GOG's New Owner Slams Windows and Charts a DRM Free Linux Path

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GOG’s new owner delivered one of the bluntest public rebukes of Microsoft’s desktop operating system in years — calling Windows “such poor-quality software and product” and saying he “can’t believe it” — remarks that arrived the same week the DRM‑free storefront regained independence under co‑founder Michał Kiciński and that have already ignited debate about the future of PC gaming, platform diversity, and GOG’s strategic direction.

Promo art for 99.com DRM-free games, featuring Windows logo splash, Tux the Penguin, and a game shelf.Background​

The deal and the new era for GOG​

After more than 17 years inside the CD Projekt group, GOG was sold back to one of its original architects, Michał Kiciński, in late December 2025. The move returned GOG to independent ownership with a public commitment to preserve the platform’s DRM‑free identity and its mission to “make games live forever.” Corporate notices and multiple industry writeups confirm the sale and Kiciński’s stewardship as the headline facts behind this shift.
  • GOG’s new ownership aims to refocus on curation, preservation, and the customer‑friendly policies that set it apart from other digital storefronts.
  • Management insists the storefront’s relationship with CD Projekt (and availability of CDPR titles) will continue despite the change in ownership.

The interview that started it all​

In a wide‑ranging post‑acquisition interview about GOG’s independence and future plans, Kiciński and GOG managing director Maciej Gołębiewski discussed user needs, discoverability, and platform priorities. When asked about the broader OS landscape and the growth of Linux among gamers, their answers diverged: Gołębiewski framed Linux as “one of the things… we’ve put in our strategy,” while Kiciński — speaking from personal frustration with Windows on family machines and from his own move to macOS — described Windows as “such poor‑quality software and product” and expressed surprise that it has persisted as the dominant consumer desktop for so long.

What Kiciński actually said — and what it means​

The quote in context​

Kiciński’s line — “I’m really surprised at Windows. It’s such poor‑quality software and product, and I’m so surprised that it’s [spent] so many years on the market. I can’t believe it!” — was delivered in a candid moment about platform choice and user frustration. It was neither a formal technical audit nor a forensic breakdown of Windows’ architecture; rather, it was a CEO‑level expression of dissatisfaction grounded in everyday user experience (helping family members, dealing with compatibility quirks) and a philosophical preference for lighter, more controllable ecosystems.
  • This was rhetorical emphasis more than a line‑by‑line technical critique; the interview that produced the quote covered multiple topics, including GOG’s approach to curation and strategy for Linux.

Why the remark landed so hard​

There are three reasons the comment resonated:
  • The speaker is not a fringe commentator but a significant industry veteran who co‑founded GOG and CD Projekt, so his condemnations carry weight in the gaming ecosystem.
  • The remark coincides with a visible shift in gamer sentiment: Linux usage on Steam is rising (reaching ~3.2% in recent Steam surveys), and frustration with certain Windows directions (aggressive bundled features, AI integrations, update regressions) is widespread in tech communities.
  • The comment appeared immediately after a high‑profile corporate reset for GOG, inviting speculation about how the company’s product roadmap might change — and whether that change includes explicit moves away from Windows as a first‑class platform.

Strategic implications for GOG​

Doubling down on GOG’s strengths​

GOG’s unique selling points are clear and enduring:
  • DRM‑free distribution — the cornerstone of GOG’s identity and a major differentiator versus the major storefronts.
  • Game preservation — the GOG Preservation Program and platform engineering (including backwards‑compatibility work) are central to its brand promise.
  • Curated catalog and community trust — a smaller, curated release cadence that emphasizes quality over quantity.
Those strengths map to an actionable playbook for the newly independent GOG:
  • Improve usability and discoverability without abandoning the DRM‑free ethos.
  • Invest in the GOG Preservation Platform to keep classics running on future systems — a technical moat that also has community goodwill.
  • Explore platform diversification (better macOS and Linux support), which may increase the long‑term reach of GOG’s library.

The Linux opportunity — realistic or hype?​

Kiciński’s blunt assessment of Windows dovetails with Gołębiewski’s more measured statement that Linux is a strategic point of interest. The data suggest Linux gaming is indeed growing: Steam’s hardware survey indicates Linux usage has crept above 3% — a small share in absolute terms but a meaningful trend given Valve’s push with Proton and the Steam Deck. Those developments have tangible implications for GOG:
  • Proton and the Steam Deck have proven that a practical Linux gaming stack is possible without native ports for every game. This reduces the developer‑effort barrier and opens a path for stores to sell the same binaries while relying on compatibility layers.
  • For GOG, adding first‑class Linux support would be a heavy engineering undertaking but could build loyalty among power users and retro‑gaming communities that prize openness and ownership.
However, the Linux opportunity is not a silver bullet:
  • Anti‑cheat systems and certain DRM/third‑party components remain problematic under Proton and other translation layers; multiplayer titles with kernel‑level anti‑cheat are still often Windows‑exclusive in practice. This complicates any attempt by a storefront to fully “flip” its catalog to Linux compatibility.
  • Market size matters: even with recent gains, Linux on Steam still represents a single‑digit percentage of users; the economic calculus for major publishers remains heavily Windows‑centric.

