This one came out earlier in the month, but The Eternal Castle was shipping at the same time, so I'm spreading the news out a little. It's possible I was too lazy to write two of these posts back-to-back, but I won't confirm that.
The opportunity to port a game to Google Stadia popped up, and I grabbed it. Nightdive had Doom64--which is a sequel on the Nintendo 64, not a basic N64 port of Doom--migrated into their Kex Engine already, as they've done for several other games, and Kex already has a Vulkan renderer, so I figured I'd give it a shot.
Ethan Lee had already done a port of SDL for Stadia, so my hope was that I could just drop it into the existing SDL integration in the Kex Engine and go...and, at least as a first pass, that actually worked! Quite literally: the first builds we had running on our developer instance were merely Ubuntu binaries with the SDL shared library swapped out for a Stadia-specific one. In case you doubted this slide from Google, it turns out it wasn't hyperbole at all:
Most of the work on this was the standard console publishing QA effort: things we might let slide in a small indie game released on Steam were all considered showstoppers, and we did an enormous amount of iteration to make sure the game was polished and seamless on the service.
If you wanted to try Stadia and didn't want to plunk down for the Pro subscription, this might be the best way to take a look at it. Doom64 is only about 5 dollars--by far the cheapest thing on Stadia--and will work in a web browser (any one you like, as long as you like Google Chrome!) on Linux with keyboard and mouse or many standard game controllers, if you don't want to mess around with Chromecast and Google controllers and stuff.
Ethan and I were joking that I had ported SDL to the Nintendo Switch but he shipped the first game using it, and then he ported SDL to Stadia but I scooped him for the first published title. Best two out of three, maybe?