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2016.05.31: Macabre Mausoleum


Tonight, more fixes and balancing (especially for larger dungeons). A lot changed during the beta period, and I am grateful for your feedback regarding the game's balance. I have heard a few say that the early game is too rough, so I will be looking at that for the next update, but this update is more for those who say the late game is too easy. Hero checkpoints now fortify by number of floors built rather than number of floors fortified; the previous checkpoint now fortifies when a new one appears. This way, you can't avoid fortifying floors in order to prevent heroes from adding portals; this also means dungeons brought over from a previous game will begin with hero portals throughout--should be more interesting this way, but let me know what you think! Drop rates have been tweaked a bit, the XP ramp has been bumped up, and hero spawn rates have increased slightly for later waves. In combat, minions are now always on the left and heroes are always on the right. This should help with some confusion identifying sides in the heat of battle. There are Liches in the air! The Macabre Mausoleum hosts a suitably powerful undead/eldritch enemy with high ward defense and a big arcane damage buff--they also raise Skeleton Acolytes, the same way Necromancers raise Skeleton Warriors. The Acolytes deal arcane damage and heal undead, so this is some great stuff for undead or magic-focused dungeons. Keep the feedback coming, and let me know what you really think! I appreciate it ːtotbaconː.

Changelog


Additions:
  • Macabre Mausoleum (Nexus + Offering); produces Lich
Changes:
  • Minions should now always be associated with a particular slot when stationed, if you do not target a specific slot, a suitable one will be selected
  • Tweaked drop rates to vary by number of heroes in the dungeon (heroes should drop more stuff when there are fewer around)
  • Increased hero spawn rate for later waves
  • The previous hero checkpoint now fortifies when a new one is built
  • Level ramp is significantly steeper
  • Minions are always on the left side of a battle, and heroes always on the right
  • If a target character perishes before all opponents have taken a stab, the turn swaps to the other side instead of finishing out unnecessary moves
Fixes:
  • Shuffling floors would lose slot assignments for characters on that floor
  • Resolved a couple of issues with unused controllers while using the menu
  • Quaff was stacking with itself, allowing for very large ranged damage buffs


[ 2016-06-01 04:06:47 CET ] [ Original post ]

Tomb of Tyrants
Jake Huhman Developer
Jake Huhman Publisher
2015-06-25 Release
Game News Posts: 43
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (229 reviews)
The Game includes VR Support
Public Linux Depots:
  • ToT Linux Content [103.39 M]
  • ToT Linux64 Content [100.92 M]

The Hook:

Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.

The Rundown:

  • A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
  • Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
  • Lovingly pixeled characters, settings, and items!
  • Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
  • Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
  • Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
  • Frequent updates and direct responses to player feedback!

The Future:

Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!

MINIMAL SETUP
  • OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
  • Memory: 1 GB RAM
  • Graphics: Pixel Shader 2.0
  • Storage: 200 MB available spaceAdditional Notes: Java 1.6
RECOMMENDED SETUP
  • OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
  • Memory: 1 GB RAM
  • Graphics: Pixel Shader 2.0
  • Storage: 200 MB available spaceAdditional Notes: Java 1.6
GAMEBILLET

[ 6102 ]

10.73$ (17%)
2.66$ (11%)
16.97$ (15%)
6.71$ (16%)
52.74$ (12%)
8.49$ (-21%)
12.44$ (17%)
33.96$ (15%)
49.79$ (17%)
33.19$ (17%)
12.66$ (16%)
1.64$ (18%)
16.59$ (17%)
4.44$ (11%)
16.79$ (16%)
4.19$ (16%)
16.39$ (18%)
4.24$ (15%)
25.49$ (15%)
21.49$ (14%)
12.74$ (15%)
34.39$ (-15%)
8.39$ (16%)
14.27$ (16%)
7.95$ (20%)
31.89$ (20%)
43.49$ (13%)
16.57$ (17%)
17.39$ (13%)
12.72$ (15%)
GAMERSGATE

[ 842 ]

3.48$ (83%)
5.1$ (74%)
9.94$ (45%)
2.13$ (57%)
7.73$ (45%)
1.02$ (83%)
0.53$ (92%)
9.56$ (62%)
0.85$ (79%)
1.49$ (79%)
2.98$ (70%)
1.7$ (91%)
1.39$ (54%)
3.87$ (70%)
0.53$ (92%)
1.0$ (80%)
1.7$ (91%)
3.4$ (83%)
1.94$ (84%)
0.85$ (91%)
0.53$ (92%)
0.53$ (92%)
6.8$ (66%)
0.21$ (79%)
10.19$ (49%)
8.49$ (58%)
0.77$ (91%)
1.19$ (83%)
5.1$ (66%)
0.85$ (91%)

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