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Demonschool is a new-style tactics RPG where motion equals action. Defeat big weirdos in between the human and demon worlds as Faye and her misfit companions, while navigating university life on a mysterious island.
  • Tactics: Rewind any action during the planning phase and create combos to dispatch your foes.
  • Story: A light horror narrative told through huge avatars with side quests aplenty.
  • Schedule: Plan your school schedule to level your characters and build their skills.
  • Friendship: 15 characters with whom to build relationships.


Units interact contextually with their environment. Enemies will be struck, objects moved, or the character will simply dash.

Plan movements at your leisure, and execute them all at once. You can also rewind actions during the planning phase.

Buffing friendlies and debuffing enemies compounds damage output. Note the damage numbers!

Combos do big damage and produce unique elemental attacks, which you can use to exploit enemy weaknesses.


Explore a mysterious island that reveals its mysteries morning, noon, and night, day by day, week by week, across a university semester. Plan your team's schedule to enhance their skills and gain new abilities. Gain new teammates and enhance their relationships depending on who you choose to pursue.
Demonschool
Necrosoft GamesDeveloper
Ysbryd GamesPublisher
2023Release
🎹🖱️ Keyboard + Mouse
🎮 Full Controller Support
Very Positive (660 reviews)
Public Linux Depots:
  • [0 B]
  • [0 B]
Demonschool's third big rollup patch

Thank you for playing Demonschool! We deployed another large patch this Thursday - and today we are delivering patch notes to you! This patch has also been deployed to PS5 - PS4 should be live soon. Other platforms to follow.

Build Info

Windows: v1.0.492 macOS: v1.0.496 Linux/Steam Deck: v1.0.494 Steam Build ID: 21233474 Commit Hash: 892516077c Date: 2025/12/19

Patch Notes

:dsnamako: Updates

  • Updated all localized text to the latest versions

    [/*]
  • Color blindness options now have previews in the options menu

    [/*]
  • Made Oh, Deer! cheaper in the store

    [/*]
  • Made fish 11 slightly easier to find

    [/*]
  • Improved fishing bar layer rendering

    [/*]

:dsprimrose: Fixes

  • Ability: Passing Through is now incompatible with Heal Down Attack and Heal Down Defense

    [/*]
  • Fixed Faye-only dialogue being displayed when not directly controlling Faye

    [/*]
  • The newspaper screenshot is now correctly captured for week 1. Mid-week bosses will no longer overwrite the current newspaper boss screenshot (oops)

    [/*]
  • Added the Paladin ability to the store.

    [/*]
  • Made sure some unlocakable students do not show up in the profiles screen until they are fully added to the party

    [/*]
  • Moved some Mountain stream week 0 NPCs so you can interact with their bubbles

    [/*]
  • Moved some Farm week 1 NPCs so you can interact with their bubbles

    [/*]
  • Moved some Lighthouse NPCs so you can interact with their bubbles

    [/*]
  • Hopefully fixed a weird crash if you touched the screen when playing Demonschool. (if its a touchscreen - obviously)

    [/*]

:dsfaye: Battle

  • Attendant: fix for skipped action phase when using a 0 damage move to close an attendant.

    [/*]
  • Fixed error when using Kestrel\'s special attack against two Spinner enemies who are two tiles apart from each other

    [/*]
  • Fixed an issue when hitting a Spinner into a death pit

    [/*]
  • Fix for repeated Cross Slash attack behavior in action phase

    [/*]
  • TV Bomb: Fixed error when performing a move where a teammate damages themself with a TV bomb

    [/*]
  • Setting a teammate on fire by using Push Friends on them while on fire now unlocks the I\'m On Fire achievement

    [/*]
  • Fixed Mercy\'s special and Varka\'s special (if performing a standing attack from an adjacent tile) not applying their special elements, which could cause part of the action phase to be skipped visually when attacking an enemy which is weak or resistant to that element.

