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The feature has been rolled out ahead of the Steam Deck's impending February launch.

Chris Kerr, News Editor

January 25, 2022

2 Min Read

Valve has added a new Dynamic Cloud Sync feature to Steam Cloud to let players seamlessly move between Steam Deck and PC instances of their games.

The feature has been rolled out through Steamworks ahead of the Steam Deck's impending February 2022 launch, and will help turn the hybrid handheld into a quickfire pick-up-and-play device.

"We anticipate that users will frequently suspend their Steam Deck without exiting the game, as is common with other hand-held gaming devices. With Dynamic Cloud Sync, if they then choose to play on another device (whether a PC or another Steam Deck), their progress will be there waiting for them," wrote Valve.

"With Dynamic Cloud Sync, Steam will automatically upload all modified save game data to the cloud prior to the device entering sleep mode. Users can then resume their game on any PC, laptop or other device. Steam will also automatically download any save game changes when users return to their Steam Deck and wake up the device."

Although Steam Deck owners won't be forced to use the feature, Valve explained that hopping between devices without it enabled will be a more finicky process.

"Without Dynamic Cloud Sync enabled, Steam will still track when save game data is changed on the Steam Deck," continued the company. "However, any user who suspends their Deck while your game is running and then tries to resume that game on a different device, will be prompted to first return to their Deck to close the running process or continue without their most recent save game progress."

Developers looking to take advantage of Dynamic Cloud Sync must enable it in their games in Steamworks by integrating some new APIs. Anybody interested in learning how to do precisely that should check out the full explainer over on Steamworks.

About the Author(s)

Chris Kerr

News Editor, GameDeveloper.com

Game Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.

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