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MegaFactory Titan
Q Switched Productions, LLC Developer
Q Switched Productions, LLC Publisher
2022-02-23 Release
Game News Posts: 64
🎹🖱️Keyboard + Mouse
Mostly Positive (120 reviews)
Public Linux Depots:
  • MegaFactory Titan Linux [412.79 M]
Major Update 0.9.4.0 - Localization and Graphics Update!

Update 0.9.4.0 is here! MegaFactory Titan is finally available in 14 different languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Czech, Polish, Russian, Ukrainian, Japanese, Korean, Simplified Chinese, and Traditional Chinese! Update 0.9.4.0 also brings major graphical improvements, technology tree changes, and many quality-of-life improvements. [previewyoutube=ZWwL1R-70O8;full][/previewyoutube]

Localization


MegaFactory Titan is now available in 14 languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Russian, Ukrainian, Polish, Czech, Japanese, Korean, Traditional Chinese, and Simplified Chinese!

Graphical Improvements


The loading screens have been replaced with views of Titan from space. The loading screen for loading or starting a new game is dynamic, and animates as the loading screen progresses. Portraits have been improved. Many models have been improved. Powerplants sometimes spit flames. Aircraft kick up dust when hovering low to the ground. Spacecraft kick up a lot of dust when landing or taking off. Orbital strike visuals have been improved heavily. Missiles have smoke contrails now. Tube models have been improved. Tube turns are now smooth, which not only improves turning speed, but also looks nicer. Tubes, and most structures, when turned on, now produce their own lighting, best viewed at night. Finally, if you don't like the variation of tube colors, there is now a new option in preferences to force all tubes to use a single color.

Gameplay Changes


Raiders and their orbital bombardment is less punishing. They now fire massive salvos, but their accuracy is terrible (they threw their targeting specialist out the airlock). As a result, they often inflict tons of collateral damage, but have difficulty destroying anything reinforced. Additionally, you can now build Orbital Defense Turrets for shooting down their incoming strikes. Orbital Defense Turrets are very effective at protecting your factory, but they run out of ammunition fairly quick. Make sure your factory can support their logistics! Most Factions get a bonus package of augmentations to help start their factory in high gear. Far more structures and vehicles now have augmentation slots, and you can come across augmentations in much greater quantities now. A few new augmentation types have been added as well. Population Happiness has been made more complex, and requires a bit more attention, especially later in the game, to keep it under control. Wind patterns are more complex, with global prevailing wind patterns added. Now, you have to make sure you don't put your habitats downwind from your factory's pollution, but at the same time, pollution no longer just collects in a blob centered around your factory. You can now build power lines on Mining Rights, so selling power is much easier. Selling trophies has a lower initial value, but it falls off much more slowly over time. Same with selling goods to the Mercantile Exchange. A huge number of smaller balance changes have been made as well.

Tech Tree


The Tech Tree has been heavily streamlined. Many groups of similar technologies have been collapsed into a single technology. This makes navigating and reading the tech tree much easier. Many existing technologies have been tweaked and rebalanced. Several new technologies have been added.

Quality of Life


You can mark land mines you find as hostile, so your vehicles will avoid them. Mine fields will be automatically marked as hostile the first time one of your vehicles runs into one of them. Intersections have been heavily improved to alleviate traffic jams. You get an alert when something is destroyed, and you can Rebuild immediately with a button on that alert. Your allies at war with one another will never target each other's trading posts or substations, so you never have to worry about their war screwing up your trade routes. In the tech tree, you can now focus on certain types of technologies (such as "Power" or "Warfare"), allowing you to immediately see what you need to research to get what you want. Tubes with nonstandard filtering will glow dark red to let you know at a glance why they are behaving differently. The pollution view now shows exactly what structures or vehicles are contributing the most pollution. Habitats tell you exactly how many total jobs are in their area. Tons of other small UI and UX changes. A slew of bug fixes. Major performance improvements for large tube networks. Performance improvements for very large factories. Loading times improved for large save files.

