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Steam Hardware Watch

Agent-oriented monitoring workflow for rumored or upcoming Valve hardware. The current default focus is Steam Frame launch readiness, with launched hardware retained as comparator context:

  • active target: Steam Frame
  • comparators: Steam Controller, Steam Machine

It is designed to be run by a coding agent through the included SKILL.md, with scripts that:

  • check Komodo, SteamKit/PICS, SteamDB, SteamTracking, and Valve endpoints
  • check SteamVR depot metadata and the public SteamOS package mirror
  • save raw artifacts for each run
  • compare against the previous run
  • draft a human-readable status update
  • track visual assets as discovered, retrieved, or blocked

What This Is

This repo is not a generic scraper.

It is a repeatable evidence-gathering workflow for answering a narrow set of questions:

  • did anything change?
  • is there a price leak?
  • is there a release-date leak?
  • has Steam Frame gained package, price, release-date, site, client, or shipment evidence?
  • are there new media assets or support documents?

The normal Frame-focused entry point is:

scripts/run_frame_watch.sh YYYY-MM-DD

By default this writes ignored artifacts under runs/YYYY-MM-DD in this repo and uses /tmp/SteamTracking-master. Pass explicit paths only when you want to override those defaults:

scripts/run_frame_watch.sh YYYY-MM-DD /custom/run-base /path/to/SteamTracking

Use scripts/run_watch.sh when you explicitly want the broader all-hardware view or when debugging an individual source helper.

For a quick Komodo-only recheck, use:

scripts/run_frame_watch.sh --komodo-only YYYY-MM-DD

This initializes the dated run folder, runs check_komodo.sh, prints whether Komodo product timestamps changed since the previous run, reports any newly discovered Komodo asset URLs, writes run-summary.md, and skips SteamKit/PICS, SteamDB, SteamTracking, SteamVR, SteamOS, Valve endpoint, customs, comparison, and status-draft steps.

Example output:

Run dir: /Users/sean/Coding/steam-hardware-watch/runs/2026-07-28
Run note: /Users/sean/Coding/steam-hardware-watch/status/runs/2026-07-28.md
Saved Komodo API responses to /Users/sean/Coding/steam-hardware-watch/runs/2026-07-28/api/komodo
Saved Komodo summaries to /Users/sean/Coding/steam-hardware-watch/runs/2026-07-28/reports
Komodo updated: yes (changed since previous run 2026-07-27)
Komodo changes:
- frame: 2026-07-03T15:56:30 -> 2026-07-28T10:11:12
Komodo timestamps: controller=2026-07-27T15:46:17, machine=2026-07-27T15:39:56, frame=2026-07-28T10:11:12
Komodo new assets: yes (1 new, 3 current, since previous run 2026-07-27)
Komodo new asset URLs:
- https://komodostation.com/wp-content/uploads/2026/07/new-frame-asset.jpg
Run summary: /Users/sean/Coding/steam-hardware-watch/runs/2026-07-28/reports/run-summary.md
Komodo-only run complete.

If nothing changed, the key lines should read:

Komodo updated: no (matches previous run 2026-07-27)
Komodo new assets: no (2 current, matches previous run 2026-07-27)

Repository Layout

steam-hardware-watch/
├── SKILL.md
├── README.md
├── .gitignore
├── agents/
├── references/
├── scripts/
└── status/

Important directories:

  • scripts/: the runnable checks and report builders
  • references/: source map, Komodo notes, evidence rubric
  • status/: seeded baseline answer and run notes
  • runs/: local gitignored run artifacts

Dependencies

Required:

  • bash or sh
  • curl
  • jq
  • python3
  • node
  • rg

Recommended:

  • .NET SDK 10 for the SteamKit/PICS helper
  • playwright-cli
  • Google Chrome or Chromium available to Playwright
  • macOS open command with Google Chrome installed for the Komodo background bootstrap helper

Optional:

  • ffmpeg for frame extraction or manual media inspection

Quick Start

  1. Clone the repo.
  2. Make the scripts executable if needed:
chmod +x scripts/*.sh
  1. Ensure SteamTracking is available locally as a git checkout, for example at:
/tmp/SteamTracking-master

scripts/check_steamtracking.sh fast-forwards this checkout before scanning and records the before/after commit in each run.

  1. Run a Frame-focused watch pass:
scripts/run_frame_watch.sh 2026-07-28

This creates a dated run folder under runs/2026-07-28.

Common Path

For the least disruptive Komodo flow, use the dedicated background browser bootstrap:

scripts/bootstrap_komodo.sh
scripts/run_frame_watch.sh 2026-07-28
scripts/close_komodo.sh

That keeps Komodo access isolated from your normal Chrome profile and gives the agent a reusable trusted browser session when Komodo blocks normal automation.

