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Ancient wilds have awakened. Insane prophets predict a coming apocalypse. Blood cults openly perform sacrifices... You will lead the last army of the Order of the Gatekeepers and stop the coming chaos. Not just humans are ready to join your banners, but also tough dwarves, mysterious elvers and half-wild turans. But keep in mind that not everyone will be happy to fight side by side with other races.

Travel across an open world full of mysteries and dangers. Complete quests. Find rare artifacts and equip your soldiers with them. Improve unit stats, learn new active and passive skills.

Show your tactical genius in challenging turn-based battles. For each battle, choose the fighters who are most suited to take on specific opponents. Consider unit line of sight, facing, morale and accumulated fatigue. Change the battlefield: build barricades, dig ditches, freeze rivers, chop down trees. When fighting night creatures, make fire and light the battlefield. Crush your enemies with all the power of iron and magic!

Key features:
• Detailed combat system takes into account unit morale and fatigue, as well as facing and line of sight, level of illumination of each cell of the battlefield, weather effects and much more.
• Interactive environment: almost every object on the battlefield can be interacted with.
• Before the start of the battle, you can use one-time scrolls to make it rain, poison enemies or build a catapult.
• Open world: despite the presence of a story campaign, you decide where to send your army.
• Each playthrough is unique: quests, random battles, goods in cities and much more are all randomly generated.
• Ability to adjust the game to your liking: choose the overall difficulty level plus adjust hit chance, the amount of HP, rewards received and much more.
• Convenient unit and map editor. You can create your own missions and share them with other players.
Veterum
Crasleen GamesDeveloper
Crasleen GamesPublisher
TBARelease
🎹🖱️ Keyboard + Mouse
Very Positive (68 reviews)
0.9.5.3 Adaptive Difficulty

Adaptive Difficulty has been added to the game settings (the game will determine how challenging the battles are for the player and strengthen or weaken enemies accordingly). By default, Adaptive Difficulty is disabled. When calculating difficulty, the game considers a loss of 50-70% of the player\'s unit Health to be optimal. If health loss falls outside this range, the adaptive difficulty adjusts. The impact of adaptive difficulty accumulates gradually. Currently, there are 12 levels; at least 5 battles must be fought to progress to the next level.\nWe recommend enabling Adaptive Difficulty for everyone who finds the battles too easy. If you play with this feature on, please share your feedback.\n\nOther changes:\n- fixed Wind Domain (previously it granted too much Mana)\n- when refocusing the game in windowed mode, the window size is set to 90% of the screen resolution\n- injuries can now only be sustained if a unit\'s Health drops below 50%\n- added the option to increase the UI scale by 1.5x and 2x. Owners of large monitors, please let us know if everything works correctly\n- added an additional zoom level for the camera in battle and on the world map\n- fixed a couple of typos\n\nWe are starting work on a major update: introducing unique unit traits during generation. In parallel, we will be adding new traits.

[ 2026-01-03 11:58:34 CET ] [Original Post]
Roadmap

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41809097/8af2438dd2f25be9309b3153d0ac131465ea0fb9.png\"][/img]

Dear friends!

Happy upcoming New Year!We would like to express our sincere gratitude for your support. Your activity and engagement have exceeded all our expectations. Every review and every suggestion helps us polish the game and brings us closer to the full release. Thank you for your patience and for believing inVeterum!

Next Steps

Our current focus is on:

Fixing minor bugs;

Adjusting the game balance;

Improving and refining game content.

Steam Trading Cardswill be coming soon.\nAdditionally, we are introducingadaptive difficultyin the settings the game will analyze the flow of battles and adjust the strength of your opponents accordingly.

Content Expansion

In future updates, we plan to add:

New units (including new additions for the Dwarves);

A new recruitable hero;

New passive traits for units;

An expanded set of spells, active skills, and artifacts;

New points of interest and missions on the global map;

Additional end-game activities.

Evolution of Game Systems

We are working on several new mechanics:

Cities will feature a dynamic\"Prosperity\"stat, which will change based on the player\'s actions.

We are working on making units more unique. For example, a regular Swordsman might be born with specific traits like\"Sole of Company\", +1 Strength or -1 Evasion.