Full Changelist


0.9.4.0 Localization - 14 total languages are now supported: English, French, Italian, German, Spanish, Brazilian Portuguese, Polish, Czech, Russian, Ukrainian, Traditional Chinese, Simplified Chinese, Korean, and Japanese. - The default language will be chosen based on your Steam client, but it can be changed in the options. Gameplay - Games saved prior to version 0.9.0.0 (June 2024) are now incompatible. If you need to open up older saved games, a legacy branch has been added for playing version 0.9.3.8. Version 0.9.3.8 can open older save games up until roughly 2022. - Significant parts of the tech tree have been collapsed into single large techs. This streamlines the tech tree to be less confusing, especially early game techs. - Several new technologies added to the tech tree. - You can now mark land mines you find as hostile, which will prevent any of your vehicles from moving near them. - Storages now have a consume and place cooldown for placing or taking resources from tubes. The cooldown varies with the size, so tiny storages have almost no cooldown, while large storages have a longer cooldown. - Stackable storages have a longer consume/place cooldown, which increases the higher the storage is stacked. - Intersections have been significantly improved. Goods with a valid exit in an intersection can slip past other goods. Goods will choose not enter an intersection if it is blocked and there is no valid unblocked exit at the moment. - Goods in intersections "wait their turn" rather than jamming up the intersection when there are multiple streams of goods passing one another. - Orbital Defense Turrets can now be made. These are expensive to make, and consume valuable ammo, but they can strongly alleviate the problem of the Raiders bombarding you from orbit, at least until you find a more permanent solution. - Balance - Pollution scrubbing augmentations and structures reduce breakdown chances somewhat as well. - Balance - All technologies now require only 10 recipes at most to research. - Balance - Hydraulic Monitor no longer produces toxic waste. - Balance - Added more starter packages for certain factions. - Balance - Some factions now get a bonus pack of augmentations. - Balance - Tweaked arrival times of starter packages. - Balance - Farms need fewer workers. - Balance - Agrochemicals are easier to produce, so you can get farms up and running quicker. - Balance - Solid Fuel is more efficient, so your starting cache of fuel lasts much longer. - Balance - You start with even more Medicine. - Balance - Heavy cargo trucks have 2 aug slots. Repair Drones have an augmentation slot. Numerous other structures and vehicles have more aug slots. Many structures which previously had no augmentation slots now have at least 1 aug slot. - Balance - Happiness generators have augmentation slots so they can be insulated more easily (so you don't have to rely on flooring). - Balance - Skyscrapers have smaller internal heaters, necessitating additional heating solutions to utilize them properly. - Balance - Assemblers are easier to produce, so you can get to making Land Reclamation earlier. - Balance - Bonus Packages also no longer give you structures or vehicles after you've demonstrated you can produce them yourself. - Balance - Reduced payouts from trophies, because they are much easier to come by now, but also reduced the monetary falloff from them, so they provide more money for much longer over time. - Balance - Reduced the monetary falloff on resources given to the Mercantile Guild, making selling to the Guild a much more viable financial strategy. - Balance - Nerfed late game Titanquakes to be less devastating. - Tweaked the spawn locations of weather crisis so there is less of a chance of a 'dud' crisis. - New anti-corrosion augmentation which slightly improves a variety of different traits when installed: pollution inefficiency, research speed, maintenance costs, and more. - New heat sink augmentations which improve heat loss of structures. - Tweaked how wind works. Added stronger Prevailing Winds, which alters pollution patterns significantly. You now have to worry about making sure your habitats are not downwind from your factories. - You can build power lines on Mining Rights. This lets you sell power to other factions without having to buy a ton of full land rights. - Many other small recipe tweaks. - You can no longer relocate recently damaged stuff (to stop scrappers that way). - Mining heaps no longer fill up any strip mine they are placed on. Instead, they are dropped on the ground no matter how low the strip mine is. - Miners can mine terrain underneath mining heaps now. - Explosive shots that miss can inflict collateral damage. This is especially relevant when the Raiders start their orbital bombardment. - Habitats have slightly increased necessity storage space so they don't continually pop up alerts that they are running low when the tube to get them new necessities is long. - Repair drones can't repair things that have