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Quality, Assured (v2.2.0)

Hello, players! Good news - Phase 3 is in development, and I have recently hit the 1st of 4 major milestones on the way to releasing it. In the meantime, here are an assortment of small changes and bug fixes that I've made in the past few months. The most major issue fixed today was that it was impossible to get the good ending if playing as Nightmare. Whoops! Sorry if this confused any players who were wondering what they got wrong. Besides the new story content, another less exciting project I've been undertaking is refactoring a lot of old code. Some of the design patterns in this game's code are over 10 years old (wow, I've been working on this game for a long time), and some of the features I've relied heavily on are now deprecated. In order to make sure I can continue developing the game with the latest engine features and fixes of Construct 3, I have a lot of stuff to update. And that means having to work a little longer on this game. Anyway, we're getting there. Slowly.

Full changelog


Cutscenes


  • Fixed a typo in the explanation of challenge mode
  • Fixed the position of Nightmare's sword in Chapter 4 intro B
  • Changed a sound effect used in Chapter 4 intro B
  • Fixed the camera not following the lead player correctly in Chapter 4 outro and others
  • Fixed the camera following the mothership boss too long as it dies
  • Fixed Chapter 6 always going to the bad ending if playing as Nightmare

Player/Weapons


  • The Bloodlust nanotech now drains your maximum HP
  • Boodlust and Second Wind can only be equipped while your health is full
  • Second Wind and Pit Rescue cannot be unequipped after they have activated
  • Increased the knockback of the Vibrosword's combo finisher
  • Kodon's hover jump stays aloft much longer when not moving horizontally
  • Added Kodon's victory animation

Level


  • The standard victory animation plays after beating the boss in free play/challenge mode in Prologue (N), Prologue (T), and Chapter 4 (T)
  • Boulders in chapter 3 are slightly less easy to crush yourself with
  • Geysers in chapter 3 are now animated
  • Water should no longer have a visible seam on the edge
  • Redesigned the environmental puzzle in chapter 3 to be more interesting, and much less janky
  • Characters in town with something new to say now correctly show thought bubbles as intended
  • Fixed the hitbox of a spike in Chapter 4 that couldn't hurt you
  • Replaced certain enemies in the arena with new ones

Enemies


  • Human enemies once again bleed on hit
  • Basic human enemies drop their weapons on death
  • The minion spawns from the final boss have been rebalanced to be less overwhelming, especially on hard mode
  • Slightly reduced the final boss's HP, again
  • Bursters take significantly more knockback from weapons
  • Walking enemies now correctly wait before moving after getting hit. This prevents riot troopers from turning around near-instantly after blocking.

Gameplay


  • Increased the value of coin drops from enemies
  • Slightly reduced the coin bonuses from challenge mode
  • The price of upgrades now scales to the number of upgrades you already have installed (similar to health/ammo/nanotech expansions)
  • Slightly reduced the prices of most weapons

Interface


  • Restored the visual effects as your rank increases on the results screen

Internal


  • Refactored a lot of old code to ensure compatibility with future engine updates


[ 2025-02-23 01:13:15 CET ] [ Original post ]

Linux/Steam Deck support (v2.1.1)

Finally! I had planned since I started this project to support all of Windows/Mac/Linux, but I've had a variety of struggles getting the Mac/Linux versions to work properly. Recently, the Construct 3 engine has introduced new tools to export modern builds to each OS separately, so I've given these a try and they appear to work. Steam Cloud should work as expected, so your saves can carry over seamlessly between multiple PCs on different operating systems. And yes, macOS support is still on the table. I plan to get that added eventually. --------------

Changelog


Interface


  • Pressing the cancel button will now exit out of the Move list screen

Internal


  • Changed some internal code to allow for cross-platform compatibility


[ 2024-11-30 21:25:20 CET ] [ Original post ]

Portuguese translation! | Traduo Portuguesa! (v2.1.0)

Hey, players! Thanks to the valiant efforts of a volunteer localization team, all of the game's text is now available in Brazilian Portuguese. And although this news post is translated by Google Translate, the actual text in the game is written by native speakers. Aside from that, I have some minor tweaks and bug fixes to show off. Enemies are much more aggressive now, so be careful! --------------

