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Steam Utility Launcher

Downloads game utilities from GitHub releases and launches them. On Linux it runs them within the same Proton prefix the game uses, so trainers and practice tools function properly. On Windows only the download/update functionality is useful; running tools inside a Proton prefix is Linux-only.

Installation

pipx install steam-utility-launcher

Usage

Note: Always launch the game first, then run the utility. The tool runs inside the game's already-running Proton wineserver, so the game must be open before the launcher is invoked.

Global flags (--log-file, -v, -q, --debug) must come before the subcommand name:

steam-utility-launcher --debug dsr-gadget   # correct
steam-utility-launcher dsr-gadget --debug   # ignored

Preset utilities

After launching Dark Souls: Remastered, run DSR-Gadget:

steam-utility-launcher dsr-gadget

After launching Hitman WoA, run the Peacock private server:

steam-utility-launcher hitman-peacock

Linux note: Peacock requires node to be installed and in your PATH (node chunk0.js is run directly, outside of Wine). Peacock user data (userdata/, contracts/, contractSessions/) is preserved across updates.

After launching Dark Souls: Remastered, run SilkySouls:

steam-utility-launcher silky-souls

Install and run ROTK Launcher for Z1 Battle Royale:

steam-utility-launcher rotk-launcher

Linux note: the game doesn't need to already be running for this one — ROTK Launcher isn't a mod that attaches to a live game process, so it just needs the game's Proton prefix to exist (i.e. the game has been launched at least once before).

Linux note: the game has to be set to SVT-Proton in Steam. rotk-launcher refuses to start otherwise, because on other Protons the game can hang while starting. Install it with steam-utility-launcher svt-proton. To run with whatever Proton Steam uses for the game anyway, add --allow-any-proton.

Overlay. Steam's overlay is left as Steam sets it up for the shortcut: turn it on in the shortcut's Properties and it works in the launcher and the game, turn it off and it isn't there. It is drawn over every window of the process, so it also appears over the launcher. If the game ever stalls while starting with it, --no-steam-overlay takes it away from the launcher and the game whatever Steam says. DXVK's own overlay is separate, and can be shown alongside it or instead of it:

steam-utility-launcher rotk-launcher --default-hud
steam-utility-launcher rotk-launcher --hud fps,gpuload,scale=1.5,opacity=0.8

--hud takes what DXVK's DXVK_HUD variable takes and passes it on as it is: a comma-separated list of items (fps, gpuload, frametimes, memory, devinfo, pipelines, ...) and of name=value options, which is how scale (0.25 to 4) and opacity (0.1 to 1) are set. It can't contain spaces, quotes, brackets or ;. --default-hud is the same with the author's preferred settings (fps,gpuload,scale=0.8,opacity=1.0). The two can't be combined.

The overlay is shown in the game only, not over the launcher's own window. It is passed as DXVK_CONFIG="[H1Z1.exe];dxvk.hud=<items>": every DXVK process gets the variable, but DXVK applies a section only to the program it names. No file is written. A DXVK_CONFIG already in your environment is kept (the overlay is added after it). A DXVK_HUD in your environment takes precedence over all of this and shows the overlay in every window; avoid setting it.

Frame rate limit. --max-fps FPS caps the game's frame rate with DXVK's dxgi.maxFrameRate, for example to match your monitor's refresh rate instead of using vsync (a menu that isn't limited renders as fast as the GPU allows, which means full load and heat for nothing):

steam-utility-launcher rotk-launcher --default-hud --max-fps 144

It takes a whole number of at least 1 (DXVK's own 0 and negative values are special modes that don't belong here), and is passed in the same DXVK_CONFIG section as the overlay, so it too applies to the game only. No limit is set unless you ask for one.

