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Minor Bug Fixes

Hi All, I'm working on a big content update at the moment and trying to slash the tech debt on this project down, which is why there hasn't been an update for few weeks.

  • Fixed an issue where more than one probe could not be deployed at once without refreshing game screen
  • Additional minor fixes


[ 2022-06-27 08:40:00 CET ] [ Original post ]

New Features Friday: Jubilee Edition

Hi All, this is a bigger update than usual this week and an earlier update than usual. We missed last week's update due to personal reasons, and this one is coming early because of the long UK bank holiday weekend! In this update we introduce three feature overhauls

Atlas


One of the biggest criticisms so far has been the inability to track systems visited and keep a catalogue of them. Atlas provides an improved version of jump history. Atlas contains a 100 location jump history of where you've jumped, a listing of where all your structures and ships are located (even if you leave them in a system), and a new imaged system tool

System imaging


We've introduced a new probe type. A system imaging probe is a single-use probe that can be deployed in a system to take a snapshot of it. This snapshot is saved to a datacard (also craftable). All imaged systems saved to datacards that are currently in your inventory can be viewed through the Atlas. Unlike jump history and ship locations, imaged systems can be searched either by system name, or (more conveniently) resource type or name. This means that you can image a system then type in "copper" and it'll show you which planets have copper (or indeed if any planets have copper). Additionally, because datacards are objects themselves, you can trade datacards with systems you've imaged stored on them. This makes space exploration a profitable mechanism where by discovery is rewarded. We will gradually be updating the search tool in atlas to support searching for resources of a specific property (e.g. strength > 500 etc.)

Captain's Directory


We've introduced a new captains' directory that allows you to search for other players. Via the Captains' directory you can edit your character avatar which will be visible to other players. We will be gradually introducing more social features to Captain's directory to make it possible to friend, ally with and form groups with other captains. We'll do this as we introduce mechanics that benefit from co-operative play.

Additional notes


  • We've introduce new additional crafting objects (along side the new feature objects, such as imaging probes and datacards).
  • We've completed the necessary backend code to support tooling. This means that certain recipes may soon require a prefabricated tool before it can be crafted
  • We've introduced some minor bug fixes


[ 2022-06-02 11:00:53 CET ] [ Original post ]

New Features Friday: AI Markets, Key Controls, Daily Credits & new content

In this update we introduce two key new features "AI Markets" and keyboard controls. AI markets allow you to trade with stations without having to find another player to buy, or sell you the goods you need. AI markets will eventually be expanded to allow higher class market devices to provide better quality resources, and a wider range of pre-fabricated products. Keyboard controls allow you to use hotkeys to access key screens, we're still in the process of updating the interface to provide tips on what these hotkeys are, and to rebind them to different keys as you see fit. We've also introduced a daily credit allowance, every 24 hours, you can claim 1000 credits by click the calendar icon next to your credit total at the top of the screen Today we also introduce new crafting recipes, these recipes include new miners, in particular a new suite of class 2 miners (and some improved class 1 miners) as well as a new ship and new class 2 mining platform. A special thanks to our new content creator Alexandra for her work creating these assets and setting them up! We've also introduced some bug fixes for bug reports we've received.


[ 2022-05-20 14:23:31 CET ] [ Original post ]

New Features Friday: Login with Steam & Probe Results

Login with Steam


Login with Steam. It's probably one of the biggest complaints I've had so far, and it's a fair one. The login system is confusing and difficult and relies of a OTP authentication method. This game was originally designed without sale on Steam in mind and so integrating with Steam was slightly more difficult than planned. However, we're now fully integrated!

Probe Results


We now show probe results independently of the main inventory. This means you can now see the result of what the probe harvests.

Further Crew Updates


We've introduced additional updates to how ship stats are now shown. This should make it easier to see the positive (or negative) impact a crew is having on your ship. We've also fixed a bug with the crew system where crew backgrounds were not showing up correctly - along with other minor bug and behaviour fixes.


[ 2022-05-13 17:05:08 CET ] [ Original post ]

Minor Update

In this minor update, we introduce a couple of bug fixes, and a new view to the ship screen that allows players to see the combined stats for their ships. This is done to help players see the benefits of adding crews to their ships, and the effect crews have on their ships. We've also introduced more abilities for crews that increase the diversity of crews skills.


