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Cake day: March 2nd, 2026

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  • It doesn’t mean a lot for your overall point, but I think you’re underestimating the weight of the packaging and USB-C cable it comes with a little. I grabbed a cable and a similar sized box and weighed them at 110g. It was a lot flimsier looking box than the controller’s too, so I could see that still being at good bit heavier. With that in mind, I think something closer to this math is more likely:

    • 450g per controller including package and all accessories
    • 28,800 total controllers or 720 per pallet for 40 pallets
    • pallet arrangement of 6 wide by 6 deep by 20 high for 720 exact to fit 40" x 48" pallet at maybe around 60" high

    To be even more pessimistic, I think this works too especially if pallet weight is an appreciable amount of the total:

    • 600g per controller including distributed pallet weight
    • 21,600 total controllers or 540 per pallet
    • pallet arrangement of 6 by 6 by 15 for closer to 48" high

    Edit: tweaked math a little for better palletizing


  • Unlike some comments here, I don’t think this is a “test run.” Valve just doesn’t like to sit on inventory. Where most companies let some stock build up before opening the flood gates, Valve just puts a product up for sale when the first shipping container comes out of the factory. Many customers end up feeling left out if they can’t make the first wave, but technically the majority of customers get the product earlier than they otherwise would have, so I’m sure Valve sees it as a win-win.

    We’ll probably see a steady supply of similar batches for a while. The Deck preorders shipped much the same way.


  • The OG controller and Steam Deck are both sort of this way for me. Despite rarely using them, I never intend to sell them. My desktop just spoils me too much.

    I expect having the new controller will actually encourage me to use the Deck more often though. Right now, starting a new game on the Deck feels like committing to the lesser experience due to not wanting to jump between control schemes. Having control parity fixes that.






  • A few notes:

    • First-party support for Steam Input’s deep configuration is a big selling point for a lot of people, myself included. It also means the lack of some of the extra buttons you mentioned present on other premium controllers doesn’t hurt so much, because there’s already so many options for layering in more inputs. Not wanting to mess with most of that doesn’t mean the controller is “not for you,” but it does mean it’s going to align less with what you value.

    • I absolutely love the Deck’s touchpads. I consider them non-negotiable inclusions for any future PC handheld or controller I buy. I will agree though that they aren’t ideal if your main use case for them was typing any more than a couple words at a time.

    • Citation needed on no one using grip-enabled gyro. It’s not something you need a game to support to make use of. Also, touch-enabled gyro was awesome on the original Steam Controller, and grip sensing on the Index controllers enabled some cool functionality.

    • I don’t think lack of console support or color customization are going to register as negatives for most people in the market for this. I can’t even remember the last time I used a console.

    • Valve has a pretty good track record with ergonomics, so I doubt accidentally activating the touchpads will be a common problem. Even if you find yourself in that spot though, you can have Steam Input disable a pad under certain conditions like when its thumb is on a stick.

    • Symmetrical sticks being a downside is extremely subjective.