Technical realities: preservation, compatibility, and anti‑cheat​

GOG’s preservation engineering​

GOG has invested in engineering solutions to make legacy titles run on modern platforms. One technical approach described publicly is a custom wrapper that translates older APIs to modern graphics backends, enabling the company to correct compatibility issues centrally without editing each game binary. That’s a powerful capability for a preservation‑first storefront, but it also creates a dependency on host platform APIs (for example DirectX and its continued support).
  • Benefit: centralized fixes and long‑term playability for archived games.
  • Cost: ongoing engineering investment and a reliance on platform primitives (DirectX on Windows, Vulkan on Linux, Metal on macOS).

Proton, Wine, and the Linux compatibility stack​

Valve’s Proton (a Wine‑based compatibility layer) has been the primary driver of the recent Linux gaming momentum. It translates Windows DirectX calls to Vulkan and handles many other runtime expectations, enabling thousands of Windows games to run on Linux with varying degrees of fidelity.
  • Proton reduces the need for native ports and enables a brand like GOG to offer Linux support with less publisher cooperation than a traditional port requires.
  • But Proton is not universal: anti‑cheat, kernel drivers, and proprietary middleware can still block many multiplayer or competitive titles. Any serious push by GOG into Linux must include engineering, QA, and legal work to manage these problems.

Anti‑cheat and legal/operational headaches​

Anti‑cheat systems — particularly those that use kernel drivers — present the largest real‑world blocker to Linux parity for some games. Solutions vary by title and vendor:
  • Some publishers cooperate to make anti‑cheat compatible with Proton or ship Linux‑friendly solutions.
  • Other titles simply remain Windows‑only because of technical constraints or business decisions.
For a store that sells broad catalogs, these constraints mean that GOG’s Linux push would be incremental and selective, focusing first on single‑player, retro, indie, and classic titles where anti‑cheat is not a factor.

Market dynamics and competitive positioning​

Steam’s dominance — challenger or opportunity?​

Multiple industry analyses cite Valve’s Steam as the dominant PC storefront, often with an estimated market share in the 70–80% range depending on metrics and geography. That dominance is both a barrier and a strategic opening:
  • Barrier: Steam’s scale, network effects, and features make it the default for many users and publishers.
  • Opportunity: Kiciński has argued that having a single, dominant incumbent can make it easier to take niche share by offering a clearly differentiated product — in GOG’s case: DRM‑free, preserved classics, and stronger community trust.

What GOG can do — practical steps​

  • Prioritize a narrow set of compatibility and UX wins (e.g., a better installer for classic games, improved discoverability tools, tighter backward compatibility).
  • Expand Linux‑targeted QA for titles in GOG’s preservation program; verify which classics already run under Proton and publish compatibility notes.
  • Keep DRM‑free values central while modernizing client features (optional cloud saves, better library management, modular client updates).

Strengths, risks, and the journalistic verdict​

Notable strengths of Kiciński’s approach​

  • Credibility and conviction. The co‑founder returning to lead the product carries both historical knowledge and moral authority about what GOG stands for. That can galvanize staff, partners, and the preservation community.
  • Clear differentiation. A renewed focus on DRM‑free policy, preservation engineering, and curation aligns GOG with a passionate segment of gamers who prize ownership and legacy support.
  • Strategic patience. Making quality, preservation, and user trust the central tenets avoids the race to the bottom that dogged some digital storefronts.

Real risks and blind spots​

  • Rhetoric vs. technical reality. Publicly denouncing Windows may please some audiences, but the actual engineering and business constraints that keep Windows central to PC gaming are substantial. Alienating publishers or Windows‑centric partners through rhetoric would be counterproductive.
  • Linux is an incremental play. While Linux has momentum, it remains a small fraction of the gaming market. Betting the company’s growth on a rapid Linux migration would be a high‑risk strategy.
  • Operational cost of preservation. The wrapper‑based approach to compatibility is powerful but expensive and ongoing; sustaining it requires revenue or external funding (patronage, preservation grants, or partnerships).
  • Anti‑cheat and multiplayer constraints. A significant portion of modern gaming revenue is in multiplayer titles that remain Windows‑centric due to anti‑cheat systems; GOG’s sweet spot may therefore continue to be single‑player, indie, and classic catalogs.