Modding Support

Closer to the release, we plan to integrateSteam Workshop, allowing players to share maps created in the editor with the community.

Best regards,\nCrasleen Games

[ 2025-12-30 12:01:49 CET ] [Original Post]
0.9.5.2 Several Fixes

Changes:\n- Fixed an error that occurred when right-clicking an equipped item on a unit in the Mercenaries section.\n- Fixed the \"Eagle Eye\" trait.\n- Fixed (hopefully) the issue with the game regaining focus after the computer wakes up from sleep mode.\n- The Duelist main hero can no longer upgrade Mana.\n- The Captain received a new trait: Recruiter (one additional mercenary is available in all cities).\n- The Elder can now learn the Recruiter trait.\n- The unit or object detailed info window now also closes when left-clicking anywhere.\nAs usual, all changes apply only to newly created units. If a unit is already in your army, nothing will change for them.\n\nLearning Cost Changes:\nSniper: 310 -> 280\nPoison Immunity: 230 -> 200\nPoison Aura: 150 -> 300\nRain Warrior: 170 -> 120\nCharge: 210 -> 250\nDouble Shot: 250 -> 270\nDigging Under: 90 -> 70\nWaterlogging: 150 -> 140

[ 2025-12-28 10:50:55 CET ] [Original Post]
0.9.5.1 Musketeers and Dwarf Balance

Changes:\n- Musketeers: firing range increased from 7 to 8. Unlike other ranged units, Musketeers no longer suffer a -2 Accuracy penalty for shooting at more than half of their maximum range. Musketeers no longer have the Slow Attack trait. Stealth lowered from 4 to 3. They now have the Swimming trait by default. Yes, the dwarven lobby proved too strong, and the developers gave in.\n- Engineer: gained the Stunning trait; now has the Swimming trait by default.\n- Clan Warrior: now knows the Timber! skill.\n- Dagnars: can no longer learn Caltrops.\n- Elder: can no longer learn Stun Immunity, War Cry, Lightning, or Invigorate. Gained the Strong Bone trait and the Howl skill. Can now learn Haste and Earthquake.\n- Ents and Talyg: can now learn Rock Throw.\n- Banshee: Magic Resistance lowered from 2 to 0.\n- Ghost Warrior: Evasion increased from 4 to 6; piercing damage resistance lowered from 2 to 1.\n- Short trait: now grants +1 Evasion against ranged attacks.\n- Graves: can no longer generate on roads.\n- Unit stats: now recalculated immediately after healing from injuries.\n- Decorative tiles: improved placement during random map generation.\n- Quests: slightly more quests are now available in cities at the very start of the game.\nIcons: replaced one icon.

[ 2025-12-27 08:56:31 CET ] [Original Post]
0.9.5.0 Miscellaneous

Changes:\n- when renaming a unit or saving the game, the cursor now appears at the end of the name instead of the beginning\n- adjusted the rendering depth for bridges\n- minor changes to the unit auto-deployment system\n- the message stating that all enemies are fleeing no longer appears when control is delegated to the AI\n- Kromm will eventually wake up even if the player skips the quest\n- the Battle for Talleron can no longer be completed for both sides\n- fixed an error that occurred when pressing Enter during the unit deployment phase\n- added Russian voiceover for the intro cinematic. Huge thanks to Verus!\n- garlic renamed to caltrops

[ 2025-12-21 15:14:48 CET ] [Original Post]
0.9.4.9 Five Skulls

Changes\n- fixed the \"Great Traveler\" achievement\n- the ability to track enemies no longer depends on RNG; it is now determined solely by your army\'s visibility and the current encounter chance in a specific node\n- adjusted the difficulty calculation algorithm for random quests. \"5-skull\" missions should now appear significantly less often, especially in the early game. The difficulty of the quests generated earlier will remain unchanged

[ 2025-12-18 20:08:47 CET ] [Original Post]
Veterum 0.9.4.8 Kromm is watching!

The \"Kromm looks\" effect appears after taking the oath. \n\nOther changes:\n- increased the chance of being ambushed on the world map\n- high relations with cities tend to reach 50 faster%\n- the chance of obtaining artifacts in battle has been reduced\n\nWe realized that the players didn\'t like the sharp increase in the cost of upgrading stats. The idea was to \"gently\" limit excessive growth, for example, Strength... We have returned the increase in the cost of performance improvements to the usual.

