[–] [S] 7 points 2 weeks ago (1 child)

Currently it works on Steam Deck with touch pad. Controller support is coming at some point.

Price of the game will probably be around 15 € with some launch discounts. Game is planning to be released at November 16th.

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  • [–] 1 point 2 weeks ago

    Nice to see you in fedi! Your game was really interesting when I first saw it at Maagiset Messut Lahti, but I usually avoid carrying my phone to everywhere so game is not for me :(

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    Hello everyone!

    Check out demo for my game!

    Hopefully there is no game breaking bugs so I can relax! If you have any favourite other Next Fest Demos to share I would love the check them out.

    Supinaa: Rogue Sapling is a roguelike turn-based battler where you gain abilities, upgrade them and build the perfect combo to defeat your enemies.

    Explore a mysterious world and meet creatures who might or might not be hostile. The world is corrupt and every ally is important. Mysterious powers rule the world which is split between those who follow them and those who fight them.

    Game will be released at November 16th

    Links:

    [–] 12 points 1 month ago

    I mean GTA is only releasing on consoles? This is almost actually better time to release a game since some people might avoid the November and it gives easier time to get visibility in Steam.

    That's why I am releasing my game on the same week as GTA 6.

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    Hello everyone!

    Starting next week my game should become available in the Steam "Your Games Calender" so I would love to get some feedback on the page and trailer so people a hopefully interested when they see it.

    I probably struggle most with the description since I have hard time explaining the game since it is "Slay the spire but with abilities instead of cards". I think Roguelike Turnbased Battler maybe explains the genre the best?

    Thanks in advance for any feedback!

    Pitch of the game: You are reborn as a sapling and hear voices that guide your every step. Fight, explore, and power up to survive in this hostile world. You have free will, but are the choices always yours?

    Supinaa: Rogue Sapling is an RPG, exploration game that mixes roguelike elements with a persistent world. Grow stronger over time, but your choices impact the world. Will you resolve the conflict in the swamp or become its ruler?

    You explore to uncover its mysteries and find different encounters. You fight enemies in turn-based combat using abilities you earn by leveling up and earning the trust of the elemental lord.

    Link to trailer: https://peertube.paahtimo.games/w/s5gTXX6nm7TyacSDqeuXhb

    Link to try out the game: https://paahtimogames.itch.io/roguesapling

    Link to steam page: https://store.steampowered.com/app/4758150/Supinaa_Rogue_Sapling/

    [–] 2 points 1 month ago

    I have not have issues in game with Linux. But with Steam feels like game rebuilds shaders with every launch. With Heroic I don't seem to have issue, but my wife does. Hopefully you find solution!

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    Here is a short summary of announcements in BlizzCon:

    New Hero Xalatath added to Heroes of the Storm: https://www.youtube.com/watch?v=4kMhUVz4q5I

    Diablo Netflix series. (More in works/plans)

    StarCraft Dominion: https://www.youtube.com/watch?v=9eQUtOQXYgQ

    Overwatch new hero Doctrine:https://www.youtube.com/watch?v=h5dwH7nx9do

    Diablo 5: https://www.youtube.com/watch?v=GxCN_AKYtts

    Heartstone new expansion Reign of the Black Empire Cinematic: https://www.youtube.com/watch?v=imZ4rqFbHFc

    Heartstone new class Monk: https://www.youtube.com/watch?v=nY2_pygsg1k

    Next part of World Soul saga World of Warcraft: Eclipse:https://www.youtube.com/watch?v=tlJZzTcHrH0

    Next WoW expansion. World of Warcraft: The Last Titan: https://www.youtube.com/watch?v=F9Xb5PhF5pc

    "Wow: Classic+", World of Warcraft: Forever: https://www.youtube.com/watch?v=uQuKE0KDgiM

    Warcraft 3 DLC, Warcraft III Reforged: Forsaken Kingdom: https://www.youtube.com/watch?v=I1kXClUCyuA

     

    I am currently working on a game and I am collecting some feedback to improve the game. Hoping to get best possible demo for the Steam Next Fest on October. Any feedback is appreciated!