What to watch next​

  • Will GOG publish a clear Linux roadmap (timelines, prioritized titles, Proton/compatibility testing)? Maciej Gołębiewski’s comment that Linux is “one of the things” in their strategy suggests incrementalism, but the market wants specifics.
  • How will GOG fund and scale its preservation engineering? Continued investment will be necessary to maintain legacy compatibility across future OS versions.
  • Will Kiciński’s public critique of Windows translate into concrete partnerships (with Valve, Proton developers, or hardware vendors) or into more showy rhetoric? The former would be constructive; the latter risks distraction.

Practical takeaways for WindowsForum readers​

  • Expect GOG to remain the go‑to destination for DRM‑free classics and curated modern titles; the acquisition signals renewed focus, not wholesale reinvention.
  • If you’re a Linux gamer, the moment is promising: Proton improvements and growing Linux usage on Steam mean better compatibility on average, and GOG’s expressed interest in Linux could accelerate documented support for preservation titles. Still, don’t expect immediate parity for every modern multiplayer release.
  • For Windows enthusiasts, Kiciński’s critique is a useful external pressure that may prod platform vendors and OEMs toward better reliability and user respect — but it’s not an engineering analysis of Windows’ internal codebase. Treat it as strategic commentary from a stakeholder, not as a bug report.

Conclusion​

Michał Kiciński’s blunt words about Windows — delivered as he reclaims GOG’s independence — are more than a contrarian soundbite; they’re a public marker of a company reasserting its values and rethinking where it competes. Those values — DRM‑free ownership, game preservation, and curation — remain GOG’s strongest assets. Translating rhetoric into durable product improvements, sensible Linux support, and sustainable preservation engineering will determine whether the newly independent GOG can expand beyond a trusted niche into a larger, lasting alternative to the dominant platforms.
The road ahead is clear but hard: GOG can win by staying true to its principles while investing pragmatically in compatibility, UX, and selective platform diversification. If it does, the industry will gain a healthier, more pluralistic storefront ecosystem — a result that would benefit gamers, developers, and the long‑term survival of classic games alike.
Source: Neowin https://www.neowin.net/news/windows...ality-software-product-says-new-owner-of-gog/
 

GOG’s return to independent ownership — acquired by co‑founder Michał Kiciński at the end of 2025 — has already produced one blunt, headline‑grabbing soundbite: the new owner says “Windows is such poor‑quality software… I can’t believe it.” That remark, made during a wide‑ranging interview about GOG’s future, comes with more than a little theater value, but it also crystallizes a real strategic fork for the DRM‑free storefront: double down on the Windows ecosystem or lean into the growing momentum behind Linux gaming, preservation and platform diversity. The deal itself — a roughly PLN 90.7 million purchase that returned GOG to one of its original architects — is documented by company filings and press statements, and it sets the stage for a newly autonomous GOG to define what DRM‑free, long‑term game ownership looks like in a post‑CD PROJEKT era.

Tux the penguin sits beside a glowing DRM-free sign while a coder works at a computer.Background / Overview​

GOG (originally Good Old Games) launched in 2008 with a mission that still reads like a manifesto: bring classic PC titles back to life, sell them DRM‑free, and ensure customers keep the games they buy. Over the following decade and a half the store built a devoted audience by focusing on compatibility patches for older titles, curated re‑releases, and a community that prizes ownership and backward compatibility.
At the end of 2025, CD PROJEKT announced the sale of 100% of GOG’s shares to Michał Kiciński, a co‑founder of both CD PROJEKT and GOG. The transaction — finalized at the close of the year for a reported PLN 90.7 million — included a distribution agreement that preserves close commercial ties between GOG and CD PROJEKT going forward. Those contractual arrangements mean major CD PROJEKT titles will remain available on GOG even as the storefront charts an independent course.
This transition is not merely a legal rearrangement; it arrives at a moment when the PC ecosystem itself is in flux. Windows 10 reached end‑of‑support in October 2025, Microsoft is pressing Windows 11 and Copilot features hard, and a combination of hardware shifts, anti‑cheat controversies and the rise of Valve’s Steam Deck have nudged some gamers and developers toward Linux. GOG’s new leadership has signaled intent to look at Linux more closely — and the blunt repudiation of Windows from its new owner makes clear there’s both goodwill and frustration to harness.

What actually changed: the sale and what it means​

GOG’s move out of the CD PROJEKT Group and into the hands of its original co‑founder is notable for three concrete reasons.
  • Ownership and mission continuity. The buyer is not an outside investor but a founder who helped shape GOG’s DRM‑free ethos. That continuity reduces the risk of a radical repositioning that would abandon the store’s core values.
  • Financial independence with commercial ties. The acquisition included a distribution agreement with CD PROJEKT, so the company retains a pipeline for flagship titles while operating independently. That balance gives GOG room to experiment without immediately losing marquee inventory.
  • Renewed strategic focus. Public statements from both the buyer and GOG’s leadership emphasize preservation, curated discovery and a stronger community voice — language that signals investment in long‑term infrastructure rather than short‑term monetization.
These facts are public and verifiable through company filings, press releases and regulatory disclosures. Observers should read the deal as an intentional attempt to preserve a brand identity that would have been politically awkward to change under a purely financial buyer.