[ 2025-12-15 20:27:13 CET ] [Original Post]
0.9.4.7 Quality of life, balance

Game Description Image\n\nChanges:\n- the settings have added the ability to adjust the speed of scrolling the edges of the screen, up to and including disabling\n- when you click on the \"Next unit\" button, the camera no longer twitches\n- added a hotkey \"G\" to turn the grid on and off in battle\n- removed the limit on the number of leveling characteristics. The cost of pumping began to grow a little faster\n- the cost of leveling Bravery has been slightly increased and the cost of leveling Strength has been reduced\n- the main character can be renamed\n- the amount of donations has been increased from 100 to 200 to improve Relations with the city\n- The cost of hiring experienced mercenaries has been increased\n- the cost of receiving the Patron\'s achievement has been increased from 1,000 to 3,000\n- reduced the priority of using potions by enemies\n- the player\'s selected unit is now highlighted in yellow, and the buttons for changing the direction of view are also yellow\n- if there is a unit on the side of the tree, the tree becomes transparent\n- fixed charging for holidays\n- fixed the recharge of altars on the world map

[ 2025-12-13 19:08:04 CET ] [Original Post]
0.9.4.6 A few little things

A few little things\n- fixed (hopefully) a rare bug in the army camp\n- without Action Points, it is no longer possible to step on garlic\n- the world map can be moved with buttons even when the Main character is moving on it\n- by pressing F1, you can call up the manual\n- a couple more very small things

[ 2025-12-10 19:07:38 CET ] [Original Post]
0.9.4.5 New Camera

Changes:\n- new Ghost summoning effect\n- now, when you zoom in or out, the camera snaps to the cursor position\n- the distance at which the camera starts tracking active enemies has been reduced by about 3 times. This should reduce screen twitching\n- fixed getting two achievements\n- fixed (hopefully) a rare issue where bushes couldn\'t be broken in close combat\n- the calculation and display of the salary has been put in order. Now, at any moment, exactly the value that will be spent is shown. As before, when staying in cities, the salary is halved. Units left to train will always receive full salary, even if their training is actually completed

[ 2025-12-08 20:09:48 CET ] [Original Post]
0.9.4.4 Miscellaneous, unit balance

Miscellaneous:\n- mercenaries in cities now have their class displayed\n- icons for sections (Inventory, Merchant, etc.) have been added to the camp and cities\n- an icon has been added indicating that the unit can be renamed\n- after pushing the enemy away, the cells for movement are shown correctly\n- units can no longer shoot through cave walls\n- new effect for the Holy Strike spell\n- to get the \"Hunter...\" feature now you need to kill not 10, but 15 units of the corresponding race\n- the level of enemies is now partially adjusted to the level of the player\'s units\n\nThe first balance of units:\n- Hydra has increased Health and Stamina. Hydra can learn how to Cleave (have fun!)\n- different monsters have the \"Non-equipment\" trait added\n- all dwarves have the Reveller trait, as well as the opportunity to learn Regeneration and a Broken Tempo\n- A Musketeer can study Construction\n- The captain can study the features of the Reveller and the Sole of Company\n- A necromancer can learn Mana for Blood\n- The peasant initially knows the features of Breathing and Revelry. Maybe you can study Knockback, You shall not pass! and Strength is in numbers. His Strength has been reduced from 4 to 3\n- Robbers and Bandits can learn the Reveller trait\n- Bandits can no longer learn Blow of Mercy, their power (a hidden parameter used to determine the difficulty of battles) has been increased from 6 to 7\n- Steppe Blood can no longer learn Charge, Bravery reduced by 1\n- Steppe Wind can study the Poison trait\nAll these edits will only work with new units. Those that are already in your army will not change!\n\nWe are listening attentively to all your suggestions and suggestions! Sometimes we don\'t have time to answer them, but we all read. Thanks!

