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Version 0.14.0 - Major Improvements and Fixes

Version 0.14.0 is a massive update based upon our work over the past months on getting the single player parts of the game to a complete and releasable state for other platforms. Below is our changelist which covers a large amount of what is in this update, but because of the quantity of changes and length of time since the last update, there are a lot of changes and fixes that weren't recorded in the moment and are not listed. Regardless, we've tried to build a fairly comprehensive list of the most notable changes. Some highlights in this update include

  • Performance and Memory optimisation This update has some of the most significant changes to voxel data to reduce memory usage by continuing to optimise voxel mesh updates, but also reducing per-vertex data and shifted more calculation to the GPU.
  • Framerate Limiter option There is now the ability to limit your max framerate which can be useful in various situations such as reducing the game's resource usage when streaming.
  • Improved Gamepad support Outside of the Level Editor which does not support gamepads, menus in the game where before the mouse might have been needed should now always work with just a gamepad.
  • In-Game Beneath Save Management There is now the ability to erase all progress on a Beneath save slot from a menu in the game. We can also add more save management functionality as needed to this menu.
  • Re-balanced Beneath class movement speeds and health All the classes in Beneath now have movement speeds and health amounts that are a bit closer to each other than before. Additionally, the movement speed calculation has been rewritten to make walk speeds be faster and have running be a fixed addition to movement speed that is not modified by speed buffs. This improves the feel of the speed increases from the various buffs for all classes.
  • Unique death sounds for all enemy types Previously most Beneath enemies still shared the Zombie death sounds as a placeholder. All these placeholder sounds have been replaced with final sounds. There are also far more sound effect improvements and additions than listed in the changelist.
  • Fixed the blood bug This one was unfortunate to have in the game for so long before we could get an update out addressing it. Blood decals have had a bug preventing them from being created in parts of levels, this is now fixed. In fact there are other related fixes that should result in more blood than ever before.
With the completion of Paint the Town Red for other unannounced platforms, our focus leading up to 1.0 is now entirely on fixing Level Editor, Workshop and Multiplayer related bugs, and adding more features and functionality to the Level Editor. The quality and complexity of the work coming being released on the Workshop recently is absolutely staggering and we're going to make sure you're given the tools to take things to even greater extremes. Before too long we'll finally be able to announce a date for when Paint the Town Red will hit 1.0 and be leaving Early Access, but of course we'll continue adding to and improving the game for long after that. Expect frequent Level Editor focused updates over the coming weeks.

