Hi, thank you for working on this 
You may have seen my answer on HN.
I tried this on Linux, it seems to be working fairly well. I haven't launched it for long.
This is a quick list of the issues I found, I have to go to bed, so I can't test more thoroughly right now:
- "Exit to windows" is not appropriate in the menu when not running on windows
- Multi-monitor works well (even detected my monitors on Wayland), but:
- Why not allow windowed mode on the secondary display?
- Is it really necessary to restart the game when changing video options?
- It was not clear to me what the other options did.
- To simplify usage, would it be possible to add a button to open a new window? This would open a floating window (PiP), with controls to detach it from the game window, pin, resize it, tile, etc.
- It may be interesting to have a different unit selection per-screen, with the HUD interface, etc: one screen focused on your base, the other on the battlefield
- You could have a look at the following script to locate the SC:FA folder, it worked well for me (flatpak Steam, library in a secondary disk). It also puts faf data in
$HOME/.faforever(xdg dirs would be better) - One of my friends (on windows) had an empty window after clicking "Multiplayer LAN"
- I am on sway (Wayland), the join code was not copied to the clipboard. Pasting works fine.
- I had a crash when joining another game, it should at least be an in-game message if the map is missing (ideally transmit it, of course):
2026-10-24T23:06:42.394883Z ERROR rts_core_engine: engine start failed: runtime error: scenario /maps/sentina iii.v0001/sentina iii_scenario.lua is not in the VFS: pass a VFS path like /maps/<folder>/<name>_scenario.lua (vault maps need --vault <dir>)
- No stats for unit-related data such as units built, etc.
- production numbers kept blinking when changing quickly, which is annoyingly attentions grabbing
- it seems to me that the window content (ground textures, etc) was being stretched when I full screened the window (using a DE shortcut). I didn't double check, but it looked like the window aspect ratio affected the textures' aspect ratio.
- status bar info (ticks/s mostly I think) keeps shifting the pause button left/right, I think some values could use fixed-width printing (padding left with spaces)
We'll try to run an actual multiplayer game soon to check this out.
Looking forward to the source code release 