[ 2025-12-06 13:52:44 CET ] [Original Post]
0.9.4.3 Error correction

Error correction\n- reduced sound volume for the Heal spell\n- when selecting a Double Shot, double damage is now displayed.\n- the Death Beam now correctly deals damage to 7-celled monsters\n- the attack range of 7-celled monsters is displayed correctly\n- fixed several typos\n- fixed a bug with enemies using The Mercy of Nature\n- fixed (hopefully) a rare error in the dialogue after the mission\n- messages after the end of the battle are now closed, as they should be, by pressing the number \"1\".\n\nThank you for your support!

[ 2025-12-05 19:47:40 CET ] [Original Post]
0.9.4.2. A few more fixes

A few more fixes\n- now, when selecting the spells Holy Strike and Break of Glass, the damage done is correctly displayed.\n- immobilized units can no longer use an Onslaught and Charge (this was not a bug, but a bug feature)\n- fixed 2 minor bugs in the unit editor\n- fixed a bug when killing enemies in the map test mode in the editor\n- The achievement window no longer starts at the beginning of the game

[ 2025-12-03 20:16:13 CET ] [Original Post]
0.9.4.1. A few little things

A few little things\n- all achievements are made\n- during AI-controlled battle, units are now credited with killing enemies\n- the cost of improving stats no longer increases due to the awarding of medals\n- in battle, the next unit can now be selected not only with the Q button, but also with the Tab button\n- a couple of typos have been fixed\n- a small refactoring of the code, which, hopefully, will avoid a couple of rare errors.

[ 2025-12-02 20:42:00 CET ] [Original Post]
Achievements

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41809097/9aa9cc1da991a44988560eb1831584023b09b36a.png\"][/img]

We have added 28 achievements to the game (one of them, related to unit medals, is not working yet).

Other changes:

- redrawn indicators related to shooting

- improved 3 unit portraits

- slightly changed 2 maps

- increased the size of the check mark indicating that the unit is on the battlefield

- fixed a bug where units left in the city could be deployed on the battlefield

- enemies that don\'t have enough room to line up will be deactivated (hopefully)

Thanks for the support!

[ 2025-12-01 20:15:32 CET ] [Original Post]
Version 0.9.3.4. Quality of life

Improving the quality of life:\n- when the LMB is pressed, you can now drag the map.\n- when arranging units before a battle, after putting a unit on the map, the next one is automatically selected\n- in the army camp, pressing esc returns the player to the world map\n- fixed incorrect position of the coin icon when describing potions in the camp\n\nWe are working on adding achievements.

[ 2025-11-30 10:18:56 CET ] [Original Post]
The second patch of the second day

Changes:\n- now, in caves, an icon indicating that a cell is inaccessible is drawn on top of blackness.\n- the sprite of the edges of the stone bridge has been replaced with the correct one\n- the indication of the direction to the quests has been replaced on the world map\n- fixed a couple of rare bugs related to hostile cities\n\nThank you for your support!

[ 2025-11-29 15:42:36 CET ] [Original Post]
Fixed 2 minor errors

Fixed 2 minor errors in the maps at a late stage of the game.

[ 2025-11-29 09:01:24 CET ] [Original Post]
Patch of the first day-2

A few more changes:\n- fixed a bug that occurs when clicking on stone bridges\n- fixed a bug when losing a side quest\n- fixed a rare bug with breaking objects\n- significantly increased the ability to zoom in on the camera

[ 2025-11-28 17:13:55 CET ] [Original Post]
The patch of the first day

Unfortunately, early access was not without its mistakes, including critical ones. All identified errors have been eliminated, and the perpetrators have been severely punished:\n- fixed duplication of artifacts when player units die\n- fixed peaceful selection in the Crossing mission\n- fixed the final mission related to Talaves\n- fixed a bug with storming hostile cities\n- fixed a rare bug with breaking obstacles and getting buffs on dying units\n- fixed a special place on the island\n\nWe plan to add achievements to the game in the coming days.\n\nThank you for your understanding and support!\nIf it\'s not difficult, leave a review about the game. He is very important to us!

[ 2025-11-28 13:15:23 CET ] [Original Post]
Veterum 0.9.1. Balance work and more

Game Description Image
Work on the balance continues. The most significant changes have been made to the pricing system in stores. Another edit of the Morale change in battle. Also, we couldn't deny ourselves the pleasure of adding some blood to the battlefields....

