The Steam Controller featured two clickable trackpads (as opposed to the more typical thumb-sticks on modern console controllers) and fourteen buttons, including face, shoulder, and under-grip buttons. The trackpads included
haptic feedback; Chris Kohler of
Wired described using the controller while playing
Civilization V at a Valve press event, noting that as he used the trackpad to move the mouse cursor, the electromagnets within the controller created audio and tactile feedback as if he were using a trackball. Although the controller was designed for the
Steam Machine platform, it could also be used with Steam on existing PCs. The controller also included
gyroscopic sensors to detect the relative orientation of the controller. The controller is presently modified to be used within Steam's Big Picture mode; this enables the player to access detailed options for setting up the various features of the controller on a per-game basis, including button/trackpad mapping and sensitivity, as well as accessing other users' shared controller configuration to use themselves. The Steamworks API allowed for developers to provide more detailed settings for the Steam Controller when in Big Picture mode. Outside of Big Picture mode, the controller otherwise behaves as a standard two-stick controller, though Valve does plan on updating Steam to allow retaining the previously set Big Picture mode per-game settings.
Development The original design of the controller was to include a touchscreen in the center of the unit. The touchscreen would have acted like a mousepad and allowed players to perform actions that typically are not capable on controllers, such as operating directly with Steam or SteamOS, and overlaying the touchscreen display onto the players' screens to allow manipulation of the game without diverting attention from the screen. However, at the January 2014 Steam Dev Days event, Valve revealed they had since dropped the touchscreen concept for the controller, instead having rearranged the existing face buttons to be more compatible with existing games. Valve went through several iterations for a controller that would be able to mimic keyboard and mouse controls, using prototypes made with
3D printing to test ergonomics. Early versions of the controller design included a trackball embedded in the controller to simulate mouse functionality, but opted eventually for trackpads to give more customization functionality to developers including the ability to simulate the motion of trackball by tracking a finger's motion on the trackpad. The trackpads and the controller design were made to minimize the amount of contact that a player's thumbs would make on the trackpad when holding the unit. As opposed to their plans for the Steam Machine to be produced by multiple third-parties, Valve planned to be the sole producer of the Steam Controller; Valve's Greg Coomer stated that this decision was based on achieving the best implementation of the Controller and Valve's vision for the device, noting that "we didn’t think that it was really going to be possible to outsource the design for manufacturing and the finishing of the controller in a way that would allow third parties to take from us an idea or a reference design and bring it to market soon enough". Valve did clarify that they would open up specifications for third-party controllers to be developed (which was done publicly as of March 2016). , Valve was working with
Flex robotic assembly line in
Buffalo Grove, Illinois to assemble the machines; said machines had been given
Aperture Science branding, referencing the fictional company from Valve's
Portal series, presumably until the product's later discontinuation.
Updates Valve has pushed out updates aimed at increasing user customizability. Valve has added improvements to the controller's capabilities based on public feedback following its launch, including movement and aiming controls schemes using its internal gyroscope, the ability to trigger actions that enable cursor movements limited to certain regions on a UI (such as to manipulate a game's mini-map), a quick-access popup of 16 commands that can act similar to the hotkeys for keyboard-and-mouse games, cloud-based controller configuration saving, and support for non-Steam games that otherwise can be played through the Steam Overlay. Several updates were introduced in June 2016. One update enabled users to create actions using the Controller to switch between two or more different configurations on the fly. This update also enabled the ability to customize the motion-sensing controls to be used for
virtual reality games. A second update, in June 2016, enabled buttons to be 'Activators' which can respond differently based on the type of input on the button; distinguishing between a single short tap, an extended hold, and a double-tap, for example. These so called 'Activators' can also be used to simulate the constant holding of a button with a single press, such that as is often used for the action of crouching in many first-person or third-person shooters. Valve, afterwards, worked on supporting similar controller customization features and user interfaces to other compatible controllers, and released one of its first such updates in the Steam software for Sony's
DualShock 4 controller in December 2016, and a beta support for other controllers including
Xbox One in January 2017. Support for the
Nintendo Switch Pro Controller was added in May 2018. While other controllers can be used on Steam through basic operating system functionality. On March 23, 2016, Valve announced it would be publicly releasing computer aided design geometry for the Steam controller. The CAD geometry was released under a Creative Commons license. In May 2018, Valve updated the controller to enable its
Bluetooth communications, allowing it to pair with mobile devices. This allowed the controller to be used alongside the Steam Link app which replaced the
Steam Link hardware. == Release and reception ==