Changelog


New Content


  • The Portuguese translation is 100% complete (up to this point)

Audio


  • The victory music once again plays after the Chapter 2 boss

Player/Weapons


  • Added the Beam Flail weapon for Kodon

Enemies


  • Enemies now attack sooner, and more consistently, after appearing on-screen
  • Zarres' jump attack is faster in hard mode, and he starts using it at higher health than before

Interface


  • The in-game language now stays changed after changing it in the settings without restarting the game

Internal


  • Changed the game's directory structure to comply with updated Construct 3 standards


[ 2024-11-06 23:28:46 CET ] [ Original post ]

Tunes & Tweaks (v1.1.0)

Hello players! Welcome to our first post-release update! Phase 2 (the Tuhrahkkkii update) is still ongoing, but in the meantime I've got lots of things worth releasing a new build for. First up, we've got some new music in the game! Chapter 1 and the Mission Complete screen have had new music recorded to replace the old placeholder tracks. I personally feel Chapter 1's new theme alone is worth starting up the game just to listen to. Secondly, there is now a speedrun timer, for people who are into that sort of thing! This feature is optional and can be turned on or off in the settings. If you want to show off your speedrunning chops, this timer will give you video proof of your accomplishments. And our third change... is actually several dozen changes in one. There are 39 bullet points in today's patch notes, including balance changes, bug fixes, and other quality-of-life improvements. This also includes some new content that won't be properly showcased until the 2.0.0 update, but until then your playing experience should be that much better for them. Reminder: If you want to see how progress is coming on the 2.0.0 update, don't forget to check out my devlog over on GameJolt! Thanks for playing! ---------------------------------------------

Full changelog


Audio


  • Added new music to Chapter 1
  • Changed a song in a cutscene in Chapter 6
  • Replaced the victory/mission complete music

Cutscenes


  • Revised the intro cutscene for your first time in Dunest Spaceport
  • Fixed a bug where characters' names would sometimes be blank in certain cutscenes
  • Added engine SFX/VFX to the prologue outro cutscene
  • Fixed a bug that was causing the 2nd intro cutscene in Chapter 7 to get skipped

Weapons


  • Added the Grenade Belt weapon for Kodon
  • Added the Glaive weapon for Tuhrahkkkii
  • Added the Sawblade Boomerang weapon for Tuhrahkkkii
  • Weapons that hurt both the player and enemies (such as grenades) will do 1/2 of their usual damage to the player
  • Removed the 4th combo attack from the Clawblades
  • The Clawblades dash attack only hits 2 times instead of 3
  • The Clawblades beam deals the full damage, passes through walls, and has reduced range
  • Reduced damage multiplier for Tuhrahkkkii's supercharged attacks from 2x to 1.5x
  • Tuhrahkkkii's combo finisher can be used without buying an upgrade
  • Reduced the duration of Tuhrahkkkii's Berserker Rush from 7s to 6
  • The Brute Force Booster nanotech will no longer activate partway through a combo, hitting the enemy out of reach

Level


  • Lowered the boss arena platforms in Chapter 6U, so that all player characters can reach them with a basic jump
  • Prevented the player from leaving the falling cave sequence in Chapter 4N the way they came, which would softlock the game
  • Reduced the movement of one platform in Chapter 4N to make the player less likely to miss the jump
  • Changed up some of the boss waves in the arena
  • Adjusted the camera in the Chapter 1 boss fight to keep the boss on screen at all times
  • Fixed the player's ammo not fully restoring after dying and respawning in Chapter 1 (and elsewhere?)
  • Made some more roofs walkable in Chapter 1
  • Fixed a bug preventing the minibosses from activating during Chapter 8