Vsync. --vsync N overrides the game's vsync with DXVK's dxgi.syncInterval, the number of monitor refreshes between frames: 0 turns vsync off (frames are presented at once), 1 shows a frame every refresh (60 fps on a 60 Hz monitor), 2 every second refresh (half the refresh rate), up to 4, which is as far as DXGI allows. Nothing is overridden unless you pass it, which leaves the choice to the game's own setting.

steam-utility-launcher rotk-launcher --vsync 0 --max-fps 60

Whether turning vsync off tears depends on your display setup: an X server that composes every frame in sync with the display (the NVIDIA driver's ForceFullCompositionPipeline, or a compositor with vsync) shows no tearing whatever the game does. Frames the game renders beyond the refresh rate are then wasted, which is what --max-fps is for.

If ROTK Launcher isn't installed yet, this downloads the latest release, verifies its checksum against the release's SHA256SUMS.txt, and runs the installer silently inside the game's Proton prefix before launching the app.

If it's already installed, this does not update it — ROTK Launcher has its own in-app auto-updater, so this tool defers to that rather than fighting over version state. It checks GitHub for a newer release at most once a day (not on every run) and logs a warning (visible even without -v/--debug) when one's found, so you're occasionally reminded one is available without hitting the network every time you launch:

steam-utility-launcher rotk-launcher --force

Pass --force to install the latest release immediately instead of waiting on the in-app updater (also useful to repair an installation, since it reinstalls even if already at the latest version).

Wine's powershell.exe is an unimplemented stub: it never runs the script it's given and always exits 0. ROTK Launcher's installer (and its own in-app auto-updater, which shares the same NSIS installer machinery) uses a PowerShell one-liner to check whether an old instance of itself is running before installing, treating exit 0 as "yes, it's running" — since the stub always exits 0, it would otherwise conclude the app is permanently running and get stuck forever on a "cannot be closed" dialog. To avoid that, rotk-launcher disables powershell.exe (via WINEDLLOVERRIDES) for just the installer and app processes it starts, making it fail to launch instead of falsely succeeding. The installer's own template already handles PowerShell being unavailable, falling back to tasklist/findstr/ taskkill to answer the same check. Nothing is written to the prefix, and the override applies only to those processes; the shared Proton installation and every other prefix and process are untouched.

Hardware ID (hwid_required). ROTK's account service now refuses launches that carry no hardware fingerprint, and the app collects it by running PowerShell/WMI queries, which Wine's stub can't answer. This tool therefore replaces the prefix's powershell.exe (both system32 and syswow64, each with its own architecture's build) with a small native Windows program (resources/wine_powershell_hwid.c, prebuilt by build-powershell-hwid). It is left in place permanently: every rotk-launcher run checks that it is present and current and reinstalls it if it's missing or differs (for example after a prefix reset or a new build), and never takes it back out. It can't be removed after the launch, because ROTK Launcher 2.0.29 and later carries on in another process a few seconds after the one we start exits, and its in-app updater runs an installer after the app has quit. Wine's own stub is only a symlink into the Proton installation, which is not touched. It must be a real .exe: Wine can't connect a Windows process's pipes to a native Unix program, and spawning one that way crashes the launcher.

The stand-in never executes the script it is given, and it only answers the exact fingerprint query ROTK Launcher 2.0.24 sends: the same scaffold, only slot names it knows, and, for every slot, the byte-for-byte PowerShell expression the launcher uses for it (copied from its source into a table in resources/wine_powershell_hwid.c). It answers with this machine's real values (the prefix's MachineGuid, the C: volume serial, the first disk's serial/model/firmware, DMI/BIOS data, CPU name, physical MAC addresses). Anything it can't read is omitted, never invented. The ROTK team does not officially support Linux, so their server may still decide to refuse it.

It also answers, for real, the other fixed commands the app runs, each matched exactly and each from a genuine source rather than an invented one:

  • The installer's "is the app running / close it" checks (what ROTK's in-app updater runs), with real process enumeration.
  • Two diagnostics commands. System info comes from Wine's own WMI (OS, memory, GPU; pageFiles is empty because Wine has no Windows pagefile). The crash-event query answers an empty list, because Wine keeps no Windows Application log.
  • The two TPM proofs. ROTK Launcher signs a one-time challenge with a key held in a TPM so that a modified launcher can't make up a hardware identity. The stand-in does the same with this machine's real TPM 2.0, through /dev/tpmrm0 (see enable-hwid-access): the signing and identity keys live in the TPM and can't be exported (the files under ~/.local/share/steam-utility-launcher/tpm/ are only TPM-wrapped blobs that load on this TPM alone), and it reports the endorsement key, TPM manufacturer, version and firmware. All of this is opt-in (rotk-launcher --tpm): by default the TPM commands are declined and the app sees exactly what it would on a PC without a TPM. Once you opt in it has to work: if there is no TPM, your user can't use it (run enable-hwid-access), or setting it up fails, rotk-launcher stops with an error before starting anything. Two further extras need --tpm-endorsement (which implies --tpm), and are meant only for the day the server starts requiring them. They make the TPM answer as an elevated Windows user would, using nothing but this machine's own TPM and certificates. On AMD TPMs, which keep no certificate inside the TPM, the launcher then fetches the endorsement key's certificate chain once from ftpm.amd.com (the URL is a hash of your endorsement public key, the only thing AMD sees; nothing else is ever requested) and keeps it as ek-cert-N.der next to the key blobs; it is sent with the anchor. The credential activation the server may then request is performed by the TPM too (with an endorsement-hierarchy policy session), so the launcher shows the enrolment as an elevated Windows user would see it. If the TPM can't be used, the commands are declined, exactly as on a PC without one: it never substitutes a software key.

Every PowerShell command that reaches the stand-in is appended to ~/.local/share/steam-utility-launcher/powershell-commands.log; rotk-launcher prints that path at the start of every run. Each record has a verdict:

  • answered: the exact fingerprint query (only the slot names are logged (answered, unreadable here, or without a reader), never the hardware values), or one of the other fixed commands above.
  • declined: anything else, and a TPM command when the TPM can't be used (the record says why). It exits 1 with no output, as a missing PowerShell would, which is what those callers expect.
  • HWID-UNRECOGNIZED: a command that references hardware-ID data (the WMI classes and registry value the fingerprint reads, or the fingerprint's scaffold) but is not exactly the query above, for example because ROTK reworded it, changed a slot's expression, or added a slot. The stand-in refuses it and makes sure you notice: the record says which part differed, a message box is shown (by a separate process, so it outlives the call), a message goes to stderr naming the log, it exits 190, and rotk-launcher prints an error with the log path when the app exits. It never guesses at a changed format, so a wrongly formatted value is never sent. The fix is to update the stand-in to match.

Two environment variables exist for testing: SUL_POWERSHELL_LOG (log file, set by rotk-launcher; default %TEMP%\sul-powershell-commands.log) and SUL_POWERSHELL_NO_POPUP (suppress the message box).

SVT-Proton

SVT-Proton is Valve's Proton with a few fixes, under the same version number (SVT-Proton 11.0-2e is Proton 11.0-2e plus the fixes). The ones ROTK Launcher and Z1 Battle Royale depend on:

  • the game no longer hangs at start-up: ROTK's patch library can suspend the game's main thread while Wine is doing its one-time window setup, and SVT-Proton does that setup first (rotk-launcher asks for it with PROTON_SVT_EAGER_DESKTOP);
  • the launcher's frameless window is sized correctly (no blank strip, no thick borders, no window-manager title bar it never asked for), and dragging it by its own title bar no longer leaves the window manager stuck in a move.
steam-utility-launcher svt-proton

This installs the latest release into Steam's folder for tools you add yourself (~/.local/share/Steam/compatibilitytools.d/SVT-Proton-11.0) and updates it to the latest release when one is out; run it again whenever rotk-launcher says an update is available (that check is made at most once a day and only logs a warning). The download is checked against the release's SHA256SUMS.txt, unpacked beside the destination, and swapped in as a whole, so a failed download or update leaves what is installed alone. --force reinstalls even if it is up to date. There is only an x86_64 build, the same as Valve's Proton.

Then restart Steam and, for Z1 Battle Royale, choose SVT-Proton-11.0 under Properties > Compatibility. This tool doesn't change that choice for you: Steam keeps its configuration in memory and writes it back when it exits. Close the game before updating it.

