I just discovered this. Has anyone tried it?

Basically, you install it on your home server and use it to stash your DRM-free games, and then install the client on your PC, Steam Deck, whatever… log in to your server and just use it like your own, selfhosted Steam app. Any PC gamer already running Jellyfin, RomM, or other selfhosted entertainment-related server might be interested in trying it, if you do… please share your experience! I’ll try it myself when I have time and post back here. If you know of any other alternatives, please share!

  • Self-hosted & open-source. Run Drop entirely on your own hardware. Your library, your data, your rules — all under the AGPLv3.

  • Rich metadata editing. Customise names, descriptions, and icons with full Markdown and image support.

  • Automatic imports. Pull cover art and game details straight from IGDB, GiantBomb, and PCGamingWiki.

  • A built-in store. Let users browse, filter, and collect games through a fully featured store.

  • Flexible authentication. Use simple accounts or hook into your existing SSO.

  • Native desktop client. Download, install, and play your whole library through a cross-platform desktop client.

Available for Windows, Mac & Linux (their web page lists a deb, their github repo publishes packages for all major distros and also an Appimage)

Website:
https://droposs.org/

Docs:
https://droposs.org/docs/admin/quickstart/

      • Scrubbles@poptalk.scrubbles.tech
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        17 hours ago

        So far it’s hit and miss, it is early RC code so I expected some bumps.

        I run in kubernetes, but any docker environment would work.

        • your data does need to be in a specific format, but it wasn’t horrible to figure out how. From GOG games you essentially extract the .exe files into <<volumeMount>>/<<gameName>>/<<version>> and then you do a dual import step. First you import the game, then you import the version. The game is just metadata, the version is essentially “Run this exe file”
        • I had to give it fairly hefty resources, 4 CPUs, this is so it has enough to shard out and extract files and pack them for distribution. I’d like to see this, and more developers in general, rely on using another container for jobs like this. In k8s it’s very easy to say “Start a one-off job and run to the end” and let the container orchestration handle it. It’s harder in docker compose, but I’d like to see a “This container runs the app, this other container runs heavy jobs”.
          • Essentially I’m disappointed that I always have to have 4 cores reserved for this when imports happen very rarely.
        • OIDC from the start is very nice. I hooked it in easily with Authentik.

        I’ll update this as I learn more. Haven’t gotten to the stage where I download and install yet.

        • warmaster@lemmy.worldOP
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          7 hours ago

          Very interesting! Thanks for sharing, also I absolutely agree… hogging resources for just in case you import a game is not good. It should be kinda like some forges have separate runners.