been recently damaged. They have to wait for a small amount of time first. This prevents them from having a "repair-fight" with scavenger building breakers. - Tube turns have been smoothed, so they preserve velocity in most cases. - Improved behavior of missiles and KKVs. - KKVs fire in bursts, with less overall accuracy, more total damage, but less average damage. AI - Population happiness made more complex, and has less of a chance of all population at a location becoming stagnant and all feeling identically over time. You now have a greater chance of getting 1-off outliers of really unhappy or really happy people in your habitats. - Once a user has demonstrated they can produce an item, other factions will no longer offer that item as a mission bonus. - Repair Drones will no longer try to chase after the same target as other Repair Drones. - When escorting vehicles, other vehicles don't cluster too closely so as not to block the escorted vehicle. - Warring factions distribute their escort vehicles between their vehicles that need it, rather than all of them bunching up around one. - Increased the number of missions that the AI will give you a bonus for. - Factions give bonuses for combat vehicles (the first time). - Tweaked mission rewards to have more useful stuff. - Pirates don't steal from Mining Heaps anymore. - Scavengers refuse to attack Reinforced Power Lines because they're too much of a pain to break down. - Raiders deprioritize targeting intersections, power lines, and other structures that could grind your factory to a halt. - Raiders pick their targets haphazardly, and lose interest in a target even if they didn't finish destroying it. - Raiders have really bad aim, but they make up for it through volume of fire. - Reworked how AI factions prioritize targeting of structures to make more logical sense. - AI factions patrol their land more thoroughly. - Allies can travel through your mining rights. They only stay out of your full land rights. - AI factions at war with one another no longer target each other's trading posts or substations. - Balance - Raiders have much worse accuracy with orbital strikes than you do. - Balance - Mercantile Exchange prices don't collapse as fast due to you selling them too much stuff. - Balance - Air scavengers and pirates arrive later. - Balance - Pirates arrive first, scavengers arrive later. - Balance - Allied factions develop weaponry at a slower rate. - Whenever one of your vehicles runs over a land mine, this will mark that land mine and all nearby land mines as hostile as well. Building breakers don't mark land mines, because they are land mine resistant. - Combat vehicle behavior changed. Combat vehicles prioritize chasing enemies over their current orders, or their current patrol path. You must set them to hold their fire to stop this. If they lose or kill their target, they'll then return to their original path/behavior. Graphics - Loading screen graphics have been replaced. - Load game loading screen is now dynamically rendered. - Portraits have been updated. - In game atmospheric colors have been improved. There are now less "black fog regions" at sunset and sunrise. - Air vehicles kick up dust whenever they hover lower. - Spacecraft kick up lots of dust when landing or taking off. - Flying units, when destroyed, explode in shower of sparks. - Missiles have smoke contrails now. - All other particle effects have been tweaked. - Improved tube model graphics. - Tube turns are smoothed. - Tubes now produce their own lighting. Although this light is not too visible in the day, at night they can light up your entire factory. - Most structures that glow now produce a little bit of lighting as well, primarily visible at night. Any structure with emissive color now generates actual lighting. - Bloom has been tweaked. It's less bright at night, and in general, more subtle and less jaggedy. - Pollution clouds are less obtrusive. - KKVs, when shot down, create a splash of fiery debris (visual only, not harmful). - Wheels and Tractor Treads on vehicles graphics tweaked to be slightly more visible. - Many models have been subtly tweaked. - Producers, vaporizer stacks, and some powerplants flare up when first consuming inputs. - Smoke moves slower in the wind. - Maglev catapults have a sparking effect whenever they launch a resource. - Improved exhaust plumes on missiles and rockets and rocket speeders. - Improved visuals of KKVs fired from orbit into your factory. - Added alternative tube color schemes in Options. Rather than have tubes match the resources that are on them or to the filter they are set to, you can set all tubes to always have a flat color. UI - When building tubes, the UI visually shows where exactly your tubes will auto-connect. - Tube auto-connection will stop working if split between 2 different structures. Rather than randomly pick 1 of the 2, it will simply not auto-connect. - The inventory widgets, when clicked on, if you are out of items, instead of cycling through storages of