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We Didn't Get One of Valve's Steam Machines, So We Built One Ourselves

Late last week, computer game company Valve released its much anticipated game-centric, Linux-based operating system, SteamOS.  Alongside it, they sent out their own custom-built Steam Machines to 300 lucky beta testers across America …

BestTechie Landon Robinson

Context & Ripple Effects

When Valve announced Steam Machines and its hardware beta in September 2013, access was deliberately scarce: only 300 custom-built prototypes shipped to US testers this week, alongside the first public download of SteamOS, a Debian-based Linux system that Valve itself cautioned was for experienced Linux users.

BestTechie's response — building an equivalent machine from commodity parts rather than waiting on Valve's lottery — shows why that scarcity matters less than it looks: the operating system is free and public, so the prototype's mystique rests on hardware anyone can approximate. The story drew wide pickup across Ars Technica, BGR, ExtremeTech, PC World, Gamasutra, and The Verge, all circling the same question of what a Steam Machine actually is.

First-order effects

  • Anyone excluded from the 300-beta pool can assemble a functional stand-in today, since Valve released SteamOS publicly on December 13 and the beta hardware is standard PC components rather than proprietary silicon.
  • The 300 testers lose exclusivity over first impressions: unboxings, teardowns, and spec comparisons from DIY builds compete with theirs within days of launch.

Second-order effects

  • Hardware partners planning commercially available Steam Machines in 2014 — with confirmed AMD graphics inside — now face buyers who already benchmarked self-built equivalents, pressuring them to justify OEM pricing through polish and support rather than access.
  • Component vendors gain a visible demand signal: living-room Linux gaming rigs are being assembled from retail parts, which pulls AMD and motherboard makers into a category they otherwise reach only through OEM contracts.

Third-order effects

  • If the pattern holds, the Steam Machine becomes a specification rather than a product — a category defined by SteamOS compatibility across many builders' boxes, echoing how the PC itself fragmented around an open OS while consoles stayed closed.
  • Valve's real asset in the living room shifts from any box it ships to the SteamOS layer and Steam library lock-in, letting third-party hardware carry the platform risk it once would have shouldered alone.

The trend: Living-room gaming is moving toward open, Linux-based platforms where the operating system ships before the hardware, turning 'console' into a spec anyone can build against.