The headline quote: what Michał Kiciński actually said — and why it matters​

The quote that made headlines — that “Windows is such poor‑quality software, I can’t believe it” — is a candid personal judgment. Kiciński also said he uses macOS and still spends time fixing relatives’ Windows PCs, which framed his criticism as frustration informed by hands‑on experience.
There are two ways to read the remark. One is as a tech‑entrepreneur’s curmudgeonly reaction to the increasing complexity of modern desktop OSes: more telemetry, more forced services, more persistent upselling and a heavier feature stack that can break legacy use‑cases. The other reading is strategic: a public signal that GOG’s leadership appreciates users who are looking beyond Windows for stability, privacy, or long‑term ownership models.
Either way, the comment is significant because it publicly normalizes dissatisfaction with Windows at a time when alternatives — most notably Linux in gaming contexts — are more viable than they were five years ago. For a DRM‑centric, preservation‑minded storefront, that’s not just rhetoric; it’s a prompt to rethink compatibility and distribution choices.

The Linux angle: momentum, reality, and limits​

Linux gaming has left the margins. Valve’s Steam Deck accelerated that process by making a polished, Linux‑based handheld mainstream among PC gamers, and the Proton compatibility layer (Valve’s fork of Wine with direct integration into Steam) pushed compatibility far beyond community hacks.
  • Compatibility improvements. Community and industry data from late 2024–2025 show most Windows titles can now run on Linux in some form, thanks to Proton, Wine and community fixes. This has closed the usability gap for many users.
  • Hardware and market signals. Valve’s handheld has shipped millions of units by conservative market estimates, and Steam’s hardware survey shows increasing Linux usage among gamers — not enough to upend Windows, but large enough to make Linux a strategic complement.
  • Distribution and packaging advances. The rise of Flatpak, improvements in driver stacks and wider adoption of gaming‑oriented distributions have made the initial setup experience friendlier than it was in the 2010s.
However, the shift is not without hard constraints:
  • Anti‑cheat and kernel‑level barriers. Many competitive online games use kernel‑level anti‑cheat systems that are tightly bound to Windows. Those systems either refuse to run on Linux or block Protonified games, which means a subset of high‑profile multiplayer titles remain inaccessible. That remains the most visible technical impediment to a wholesale Linux pivot.
  • Developer incentives. Native ports cost time and money. For many mid‑sized developers, the cost of supporting another platform only makes sense if player demand is visible and lucrative.
  • User expectations and logistics. Game preservation — GOG’s bread and butter — sometimes requires Windows binaries because old titles were written to Windows APIs, and binary translation or emulation is effortful and imperfect.
In short: Linux is a viable and growing option, but it is not a plug‑and‑play replacement for Windows across the entire market. Any platform player — including GOG — must balance pragmatic compatibility work with longer‑term native initiatives.

What GOG can and should do: realistic options​

GOG has mission advantages when it comes to preservation, community goodwill and a DRM‑free differentiator. Practical initiatives that play to those strengths — and avoid overreliance on speculative hardware projects — include:
  • Invest in compatibility engineering.
  • Expand a dedicated compatibility team to produce and maintain Proton/Wine recipes for GOG releases.
  • Sponsor or formalize partnerships with community projects such as ProtonGE or Lutris to smooth playability.
  • Offer better Linux packaging and installers.
  • Provide official Flatpaks or distribution‑specific packages alongside Windows installers.
  • Ship verified installation scripts for popular gaming distros and the Steam Deck.
  • Preserve and document.
  • Increase resources for the Game Preservation program to capture installers, patches, and configuration knowledge that makes older titles runnable on modern systems (Windows, Linux and emulators).
  • Work with anti‑cheat vendors.
  • Open channels with major anti‑cheat providers and publishers to develop tested compatibility modes or sandboxed approaches that preserve player security without excluding Linux.
  • Focus on discoverability and UX improvements.
  • Improve the storefront’s discoverability tooling for cross‑platform titles, making it clear which games are officially supported on Linux and which are community‑ported.
  • Lean on partnerships rather than hardware bets.
  • Instead of building an expensive hardware product (the often‑joked‑about “GOG Deck”), coordinate with Valve, SteamOS distributors and Linux community OS projects to certify experiences on existing handheld hardware.
These steps are practical, incremental and low‑risk relative to building a full hardware line. They also align with what users already expect from GOG: clarity, preservation and respect for ownership.

