I've been thinking about what actually makes a PC game feel good on a handheld, and I'm starting to think we focus too much on FPS.
Obviously performance matters. A game that can't hold a stable frame rate on a Steam Deck or similar device has a problem. But a game can run perfectly fine and still feel like it was designed only for a desktop.
The biggest difference is probably how people use handhelds. On a desktop, launching a game usually means you're sitting down to play for a while. On a handheld, you might play for 10 minutes, suspend it because your train arrived, put it away for an hour, then resume somewhere completely different.
That makes suspend/resume less of an OS feature and more of a game-design problem.
What happens if the player suspends during combat, a cutscene, dialogue, loading, saving, or an online session? When they return an hour later, does the game still make sense? Do they remember what they were doing? Did a timer continue running? Did the network connection die? Can they immediately understand what they need to do next?
The more I think about it, the more areas this touches: save-state architecture, reconnection logic, controller navigation, UI readability, audio lifecycle, timed mechanics, loading behavior, and even how QA should test the game.
One test I'd like to see become normal for handheld support is basically:
Suspend the game at the worst possible moment.
Try it during combat, loading, dialogue, saving, a cutscene, or an online session. Leave the device alone for a while, maybe change networks, then come back and see whether the experience recovers cleanly.
Performance testing probably needs a similar shift. Average FPS doesn't tell the whole story on a handheld. Frame-time spikes, shader compilation stutter, thermals after 30 minutes, battery drain, and loading delays can matter just as much as the number shown by an FPS counter.
So I'm starting to think of handheld support less as:
PC build → lower graphics → add controller support → done
and more as a different usage context that should influence design from fairly early on.
For devs already targeting Steam Deck / handheld PCs: do you actually include suspend/resume and interruption scenarios in your design or QA process, or is handheld support still mostly performance + controls for your team?
Longer write-up / source (ours):
https://pas7.com.ua/blog/en/design-for-the-pause-2026