For a focused Komodo recheck, use the same bootstrap with the Komodo-only flag:

scripts/bootstrap_komodo.sh
scripts/run_frame_watch.sh --komodo-only 2026-07-28
scripts/close_komodo.sh

SteamDB can require the same live-browser treatment:

scripts/bootstrap_steamdb.sh
scripts/run_frame_watch.sh 2026-07-28
scripts/close_steamdb.sh

If both sources are blocked, bootstrap both before the run.

Optional SteamKit/PICS Account Setup

SteamKit/PICS is the primary direct Steam metadata source for watched app and package movement. It requires a low-risk Steam account because the helper logs into Steam like a normal client and requests metadata only.

Install requirement:

dotnet restore tools/steamkit-pics/SteamHardwarePics.csproj

Create a local-only env file:

mkdir -p .local
cat > .local/steamkit-env.sh <<'EOF'
STEAMKIT_USERNAME='your-watch-account'
STEAMKIT_PASSWORD='your-watch-account-password'
# Usually leave these unset and enter the code when scripts/steamkit_auth.sh prompts.
# For non-interactive use, set one of these only when Steam Guard asks for it:
# STEAMKIT_AUTH_CODE='email-code'
# STEAMKIT_TWO_FACTOR_CODE='authenticator-code'
# Or approve the mobile prompt manually, then set:
# STEAMKIT_ACCEPT_MOBILE_CONFIRMATION='1'
EOF
chmod 600 .local/steamkit-env.sh

Bootstrap a persistent local session:

scripts/steamkit_auth.sh

This writes .local/steamkit-session.json with a Steam refresh token and guard data. The file is gitignored, should stay local, and is sensitive. After it is created, remove any one-time STEAMKIT_AUTH_CODE, STEAMKIT_TWO_FACTOR_CODE, or STEAMKIT_ACCEPT_MOBILE_CONFIRMATION line from .local/steamkit-env.sh.

Then run either the source directly:

scripts/check_steamkit_pics.sh runs/2026-05-11

or the normal Frame watcher:

scripts/run_frame_watch.sh 2026-07-28

The Frame watcher automatically uses .local/steamkit-session.json, so routine runs should not ask for a fresh Steam Guard code. If Steam invalidates the refresh token, rerun scripts/steamkit_auth.sh with a fresh guard approval to create a new session file.

Outputs:

  • RUN_DIR/api/steamkit/pics-product-info.json
  • RUN_DIR/reports/steamkit-pics-packages.tsv
  • RUN_DIR/reports/steamkit-pics-key-lines.txt
  • RUN_DIR/reports/steamkit-pics-detail.md
  • RUN_DIR/reports/steamkit-pics-errors.txt

If the env file and session file are missing, the script writes a non-fatal missing_credentials report so the Frame watcher still completes. Do not use your main Steam account, do not poll aggressively, and do not extend this helper to protected depot downloads.

Output

Each run writes:

  • raw API and HTML snapshots
  • per-source summary files
  • comparison report versus the previous run when available
  • frame-focus.md
  • run-summary.md
  • status-draft.md
  • visual asset ledgers:
    • discovered-visual-assets.tsv
    • retrieved-visual-assets.tsv
    • blocked-visual-assets.tsv
    • manual-asset-urls.txt
  • steamkit-pics-packages.tsv
  • steamkit-pics-detail.md
  • steamvr-depots-key-lines.txt
  • steamos-mirror-key-lines.txt

The first human-readable file to inspect is:

  • RUN_DIR/reports/frame-focus.md

Then use:

  • RUN_DIR/reports/run-summary.md
  • RUN_DIR/reports/compare-vs-*.md

Agent Checklist

For a fresh coding agent, the normal operating loop is:

  1. Read SKILL.md before running or editing anything.
  2. Choose the narrowest relevant command:
    • scripts/run_frame_watch.sh YYYY-MM-DD for the normal Frame-focused pass.
    • scripts/run_frame_watch.sh --komodo-only YYYY-MM-DD for a quick Komodo recheck.
    • scripts/run_watch.sh YYYY-MM-DD only for the broader all-hardware view or source-helper debugging.
  3. Inspect frame-focus.md first for full runs, then run-summary.md, status-draft.md, and compare-vs-*.md.
  4. Put primary package/store gates first when reporting: SteamKit/PICS, Valve APIs, SteamDB package pages, then Komodo.
  5. Treat SteamTracking, SteamVR, SteamOS, and customs rows as secondary context unless they connect directly to Frame package/API, public-page, or shipment evidence.
  6. Update status/current.md only for material movement or a new clean baseline.
  7. Append status/evidence.jsonl only for evidence-grade findings, using scripts/append_evidence.py.
  8. Keep raw artifacts under gitignored runs/; never commit .local/, browser profiles, sessions, cookies, or one-time auth codes.
  9. Validate before finishing: parse status/evidence.jsonl if touched, run git diff --check, inspect staged scope, and finish with git status --short.
  10. Commit only the intended files.

