# 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: ```sh 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: ```sh 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: ```sh 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: ```text 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: ```text Komodo updated: no (matches previous run 2026-07-27) Komodo new assets: no (2 current, matches previous run 2026-07-27) ``` ## Repository Layout ```text 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: ```sh chmod +x scripts/*.sh ``` 3. Ensure `SteamTracking` is available locally as a git checkout, for example at: ```text /tmp/SteamTracking-master ``` `scripts/check_steamtracking.sh` fast-forwards this checkout before scanning and records the before/after commit in each run. 4. Run a Frame-focused watch pass: ```sh 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: ```sh 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: ```sh 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: ```sh 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: ```sh dotnet restore tools/steamkit-pics/SteamHardwarePics.csproj ``` Create a local-only env file: ```sh 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: ```sh 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: ```sh scripts/check_steamkit_pics.sh runs/2026-05-11 ``` or the normal Frame watcher: ```sh 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: ```sh 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: ```sh 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: ```sh 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: ```sh KOMODO_KEEP_BROWSER_OPEN=1 ``` When finished: ```sh 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: ```sh playwright-cli open --persistent --profile ~/.steam-hardware-watch/playwright-profile https://komodostation.com/product/steam-controller_jpy/ ``` 2. Solve any challenge manually in that browser. 3. Optionally save storage state: ```sh playwright-cli state-save ~/.steam-hardware-watch/komodo-state.json ``` 4. Reuse that state for later agent runs with environment variables: ```sh 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: ```sh playwright-cli open --headed --persistent --profile ~/.steam-hardware-watch/playwright-profile https://komodostation.com/product/steam-controller_jpy/ ``` 2. Leave that browser running. 3. Discover the local CDP port for that profile: ```sh ps aux | rg 'playwright-profile|remote-debugging-port' ``` 4. Set: ```sh PLAYWRIGHT_CDP_ENDPOINT=http://127.0.0.1:PORT KOMODO_PLAYWRIGHT_FALLBACK=1 ``` 5. 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: ```sh 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: ```sh 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: ```sh STEAMDB_KEEP_BROWSER_OPEN=1 ``` When finished: ```sh scripts/close_steamdb.sh ``` Manual equivalent: ```sh 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: ```sh 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