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Installing and buying Steam games from the Mac

Frame Control's Get games section lists the games you own with each one's Steam Frame rating, installs them on the Frame, and searches the Steam store. This page covers how it works underneath, so you can do the same from a shell.

Installed Unreal Engine games also have a VR mod button that installs, starts and removes UEVR; see VR mods for how it works and the per-game table. Mod support is separate from Steam's Frame rating.

How it works

The Frame's Steam client runs with -cef-enable-debugging. So its UI, a Chromium page, answers the Chrome DevTools protocol on the Frame's loopback, 127.0.0.1:8080. The page titled SharedJSContext holds the client's own state and API:

Object What it gives you
appStore.allApps Every app the account owns (868 games here), with local_per_client_data.installed, playtime, vr_supported/vr_only and steam_hw_compat_category_packed
downloadsStore.m_DownloadOverview A Map keyed by client ID. "0" is this machine: current app, percent, ETA, bytes/s
SteamClient.Installs.* The install wizard: GetInstallManagerInfo, ContinueInstall, CancelInstall, OpenInstallWizard
SteamClient.User.GetIPCountry() The store country (AU here), which store search needs

ui/frame_steam.py is a stdlib-only WebSocket client for this page. It's piped over SSH like the other helpers:

ssh frame 'python3 - owned'          < ui/frame_steam.py   # owned games + download
ssh frame 'python3 - install 274190' < ui/frame_steam.py   # install Broforce
ssh frame 'python3 - store 1145360'  < ui/frame_steam.py   # store page in the headset

The debugger port only listens on the Frame's loopback, so it's reachable over SSH and not from the network.

Installing a game you own

steam steam://install/<appid>, run over SSH, hands the URL to the running client, which opens its install wizard. The wizard's state (GetInstallManagerInfo().eInstallState) then tells you what happens next:

State Meaning What frame_steam.py does
14 complete Steam skipped the options dialog and queued the download Reports "queued"
7 config The options dialog is showing in the headset (library folder, compatibility note) Calls ContinueInstall() when the game fits on disk, as the headset's Install button does
3, 4, 6, 8, 13 Free license, CD key, password, EULA, signup Leaves them for you to answer in the headset
15 failed Error Reports errorDetail

Verified 2026-09-25 (SteamOS 0.3.0, build 20260922.6101926):

  • Balatro (2379780, 67 MB) went straight to state 14 and installed in about 7 s, with nothing to answer in the headset.
  • Broforce (274190, 0.6 GB) stopped at state 7. Calling ContinueInstall() over DevTools queued the download, and the game installed.
  • Calling SteamClient.Installs.OpenInstallWizard([appid]) directly did nothing: the state stayed at 0. Go through the steam://install URL instead.

Inferred from the client's JS: Steam skips the options dialog when there's one library folder, the game fits, and there's no compatibility note to show. Broforce is Deck "Playable", which probably explains why it stopped.

Frame ratings

steam_hw_compat_category_packed holds two bits per device. The client decodes it like this (from steamui/chunk~2dcc5aaf7.js):

Device Bits
Steam Deck packed & 3
SteamOS packed >> 4 & 3
Steam Machine packed >> 6 & 3
Steam Frame packed >> 8 & 3

The values are 0 unknown, 1 unsupported, 2 playable and 3 verified. On 2026-09-25 this library had 12 Frame Verified, 2 Playable, 6 Unsupported and 848 Unknown games.

For games you don't own, the store's public saleaction/ajaxgetdeckappcompatibilityreport?nAppID=<id> returns frame_resolved_category on the same scale, along with resolved_category (Deck), steamos_resolved_category and machine_resolved_category. No key or login is needed.

Buying

Frame Control doesn't buy anything. Purchases happen on Steam's own store page, signed in as you:

  • Buy on Steam ↗ opens store.steampowered.com/app/<id>/ in the Mac's browser (the Electron app sends target=_blank links there).
  • Store on Frame runs steam steam://store/<id>, which opens the page in the Steam client on the headset. Verified 2026-09-25: a "Hades on Steam" page appeared in the DevTools page list. It wasn't visible in the headset capture because an app was in the foreground; it opens in Steam's dashboard.