    Pitch of the game: You are born as a sapling and hear voices that guide your every step. Fight, explore, and power up to survive in this hostile world. You have free will, but are the choices always yours?

    Supinaa: Rogue Sapling is an RPG, exploration game that mixes roguelike elements with a persistent world. Grow stronger over time, but your choices impact the world. Will you resolve the conflict in the swamp or become its ruler?

    You explore to uncover its mysteries and find different encounters. You fight enemies in turn-based combat using abilities you earn by leveling up and earning the trust of the elemental lord.

    Link to try out the game: https://paahtimogames.itch.io/roguesapling

    Link to steam page: https://store.steampowered.com/app/4758150/Supinaa_Rogue_Sapling/

    [–] [S] 1 point 2 months ago

    Hmm, I think that is because of some protections by Librewolf. It works on normal Firefox. I didn't realise ever to test it on Librewolf even though that is browser I also use :D (Because Librewolf blocks WebGl by default) I wonder if that is something I am able to fix.

    Trailer is still WIP and hopefully get it ready for the Steam Next Fest.

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    I am currently working on a game and I am collecting some feedback to improve the game. Hoping to get best possible demo for the Steam Next Fest on October. Any feedback is appreciated!

    Pitch of the game: You are reborn as sapling and hear voices that that guide your every steps.Fight, explore and power up to survive in this hostile world. You have free will but are the choices always yours?

    Supinaa: Rogue Sapling is RPG, exploration game that mixes roguelike elements with permanent world. Grow stronger over time, but your choices impact the world. Will you revolve the conflict in the swamp or become its ruler?

    Link to try out the game: https://paahtimogames.itch.io/roguesapling

    Link to steam page: https://store.steampowered.com/app/4758150/Supinaa_Rogue_Sapling/

     

    Does anyone have good tips/tricks to handle Sound Effects in game?

    Adding million "play sound effect X" lines all over the code seems wrong, but cannot think another solution. There are so many different places and event that need sound effects so some kind of general solution does seem viable.

    I would love to hear your solutions or how you handle the audio in your games!

    [–] 2 points 4 months ago (1 child)

    I currently use Nextcloud for this thing. It checks all other boxes, but for scrum management Deck is only option and it is super bad. I think OpenProject has some Nextcloud integrations, but I don't like OpenProjects pricing model so have not tried it.

    I really hope there is was betters apps for this.

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  • [–] 4 points 7 months ago (1 child)

    Pokemon finally makes battle focused game.

    (Implying with this meme that Pokemon has now reason to takedown Pokemon Showdown not that it would be better version if it)

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    cross-posted from: https://lemmy.world/post/43529382

    Kinda funny that they waited before announcing this.

    "Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

    Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

     

    At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

    Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

    Watch the whole presentation Advancing real time communication on Matrix

    We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

    Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

    Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

    MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

    MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

    The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

    Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

    Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

    It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

    Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

    With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

    For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

    To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

    We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

    Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

    Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

    MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

     

    At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

    Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

    Watch the whole presentation Advancing real time communication on Matrix

    We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

    Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

    Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

    MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

    MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

    The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

    Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

    Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

    It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

    Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

    With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

    For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

    To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

    We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

    Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

    Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

    MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

     

    I have been selfhosting for mostly to have everything available for me and my family. I have separate server running Yunohost for my business stuff that currently has Nextcloud, Trillium Notes and Forgejo for file management, notes and code repository. Now I am getting an employee that would probably needs access to files and project management tools.

    I currently don't have project management software since I just use Trillium Notes for task planning. I will probably install some, but have not yet decided what to use. I should probably install something (or have system) for managing employee information like personal information, time reporting, holidays etc.

    Are you selfhosting your business? What are the tools that you are using? I am specifically interested if you have employees and how you are managing that?

