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/

  • Cartilogen@mander.xyz
    link
    fedilink
    English
    arrow-up
    1
    ·
    3 hours ago

    Is there a way to integrate Drop with steam emulators to do something similar to steam accounts? (achievements + self-hosted online)

  • WolvenSpectre@lemmy.ca
    link
    fedilink
    English
    arrow-up
    10
    ·
    22 hours ago

    I will still wait for the Linux Port of Playnite.Link . It is awesome on windows and is OSS, and they are finalizing a complete Linux rewrite as we are speaking so during the next release, Playnite 11, the Linux version should come out. Themeable, Extensible, and it has a good community.

  • Sonalder@lemmy.ml
    link
    fedilink
    English
    arrow-up
    2
    ·
    23 hours ago

    This is a very interesting project, I had some limitation with GameVault with my quite large library.

    The main ones were no real Linux support and one game per platform (resulting in many duplicates). And the philosophy of AGPL-v3 is closer to mine than the “source available” commercial stuff of GameVault. For now I’ll keep GameVault, I might run Drop in parralel using the compatibility flat thing so my library works on both and will switch completely to Drop once I have tested the experience and the project reach more maturity because their roadmap is hot as hell.

    Thanks for sharing, I added it to AlternativeTo so more people can discover it.

  • 64bithero@lemmy.world
    link
    fedilink
    English
    arrow-up
    27
    arrow-down
    1
    ·
    2 days ago

    I love the idea behind this but for me this is overkill. It be enough for an external HDD where I can just plug in.

    What would be more wow factor for me would be a community hosted solution that’s lets you upload games and let anyone download them. But I realize that’s just piracy really.

    • warmaster@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      14
      ·
      2 days ago

      but for me this is overkill

      Yeah, some people don’t even bother with Plex or Jellyfin. It’s not for everyone. It’s for people that like to hoard their stuff long-term, and access their stuff from anywhere, anytime.

      • 64bithero@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        2 days ago

        If I can run this as a local host and just pull in data on my machine this could be worth it. So long as the UI is to my taste. Otherwise I’ll stick with play nite or galaxy

        • warmaster@lemmy.worldOP
          link
          fedilink
          English
          arrow-up
          6
          ·
          2 days ago

          The thing is… if this thing is any good, eventually someone will develop a plugin for Playnite and other launchers so that they can pull in games just like they do with commercial stores. This project is really interesting.

  • ampersandrew@lemmy.world
    link
    fedilink
    English
    arrow-up
    11
    ·
    2 days ago

    This looks great, but the one thing I need software like this to do in order for it to be useful is cloud saves (my NAS would be the cloud in this case), and I’d want those saves to be account-driven. Looks like it’s “coming soon” on their feature comparison page, so I’ll definitely check it out eventually. I’m months into a journey to self-host a bunch of other use cases, and this could be very nice for me.

      • ampersandrew@lemmy.world
        link
        fedilink
        English
        arrow-up
        3
        ·
        11 hours ago

        I’m looking for a far more automated solution. Syncthing requires a lot of setup to get going, and the use case for this project is playing a lot of different games that store save files in all sorts of exotic locations.

    • warmaster@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      5
      ·
      2 days ago

      Yeah, cloud saves are a must have. This thing looks like a young project, I hope it grows big and gets enough support.

    • warmaster@lemmy.worldOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      24 hours ago

      I haven’t tried it yet, but their docs talk about proton, that makes me think it is a launcher.

          • Scrubbles@poptalk.scrubbles.tech
            link
            fedilink
            English
            arrow-up
            1
            ·
            10 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
              link
              fedilink
              English
              arrow-up
              1
              ·
              15 minutes 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.

  • melfie@lemmy.zip
    link
    fedilink
    English
    arrow-up
    2
    ·
    1 day ago

    This looks fantastic! I’m currently installing games manually on a few household gaming machines and this would help to simplify that. It looks like parental controls are a TODO, which would be an important feature in my case.