[ 2022-05-08 18:02:46 CET ] [ Original post ]

New Features Friday

Crews! That's right, they're here. We've just implemented a new crew system that allows you to recruit members to your ship, assign them to positions and from those assignments gain stat boosts. Here's the gist of the mechanics. - A crew member has a level, a class, stats (strength, speed, intellect), a personality type and an ability. - Levels affect the effectiveness of a crew member's abilities, and the size of the team the crew member manages, the bigger the team, the more life support you'll need to support the crew member and their team. - Stats will be used later for assignments and missions, where you deploy a crew member (or multiple crew members) to complete missions - Each crew member has an ability, this ability yields improvements in a ship's stats. This ability might increase jump range, or decrease fuel usage, it might mean that generators use less fuel, or supply a greater amount of power. - Each crew member has a personality, this personality affects other crew members (if your ship has more than one crew member), the personality can increase the effectiveness of other personality types, or decrease the effectiveness depending on the mix of personalities aboard your ship - no personality is inherently bad, but some are more useful than others, and some work better with others Things to know: - This is a big new update, although on its surface it may not seem like a lots changed, under the hood it has required major modifications to the core game code - There's still new content to come, we're still introducing new personalities, new abilities, and the ability to send crew members on away missions, all of this will be coming over the next few weeks - Crews are procedurally generated and still experimental! I haven't made available all the personality types and abilities yet. This means that, if you recruit a crew member now, your crew member's abilities and personality might change - We're still updating related assets to match the new code. For example, some ships may not yet have crew slots available on them, these will be coming soon (a couple of days at most) TL;dr the hard work developing the crew code is done, now the fun part of release lots of content on top this code begins, stay tuned over the next couple of weeks as we bring in loads of new content. As always, please join us on Discord where you can share thoughts, feedback and complaints!


[ 2022-05-06 13:24:03 CET ] [ Original post ]

Minor Update: Oh CRUD

Hi All, Sorry for the barren week of updates and bug fixes, alas, I have been moving house and been otherwise occupied. In these latest updates, I've introduced some more CRUD (Create, Read, Update, Delete), which means:

  • You can now move stuff between inventories - particularly useful if you want to use your ship's inventory for storage whilst using another ship to jump to a different system
  • You can now delete stuff from inventories - no more pesky leftover resources or spare components or parts you've crafted, inventory deletion allows you to get rid of stuff
  • You can now destroy ships - This only works if you have more than one ship in a system (otherwise you would strand yourself) - note that by deleting a ship, you also delete the contents of it's inventory, any parts or equipment attached to it.
I plan to (at some point) provide a mechanism for resource recovery (e.g. I'm destroying this ship, and I got 200 copper back, 100 ore, and 20 crystal), but this will be part of a future update and may require you to - for example - visit a ship breaking yard to recover said resources. We've also done minor bug fixes and improvements - including a pesky bug where it was possible for two captains to get the same Captain's Code.


[ 2022-04-28 17:56:23 CET ] [ Original post ]

Missions Fixed

So, let's be honest... That Mission system. Amirite? In this update we refined and overhauled the mission system to make on-boarding simpler. This should lower the chance of soft-locking early in the game by giving the player a solid base of resources and material to work with. We also introduce some smaller bug fixes and general Quality of life improvements. As always this is still an early access game, so we expect to improve substantially on this system as we introduce more mechanics and structures. If you have any bugs, feedback, or just want to hang out and chat with other players, join us on Discord


[ 2022-04-24 01:34:19 CET ] [ Original post ]

New Features Friday

It's time for our first feature release following our launch into Steam Early Access. This feature release we introduce both new schematics, new materials, and new gameplay mechanics.

  • A new scanner system as part of the Jump Drive menu, allows you to scan systems before jumping (provided you have a scanner installed on your ship)
  • Two new ships, The Pytheas-X is a nimbler, class 1 ship, which allows you to attach an additional harvester (a nuclear reactor) along side solar panels, and also allows for the attaching of a scanner
  • The Hippalus is the first class 2 ship, which allows you to attach class 2 components, and mining equipment, making it possible to mine on the move
  • New class 2 probes for general, mineral, gas and ferrous metal extraction are now available
  • New class 1 probe, for harvesting wood from a planet (where wood is available)
  • A new gas extraction miner for extracting gas from a planet as part of either a mining platform or a mining ship
  • Fixed a bug where crafting would remove all materials of a certain type from inventory
  • Fixed a bug where hoppers refused the selection of certain types of resources when harvesting
  • Fixed a bug where the nuclear reactor would not have any nuclear energy available to start harvesting
  • Fixed a bug where probes could be deployed to a planet where no resources existed that the probe is capable of harvesting
  • Updated Dient system to include all major metal groups (to make life easier)
As always, if you experience any issues or bugs, always happy to help diagnose and fix them, message on our Discord


[ 2022-04-22 15:51:51 CET ] [ Original post ]

Bug Fixes: Round 3

Thanks to everyone in the discord for a great conversation, and for submitting so many bugs, we've squashed a lot of bugs both on the server, and on the client and this patch fixes those client side bugs