Risks and trade‑offs​

No strategy is risk‑free. GOG’s new independence carries several nontrivial trade‑offs.
  • Cash and scale. Operating independently removes a corporate safety net. Sustained investment in compatibility engineering and curated preservation work will require predictable revenue or outside funding.
  • Developer relationships. Some publishers may view an aggressive anti‑DRM or Linux push as a commercial handicap, especially for games that rely on platform‑exclusive services, verified leaderboards or proprietary anti‑cheat.
  • Market positioning. Doubling down on preservation and retro curation solidifies GOG’s niche but limits market share growth. The company must decide whether to be the definitive home for DRM‑free games or chase broader distribution scale.
  • Technical debt. Maintaining compatibility for older Windows titles on new Linux kernels and graphics drivers is an ongoing engineering burden. That work can be unglamorous and expensive.
  • Public posture vs. partner diplomacy. Bold public criticism of Windows may please a vocal subset of the audience but risks alienating partners, platform OEMs and mainstream developers who depend on Windows‑first distribution.
A balanced approach demands careful prioritization: invest where unique value is created (preservation, user trust, quality), and partner where scale matters (distribution agreements, platform certification).

The big wildcard: anti‑cheat and multiplayer titles​

The anti‑cheat problem deserves its own section because it’s the single most immediate blocker for many gamers and publishers.
  • Kernel‑level anti‑cheat and Secure Boot requirements can make certain titles impossible to run in Proton containers or on alternative OSes unless publishers and vendors commit to a compatible stack.
  • Some other titles succeed on Linux via either vendor cooperation or community engineering work, but the status can flip with a game update or an anti‑cheat change.
  • Any serious move by GOG to prioritize Linux will force conversations with anti‑cheat vendors and publishers — a slow, politically fraught process that requires evidence of demand and realistic technical proposals.
GOG’s role could be as a mediator: validate and certify Protonized builds, coordinate sandboxing tests with anti‑cheat vendors, and produce a transparent compatibility matrix that helps buyers make informed choices.

Strategy scenarios: three plausible roadmaps​

  • Conservative preservation-first
  • Focus on classic game preservation, keep the storefront stable, provide community tools and compatibility recipes, and maintain the CD PROJEKT distribution relationship.
  • Outcome: steady loyal community, limited growth potential.
  • Pragmatic Linux pivot
  • Make Linux a first‑class citizen: official Proton support, Flatpaks, SteamOS certification for key titles, and investment in compatibility staff.
  • Outcome: stronger differentiation from other stores; risk of strained relations with publishers reliant on restrictive anti‑cheat systems.
  • Hybrid partnership model
  • Combine preservation with targeted platform partnerships (Valve, major Linux distros, anti‑cheat vendors) to certify specific genres and titles for Linux while retaining Windows and macOS coverage.
  • Outcome: balanced growth, realistic timelines, higher initial complexity but lower reputational risk.
Each path is defensible; the choice comes down to appetite for investment, tolerance for technical friction, and the commercial calculus of how many customers will follow.

Why GOG’s decisions matter beyond the store​

GOG’s independence is interesting for more than nostalgic reasons. The store’s choices will ripple across how the industry treats DRM, portability and ownership.
  • A credible, well‑funded GOG that pushes Linux compatibility increases pressure on other stores and publishers to offer clearer cross‑platform support.
  • A successful preservation program with robust technical documentation could become a public good, making it more painful for the market to accept deadlock on old titles.
  • If GOG demonstrates that DRM‑free models are commercially viable at scale, it could tilt industry conversations about consumer rights and long‑term access.
For users, the best outcome is practical: clearer labels on what runs where, better installers, and a transparent preservation effort that keeps games playable for decades.

Where this leaves users and developers​

For players: expect incremental improvements rather than overnight miracles. If GOG invests seriously in compatibility engineering, Linux gamers will see more curated, officially supported titles, clearer packaging and easier install paths. But high‑profile multiplayer games that require deep kernel hooks for anti‑cheat may remain problematic until vendors change course or provide workable alternatives.
For developers: GOG’s independence could mean a friendlier partner for DRM‑free titles and a platform that values long‑term support. Developers who value goodwill and player ownership may find GOG’s renewed focus attractive — especially if the store offers tighter discovery, preservation services and a reliable distribution path for classic re‑releases.

Final analysis: promise, pragmatism, and the long game​

GOG’s sale back to a co‑founder is more than a symbolic return to roots. It’s a strategic reset at a moment when the desktop ecosystem is shifting. Michał Kiciński’s blunt criticism of Windows captures a real sentiment among many users: frustration with feature bloat, telemetry and platform lock‑in. But rhetoric must be followed by realistic action.
The most productive path for GOG is a pragmatic one: invest in compatibility, formalize community partnerships, and push for incremental wins with anti‑cheat vendors and platform partners. The store’s strengths — DRM‑free sales, preservation expertise and community trust — are rare in the industry. Leveraging those assets while avoiding headline‑driven hardware ambitions will preserve GOG’s credibility and create genuine value for gamers who want ownership and longevity from their purchases.
Any radical pivot should be measured against two outcomes: does it improve the user experience from day one, and does it preserve the game library for future players? If the new GOG can answer yes to both questions while steadily expanding Linux support, it will have achieved something rare in today’s market: a principled commercial model that scales without abandoning its founding values.

