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Added Linux/SteamOS build

Added the Linux/SteamOS version to the public release. I cannot say if it works natively on the Steam Deck, I'm still waiting for mine :-/


[ 2022-03-03 09:06:50 CET ] [ Original post ]

Beta testing native SteamOS client

I'm currently experimenting with support for SteamOS in anticipation for the upcoming Steam Deck. Since the chances of me getting a dev kit is slim to none (and my regular ordered one will not be here for another 4-6 months...), I've created a SteamOS VM and try to get the game to work there... If you want to try it out, opt into the beta branch with the following password: BetaBetaBeta Any feedback is welcome. Thanks and have fun, Stefan Edit: Xenomare now works on Manjaro, an Arch Linux that should be close to the OS of the upcoming Steam Deck. On the old SteamOS (Debian based) it throws some errors about missing Linux packages :-/


[ 2021-11-13 01:21:37 CET ] [ Original post ]

New Version 0.5.6.0


  • Feature: New map with new features (you need the EVA suit and the glow sticks help...)
  • Feature: Now there is a tool item class, first tool: glow sticks!
  • Feature: Noisemaker tool to distract enemies
  • Feature: EVA suit if you have to go outside...
  • Enhancement: You will now get a speech bubble if you find things you don't need or already have.
  • Bug: Fixed unresponsive enemy and enemy navigation optimized
  • Bug: Game could crash if no enemy is in level and player gets motion tracker
  • Bug: Invisible menus still open if killed when certain computer screens are open
  • Bug: Fixed UI frames could appear blurry in smaller sizes
  • Bug: Hopefully eliminated the stuttering frame rate
  • Bug: When stamina is not full when dropping a canister, you could not run anymore


[ 2021-11-06 03:00:34 CET ] [ Original post ]

Bugfix 0.5.5.1

Some bug fixes and enhancement that were mentioned in some reviews :-)

  • Feature: Watch in-game cutscenes (for now the teaser and trailer)
  • Enhancement: increased the player speed while carrying a canister
  • Enhancement: Tinkered a little with the pathfinding, enemies should hug corners less.
  • Enhancement: Optimized the enemy flee behavior, should now be less prone to get stuck at corners while fleeing.
  • Bug: Fixed a major bug where you don't had to complete all objectives to finish a map.
  • Bug: Fixed a bug where sometimes enemies would not appear on the motion tracker, if there is more than one enemy.
  • Bug: If you've got a flamethrower initially, it properly fades out now if used up.


[ 2021-10-21 16:37:08 CET ] [ Original post ]

First big update for Xenomare!

Change log 0.5.5:

  • Feature: Multiple enemies! There are now several Xenos, depending on Level size and difficulty
  • Feature: Added a new computer, the terminal - from here you can access the map and scan for cargo in the near vicinity. The cargo scan option was removed from the mainframe, otherwise too many mainframes were needed across the level.
  • Feature: Task list to keep track of what to do
  • Feature: added option to switch between exclusive and windowed full-screen in video options
  • Feature: Added vsync options for full-screen mode
  • Feature: Added a new option to increase the quality of the shadow ray casting
  • Feature: Toggle capture mouse cursor in options
  • Enhancement: Redesigned the lobby screen
  • Enhancement: Redesigned the player GUI
  • Enhancement: Frame around the visible screen portion in cut-scenes
  • Enhancement: Increases range of motion tracker
  • Enhancement: Reworked the levels, added computer terminals
  • Enhancement: Added nice graphical mapping to "Scan Cargo" function
  • Enhancement: Memory optimization of shadow casting
  • Enhancement: Made the fog a little prettier
  • Enhancement: Nicer sprite for the flame of the flamethrower
  • Enhancement: added the forgotten libGDX reference
  • Bug: fixed bug where flamethrower sound would continue after quitting a game
  • Bug: empty menu action item removed from in game computer terminals
  • Bug: fixed problems with shadow casting and vertical doors


[ 2021-09-21 22:57:00 CET ] [ Original post ]

Hotfix 0.5.4.1

  • Bug: game ran too slow, there was a timing problem


[ 2021-09-07 11:11:33 CET ] [ Original post ]

Version 0.5.4

First official patch, version 0.5.4 is now live!