Changelist


Version 0.14.0 General
  • Enemies will no longer be half in the ground when standing up after being knocked down
  • Significant performance improvements in much of the game
  • Significant memory usage improvement in much of the game
  • Increased walk speed and changed run speed modification
  • Framerate cap option added to the menu
  • Changed the post processing effects. New Bloom and Colour Grading for levels and effects
  • Made some minor changes to the Biker Bar prop layout
  • Main menus and Beneath shop should now fully work with a controller
  • Gamepad right stick input can be adjusted between Linear and Exponential
  • Improved and added some missing translations for various languages
  • Prevent immediate attack after unpausing game
  • Added more collision improvements to help player walk up some stairs
  • Increased the Animation LOD range in the Arena
  • Improved fire and electric weapon idle sound falloff
  • Removed the film grain/noise option and effect
  • Increased the number of lights that will update shadow LODs in user created levels
  • Fixed blood decals not working in certain situations
  • Fixed some enemies not exciting ragdoll properly
  • Fixed the speed of gamepad right stick movement when using the SUPERHOT modifier
  • Fixed various bugs causing rare script breaks
  • Fixed the loading screens scale to be uniform across different resolutions
  • Fixed player not being hidden when finishing a Scenario with the Top Down modifier
  • Fixed the credits text and images scaling being resolution dependent
  • Fixed the Top Down modifier's Pirate Cove water shader
  • Fixed some enemies flashing off and on after certain bodyparts are severed
  • Fixed originally exposed bones being the wrong colour on zombies
  • Fixed bloom not being forced enabled in Credits scene
  • Fixed punching bag not responding to Boxer if player is far away
  • Fixed bug with nav agent avoidance
  • Fixed enemies being able to walk on air in certain situations
  • Fixed Disco lights not working if music volume is 0
  • Fixed Berserk glow and Stone Skin effects on hidden arms and legs
  • Fixed bounding box calculation on blood decals to prevent drawing off-screen meshes
  • Fixed bullets not destroying hair voxels
  • Fixed some shadow maps not re-rendering after turning shadow setting to Low or High from Off
Arena
  • Shard Lords will no longer try to warp in the Arena or Endless Arena
  • Crowd materials will be loaded in fully before fading into Arena levels
  • Unused resources are now cleared between Arena waves resulting in less memory
  • Fixed enemies that cannot be knocked down from continually emitting blood when in Spike Traps
  • Fixed some traps not affecting navmesh correctly
  • Fixed Endless Arena showing incorrect time in end stats
Beneath
  • Save Management added to the menu to allow erasing all save data for a save slot
  • Increased speed of slower classes and modified run speed calculation to make things more balanced for all classes
  • Compressed health and attack speed spread for all classes to improve class balance
  • Drain ability cooldown is now 3x faster, but the heal amount is 3x less
  • Improved the loading time of Beneath levels
  • The End moves faster and his attacks do more damage
  • The Aberration fight difficulty has been tweaked a bit with different enemy spawns
  • Shard Lords now warp correctly to their target
  • Class Selectors in the Facility now have different colours for each class and different effects when upgraded
  • Tweaked ending of Beneath to improve final cutscene
  • Mild camera shake from Statue footsteps
  • Moved The End to be closer to the player at the start of the fight
  • Added some lighting and sounds to the Challenge Room chest and made it open based on player proximity
  • Changed some effects visuals for various props
  • More weapon spawns on Fire & Blood I
  • Observers take more damage from eye hits
  • Statues take more damage from large hammer weapons
  • Added additional footstep sound surfaces in the Facility
  • Added more blood particles from the island cavities in the Aberration fight
  • Fire & Blood door hand animation will now play when holding weapons unless holding a shield
  • Fixed not being able to have friends in Fire & Blood
  • Fixed losing shards when quitting a Beneath run and resuming
  • Fixed animations not displaying on VR machines in some cases in the Facility
  • Fixed the Guiding Light from Pursuer proximity continuing when the player was dead
  • Fixed the Deceiver teleport effect lighting not fading out
  • Fixed being able to die during the ending cutscene of Beneath
  • Fixed enemies attacking the player during the Crystal Caverns Altar cutscene
  • Fixed The End hurting himself with one of his special attacks
  • Fixed a bug causing the Aberration tentacles to sometimes have red blood instead of blue
  • Fixed Beneath save slots possibly being set as having an In-Progress run after defeating The End
  • Fixed the player not being forced to look in the direction of The End at the start of the fight
  • Fixed blood decals not moving down with platforms during walk to The End fight
  • Fixed one of the Fire & Blood islands possibly having enemies spawn inside boulder
  • Fixed one of the Shard upgrades not being counted on the main menu display
  • Fixed the Kick equivalent power icon being hidden for some classes once available
  • Fixed the post-Beneath credits potentially having characters walk on the beach
  • Fixed Bore Worm shock effect being visible when Bore Worm is underground
  • Fixed the Floating Head sound not going away when killed in some circumstances
  • Fixed being able to shock and poison a shielded Giant Mage
  • Fixed corridors being invisible for 1 frame sometimes when moving around with low framerates
  • Fixed shader bug with hand tattoo
  • Fixed The End being able to be entangled
  • Fixed Pursuers being able to be spawned near the player's start position in Fire & Blood I
  • Fixed being able to re-trigger some powers that were already active
  • Fixed pink heads on some enemies and bodyguard when first spawning in Beneath
  • Fixed invisible ground collision in Crystal Caverns from receiving blood decals
  • Fixed incorrect texture when playing as a Spectre at a certain rank
  • Fixed previously used class not being auto selected when starting Beneath
  • Fixed showing 'Fire & Blood I' as In-Progress level if quit in Iron Maiden area before having access to Fire & Blood
  • Fixed Spectre being able to move around in Aberration island early if dash/teleporting into it
  • Fixed The End not walking to the throne in some cases when near the player
  • Fixed Tentacle Mutant getting launched by Entangle
  • Fixed having an item the player already has from appearing in Beneath
  • Fixed more potential bad level generation issues in Beneath
  • Fixed class selectors not immediately updating after unlocking a class upgrade
Sound and Music
  • Lots of new sound effects added and improved that are not explicitly mentioned below
  • Added Voice volume option
  • Added UI volume option
  • Added more sounds under the Notifications volume category
  • Made Voice, Notifications and UI be scaled with Sound Effects volume option
  • All Beneath enemies now have unique death sounds
  • Beneath Challenges have new music states
  • Tentacle Mutant has unique sounds for it's tentacle hits
  • Tweaked Beneath music intensity fade
  • Added Pursuer summon station sound
  • Added Pursuer portal sounds
  • New specific sound effects for the Giant Mage Staff weapon
  • New sounds for the Sacrificial Chest in Beneath
  • The Boxer will now voice attacks when punching the punching bag
  • Fixed the Pursuer Capture Device's sound loop