GOG’s future will be watched closely by players, developers and platform vendors alike. The company’s next moves — clearer Linux commitments, more robust preservation tooling, pragmatic engagement with anti‑cheat vendors and steady UX improvements — will determine whether the move back to independent ownership becomes a renaissance for DRM‑free gaming or a moment of missed opportunity. The pledge to “make games live forever” is now a business plan as much as an aspiration; execution will be everything.

Source: PC Gamer GOG's new owner can't stand Windows either: 'It's such poor-quality software… I can't believe it!'
 

GOG’s new leadership didn’t soften its tone when asked about Windows 11 — the company’s owner called Microsoft’s OS “such poor-quality software,” and the managing director quietly confirmed Linux is now a strategic priority for the storefront in 2026, a shift that crystallizes a growing industry fault line between Microsoft’s AI-first Windows strategy and the practical compatibility work Valve and the Linux community have been doing for gamers.

A storefront window features the Linux penguin beside Proton and VKD3D logos with a 2026 project timeline.Background​

GOG (Good Old Games) has long been the niche, values-driven alternative to the larger digital storefronts: DRM‑free titles, a focus on classic game preservation, and a loyal community that prizes ownership and long-term playability. In late December 2025 the company changed hands when co-founder Michał Kiciński acquired GOG from CD Projekt, restoring the storefront to individual ownership and freeing it from corporate constraints. That transfer was publicly announced by GOG itself and covered across the gaming press. The remarks that sparked headlines came during a PC Gamer interview with Kiciński and GOG managing director Maciej Gołębiewski. Kiciński — now using macOS for his own machines — was blunt in his assessment of Windows, describing it as “poor-quality software” and expressing surprise that it has retained such a dominant market position. Gołębiewski followed with a more measured comment: Linux is “one of the things that we've put in our strategy for this year to look closer at,” signaling GOG intends to treat Linux as more than a footnote. Those comments landed in a broader context: Valve’s work on SteamOS and Proton has made Linux far more practical for gamers than it was a few years ago, and Steam’s monthly hardware survey shows Linux’s share creeping upwards even as Windows remains the default for the vast majority of PC gamers. At the same time, Microsoft’s aggressive push to fold Copilot and other AI services into Windows 11 has provoked user backlash and debates over priorities — stability, performance, and user choice vs. platform-level AI features.

Why Kiciński’s outburst matters​

A public break from industry restraint​

It’s rare for a prominent platform owner to deride Windows so directly. Kiciński’s comments are unvarnished and personal — rooted in everyday frustration with end-user PCs rather than academic critique. He specifically referenced the pain of maintaining Windows for less technical family members, a practical lens that resonates with many who perform informal tech support in households. That candor gives the comment weight: it’s not just an abstract complaint, it’s a reflection of real-world costs and frustration.

It’s timed to the market​

The timing coincides with two important dynamics: first, Valve’s visible progress on Proton and VKD3D-Proton (which now includes major updates such as FSR4 support and a rewritten DXBC shader backend), making modern DirectX 12 titles more likely to run acceptably on Linux; and second, Microsoft’s escalating AI-first messaging for Windows 11 — Copilot integrations, Copilot Plus hardware targets, and high-level evangelism from Microsoft’s AI leadership — which has triggered a vocal subset of users to question whether Microsoft’s priorities are aligned with reliability and performance. These parallel trends make GOG’s Linux interest much more than rhetorical positioning; it’s a commercially relevant signal.

The data point: Windows still overwhelmingly dominant (but Linux is rising)​

Steam’s Hardware & Software Survey for late 2025 shows Windows still powers the overwhelming majority of Steam devices — generally in the range of the low‑to‑mid 90s percentage — with Linux accounting for a modest but growing single-digit share. Those figures underline an important reality: migrating the average PC gamer away from Windows remains a long-term challenge, but the trendlines that would make Linux a viable second platform are now visible. GOG’s strategic pivot should be read against those market realities rather than as an overambitious platform bet.

The technical picture: why Linux is suddenly feasible for more games​

Proton, VKD3D‑Proton and the compatibility stack​

A few technical advances have moved the needle for gaming on Linux:
  • Proton and its subcomponents (DXVK for DX9–11, VKD3D‑Proton for DX12) continue to receive robust, production‑level development focused on compatibility and performance.
  • VKD3D‑Proton 3.0 introduced a major rewrite of the DXBC shader backend and added support mechanisms such as FSR4 integration and experimental support for modern DirectX features, which reduce the number of previously broken or underperforming titles on Linux.
Those improvements don’t magically make every Windows game native on Linux, but they shrink the engineering gap and reduce the friction developers face when testing and certifying titles for Proton/SteamOS.

