I'm salty about a particular argument some game studios / devs make about support for non-Windows platforms.
They say having more platforms will mean bringing platform-specific bugs and that will detract from the work on the core of the game.

Which is true, but that doesn't seem to stop other studios from making games with multi-platform support from the start, so what's happening?
The difference is that some studios treat non-Windows platforms as *ports*, and others don't.

This means they treat non-Windows platform-specific bugs as "extra work", and not just "bugs".

That's evident in that they don't seem to mind Windows-specific bugs, for example.
If you make a game with multiplatform support from the start instead of as a port, of course it will have more platform specific bugs, but you will be able to address them earlier, on the go, just like you do any other bug.

When your game is done, it'll be higher quality.
This to me is especially weird to see in games made in an engine that *can* compile to multiple platforms, and in games that are early access. The entire point of Early Access is to test your game against customers, just click the button and at least let people try it.
I understand is never as easy as just clicking "build on Whatever" but at least do it sometime. Check to see if it works. Let your users try it and help you debug. In my experience, Linux people are very eager to help fix Linux issues in games if you show that you care a little.
As an example:

Factorio has been on Linux, Mac and Windows since I knew about it (2014, v0.11).

Satisfactory has recently confirmed they don't have a plan for Linux/Mac, and used the excuse I'm outlining in this thread.
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