    (Although it is also interesting to hear if you are single person company and how you are managing everything)

     

    Aloitteen sisältö

    Kriittisten digitaalisten palveluiden rakentaminen suomalaisten ja eurooppalaisten toimijoiden varaan on välttämätön askel itsemääräämisoikeuden, turvallisuuden ja demokratian vahvistamiseksi. Suomen tulee varmistaa, että kansalaisten perusoikeudet, demokratia ja kansallinen turvallisuus eivät ole riippuvaisia toimijoista, jotka ovat EU/ETA-alueen ulkopuolisten hallitusten määräysvallassa.

    Suomalaisen yhteiskunnan toimivuuden kannalta kriittisen tärkeitä palveluita on siirretty tai suunnitellaan toteutettavaksi EU/ETA-alueen ulkopuolisten yritysten hallitsemiin järjestelmiin ja palveluihin. Esimerkiksi Kela suunnittelee siirtävänsä sotilasavustusten, perhe-eläkkeiden ja kuntoutusrahojen käsittelyn järjestelmät amerikkalaisille palvelimille vuodesta 2027 alkaen, Verohallinto on siirtämässä verotietoja Microsoft Azureen, ja oikeusministeriö suunnittelee siirtävänsä vaalidatan Amazon Web Servicesiin.

    Yhteiskunnan kannalta kriittisten tietojen käsittely Suomen ja EU/ETA-alueen ulkopuolella omistetun yrityksen tuottamassa järjestelmässä muodostaa kuitenkin merkittäviä riskejä. Esimerkiksi Yhdysvaltain lainsäädäntö edellyttää maansa yrityksiä antamaan yhdysvaltalaisille viranomaisille pääsyn yritysten hallinnoimaan tietoon, vaikka palvelimet sijaitsisivat fyysisesti Euroopassa. EU/ETA-alueen ulkopuolisen hallituksen määräysvalta palveluita toteuttaviin yrityksiin mahdollistaa myös esimerkiksi kriisitilanteissa suomalaisten toimijoiden ja koko yhteiskunnan painostuksen, ja saattaa vaarantaa yhteiskunnan keskeisten perustoimintojen jatkuvuuden.

    Esitämme säädettäväksi lain, joka edellyttää sitä, että Suomen julkisen hallinnon kriittiset tiedot ja digitaaliset palvelut kuten esimerkiksi vaalijärjestelmät, sosiaaliturvatiedot ja muut demokratian, kansallisen turvallisuuden tai perusoikeuksien kannalta olennaiset järjestelmät toteutetaan yksinomaan suomalaisten ja eurooppalaisten toimijoiden omistamille palvelimille, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päälle.

    Valmisteltavan lainsäädännön keskeinen sisältö:

    • Suomalaisen yhteiskunnan kannalta kriittiset digitaaliset palvelut tulee toteuttaa suomalaisten ja eurooppalaisten toimijoiden omistamilla ja hallinnoimilla EU/ETA-alueella sijaitsevilla palvelimilla, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päällä.
    • Yhteiskunnan toiminnan kannalta kriittiset tiedot tulee olla säilöttynä sellaisella tavalla, että niihin sovelletaan vain EU:n tai sen jäsenvaltioiden lainsäädäntöä, eikä EU/ETA-alueen ulkopuolisella viranomaisella tai muulla taholla ole lainsäädäntöön perustuvaa oikeutta saada pääsyä tietoihin tai vaikuttaa niiden saatavuuteen, käsittelyyn ja käyttöön.
    • Viranomaiset tulee velvoittaa tunnistamaan ja minimoimaan riippuvuus EU/ETA-alueen ulkopuolisista toimijoista kriittisissä palveluissa. On esimerkiksi pystyttävä osoittamaan riittävät selvitykset tietojärjestelmien toteuttajien omistus- ja hallintarakenteesta, lainsäädännöllisestä alisteisuudesta ja keskeisistä tietoturva- ja tietosuojariskeistä.
    • Julkisten toimijoiden tulee laatia jatkuvuussuunnitelmat ja toteuttaa säännöllinen testaus kriittisten palveluiden saatavuuden varmistamiseksi myös poikkeusoloissa.
    • Julkisten viranomaisten tulee huolehtia siitä, että julkisen hallinnon kannalta olennaisissa tietojärjestelmissä vältetään kohtuutonta riippuvuutta yksittäisestä palveluntarjoajasta, ja tiedot ja toiminnot ovat kohtuullisin kustannuksin ja teknisin keinoin siirrettävissä toiseen vastaavat vaatimukset täyttävään järjestelmään.
    • Tämän lainsäädännön vaatimukset tulee sisällyttää julkisia hankintoja koskeviin lain soveltamisalaan kuuluviin tarjouspyyntöihin ja sopimusehtoihin. Perustelut
    1. Demokratian ja oikeusvaltion turvaaminen on yksi valtion tärkeimmistä tehtävistä