Anti‑cheat and middleware: the remaining hurdles​

A persistent blocker for many multiplayer and competitive games is anti‑cheat support. Several popular anti‑cheat solutions were, until recently, not friendly to compatibility layers or non‑Windows kernels; the industry has made meaningful progress but support is still patchy. GOG’s library leans heavily on single‑player, legacy, and DRM‑free titles — segments where anti‑cheat is less of a concern — which makes the storefront a natural candidate for early Linux empowerment. However, any serious attempt to broaden Linux support for contemporary multiplayer catalogs will require continued engagement with anti‑cheat vendors and platform middleware. This is an engineering challenge, not a solved problem.

Strategic implications for GOG​

Strengths and opportunities​

  • Alignment with core identity: GOG’s brand — DRM‑free, preservation, long‑term playability — maps naturally onto a multi‑OS approach. Supporting Linux deeply can be positioned as an extension of ownership and longevity.
  • Tactical advantage on legacy titles: The vast majority of GOG’s classic catalog is easier to adapt to Proton and Linux, or to ship as native ports, than newly released, AAA multiplayer titles. This gives GOG immediate, low‑risk options to deliver Linux value to its community.
  • Differentiation from Steam: Steam’s size and reach make it the default channel; GOG’s unique selling point can be quality and ownership, reinforced by higher Linux compatibility and better archival services. That differentiation matters to a distinct segment of the market.

Risks and constraints​

  • Scale and economics: Rewriting client features, maintaining Linux builds, and supporting Proton‑specific QA adds operational cost. GOG is smaller and more focused on margins than Valve; careful prioritization will be essential.
  • Anti‑cheat and multiplayer limits: As noted above, broadening Linux support for modern multiplayer titles will require either convincing anti‑cheat vendors to provide Linux‑friendly clients or engineering platform workarounds — both are time‑consuming and politically fraught.
  • User expectations vs. reality: Public statements that imply a full Linux pivot risk disappointing users if deliverables are vague. Gołębiewski’s statement purposely avoided specifics, which is prudent; premature promises would be a reputational risk.

What GOG could realistically deliver in 2026 (practical roadmap)​

GOG’s public comment that Linux is in the company’s 2026 strategy suggests pragmatic, tiered initiatives rather than an immediate platform flip. A workable short‑term roadmap might include:
  • Strengthen the GOG client and storefront for Linux:
  • Release a Linux desktop client that matches feature parity with Windows/macOS where feasible.
  • Prioritize UX polish: installer flow, library syncing, and offline installers that align with GOG’s preservation promise.
  • Expand compatibility testing and Proton partnership:
  • Curate a set of flagship titles for Proton certification and publish a GOG‑validated compatibility list.
  • Work with Valve or maintainers to include GOG‑specific packaging or launcher hooks to improve runtime behavior.
  • Build developer incentives:
  • Offer technical guides and limited publishing grants to encourage native Linux builds for new and remastered titles.
  • Provide QA credits or testing resources for smaller studios to validate builds on major distros and SteamOS.
  • Focus on preservation and archival tooling:
  • Use the Linux push to enhance the GOG Preservation Program by shipping containerized runtime images or AppImage/Flatpak bundles for long‑term archival playability.
Each step is feasible without huge capital expenditure and plays to GOG’s strengths: curation, preservation, and community trust. These moves would also present a clear, measurable commitment to Linux users without requiring GOG to displace Windows as the dominant gaming OS.

What this means for Microsoft and Windows 11​

Public perception vs. platform reality​

Kiciński’s blunt critique taps into a broader user sentiment: many feel Windows has become less predictable, more promotional, and more feature‑bloat oriented since Windows 11’s launch. The flashpoint is Microsoft’s aggressive integration of Copilot and other AI features; some users see this as top‑down feature bloat rather than user‑centered improvement. Microsoft’s AI leadership has publicly pushed back on critics, arguing that the new capabilities are transformative, but the frictions remain real in forums and among power users.

What Microsoft should prioritize (if the goal is to retain developers and gamers)​

  • Recommit to stability and performance in core areas: search, File Explorer, and gaming subsystems, particularly where regressions from Windows 10 are still noticeable.
  • Provide clearer opt‑out and customization for AI features, enabling both consumer and enterprise users to choose the level of Copilot integration without degrading the underlying user experience.
  • Work with anti‑cheat vendors and platform partners to ensure that game compatibility and fairness remain first‑class concerns amid experimentation with AI features.
These are both technical and communicative challenges: fixing issues matters only if users notice tangible improvements. Microsoft’s public responses so far indicate awareness, but execution is what will change sentiment.