Other changes:
- Prices in cities have become 5% more favorable. Reduced the influence of the Relationship with the city on prices;
- the algorithm for determining the chance of enemy attacks while moving around the world map has been redesigned;
- the cost of some unit improvements has been changed;
- mission completion message became prettier;
- increased requirements for medals received by mages;
- minor adjustments to the calculation of rewards in battle;
- if the outcome of a battle is predetermined, the losing side's Morale decreases rapidly, while the winning side's increases;
- if all enemies run away from the battle, the player is offered to end the battle immediately;
- the visual effect of rain became less intrusive;
- most side quests now have a think about it and come back later option in dialogs;
- blood splashes when taking damage from spells. Blood splatters leave bloody stains on the battlefield;
- added visual effect for changing relations with cities;
- added the ability to disable walking in place;
- added many decorative tiles;
- fixed a few minor bugs, minor edits.

[ 2025-03-29 15:42:01 CET ] [Original Post]
Veterum 0.9.0

Game Description Image
Greetings, warriors!

We are pleased to present you version 0.9.0. This is an important version, marking the transition to the final stage of development - work on balance. The main change is a decrease in the amount of experience and gold gained by units. Hiring units has become more expensive by one and a half times, which makes this event more significant for the player.
On high difficulty settings Veterum has finally become hardcore! Dear hardcore players, boldly put the maximum number of enemies and enjoy bloody battles!

Other changes:
- The algorithm that determines the amount of reward for completing missions has been changed. Completing missions has become more profitable;
- 5 new units (you won't be able to see all of them in the demo version);
- cornflower dust now also appears on manually created maps;
- the difference in the cost of goods in different cities has been significantly reduced;
- finally fixed the old bug with incorrect determination of the race of the killed enemy;
- corrected the change of Battle Spirit in battle;
- added unit highlighting;
- the selected unit now steps in place;
- added a visual effect to show enemies suddenly appearing on the battlefield;
- the game now remembers the location of the proposed mission (in the demo version due to the limitation of the world map it may not always work correctly);
- a lot of changes in the characteristics of units and the cost of their improvements;
- adjusted the number of enemies depending on the difficulty level selected in the settings;
- some maps have been finalized;
- a lot of minor improvements and corrections...
WARNING: Old saves will not work!

Veterum will be released in 2025, most likely in the fall. We don't know yet if it will be early access or a full release.

Happy New Year and Merry Christmas to everyone!

[ 2024-12-30 09:02:33 CET ] [Original Post]
Veterum 0.8.7. Balance and two new units.

Greetings, warriors!

Updating the demo:
- several bugs fixed;
- 2 new units;
- when rewarding a unit, its Salary is no longer increased;
- a new level is now given for 300 experience spent (it was 250);
- experience penalty is now calculated not per experience level, but based on the amount of experience earned;
- adjusted the change of Morale in combat. Units, especially in large battles, will be less likely to panic.
Game Description Image

[ 2024-09-29 07:57:50 CET ] [Original Post]
Veterum 0.8.6

Greetings, warriors!
We are pleased to present an updated demo version:
- fixed several bugs: when selecting a unit, sometimes the attack sight did not appear, a bug with a crash when the enemy wanted to use a throwing net, a misfire feature of musketeers that did not work, and something else;
- seriously improved the algorithm of generating underground maps: eliminated the possibility of placing units and cave exits in inaccessible cells;
- increased the transparency of tree tops, making it easier to navigate in forests;
- due to imposed debuffs and injuries, current characteristic values can now drop below zero;
- minor tweaks to the artificial intelligence of enemies;
- new content: 1 new unit, 1 terrain object, 1 spell, 1 buff, 2 new skills, 4 new unit features and 11 artifacts.

[ 2024-08-09 18:36:27 CET ] [Original Post]
Broadcast, developer plays.

As part of the NEXT FEST, one of the developers will play Veterum on normal difficulty level.

[ 2024-06-09 19:43:58 CET ] [Original Post]
New units, random maps and more!

Warriors!