that item (which there will be none), will instead cycle through producers of that item (if there are any). - You can toggle high priority on structures through the right click menu. - You can now set a wider range of priorities on your structures rather than just high or low. - Structure screens show priority icons more visibly so you can see what is high priority at a glance. - Mining Heaps show up in the resource view now. - Augmentation UI is better suited adding and removing augmentations into/from structures/units quickly. - The tech tree's visual clarity has been greatly improved. No more tangled messes of lines; you should be able to follow every line in the tech tree easily. - Improved the tooltips and general UI of the tech tree. - Added more tooltips across the game. - You get an alert if you have unsold trophies in your storages or on your land. - Trying to mine a resource outside of your land will throw an error and highlight the land rights button. - You can now focus on certain kinds of technologies in the tech tree. This can help you easily search the tree and find out what you need. - Habitat UI now tells you exactly how many jobs are needed in the area, and gives a breakdown of each job. - In Pollution view mode, structures will be tinted a color based on how much pollution they could produce, and a tooltip will let you know the exact pollution rate and pollution they've produced that day. - Tubes with non-standard filtering (blacklisting, or 2+ whitelisted filters) options glow dark red, so you can immediately tell that they're operating differently from what you might expect. Very useful for figuring out why your tubes are behaving differently at a glance. Note that this won't be visible if you use the new graphics option to set all tube colors to a single color. - You can hover over and click on the tiny prerequisite nodes in the tech tree. - If a cargo vehicle can only pick up a certain amount of a resource due to its dropoff spot requesting only a certain amount, that nuance will be visible in the cargo vehicle's inventory bar, with an explanatory tooltip provided. - Breakdowns and damage alerts downgraded from warnings to messages, because they generally get fixed up automatically by your repair drones anyways. - Turrets and combat vehicles send a message when they are taking a while to reload. - Infolinks only show the inputs needing research for the lowest-tech recipes. - More granular Interface Scaling options. - Real Estate billboards show the leader when selected. - Holding down Shift when placing units lets you continue placing more units of the same type. - Stockpile UI isn't yellow / warning when zero if the resource is a byproduct. - Stockpile inventory is presorted, rather than being sorted based on the last item you selected. - Infolinks properly displays recipes for byproducts. - Upgraders show all of the possible inputs they can take (and how many spots are available). - If you send a vehicle on a trade mission via the mission UI, and the vehicle has errors (such as the vehicle can't reach the trading post), you'll get notifications about those errors immediately, and the mission will be canceled. - You can cycle selection through the transports already on a mission by clicking on said mission's UI. - When building things, the ui will tell you how many copies you have left. - When your structures or vehicles are destroyed and leave behind a ruin, you get an alert that sticks around until you destroy or rebuild the ruin. You can Rebuild immediately with a button on that alert. - Some circle notifications (such as "attacked the enemy" or "radar detected enemy") disappear after a short time. - Consolidated a lot of circle notifications so you don't get spammed with them. - Items are sorted and grouped better in all locations in the UI. - Many more tiny UI tweaks to improve the user experience. Other - Improved audio voices not drowning one another out as much. - Many, many string fixes. - Bug fix - Fixed tubes not registering a change when a stackable structure replaces a non-stackable structure, or when a stackable structure stacks higher, or when a tube is upgraded. - Bug fix - Fixed audio levels not changing when typing in the values. - Bug fix - Fixed a number of cut off text issues in the UI. - Bug fix - Fixed options buttons showing up on wreckage. - Bug fix - Fixed bad UI padding in certain dropdowns. - Bug fix - Fixed certain items not mentioning their maintenance costs in the infolinks. - Bug fix - Setting a production limit on a producer was incorrectly resetting it to infinity. - Bug fix - Fixed Lake Bridge visual bug. - Bug fix - Enemy wrecks floating in the air sometimes. - Bug fix - Fixed pollution and waste heat not showing up for some recipes. - Bug fix - You can no longer duplicate a structure while ignoring placement restrictions of that same structure. - Bug fix - Removed alert advice that had no valid strings. - Bug fix - Fixed weird selection highlighting on various structures. - Bug fix - Fixed