Broader industry implications​

The Linux credibility arc​

Linux gaming’s credibility has steadily improved from hobbyist novelty to practical secondary platform — driven by Valve’s hardware (Steam Deck), Proton engineering, and community tooling. VKD3D‑Proton 3.0 and related compatibility improvements materially reduce the friction of running modern DirectX 12 games on Vulkan-based stacks, and that engineering work scales beyond Valve because it’s largely open source and community‑collaborative. For platform‑level storefronts like GOG, that means Linux is no longer exotic; it’s a viable channel to serve a committed subset of users.

Market segmentation, not a Windows coup​

It’s important to be realistic: Windows will remain the dominant gaming platform for years. Most gamers won’t switch operating systems overnight, and new AAA titles will target Windows first for market and tooling reasons. GOG’s Linux interest is strategic diversification and community alignment, not a hostile takeover of the PC gaming market. Expect incremental gains in Linux market share, not radical upheaval. Steam’s survey figures make that clear: Linux is growing, but it’s small compared to Windows.

Strengths, weaknesses, opportunities and threats (S.W.O.T. — short form​

  • Strengths:
  • GOG’s brand credibility with preservation and DRM‑free ownership.
  • Large catalog of legacy titles that can be made Linux‑friendly with modest effort.
  • Weaknesses:
  • Smaller engineering and QA resources compared with Valve.
  • Limited leverage with anti‑cheat vendors and middleware platform providers.
  • Opportunities:
  • Build a distinct Linux‑friendly niche, improve user loyalty, and potentially capture Linux‑first buyers.
  • Use Linux as a testing ground for preservation and sandboxed runtime distribution.
  • Threats:
  • Overpromising Linux deliverables and failing to meet community expectations.
  • Microsoft or Valve moving faster than expected on competing features or exclusive integrations.

Practical advice for gamers and developers​

  • Gamers:
  • If you value ownership and preservation, keep an eye on GOG’s Linux moves; the platform’s focus on archival installers and no‑DRM distribution makes it one of the best places to run classics on alternative OSes.
  • For modern titles, check compatibility notes and Proton reports before switching; single‑player classics are the lowest‑risk wins on Linux.
  • Developers and publishers:
  • Consider shipping Flatpak/AppImage bundles or publishing Proton compatibility notes to reach more users without heavy engineering lift.
  • Work with anti‑cheat vendors early if the plan is to support a non‑Windows runtime to avoid late surprises.

Unverifiable claims and where to be cautious​

Some outlets and commentators have speculated about a “GOG Deck” or a GOG‑branded hardware push; while GOG’s comments make clear they’re looking more closely at Linux, there is no credible evidence GOG plans to produce a hardware platform. That remains speculative and should be treated as such until a formal announcement is issued. Likewise, sweeping predictions that Linux will eclipse Windows for gaming within a short timeframe are unsupported by current surveys and would be an overreach. Readers should treat such forecasts cautiously and watch for concrete roadmaps and product announcements from the companies involved.

Final analysis and verdict​

Michał Kiciński’s blunt critique of Windows 11 is both a headline‑grabbing sound bite and a practical reflection of a broader user frustration: when the platform at the center of an ecosystem appears to prioritize headline features over reliability and compatibility, some portion of the market will explore alternatives. GOG’s move to explicitly consider Linux in its 2026 strategy is neither rhetorical nor revolutionary; it’s pragmatic. The store’s catalog and identity give it a straightforward pathway to meaningful Linux support without endangering its core business.
For Windows — and Microsoft — the lesson is clear: AI features are exciting, but they are not a substitute for platform stability, user control, and good performance. For Valve and the Linux ecosystem, continued engineering progress on Proton, VKD3D‑Proton, and driver support will keep reducing friction and expanding practical choices for players and publishers.
The next 12 months will be the real test. If GOG follows words with concrete compatibility improvements, developer tools, and transparent roadmaps, the company can expand its community and fortify its unique proposition. If the announcements remain high‑level and noncommittal, the phrase “we’re looking at Linux” will join the long list of well‑meaning but empty strategic declarations in tech.
Either way, the conversation GOG’s leadership has ignited is useful: it forces platform holders to reckon with the real costs of software decisions, and it gives gamers and developers a clearer set of choices when they consider where to invest their time and money.
Conclusion
GOG’s leadership has publicly signalled a pragmatic embrace of Linux as a strategic avenue for 2026 while delivering a sharp rebuke to Windows 11’s current direction. That combination — a values‑driven platform doubling down on preservation and an industry‑wide conversation about platform priorities — will make 2026 an important year for how PC gaming platforms evolve. The outcome will hinge on execution: on GOG’s ability to convert intent into meaningful Linux support, on Valve and the open‑source community to keep improving Proton and drivers, and on Microsoft to balance ambitious AI goals with the baseline stability that users still demand.
Source: TechRadar https://www.techradar.com/computing...-about-big-things-for-linux-gamers-this-year/
 

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