE needs the .love beside (or fused into) the runtime. List them in the recipe's requires_files so the importer warns instead of registering a broken shortcut.
  • LÖVE with no runtime. A .love needs a love runtime on the Deck (Flatpak or AppImage) unless it's a fused Linux AppImage.

No artwork (or the wrong artwork)

  • Fetched into the wrong place. Art must end up in <Game>/.deckport-art/ before the import; the importer renames it to {appid}… in Steam's grid/ folder. Re-run deckport-art and check that folder exists.
  • Name didn't match on SteamGridDB. deckport-art --dry-run shows the match it picked. If it's wrong, pass --name "Exact Title" (or set the recipe's sgdb_id).
  • Stale art after a rename. If you renamed the game (changing its app ID), the old grid files are orphaned. --remove-missing cleans orphans whose folder is gone; otherwise delete the old {appid}* files from grid/.

deckport-art errors

  • no SteamGridDB API key — get a free key at steamgriddb.com and pass --api-key or set STEAMGRIDDB_API_KEY.
  • A 401 on an image download — fixed in current builds (the public CDN rejects the API auth header). Update to the latest.

deckport-push can't reach the Deck

  • SSH not enabled. Run scripts/deck-enable-ssh.sh on the Deck (Desktop Mode). SteamOS updates can revert the sshd enable — just re-run it; your games and shortcuts in /home survive.
  • neither rsync nor scp found — install OpenSSH client on your PC (it ships with Windows 10+, macOS, and most Linux). rsync is optional; scp is the fallback.
  • Created a literal ~ folder — fixed in current builds; remote paths are no longer over-quoted. Update.

Proton game won't run (M6)

  • The importer sets the Proton version from the recipe automatically; verify it in Properties → Compatibility. If it's blank, the recipe had no [proton] version.
  • DRM is the usual blocker for delisted/disc-era titles (e.g. SecuROM), not the renderer. Check the recipe's community guides. deckport configures the prefix; it never bundles or defeats DRM.

After a SteamOS update

  • Your games, shortcuts.vdf, and grid art live in /home and survive updates. Only the sshd enable can revert — re-run scripts/deck-enable-ssh.sh.

Recovering shortcuts.vdf

Every write backs up the previous file to shortcuts.vdf.bak.<timestamp> next to it. Close Steam, restore the backup over shortcuts.vdf, reopen Steam.