Written by Signal Spike Games
Table of Contents:
1. Screenshots
2. Installing on Windows Pc
3. Installing on Linux
4. System Requirements
5. Game features
6. Reviews
This guide describes how to use Steam Proton to play and run Windows games on your Linux computer. Some games may not work or may break because Steam Proton is still at a very early stage.
1. Activating Steam Proton for Linux:
Proton is integrated into the Steam Client with "Steam Play." To activate proton, go into your steam client and click on Steam in the upper right corner. Then click on settings to open a new window. From here, click on the Steam Play button at the bottom of the panel. Click "Enable Steam Play for Supported Titles."
Alternatively: Go to Steam > Settings > Steam Play and turn on the "Enable Steam Play for Supported Titles" option.
Valve has tested and fixed some Steam titles and you will now be able to play most of them. However, if you want to go further and play titles that even Valve hasn't tested, toggle the "Enable Steam Play for all titles" option.
2. Choose a version
You should use the Steam Proton version recommended by Steam: 3.7-8. This is the most stable version of Steam Proton at the moment.
3. Restart your Steam
After you have successfully activated Steam Proton, click "OK" and Steam will ask you to restart it for the changes to take effect. Restart it. Your computer will now play all of steam's whitelisted games seamlessly.
4. Launch Stardew Valley on Linux:
Before you can use Steam Proton, you must first download the Stardew Valley Windows game from Steam. When you download Stardew Valley for the first time, you will notice that the download size is slightly larger than the size of the game.
This happens because Steam will download your chosen Steam Proton version with this game as well. After the download is complete, simply click the "Play" button.
YOU are the bouncing DVD logo! Bounce off walls, collect bytes, stack weapons, evolve your build, erase waves of pop-ups, destroy error windows, eliminate bosses (like Clippy!), and 130+ other digital threats! 8-minute runs. 60+ weapons. This is the corner hit you've been waiting for!
You're the bouncing DVD logo.
The one you stared at in silence, hoping it would hit the corner.
Now it does... and everything on the screen regrets it.
DVD Survivors is a bullet-heaven roguelike where you bounce off the edges of the screen, grab weapons, stack a build that probably shouldn't work, and obliterate waves of digital garbage like pop-up ads, error windows, crypto miners, cookie banners, Clippy, and a whole lot worse. Runs are 8 minutes, but the "just one more" loop is not.
Pick up weapons and pair them with passives to trigger evolutions, then pair passives with each other to unlock synergies. You'll go in thinking you're building around Pixel Beam, pick up a Meme Cannon because nothing better showed up, accidentally trigger two synergies, and somehow end the run stronger than if you'd stuck to the plan.
Pixel Beam + HDMI Cable = Gigapixel Laser
Static Discharge + Overclocked = Thunderstorm.exe
Firewall Protection + Bandwidth = VPN
Open Source + Dark Mode = Nuclear Option
Corner Strike + Refresh Rate = Corner Singularity
Pop-up Ads. Crypto Miners. Cookie Banners. Trojan Horses. TikTok. Clippy's Revenge. NES cartridges. Doge. Rickroll. Nyan Cat. Amogus. There are 14 bosses with unique mechanics and 18 elite modifiers that stack on top of each other. If you've hated something on a screen, it's probably in here.
When you hit a corner, the game loses its mind. Corner Bonus kicks in where the screen flashes, gems pour out everywhere, and you hit 12x speed. It started as the obvious joke and turned into the mechanic everyone actually talks about.
Every run rolls a disc condition and a bonus objective. FAST FORWARD. DISC ROT. BOOTLEG PRESSING. COMMENTARY TRACK. The build variety already keeps runs from blurring together, but the run rules make even similar builds play differently.
62 weapons across 8 upgrade levels each
32 passives across 5 upgrade tiers
46 evolutions (weapon + passive combos)
24 synergies (passive + passive combos)
10 active items
20 meta upgrades (permanent progression)
20 difficulty levels
100+ achievements with hidden challenges
Full codex tracking everything you've found
You sprint using stamina. Dashing through enemies does damage and sends out a shockwave. Sprint into a dash and you get a Mega Dash at 1200 px/s which is fast enough that the hitboxes start to feel more like suggestions.
The whole game is a malfunctioning DVD player hooked up to a TV that refuses to cooperate, so commercial breaks overlay your run, channel events change the rules mid-game, and broadcast objectives drop in out of nowhere. The TV does not care about your build.
Runs are short but the loop isn't.
The DVD logo hit the corner.
Now it has a weapon build and a grudge.
I'm one person making this game. There is no backing studio, publisher, or marketing team behind the game or the marketing. The only outside help comes from two specific people:
an incredible musician, gamer, streamer that has poured intense love into crafting and shaping music for this insane arcade game -> known as "AkaMikeB".
my brother-in-law providing hours upon hours of game-breaking testing, finding all the weak and terrible design issues or major flaws in the game
DVD Survivors started because I grew up on games like Robotron, Smash TV, Gauntlet, Asteroids... all games where you're dropped in, things come at you from everywhere, and you just survive. Geometry Wars and Nova Drift evolved the hell out of the genre and showed how much depth you could pack into that format without losing the awesome oldschool arcade feel. The bullet-heaven genre cracked open a whole new version of that loop, and I wanted to build something in it that felt like those games I never stopped playing. Then of course the Survivors genre (also inspired by those same old games) blew up, adding amazing buildcrafting and loot and rewards that really rounded out the whole experience. I love all of these, and this game is a love letter, in its own way, to all of the above.
The DVD logo bit first started as a joke. When I built the prototype and it just worked (the bouncing, the corners, the way the screen becomes the arena)... it stopped being a joke pretty fast and I realized there was some real potential in this game design. I love navigating mazes, dungeons, forests, etc, but I found that taking away the player movement control and navigation actually really opened up some interesting design challenges on the rest of the combat, interactions, and methods of designing for player agency.
Everything in this game is stuff I actually want to play. What this means is that if something felt like filler, I immediately cut it. When a weapon wasn't fun to use, I reworked it or just blatantly threw it out. 62 weapons managed to survived that process, and the ones that didn't simply aren't in the game.
If you pick it up, please leave a review, and be as thorough (and even critical) as you can. It matters more than you'd think for a game this size. And if something's broken or feels off, please tell me!
I will be working on tweaking balancing, synergies, evolutions, optimizations, and more all centered around maximizing the heck out of the gameplay feel of this intense combat, so expect there to be cool updates!