atmospheric collectors and the like from throwing errors about not having inputs. - Bug fix - Tidal plants and Water Treatment Plants now require workers. - Bug fix - Rare bug where tooltips would become enormous. - Bug fix - Fixed strange UI scaling happen in certain places whenever altering the Interface Scale. - Bug fix - Fixed some cases where vehicles would clip through one another. - Bug fix - If you try to build a tube blocked entirely by structures, it will error out. - Bug fix - Fixed tubes sometimes creating junctions where none should exist. - Bug fix - Fixed lights getting cut off sometimes. - Bug fix - Removed weather from Vehicle Tracker. - Bug fix - Fixed tubes auto-connecting to Caching Buffers when they shouldn't. - Bug fix - Fixed certain resources being improperly classified. - Bug fix - Disabled building stuff before your main base lands, as that could cause overlaps. - Bug fix - Mouse selection is narrowed to more closely match structure models, which prevents you from, for example, selecting an airborne wind turbine when clicking underneath it. - Bug fix - Fixed being unable to open infolinks on vehicles in some cases. - Bug fix - Fixed some tubes being built incorrectly. - Bug fix - Fixed certain goods registering as a lower or higher tech than they should have been. - Bug fix - Fixed highlighting of tubes within an "area relocate" or "area destroy" even if that tube was not in that area. - Bug fix - Fixed combat units jerking about their destinations sometimes. - Bug fix - Copying settings refreshes tube colors correctly. - Bug fix - Changing a tube filter wasn't making goods on a tube realize it couldn't reach its destination. - Bug fix - Fixed infolinks sometimes saying you had researched a tech when you didn't. - Bug fix - Fixed pollution scrubber augmentations on mining vehicles incorrectly increasing pollution rates. - Bug fix - Fixed AI factions vehicles doing nothing if boxed in by terrain or the player. - Bug fix - Fixed AI faction structures getting damaged and then never recovering. - Bug fix - Fixed missiles vanishing if their target dies before they hit. - Bug fix - Junctions sometimes rendering incorrectly fixed. - Bug fix - Fixed bug with scrolling on the tech tree not being remembered. - Bug fix - Fixed rare black spots on certain models. - Bug fix - Fixed pixel glitches on certain icons. - Bug fix - Fixed some items printing out that they are reducing things beyond 100%. - Bug fix - Fixed air units glitching through cache models. - Bug fix - A tube can't auto-connect its start and end to the same structure anymore. Only the start will auto-connect in that case. - Bug fix - Fixed In Situ Leach Mines not being placeable on Mining Rights. - Bug fix - Fixed tubes right after intersections getting backed up with goods. - Bug fix - Fixed bug with necessities entering a habitat and then immediately being kicked out. - Bug fix - User can't rebuild enemy wreckage anymore. - Bug fix - Fixed the tutorial on buying powerplant fuel not showing up. - Bug fix - User can't demolish enemy wreckage (except with a building breaker). - Bug fix - Prevented building structures that halfway intersecting diagonal tubes. - Bug fix - Fixed faction trade requests being somewhat erratic. - Bug fix - Fixed augmentations showing up in factories that were building them. - Bug fix - Turrets stop rotating once broken or shut down. - Bug fix - Fixed goods destroyer ui icons flickering while working. - Bug fix - Fixed factions buying huge amounts of necessities that they didn't need. - Bug fix - Fixed allied factions sometimes requesting the same thing over and over. - Bug fix - Fixed being able to manually destroy random ruins in the world. - Bug fix - Fixed Warships being able to attack while on the ground. - Bug fix - Fixed trucks sometimes not dropping off stuff if they have no pickup spot. - Bug fix - Intersection corners no longer are places where goods would just get randomly stuck or slow. - Bug fix - Fixed certain audio being audible from all the way across the world. - Bug fix - Damaged or off intersections no longer process goods. - Crash fix - Crash when buying things from a faction without a trading post. - Crash fix - Rare crash deleting items being worked on when paused. - Crash fix - Crash when a mining vehicle is destroyed and it leaves behind a trophy. - Crash fix - Crash when selecting certain ruins. - Crash fix - Rare crash that may occur after the raiders appear. - Crash fix - Fixed rare crash on constructing odd tube layouts. - General performance improvements. - Stuttering during large combats fixed. - Performance improvements for large numbers of vehicles. - Major performance improvements for large tube networks. - Improved performance for very large factories. - Massively improved loading times for large save files. - Multithreaded terrain generation further. This improves performance for the first few seconds of game time when loading a new save, and also performance when moving the camera quickly around the map.