After buying, press Refresh in Get games. The game shows up as owned, and Install on Frame installs it.

Store search uses store.steampowered.com/api/storesearch/?term=…&cc=…. It returns nothing without cc, so Frame Control takes the country from SteamClient.User.GetIPCountry() on the Frame.

Force quitting a running game

Running now, at the top of Games, lists what's running on the Frame: Steam games, sideloaded titles, non-Steam shortcuts and Android apps. A game's library tile, a sideloaded title's ⋯ menu and the Control Center's Force quit a game card have Force quit… too. Each asks first ("Unsaved progress will be lost"); from a game's own menu it checks that the game is running and says so if it isn't. SteamVR (app 250820, and its beta 1009850) is never listed or quit: on the Frame it shows the headset view, so quitting it isn't a way out of a game.

ui/frame_running.py does the work on the Frame, piped over SSH with frame_steam.py as its DevTools client:

scp ui/frame_steam.py ui/frame_running.py frame:/tmp/
ssh frame 'python3 /tmp/frame_running.py list'       # {"running": [{appid, gameid, name, kind, ...}]}
ssh frame 'python3 /tmp/frame_running.py quit 620'   # {"name", "method", "message"}
  1. What's running. Steam starts every game, shortcut and devkit title under its reaper, as reaper SteamLaunch AppId=<id> -- <command>, and the reaper stays the parent of the game's processes. So a running game is one of your own processes whose program is named reaper, with SteamLaunch and an AppId= before --; the game is that reaper's process tree. Steam's own list (SteamUIStore.RunningApps) and Android apps whose Lepton container is up (podman ps) are added. Names come from appStore, else the app manifest, the Android app's meta.json or the devkit title's folder.
  2. Steam first. SteamClient.Apps.TerminateApp(<game id>, false), the call Steam's own Stop makes for Android apps (vr-apks.md). The game id is the appid, or (appid << 32) | 0x02000000 for a non-Steam shortcut. An Android app's container is also stopped, as the Apps tab's Stop does (podman stop -t 5 lepton-steamlaunch-<instance>).
  3. Then signals. If the game's processes are still there after 5 seconds, they get SIGTERM, deepest first; whatever is left 3 seconds later gets SIGKILL, the reaper last, so nothing it holds is orphaned unsignalled. A pid is only signalled while its start time still matches, so a reused pid is safe.

Nothing is found by name. These are never signalled, even inside a game's tree: init, the helper itself and every process above it (the SSH session), other users' processes, and anything named steam, steamwebhelper, gamescope, gamescope-wl, gamescopereaper, gamescope-session, sshd, sshd-session, ssh-agent, systemd, dbus-daemon, dbus-broker, pipewire, pipewire-pulse, wireplumber, plasmashell, kwin_wayland, kwin_x11, Xwayland, sddm, vrserver, vrcompositor, vrmonitor, vrdashboard, vrwebhelper or vrstartup, with everything under them.

Not tested on a headset. The reaper command line is how Steam launches games on Linux desktops and the Steam Deck, inferred for the Frame. SteamUIStore.RunningApps comes from Steam's client code as plugin loaders use it and hasn't been seen on the Frame's build; without it, the reapers alone decide. TerminateApp with a shortcut's game id is the call Steam's Stop was seen making for an Android app (docs/vr-apks.md); for Steam games it is inferred. Unit tests (tests/test_force_quit.py) cover the parsing, the process selection and the escalation; the fake Frame launches its games under a stand-in reaper so tests/e2e/test_running.py force quits a real process tree.

Not yet checked

  • Free-to-play games: steam://install should stop at state 3 (free license) for you to accept in the headset. Not tried, because it adds a license to the account.
  • Games with a EULA (state 8).
  • Installing when there's more than one library folder, such as a microSD card.
  • Uninstalling. steam://uninstall/<appid> should open a confirmation in the headset.

Optional VR software

The VR utilities list is separate from our controls and HUD. It checks software ownership as well as games; paid utilities are installable only when already in the loaded Frame account library. No purchase flow is added. Public reports, local results and ownership are shown separately, and untested tools remain untested.