We have been working hard and now, finally, we are happy to present you version 0.8.5!
Changes:
- 5 new units;
- completely redesigned random map generation;
- new generated quest;
- balancing of unit characteristics;
- the amount of experience per level has been increased from 200 to 250;
- corpses of large units now make it harder to move;
- when hovering the cursor over a unit's portrait, its artistic description appears;
- the system of changing the mood of units on the world map has been redesigned;
- you won't see this in the demo version, just take my word for it - it's now possible to create an undead army;
- new features of units, terrain objects, music, icons and a lot of other little things;
- optimization, bug fixes.

Please add Veterum to your wishlist on Steam, subscribe to the discord-channel and twitter

[ 2024-06-01 10:45:14 CET ] [Original Post]
Changes to unit upgrades and new dwarves

Warriors!

Changes in version 0.8.4:
- Two new dwarf units - Engineer and Elder. Now dwarfs are fully equipped!
- redesigned the characteristic upgrades. Now the cost increases with each upgrade. Units with higher initial characteristics have cheaper upgrades;
- the calculation of a unit's level depending on the spent experience is now linear. Every 200 experience spent increases a unit's level by 1;
- visibility of enemy armies is calculated correctly. Previously used a temporary stall script;
- automatic selection of the next unit during formation before the battle;
- fixed several bugs, including a critical bug with the use of the "Impact" spell;
- some other small things.

WARNING: Old saves will not work! We apologize.

Please add Veterum to your Steam wish-list, subscribe to the Discord channel and Twitter:
https://discord.com/invite/ZEFE6KMVDw
https://twitter.com/Vlad_Konung

[ 2023-11-12 11:43:22 CET ] [Original Post]
Important tweaks to the generated missions

Warriors!

The system of random mission generation has undergone major changes. Finally, difficulty levels and threat levels are generated and calculated correctly, as originally intended by the authors. Of course, work in this direction will continue, but it will be a fine-tuning of the balance. And. of course, we have fixed another batch of bugs.

Changes in version 0.8.3:
- fixed a bug with battles in arenas. Remember, these are difficult fights against dangerous opponents!
- the difficulty of random quests is now generated correctly. Previously, too big "step" was used, which made missions either too easy or, more often, too hard;
- the difficulty of side quests is now correctly reflected in the panel on the left;
- slightly adjusted algorithm of random maps and armies generation;
- fixed a bug with double army pay. You noticed that something was wrong, didn't you?
- added names of geographical objects to the world map;
- correct accounting of units left in towns when calculating threat levels;
- when resting (the "Wait" button) in cities now spends only half of the army's salary;
- some other small things.

These changes were not easy for us, it took us a lot of time to find hidden bugs and inaccuracies in the generation logic.

Please add Veterum to your Steam wish-list, subscribe to the Discord channel and Twitter:
https://discord.com/invite/ZEFE6KMVDw
https://twitter.com/Vlad_Konung

[ 2023-10-22 15:29:48 CET ] [Original Post]
Demo version update

Game Description Image
Warriors!

We really wanted to make it in time for the strategy festival on Steam, so we rushed to release the demo. Not everything went perfectly, but we got quality feedback and realized what players want. So, here is the major update of Veterum! First of all, the changes affected the strategic part of the game:
- on the world map, the strength level of enemy armies grows gradually;
- the algorithm of getting random missions has been redesigned;
- the difficulty of missions is shown when you receive them and during their execution;
- balance edits (more gold and experience for units, reduced cost of army maintenance, more pleasant prices in stores, better attitude to the player on the world map);
- added goods for trade (iron, grain, wool, etc.);
- many small improvements in the army camp;
- reduced pauses between attacks in combat;
- redesigned save system;
- fixed (hopefully) bug with incorrect current date detection in Windows 11;
- fixed all identified bugs;
- added high-quality English translation.

Old saves will not work!

Please add Veterum to your Wishlist!

[ 2023-10-14 20:40:55 CET ] [Original Post]
Playable Demo

Game Description Image
Hey warriors! We are happy to announce that Veterum demo is now available on Steam!

In this demo, you will immerse yourself in our ancient world and complete 4 story missions, as well as 4 side quests! Enter the towns, recruit troops, buy equipment and join the battle! Use the elements of the environment to destroy the enemy, or intimidate him and watch him flee!