  • Fixed an issue where the quality stats for objects being crafted were being computed wrong. They're now correct as defined in the usage guide.
  • Fixed an issue where the credits wouldn't update when you buy an item on the market
  • Fixed an issue where structures wouldn't be created when crafted
  • Fixed an issue where mining platforms would not allow you to mine resources if the resource selected was a general type e.g. minerals, chemicals etc.
As always, keep sending us stuff. Join us on Discord or email bts@adamgreen.tech


[ 2022-04-21 20:54:08 CET ] [ Original post ]

Bug Fixes: Round 2

New minor bug fixes:

  • Fixed an issue where the soundtrack was looping with a pause in the middle
  • Updated the interface for Refuelers so that the amount of resource (usually energel) available is shown in the dropdown
  • Fixed an issue where small jump distances incurred no energel consumption, any jump that would consume less than 1 energel will now consume 1 energel
  • Fixed an issue where the client was polling the server multiple times to try to verify mission objectives
As always, if you have any issues, feedback, comments or ideas, reach out on discord or send an email to bts@adamgreen.tech


[ 2022-04-21 15:24:25 CET ] [ Original post ]

Bug Fixes: Round 1

Firstly, thanks to everyone who's bought the game so far, and thanks to everyone for taking the time to send in your bug reports. I'm sorry this game launched with any bugs in but, that's the nature of the beast, right? Here's what we've fixed:

  • Fixed an issue where settings and quit buttons weren't showing in the production version of the game
  • Similarly, fixed a bug that meant that the login screen had been locked out
  • Fixed an issue with crafting where recipes weren't acknowledging that players had selected the correct resources
  • Fixed an issue where only one probe could be dropped in a system, and the game would need to be restarted or ship jumped to a new system to probe again
If you have bugs to report, drop them in our Discord. Or, if you prefer email, drop us an email at bts@adamgreen.tech


[ 2022-04-20 21:45:33 CET ] [ Original post ]

Sorry for that! Login is no longer locked

We launched today after taking our web-based beta offline, due to issues in the differences between the browser and electron-based steam version of the game. However, in taking the web-based beta offline we actually also blocked access to the electron-based steam version. It's fixed, so sorry about that!


[ 2022-04-20 18:36:14 CET ] [ Original post ]

Between Two Stars
AdamGreen.tech Developer
AdamGreen.tech Publisher
2022-04-20 Release
Game News Posts: 13
🎹🖱️Keyboard + Mouse
6 user reviews (6 reviews)
Public Linux Depots:
  • [254.49 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Between Two Stars is a 2D procedurally generated space exploration game. Players take control of a newly constructed Pytheas class starship, as part of a simulation on behalf of the Orpheus Corporation and explore the Sierra Galaxy via their ship's jump drive to discover new worlds and new materials with which to trade, craft and build bases.

Explore

The Sierra Galaxy consists of approximately 500 million star systems to explore, each with different configurations of raw materials to be harvested. The procedural generation means each star system consists of anywhere between one and a dozen planets, with their temperature, mass, atmospheric conditions all determined by their proximity to their star (or stars).

Harvest

Harvest planetary samples by building and deploying probes. Probes gather samples of the planet's raw materials. Every star system has a different makeup of minerals, gases and chemicals - each of which have different strengths and weaknesses, that affect their crafting quality. Some planets are capable of supporting life, allowing players to harvest not only inorganic materials but flora and fauna from the planet.

Craft

Craft better ship parts, such as engines, jump drives, power generators, and comms arrays - or use materials to build new bigger and better ships, or space stations. Need more resources? Build mining and harvesting platforms to harvest minerals in a system whilst you're offline or away exploring.

Trade & Socialise

Build space stations to control a system, and get a cut of the traffic and trade that flows through it. Build marketplaces on your station to allow players to trade the raw materials they find or the objects they craft with one another whilst taking a cut of the credits that change hands. Build better comms array for your ship so that you can receive messages from systems further away and cast a participate in a wider community.

MINIMAL SETUP
  • OS: Ubuntu 18.04 (or Similar)
  • Processor: i3 (or Similar)Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: Any integrated or Discrete Graphics CardNetwork: Broadband Internet connection
RECOMMENDED SETUP
  • OS: Ubuntu 14+Memory: 2 MB RAMStorage: 750 MB available space
  • Memory: 2 MB RAMStorage: 750 MB available space
  • Storage: 750 MB available space
GAMEBILLET

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GAMERSGATE

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0.75$ (85%)
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3.13$ (83%)
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1.84$ (91%)
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9.99$ (50%)
1.5$ (92%)
12.49$ (50%)
10.49$ (30%)
3.26$ (78%)
0.56$ (81%)
1.31$ (81%)
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28.42$ (25%)
6.25$ (75%)
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11.99$ (20%)
8.79$ (20%)
5.0$ (75%)
0.87$ (91%)
4.0$ (80%)
13.49$ (10%)
0.9$ (92%)

FANATICAL BUNDLES

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