[ 2025-06-04 17:00:37 CET ] [ Original post ]

MegaFactory Titan is a factory building game set on Saturn’s moon Titan.

Strip mine an infinite world, build enormous sprawling factories, trade with a multitude of factions, and defend against pirates who would steal your hard-earned resources.

But Titan is a prime spot for warring factions. Where settlers once purchased farms from you, soon you’ll find factions requesting tanks, jets, and space warships. War may be inevitable, but for an industrial powerhouse like yourself, war is also profitable.

SMART FACTORIES

No more mindless conveyor belts which always get stuck. Build a factory with smart Maglev Tubes know where to send goods and exactly what quantity is requested, sort across junctions automatically, and handle loops smartly.

UNLIMITED DESIGN

Build enormous sprawling factories however you choose. Construct intricate webs of Maglev Tubes, or carefully planned grids. And if maglevs are not your style, try a fleet of automated rocket trucks, or perhaps a swarm of cargo aircraft.

AN INFINITE WORLD

The world is infinite, procedurally generated, and varies wildly with each new game. And it’s completely alterable. Carve strip mines, flatten mountains, or fill in seas.

ENEMIES AND ALLIES

Build cities for colonists, sell weapons to rebels, or sell nukes to terrorists. But pirates and other enemies would rather take your goods or your factory by force. Keep your gun turrets supplied, keep your combat jets patrolling, or order up some orbital strikes!

WAR IS BREWING

Two factions are in a battle for control of Titan. Pick a side and join the fight. Or if that’s not your style, be an arms dealer, and supply weapons to both sides. Just watch out when the war spills over into your factory!

MINIMAL SETUP
  • OS: Ubuntu 20.04 LTS
  • Processor: Intel Core i5 @ 1.70 GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Intel UHD Graphics 630
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 20.04 LTS
  • Processor: Intel Core i7 @ 2.60 GHzMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon Pro 5300M 4 GB
  • Storage: 500 MB available space

GAMEBILLET

[ 6442 ]

12.59$ (16%)
3.75$ (85%)
34.59$ (42%)
25.19$ (16%)
8.39$ (16%)
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33.19$ (17%)
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3.84$ (87%)
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33.17$ (17%)
2.92$ (81%)
5.36$ (82%)
16.57$ (17%)
3.12$ (84%)
GAMERSGATE

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2.25$ (77%)
1.0$ (80%)
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8.99$ (55%)
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0.56$ (81%)
2.25$ (89%)
0.56$ (81%)
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0.56$ (81%)
1.5$ (85%)
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3.28$ (84%)
5.22$ (65%)
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4.46$ (87%)
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3.0$ (85%)
1.62$ (91%)
3.0$ (85%)
1.05$ (85%)
0.87$ (91%)
3.05$ (69%)
0.56$ (81%)
3.0$ (95%)
5.0$ (75%)
0.94$ (81%)
MacGamestore

[ 2305 ]

2.49$ (75%)
8.99$ (70%)
17.49$ (13%)
2.49$ (83%)
2.99$ (85%)
1.99$ (89%)
13.49$ (55%)
1.99$ (87%)
13.99$ (22%)
0.99$ (80%)
1.19$ (76%)
4.99$ (50%)
58.39$ (27%)
4.99$ (75%)
18.99$ (24%)
2.99$ (95%)
1.19$ (88%)
3.99$ (73%)
1.09$ (82%)
3.99$ (80%)
1.99$ (82%)
1.19$ (76%)
21.99$ (27%)
1.19$ (88%)
2.29$ (85%)
21.99$ (27%)
0.69$ (30%)
1.19$ (88%)
1.89$ (81%)
11.99$ (25%)

FANATICAL BUNDLES

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356293 days, 18 hours, 32 minutes


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HUMBLE BUNDLES

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