If you enjoyed playing Veterum, we will be very grateful for your support! Add the game to your wish list and share it with your friends. Your support is very important to us!

You can also write your suggestions and ideas for improving the game in our discord:Veterum Discord

[ 2023-08-28 20:14:12 CET ] [Original Post]
After technical beta

Game Description Image

Friends!

Work on Veterum is in full swing, the time for publishing news is categorically not enough. It is advisable to spend a couple of evening hours not on a diary, but on modeling or writing code.

Thanks again to everyone who played the shared Veterum demo and sent in an exceptional link! The message detection has been scrutinized and studied in the notebook. We have devoted the last two months to working with them.
Game Description Image

Full list of changes since the tech demo:
- fixed (hopefully) all bugs;
- added "low" feature. You can shoot through "low" units;
- units standing below the arrow (in water, under walls, etc.) no longer interfere with shooting;
- improved visualization of shooting. Interference is shown that overlaps lines or simply reduces accuracy;
- colored circles are drawn under the units;
- the camera can be scrolled outside the game map (before there were difficulties with the arrangement of units before the battle);
- the inactive zones at the bottom of the screen have disappeared from the map;
- added new artifacts for units (now there are 98 of them);
- Increased chance of getting injured in combat;
- added a new gameplay setting: 1 Morale can occur at the start of each unit's turn;
- Changed the algorithm for obtaining rewards for units after the battle. Rare medals have become easier to obtain;
- Enemies learned a couple of new tricks;
- seriously expanded the functionality of the map editor;
- The mechanics of fortresses have been reworked. The height difference between the fortress walls and the ground is played out more correctly;
- new models of units and terrain objects, in-game art;
- something else I forgot to mention...
Game Description Image
We wrote a short gameplay trailer:
https://youtu.be/aH2LgpomgJc
Of course, closer to the release we will record a new one.
Game Description Image

Please add Veterum to your Steam wish list, subscribe to the discord channel and twitter:
https://discord.com/invite/ZEFE6KMVDw
https://twitter.com/Vlad_Konung

[ 2023-04-09 13:18:44 CET ] [Original Post]
-

Hello, friends!
We present to your attention Veterum!!! Just unpack and play.
https://drive.google.com/file/d/17OOk9EnIJs-3ER0bp2UFP3NtgoYpPwuf/view?usp=sharing
ATTENTION! This is not a demo, but a tech beta. All game mechanics are implemented, quests are registered, but almost nothing is tested. On the world map, only the central part is available for study (about 40% of all nodes), because of this, some quests cannot be completed. There are stub sprites in the game, some sprites "in work", there is no manual and no tutorial yet...
The map editor is temporarily disabled.
This is not a beta test! Just set the difficulty level to a lower level and run around the world for a couple of hours... If you notice an obvious bug, please write (preferably with a screenshot of the error). We look forward to your inspiring posts (Well done! Super game! etc.) and suggestions for small improvements.
Please write if the game mechanics are clear. Or without a detailed manual can not figure it out?
Sincerely, Vlad and Tiodor, Veterum developers
PS Be sure to add Veterum to your wishlist!
Thank you!
Game Description Image

[ 2023-01-29 14:01:17 CET ] [Original Post]
Dev Diary

Game Description Image

Friends!

We are actively working on Veterum.

What is ready at the moment:
- all game mechanics;
- all artifacts, items;
- scenario of the main storyline;
- written side quests;
- about half of the story battles (need testing and balancing);
- map editor;
- unit editor.

You can start the game and almost fully play it. However, in order to boldly show you the gameplay, we still lack some art (graphics), models of some units and good knowledge of the English language (Tom, we are counting on you!).

We will try to post updates here from time to time.

[ 2022-09-29 14:02:01 CET ] [Original Post]

Minimum Setup

  • Processor: 2GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 2 Gb
  • Storage: 500 MB available space
  • Memory: 8 GB RAM
  • Recommended Setup

    • Processor: 2GHzMemory: 8 GB RAM
    • Graphics: 4 Gb
    • Storage: 500 MB available space
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