Agent Usage

This repo is meant to be used by coding agents, not only by a human at a shell.

Codex

Install or symlink the repo into your Codex skills directory:

ln -s "$PWD" ~/.codex/skills/steam-hardware-watch

Then ask Codex to use the steam-hardware-watch skill.

Claude or Other Agents

Point the agent at this repo and have it:

  1. read SKILL.md
  2. use scripts/run_frame_watch.sh as the default Frame-focused entry point
  3. summarize results from:
    • frame-focus.md
    • run-summary.md
    • status-draft.md
    • any compare-vs-*.md

The agent should treat the scripts as implementation details and present the run summaries to the user.

Komodo Caveat

Komodo is the most valuable source and the least reliable one.

What usually works:

  • public wp-json product, section, and media endpoints
  • still-image asset URLs

What may fail:

  • video and AVIF asset downloads
  • some API fetches when Cloudflare blocks automation
  • optional Playwright fallback if it is pointed at a problematic local browser channel

The workflow handles this by separating:

  • discovered
  • retrieved
  • blocked

Blocked assets are still reported with direct manual URLs.

Optional Komodo Browser Bootstrap

Use this only when Komodo blocks automated media access and you need the protected files.

This is intentionally user-local and should never be committed.

Preferred Low-Disruption Flow

Use the bundled helper to launch a dedicated Komodo Chrome instance in the background:

scripts/bootstrap_komodo.sh

This:

  • uses a dedicated profile under .local/
  • launches a separate Chrome instance in the background
  • exposes a stable CDP endpoint
  • writes .local/komodo-env.sh

If Komodo needs any manual interaction, switch to that dedicated window when convenient. Otherwise leave it running in the background.

Then run:

scripts/run_frame_watch.sh 2026-07-28

check_komodo.sh will automatically pick up .local/komodo-env.sh when present. run_frame_watch.sh will also auto-close the dedicated Komodo browser at the end unless you set:

KOMODO_KEEP_BROWSER_OPEN=1

When finished:

scripts/close_komodo.sh

That closes only the dedicated Komodo browser/profile, not your normal run output.

Manual Playwright Bootstrap

If you prefer the raw Playwright flow, you can still do it manually.

  1. Open a persistent Playwright browser profile:
playwright-cli open --persistent --profile ~/.steam-hardware-watch/playwright-profile https://komodostation.com/product/steam-controller_jpy/
  1. Solve any challenge manually in that browser.

  2. Optionally save storage state:

playwright-cli state-save ~/.steam-hardware-watch/komodo-state.json
  1. Reuse that state for later agent runs with environment variables:
PLAYWRIGHT_PROFILE_DIR=~/.steam-hardware-watch/playwright-profile
PLAYWRIGHT_STORAGE_STATE=~/.steam-hardware-watch/komodo-state.json
PLAYWRIGHT_REFERER=https://komodostation.com/product/steam-controller_jpy/
KOMODO_PLAYWRIGHT_FALLBACK=1

The current helper scripts support these variables for Playwright-based fallback fetches.

Important:

  • the Komodo Playwright fallback is off by default
  • it only runs when KOMODO_PLAYWRIGHT_FALLBACK=1 is set
  • by default the Playwright helpers use Playwright's normal Chromium target, not your system Chrome
  • only set PLAYWRIGHT_BROWSER_CHANNEL=chrome if you explicitly want that behavior

Stronger Fallback: Live Trusted Browser Attach

If storage state is not enough for Komodo, use a live trusted browser session instead.

This is the most reliable path we found for protected Komodo media.

  1. Open the persistent profile and load Komodo successfully:
playwright-cli open --headed --persistent --profile ~/.steam-hardware-watch/playwright-profile https://komodostation.com/product/steam-controller_jpy/
  1. Leave that browser running.

  2. Discover the local CDP port for that profile:

ps aux | rg 'playwright-profile|remote-debugging-port'
  1. Set:
PLAYWRIGHT_CDP_ENDPOINT=http://127.0.0.1:PORT
KOMODO_PLAYWRIGHT_FALLBACK=1
  1. Run the watcher again.

If PLAYWRIGHT_PROFILE_DIR is set and a matching Chrome process is already running, scripts/check_komodo.sh will try to discover the CDP port automatically and use it instead of reopening the locked profile.

