Gadgets

Valve Opens Steam to Android Apps with New Steam Frame Headset

In a bold move toward unifying gaming platforms, Valve has announced that Android apps will now be supported natively on its Steam ecosystem alongside the launch of its new VR headset, the Steam Frame. This expansion marks Valve’s most significant push yet into mobile territory and may redefine how gamers access and consume content across devices.

Valve revealed that the Steam Frame, powered by an ARM-based Qualcomm Snapdragon chip, will allow developers to bring existing Android APKs directly into the Steam store. The company emphasises that developers should be able to publish to Steam “without thinking about whether it’s Android or PC.” The transition promises to lower friction for mobile and VR developers by reusing the same build formats they already use for Android and VR devices.

According to reports, the Steam Frame will serve both as a standalone VR headset and a streaming device for Windows games via PC, using a high-bandwidth 6GHz wireless adapter. It blends features of headsets and handheld consoles, bridging Steam’s PC legacy into new hardware formats.

By supporting Android apps, Valve may broaden its ecosystem beyond traditional PC gaming and open the door to mobile, VR, and possibly non-gaming applications on Steam.

For Android game and VR app creators, this means an expanded distribution channel. Using familiar APK formats, they can now reach Steam’s massive user base without heavy porting overhead. Meanwhile, Steam may attract mobile titles, indie developers and VR tool makers who previously focused on other platforms.

Despite the opportunity, Valve faces several hurdles. SteamOS is not Android, so ensuring performance, compatibility and seamless user experience presents engineering challenges. While code running natively on ARM chips helps, developers may still need to account for input differences and hardware diversity.

Additionally, allowing Android apps into the Steam store raises questions about store curation, monetization models, and user expectations.