[ 2021-05-13 15:18:46 CET ] [ Original post ]



Paint the Town Red
South East Games
  • Developer

  • South East Games
  • Publisher

  • 2021-07-29
  • Release

  • Action Indie Singleplayer
  • Tags

  • Game News Posts 139  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Overwhelmingly Positive

    (24957 reviews)


  • Review Score

  • http://southeastgames.com
  • Website

  • https://store.steampowered.com/app/337320 
  • Steam Store

  • The Game includes VR Support



    PTTR Linux 64bit [1.17 G]PTTR Linux 32bit [1.17 G]

  • Public Linux depots

  • Paint the Town Red VR
  • Available DLCs

  • Paint the Town Red is a chaotic first person melee combat game set in different locations and time periods. The voxel-based enemies can be punched, bashed, kicked, stabbed and sliced completely dynamically using almost anything that isn't nailed down.

    You'll need to use your wits, speed and anything you can get your hands on in epic bar fights, disco brawls, old west saloon rumbles, college frat house beat-downs and a lot more.

    We'll be adding more levels to the Early Access versions leading up to release and look forward to creating the best level ideas from the community. Please follow and add to your Wishlist to keep up to date on development and be notified on release.

    Current Features

    • Completely destructible voxel-based enemies
    • Biker Bar, Disco, Prison and Pirate Cove levels with unique enemies, weapons, etc
    • Sandbox level to test features, weapons and mechanics
    • Vast array of level and period appropriate weaponry
    • Boss enemies that present unique challenges and rewards
    • Full controller support

    Upcoming Features

    • Many more over-the-top levels set in the past, present and future
    • A rogue-like mode with character progression and persistent unlockables
    • Online Co-op multiplayer modes
    • Leaderboards for all levels and modes
    • Random daily challenges with leaderboards
    • Many more enemy and weapon types
    • Mod tools for customizable characters
    • Linux support
    MINIMAL SETUP
    • OS: 64-bit Ubuntu 20.04+/Equivalent or SteamOS
    • Processor: 2 GHz 64-bit CPU
    • Graphics: OpenGL 3.2+. Vulkan capable.
    • Storage: 2 GB available spaceAdditional Notes: If you are on or around the min spec then you may need to run with Low graphics options and at a lower resolution.
    GAMEBILLET

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