Enemies


  • Developed a new flying enemy AI with natural, physics-based movement
  • Flying enemies now take knockback from damage, just like walking enemies do
  • Reduced the speed of the Sentry Drone & Assault Drone to compensate for their improved AI
  • Fixed some enemies not reinitializing their AI after reloading a checkpoint
  • Improved the visual effects when breaking a Riot Trooper's shield
  • In hard mode, Zarres' jump attack creates shockwaves. Additionally, this shakes the screen.
  • Various balance and behavior tweaks to the 4N boss
  • Various balance and FX tweaks to the 6N boss
  • Added a new attack to the Chapter 6N boss (hard mode only)
  • Adjusted enemy pathfinding AI to not stray too far or too early from their patrol zones

Interface


  • Added a Speedrun timer (which can be enabled in Settings)
  • Keyboard keys in the UI now have a distinct background
  • Pressing the back button (Backspace) now exits tabbed menus in 1 fewer button-press


[ 2023-12-02 00:34:58 CET ] [ Original post ]

Carnage in Space: Crucible is available now!

The wait is over! Carnage in Space: Crucible, the sequel to Carnage in Space: Ignition], is now available in early access. Experience the 1st of 3 stories through the eyes of rogue IOTA agent Nightmare as he is forced to work together with two rivals to save a frontier town from an alien menace! Nightmare is accustomed to having enemies on all sides, but how will he handle these allies? And how long will they stay this way? If you buy the game now, you'll get an early access discount, and you'll also get all future content - including the 2 remaining story campaigns - as free updates as they become available.


[ 2023-06-09 14:00:26 CET ] [ Original post ]

Beta testing + key giveaway!

If you're interested in trying out Carnage in Space: Crucible before it goes on sale, please read below! I'm giving out free Steam product codes to anyone who completes the feedback survey at the end. I am looking for a limited number of beta testers. The first few people to reply expressing interest will receive a beta product key. During the game, a Google Form will open looking for feedback. After you have completed as much of the game as you care to, please fill out the entire form. After the form is submitted, I will contact you privately to confirm your product key is coming. In case you would like to submit feedback, report bugs, or ask questions about the game, I will provide an email address to send them to. Thanks for participating!


[ 2023-01-03 14:28:08 CET ] [ Original post ]

The Road to Release

Hello, Carnage in Space fans! Those of you who saw the trailer may remember that my initial plan was to release the game this holiday season. Well, as said season rapidly approaches, it has become clear that is no longer the case. The game is making progress, though, and should be ready to release soon! I intend to begin a private Beta test in early January to ensure the experience is smooth and enjoyable for everyone upon release. If you are interested in taking part the testing trying the game early, and leaving helpful feedback, you can stay tuned for an announcement next month explaining now. For everyone else, I plan to release shortly after the testing period - I am planning to release the game to the public in Q1 2023. Thank you for your patience! ~ John


[ 2022-12-20 02:02:10 CET ] [ Original post ]

Carnage in Space: Crucible
John Brink Developer
John Brink Publisher
2022-12-30 Release
Game News Posts: 7
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
1 user reviews (1 reviews)
Public Linux Depots:
  • [0 B]

When the remote colony of Dunest is in danger of eradication, three heroes answer the call...

There may be enemies behind every corner, and utmost peril at every turn, but together you can overcome any obstacle...

...As long as you can survive each other.

Carnage in Space: Crucible is a fast-paced, endlessly-customizable action platformer/beat-em-up. While you fight your way through a wide variety of combat scenarios and platforming challenges with three unique playable characters, you'll also take in a deep, layered story of mistrust, cooperation, and betrayal from each of their three perspectives.

FEATURING


  • Lightning fast, buttery smooth platforming with responsive controls!
  • Multiple playable heroes with vastly different techniques and special abilities!
  • Tons of unique weapons and upgrades to collect and experiment with!
  • A branching story with multiple endings!
  • Endless* combinations of characters and items to suit any play style!
  • Loads of side content and additional story content!
  • Classic SNES-style pixel art to get your retro gaming fix!
  • Far more than your recommended daily dose of sarcasm**!

*Not actually endless
**Your sarcasm tolerance may vary

MINIMAL SETUP
  • Processor: Intel Core i5 2GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
RECOMMENDED SETUP
  • Processor: Intel Core i5 2.7GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
GAMEBILLET

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