    Vaalitulosten laskenta, kansalaisten perusoikeuksien toteutuminen ja viranomaisten toiminta edellyttävät, että tietojärjestelmät ovat luotettavia, läpinäkyviä ja Suomen tai EU:n lainsäädännön alaisia.

    1. Riippuvuus kolmansien maiden toimijoista heikentää Suomen itsemääräämisoikeutta

    Suomen kriittiset digitaaliset palvelut ovat tällä hetkellä voimakkaasti riippuvaisia yhdysvaltalaisista ja muista EU/ETA-alueen ulkopuolisista pilvipalveluista. Tämä luo turvallisuusriskejä, sillä ulkomaiset toimijat voivat joutua lakien, kuten Yhdysvaltojen CLOUD Actin, alaisuuteen. Tällöin Suomen viranomaiset eivät voi taata, että tietoja ei luovuteta tai että palvelut pysyvät saatavilla kaikissa tilanteissa.

    1. Heikko neuvotteluasema ja epävarmuus asettavat Suomen alttiiksi vaikuttamiselle

    Erityisesti Yhdysvaltojen, mutta myös muiden suurvaltojen politiikka on viime vuosina muuttunut epävakaammaksi. Yhdysvaltojen sisäpolitiikka, kauppasodat ja sanktiot voivat vaikuttaa suoraan Suomen digitaalisten palveluiden saatavuuteen ja turvallisuuteen. Jos kriittiset palvelut sijaitsevat EU/ETA-alueen ulkopuolella, Suomella ei ole riittävää vaikutusvaltaa niiden hallintaan tai jatkuvuuteen.

    1. Turvallisuus- ja jatkuvuusriskit jäävät Suomen ongelmaksi

    EU/ETA-alueen ulkopuolisilla toimijoilla on omat etunsa ja prioriteettinsa, jotka eivät aina vastaa Suomen kansallisia etuja. Kriittisten palveluiden siirtäminen suomalaisten ja eurooppalaisten toimijoiden varaan vähentää riskejä, kuten tietovuotoja, palvelukatkoksia tai poliittisesti motivoituja päätöksiä, jotka voivat vaarantaa Suomen digitaalisen itsemääräämisoikeuden.

    1. Digitaalisen itsemääräämisoikeuden vahvistaminen vahvistaa myös Suomen taloutta

    Digitaalisen itsemääräämisoikeuden vahvistaminen edistää myös entistä kilpailukykyisemmän tietoteknisen kotimarkkinan synnyttämistä. Esimerkiksi vuonna 2024 suomalainen julkinen sektori maksoi yksin Microsoftille lähes 1,2 miljardia euroa erilaisten ohjelmistojen käyttöoikeuksista. Tämä summa kohdistuessaan edes osin kotimaisten palvelujen ostamiseen edistäisi siten myös kotimaisen tietoteknisen alan yritystoimintaa ja luo uusia työpaikkoja.

    Kotisivu: https://digitaalinenitsenaisyys.fi/

    Mastodon: @digitaalinenitsenaisyys@mementomori.social

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