dov_EL Posted Friday at 07:53 PM Posted Friday at 07:53 PM I’m writing this as someone who has respected and used LaunchBox for years. What you’ve built is powerful, feature-rich, and historically important for the emulation community. But I think it’s time for an honest reflection. LaunchBox has grown into a monolith. Every update added value, but also weight: databases, media, caching, plugins, UI layers. On modern PCs it’s manageable, but on handhelds, secondary machines, or mixed setups, the experience is increasingly heavy. This is not a criticism of effort or competence — it’s the natural outcome of long-term success. Now a new project is emerging: NeoStation. It’s still early, but its roadmap already shows a very different philosophy: lightweight, RetroArch-first cloud-native save syncing multi-device continuity minimal UI that loads only what’s needed In short: it feels like what LaunchBox used to be — fast, focused, and flexible. This is not about competition in features. It’s about architecture and direction. NeoStation doesn’t try to replace LaunchBox today, but it highlights a risk: new users may start valuing speed, lightness, and portability over encyclopedic completeness. I’m not saying LaunchBox should “become NeoStation”. That’s unrealistic and would break too much. But maybe this is the right moment to ask: Can performance and footprint become first-class priorities again? Can some core paths be simplified or modularized? Can LaunchBox remain future-proof in a world of handhelds, Linux, and cloud continuity? This post is not an attack. It’s a sign of respect — and a reminder that even the best tools must evolve not only by adding, but sometimes by rethinking. Many of us still want LaunchBox to lead. We just don’t want it to become too heavy to follow the future. — A long-time user who still believes in this project 3 Quote
damageinc86 Posted Saturday at 10:15 PM Posted Saturday at 10:15 PM I don't see any presentation in their screenshots that uses a clear logo for the game? Are there any views that do at least have clear logo, box art, and other basic artwork pieces for the game? I wouldn't really want to go back to just plain text game lists. That's the entire reason why I'd want to use a front end. Also curious, are you able to map each one of your controllers independently for navigating the front end interface? Launchbox still just applies one button set to all controllers you have plugged in for navigating big box. Which leaves you guessing as to which button on which controller is going to start the game, or move back, etc. Quote
Jabb3rJaw Posted Sunday at 11:06 PM Posted Sunday at 11:06 PM On 12/19/2025 at 2:53 PM, dov_EL said: I’m writing this as someone who has respected and used LaunchBox for years. What you’ve built is powerful, feature-rich, and historically important for the emulation community. But I think it’s time for an honest reflection. LaunchBox has grown into a monolith. Every update added value, but also weight: databases, media, caching, plugins, UI layers. On modern PCs it’s manageable, but on handhelds, secondary machines, or mixed setups, the experience is increasingly heavy. This is not a criticism of effort or competence — it’s the natural outcome of long-term success. Now a new project is emerging: NeoStation. It’s still early, but its roadmap already shows a very different philosophy: lightweight, RetroArch-first cloud-native save syncing multi-device continuity minimal UI that loads only what’s needed In short: it feels like what LaunchBox used to be — fast, focused, and flexible. This is not about competition in features. It’s about architecture and direction. NeoStation doesn’t try to replace LaunchBox today, but it highlights a risk: new users may start valuing speed, lightness, and portability over encyclopedic completeness. I’m not saying LaunchBox should “become NeoStation”. That’s unrealistic and would break too much. But maybe this is the right moment to ask: Can performance and footprint become first-class priorities again? Can some core paths be simplified or modularized? Can LaunchBox remain future-proof in a world of handhelds, Linux, and cloud continuity? This post is not an attack. It’s a sign of respect — and a reminder that even the best tools must evolve not only by adding, but sometimes by rethinking. Many of us still want LaunchBox to lead. We just don’t want it to become too heavy to follow the future. — A long-time user who still believes in this project Hyperspin 2.0 is in beta also which I am excited to try when it’s out of beta. I will have to try NeoStation as well. I thought Launchbox and Bigbox would be the last thing I would need for my cab but as you stated it’s getting slower and crashes too much. Quote
dragon57 Posted Monday at 12:19 AM Posted Monday at 12:19 AM On 12/20/2025 at 5:15 PM, damageinc86 said: I don't see any presentation in their screenshots that uses a clear logo for the game? Are there any views that do at least have clear logo, box art, and other basic artwork pieces for the game? I wouldn't really want to go back to just plain text game lists. That's the entire reason why I'd want to use a front end. Also curious, are you able to map each one of your controllers independently for navigating the front end interface? Launchbox still just applies one button set to all controllers you have plugged in for navigating big box. Which leaves you guessing as to which button on which controller is going to start the game, or move back, etc. According to their Discord, the existing 'theme', if you will, will not change in the short and medium term. Long term plans are to allow something like that. The author was going for something like the SteamDeck interface initially. Quote
damageinc86 Posted Monday at 12:44 AM Posted Monday at 12:44 AM And per controller navigation mapping? Quote
dragon57 Posted Monday at 06:00 AM Posted Monday at 06:00 AM 5 hours ago, damageinc86 said: And per controller navigation mapping? Since this is an early alpha version for the currently supported platforms, there is no support as of yet. It has basic gamepad support and also since it was originally heavily dependent on Retroarch and its support, I am sure this will come, eventually. Quote
Kefka2b Posted yesterday at 10:33 AM Posted yesterday at 10:33 AM Tried it but for now it's not really more than a PoC, can't use my Dualsense, can't choose which core to use in Retroarch (at least from what I can see) and no customisation possible so we'll have to wait and see how this turns out, but it's not surprising it's fast since it's so bare bones for now. The interface is interesting, mainly the achievements navigation. 1 Quote
dov_EL Posted 16 hours ago Author Posted 16 hours ago 11 hours ago, Kefka2b said: Tried it but for now it's not really more than a PoC, can't use my Dualsense, can't choose which core to use in Retroarch (at least from what I can see) and no customisation possible so we'll have to wait and see how this turns out, but it's not surprising it's fast since it's so bare bones for now. The interface is interesting, mainly the achievements navigation. Quote
Kefka2b Posted 7 hours ago Posted 7 hours ago Only imported Snes for testing and didn't have the option. Quote
dragon57 Posted 7 hours ago Posted 7 hours ago 39 minutes ago, Kefka2b said: Only imported Snes for testing and didn't have the option. If you are talking the Retroarch core selection for a console/platform, hit ESC on the keyboard on the main screen. The currently active selection will show the core selection screen after the ESC sequence. If you have a gamepad working, there is a mapping for bringing the core selection screen also. Quote
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