The helper scripts now support that same live-session route with:

  • PLAYWRIGHT_CDP_ENDPOINT
  • automatic local env loading from .local/komodo-env.sh

Optional SteamDB Browser Bootstrap

SteamDB may return a Cloudflare browser challenge to curl and to fresh automated browser contexts. The SteamDB helper uses a realistic Chrome user agent by default and rejects challenge HTML instead of saving it as a successful page. When that is not enough, use a dedicated live Chrome session.

Use the bundled helper:

scripts/bootstrap_steamdb.sh

This:

  • uses a dedicated profile under .local/
  • launches a separate Chrome instance in the background
  • exposes a stable CDP endpoint
  • writes .local/steamdb-env.sh

If SteamDB needs manual interaction, switch to that dedicated Chrome window, complete the challenge, and leave the browser running.

Then run:

scripts/run_frame_watch.sh 2026-07-28

check_steamdb.sh automatically picks up .local/steamdb-env.sh when present. run_frame_watch.sh auto-closes the dedicated SteamDB browser at the end unless you set:

STEAMDB_KEEP_BROWSER_OPEN=1

When finished:

scripts/close_steamdb.sh

Manual equivalent:

STEAMDB_PLAYWRIGHT_FALLBACK=1
STEAMDB_PROFILE_DIR=~/.steam-hardware-watch/playwright-steamdb-profile
STEAMDB_CDP_ENDPOINT=http://127.0.0.1:PORT
STEAMDB_BROWSER_CHANNEL=chrome

SteamVR And SteamOS Datamining

The wrapper also checks two lower-level sources:

  • scripts/check_steamvr_depots.sh saves SteamVR app 250820 metadata and scans local SteamVR install/depot snapshots when available.
  • scripts/check_steamos_mirror.sh saves public SteamOS package mirror metadata and extracts package names from selected holo and jupiter repos by default.

Useful knobs:

STEAMVR_SCAN_DIRS="/path/to/SteamVR /path/to/depot_snapshot"
STEAMOS_MIRROR_REPOS="holo-3.8 holo-main jupiter-3.8 jupiter-main"

Set STEAMOS_MIRROR_REPOS to include core, extra, or multilib repos when you want a broader but noisier package pass.

SteamVR content is distributed through SteamPipe depots rather than the SteamOS package mirror. Use the generated steamvr-depot-download-candidates.txt as a reminder of the high-yield depot IDs, then fill in manifest IDs from SteamDB before downloading old snapshots with Steam's depot tools.

Current Known Limits

  • Komodo can block both curl and fresh browser automation.
  • SteamKit/PICS requires a separate Steam account and a one-time Steam Guard bootstrap to create .local/steamkit-session.json.
  • SteamDB can return a Cloudflare browser challenge to curl and fresh automated browser contexts.
  • SteamVR depot contents require a Steam install, Steam console, SteamCMD, or another depot downloader; the helper does not download large depots by default.
  • The SteamOS mirror is public, but package names are not proof of product launch state without corroborating evidence.
  • /tmp/SteamTracking-* checkouts can become invalid even when source files still exist. If git -C /tmp/SteamTracking-* status fails, clone a fresh shallow checkout and rerun with that path.
  • We can currently discover and report blocked media URLs even when we cannot download them automatically.
  • Exported storage state may still be insufficient for Cloudflare-protected Komodo assets.
  • Live trusted browser attach is currently the strongest repeatable fallback for protected Komodo media.
  • Live trusted browser attach is also the strongest SteamDB fallback when browser-style curl is blocked.
  • The fully non-visual path is not reliable yet; after bootstrap, the working fallback is still a live dedicated browser running in the background.

Recommended Workflow

Normal use:

  1. run scripts/run_frame_watch.sh
  2. read frame-focus.md, then run-summary.md
  3. inspect the comparison report if something changed
  4. update status/current.md and status/evidence.jsonl only for material changes

Quick Komodo recheck:

  1. run scripts/run_frame_watch.sh --komodo-only YYYY-MM-DD
  2. scan the CLI lines for product timestamp changes and new asset URLs
  3. read run-summary.md and the Komodo reports under reports/
  4. rerun the full Frame watcher only if Komodo exposes material movement

Escalation:

  1. if Komodo blocks, continue the run
  2. use manual-asset-urls.txt for manual follow-up
  3. if SteamDB blocks, use scripts/bootstrap_steamdb.sh and rerun when SteamDB verification is important
  4. only use the Playwright bootstrap if protected Komodo media or SteamDB verification is important to the run

About

Agent-first watcher for Steam Controller, Steam Machine, and Steam Frame launch signals across Komodo, SteamDB, SteamTracking, and Valve endpoints.

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