Unless the game is set to SVT-Proton, rotk-launcher says why and exits without starting or installing anything. --allow-any-proton skips that requirement and runs with whatever Proton Steam uses for the game, as it does for the other tools (the game may hang while starting).

Visual C++ runtime

ROTK's anti-cheat module is built with a recent MSVC and needs a recent msvcp140.dll. Its std::mutex needs no initialization call, but the 2016 msvcp140.dll that Steam's redistributable installer leaves in a game's prefix dereferences a null pointer when locking one, so the game died about three seconds after the module loaded. 14.40 is the first release that handles it.

Before every launch, rotk-launcher reads the version of the prefix's msvcp140.dll (both system32 and syswow64, two file reads, no network). If either is older than 14.40 it installs Microsoft's Visual C++ runtime into the prefix, the same thing winetricks vcrun2022 does, so neither winetricks nor protontricks is needed. The installers (vc_redist.x64.exe and .x86.exe) are downloaded once from Microsoft, checked against pinned SHA-256 hashes, and kept in ~/.local/share/steam-utility-launcher/VC-Redist/; a download that doesn't match is never run. They are run silently (/install, then /repair if a file is still old, which happens when the bundle is registered but its files were replaced). After installing, the version is checked again and the launch stops with an error if it is still old. aka.ms serves whatever Microsoft currently publishes, so when Microsoft updates it the pinned hashes stop matching; update them in vc_runtime.py.

enable-hwid-access

Four values (smbios_uuid, baseboard_serial, bios_serial, enclosure_serial) come from firmware files under /sys/class/dmi/id that Linux makes root-only, and the TPM (/dev/tpmrm0) is normally only usable by the tss group. To let your user read the files and use the TPM, run once, as yourself:

steam-utility-launcher enable-hwid-access

It checks whether they're already readable and does nothing if so. Otherwise it prints the small script it will run, asks for confirmation (-y skips that), and runs it with sudo python3 -I -B - piped over stdin: nothing of this tool runs as root and no root-owned .pyc files are created. The script writes /etc/tmpfiles.d/steam-utility-launcher-hwid.conf (a z ... 0444 line per file) and applies it immediately with systemd-tmpfiles, so it takes effect at once (no new shell or logout needed) and again at every boot. Without systemd-tmpfiles it changes the permissions directly, which lasts until reboot. Every local user can then read those serials, as WMI already allows on Windows. If the machine has a TPM it also writes /etc/udev/rules.d/70-steam-utility-launcher-tpm.rules, a uaccess rule that gives the logged-in desktop user access to the TPM's resource manager (applied at once with udevadm). Each open of that device is isolated by the kernel, so this only lets your own programs use the TPM, the usual arrangement on a desktop. Undo it all with:

steam-utility-launcher enable-hwid-access --disable

Access to those files is required. rotk-launcher checks them first, before downloading, installing or starting anything, and if any of them exists but can't be read by your user it stops with an error telling you to run enable-hwid-access. It never carries on with an incomplete fingerprint. (A file that doesn't exist on your firmware is fine: there is nothing to read.) The TPM is optional, and only checked when you pass --tpm: then a missing TPM or one your user can't use is an error with the same fix (enable-hwid-access), and so is a TPM that fails to set up.

ZEmu: King of the Kill

ZEmu is a community server for the 2017 Pre-Season 3 H1Z1 client. Install and run its official launcher (on Linux, pointed at your Proton):

steam-utility-launcher zemu

Unlike ROTK Launcher, ZEmu Launcher has a native Linux build with Wine/Proton support of its own. It downloads the game client (it uses the same Steam app as Z1 Battle Royale, 433850, at an older version, so you sign in to Steam in its window) and starts it through Proton itself. On Linux this command therefore just:

  1. Downloads the latest ZEmu Launcher AppImage from ZEmu's own releases the first time, and verifies its signature (ZEmu signs releases with a minisign key, which is pinned in the tool) before installing or running anything. A file that fails verification is never written to disk.
  2. Points ZEmu Launcher at the Proton Steam uses for Z1 Battle Royale (else the newest stable one, or pass --proton PATH), in its own settings file. ZEmu follows it: if its runtime is anything else it is changed to match (and the change is logged as a warning), so switching Z1 to another Proton switches ZEmu too. Only the runtime is touched: nothing else in the file is changed, Wine switched off there is respected, and ZEmu keeps its own dedicated prefix, separate from your Z1/ROTK one. A newer Proton upgrades that prefix, which Proton can't undo, so copy it first if that matters. --no-configure skips this step, for a runtime you want to pick in ZEmu's own Properties screen.
  3. Runs it, with WEBKIT_DISABLE_DMABUF_RENDERER=1 set (a blank-window workaround for NVIDIA) unless you've set it, and APPIMAGE_EXTRACT_AND_RUN=1 if FUSE 2 isn't installed.

On Windows, the same command downloads ZEmu's Windows installer, verifies its signature against the same pinned key, installs it silently into this tool's own folder (ZEmu-Launcher\app under the tool's data directory) and runs it. There's no Proton, FUSE or settings step, and ZEmu Launcher starts the game itself. This path has only been tested with unit tests, not on a real Windows machine.

Requirements (Linux): the AppImage needs FUSE 2 (libfuse.so.2) to run directly, which many distributions no longer install by default: fuse2 on Arch, libfuse2 (libfuse2t64 on newer Ubuntu) on Debian/Ubuntu, fuse-libs on Fedora. Without it the tool falls back to extracting the AppImage on every launch (APPIMAGE_EXTRACT_AND_RUN=1), which works but starts slower, so installing it is recommended. You also need Steam with a Proton install and a Vulkan-capable graphics driver; nothing else outside this project is required.

Like rotk-launcher, an existing install isn't updated by this command, because ZEmu Launcher updates itself once it's running. A newer release is only mentioned, at most once a day; --force installs the latest right away.

None of ROTK's workarounds (the PowerShell stand-in, enable-hwid-access, the Visual C++ runtime step) are applied, since ZEmu's launcher doesn't need them for itself. Whether the game client needs anything extra under Proton is untested.

This tool is not affiliated with ZEmu. ZEmu Launcher's licence lets you use and study it but not redistribute or modify it, so it is downloaded from ZEmu's releases when you run this and is never bundled here, and none of its code is used. ZEmu Launcher — https://zemu.uk

Manual usage

Run any arbitrary Windows executable inside a game's Proton prefix. The game's Steam App ID is in its store page URL — store.steampowered.com/app/570940/Dark_Souls_Remastered/.

# Specify the game by its Steam App ID
steam-utility-launcher manual -g 570940 /path/to/SomeTool.exe

# Auto-detect the currently running Proton game
steam-utility-launcher manual --auto /path/to/SomeTool.exe

--auto caveat: detection scans running processes for an active wineserver and picks the first match. If multiple games are running in Proton simultaneously the result is unpredictable; use -g instead.

Add -w/--wait to block until the launched process exits, then exit with its status code. Useful for installers or any tool whose result you need to check:

steam-utility-launcher manual -g 433850 --wait /path/to/Installer.exe
echo "exit code: $?"

Finding a game's Proton prefix

Print the WINEPREFIX path used by a game, without launching anything:

steam-utility-launcher prefix-path -g 570940
steam-utility-launcher prefix-path --auto

This correctly resolves the game's Steam library (primary or a secondary library), so it works even for games not installed in the default Steam library.

Installed tool locations

(SVT-Proton is the exception: it goes where Steam looks for tools, see SVT-Proton.) Tools are downloaded to:

~/.local/share/steam-utility-launcher/<ToolName>/

For example, DSR-Gadget lives at ~/.local/share/steam-utility-launcher/DSR-Gadget/.

Each tool directory contains a .github_release_tag file recording the installed version. The launcher checks GitHub on every run and updates automatically when a newer release is available. To force a fresh download, delete that file:

rm ~/.local/share/steam-utility-launcher/DSR-Gadget/.github_release_tag

Logging

Add --log-file FILE to write logs to a rotating file. Use -v / -q / --debug to control console verbosity.

Metadata

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