  • Feature: Added "Scan Cargo" option to mainframe computer to mark nearby cargo
  • Enhancement: Added learning about the "Scan Cargo" option to tutorial #2
  • Enhancement: improved cutscene framework (used for new trailer)
  • Enhancement: added (lower) step sounds for walking, these only alert the xeno if you walk within one tile of it
  • Enhancement: added steam effect to certain tiles
  • Enhancement: if skipping a cutscene speech bubble, the first press of the skip button will instantly show the whole text, the second press will then close the bubble instantly
  • Bug: fixed bug where Xeno would get caught on corners when hunting you; rewrote the hunting logic
  • Bug: Fixed a bug where a door one tile away and orthogonal to a border caused a leak in the ray casting for the visibility layer
  • Bug: fixed game timing bug if game looses focus or gets not enough CPU time
  • Bug: fixed a control bug where mixing the D-Pad/keyboard digital controls with the analog stick could lead to strange behavior
  • Bug: corrected the starting position of the flamethrower fire
  • Bug: fixed shadow ray casting problem with vertical, closed doors


[ 2021-09-06 23:33:04 CET ] [ Original post ]

Xenomare Release Trailer

After some reworking of the cutscene engine, I could finally create a proper release day trailer. Found some bugs on the way and added a few enhancements (like fog) that will be included in the next patch. Hope you like it :-) [previewyoutube=RJl_TOjMGKQ;full][/previewyoutube]


[ 2021-09-02 17:49:20 CET ] [ Original post ]

Xenomare early access released!

Woo-hoo! The very first public release of Xenomare is available on Steam right now!

What's in it?


All features planned for the first version are included:
  • three tutorial levels to make you familiar with the gameplay
  • three different maps for the single player mode "Last Survivor"
  • six different difficulty levels with varying objectives for replayability

What now?


There are still some minor bugs and small things I want to improve, then - based on your feedback - I will evaluate in which direction the game will grow: improved gameplay, local multiplayer or a story mode. Have fun playing Xenomare :-) P.S.: Here is me having a go at the first map, "DSV Ladyhawke"... https://youtu.be/7_895JyTqVk


[ 2021-08-29 23:29:51 CET ] [ Original post ]

New gameplay video

A new gameplay video just released on YouTube :-) [previewyoutube=u7MEK7nWwfk;full][/previewyoutube]


[ 2021-08-24 08:20:31 CET ] [ Original post ]

Xenomare
eiloware Developer
eiloware Publisher
2021-08-29 Release
Game News Posts: 10
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
1 user reviews (1 reviews)
Public Linux Depots:
  • Xenomare SteamOS [136.1 M]
Survive
Everyone is dead. Your only chance is the escape shuttle... but you need fuel and oxygen. And find the codes for the self-destruct... just hope IT does not find you first.



What is it about?
The basic idea was a 2D survival horror game, loosely base on the old ZX81 game "Alien". You are alone on a spaceship and have to survive long enough to get the lifeboat up and running and escape from the horror. There are some Rogue-like elements, since your objectives and the items you find in a level are randomized.

The initial release contains a three part tutorial to get you familiar with the game concepts and three different levels for the main game. Replay value is achieved by combining the rogue-like elements with several difficulty levels.

Initial Features
  • 2D stealthy survival horror gameplay
  • 3 tutorial levels
  • 3 different levels for the single player "Last Survivor" mode.
  • Rogue-like randomized objectives and item placements
  • 3 difficulty levels



Early access?
Once the basic gameplay works ("Last Survivor" mode), there are several directions I could take the game:

"Fire Team (single player)": Survive with a team of four characters to add tactical depth to the game and allow more complex game play?

"Fire Team (couch co-op)": This would also make couch co-op possible - why control all heroes when you can survive together with some friends?

"Escape from Hallas Prime": Or maybe focus on single player and add a story campaign with NPCs, in-engine cutscenes and more complex gameplay?

This is where your opinion comes in - if you like the gameplay and would like to see the game grow, which direction should I take?

MINIMAL SETUP
  • OS: Manjaro/Arch
  • Processor: AMD or Intel. 1.5GHz+Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 1 GB RAM
  • Storage: 200 MB available spaceAdditional Notes: Due to not available hardware I could not test it on Steam Deck. but it may work. since Steam Deck uses Arch. too.
RECOMMENDED SETUP
  • OS: Manjaro/ArchMemory: 4 MB RAM
  • Memory: 4 MB RAM
GAMEBILLET

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