    [/*]
  • Varka\'s special can no longer target boss appendages which caused unusual behavior

    [/*]
  • Fixed issue where the game would hang in a double field battle if you don\'t move any teammates in the second field at all, and then one of them performs a counterattack during that turn

    [/*]
  • Improved d-pad controls for circular battle grids

    [/*]

[ 2025-12-20 01:04:31 CET ] [Original Post]
Demonschool Devlogs!

At long last, we\'re continuing our devlog series! We\'re doing short-form videos now, and we\'ll be releasing one per week for the next 4 weeks - the first two episodes are out now! The first one is about how we went about constructing our battle system, including our decision not to use levels or experience points.

In episode 2, we explain how we broke up the story of demonschool into digestible chunks, while also trying to make a world that is full of things to do without being overwhelming or daunting.

We want to be more transparent about our process, and this is one step toward that! Stay tuned for another one next week!

[ 2025-12-15 22:09:28 CET ] [Original Post]
Demonschool's second big post release patch

Thank you for playing Demonschool! We have been diligently checking the bug thread on the Steam forum, as well as issues reported in our Discord. Many of these reported issues have now been addressed in today\'s patch. If you stumble upon a bug, please let us know about it! This patch is now LIVE! on Steam, and will be coming to consoles that we can rapidly patch on Monday next week.

Build Info

Windows: v1.0.473\nmacOS: v1.0.471\nLinux/Steam Deck: v1.0.472\nSteam Build ID: 20991891\nCommit Hash: 9a66b2f592\nDate: 2025/11/29

Patch Notes

dsnamako Updates

  • Updated LATM Spanish localisation

    [/*]
  • Removed the ability \'Add Stun\" from the game - it had accidentally been left in the store. This was an older version of the Stunner skill and was not actually usable. If you have bought this skill, next time you open your save, the game will refund you the 700 opals you spent on the ability.

    [/*]
  • Profile screen now directly says what day/time period students will return from resting after studying

    [/*]
  • Added vsync and framerate cap options to display settings. If you are experiencing performance problems in the game, try disabling vsync and setting a 60fps framerate cap.

    [/*]

dsprimrose Fixes

  • Stopped the game from defaulting to untrawide screen resolutions (we do not support ultrawide at this time)

    [/*]
  • Attempted to fix a hard crash bug on Linux/Steam Deck when lots of explosions are going off in a battle. We are not 100% sure if this is 100% fixed yet - please let us know if you find any other hard crashes in battles on Linux. If you do hit one, switching to Steam Proton usually fixes it.

    [/*]
  • Fixed typos throughout the game

    [/*]
  • Week 5: [spoiler]fixed some objects that were not tagged as being on the floor layer in Prison Hallway[/spoiler]

    [/*]
  • Fixed Week 2 Friday Night\'s main story quest awarding the Paladin ability and not Paladin Plus as designed. If you open a save that is after Friday Night on Week 2 and do not have the Palain Plus ability in your inventory, your save will automatically update to put it in your inventory.

    [/*]

dsfaye Battle

  • Fixed bug preventing Stoic technique from being effective on non-knockback characters

    [/*]
  • Fix some targets not taking damage in the planning phase when performing a Cross Slash attack against a group of enemies containing immovable enemies

    [/*]
  • Fixed the Attendant enemy\'s behaviour when taking damage

    [/*]
  • Boss week 10: [spoiler]The TV bombs thrown by the TV tower boss now properly explode[/spoiler]

    [/*]
  • Boss week 6: [spoiler]Fix for invalid Mercy special move being generated under certain circumstances in the boiler room fight[/spoiler]

    [/*]
  • Fixed various issues with attacks against Spinner enemies using Cross Slash technique

    [/*]
  • Fixed overlap logic error when using Filler Killer technique to phase through a gap that was created by another character\'s previous move

    [/*]
  • Fixed various issues with attacks against Spinner enemies using the Cross Slash technique

    [/*]
  • Fixed an error when using Fossa\'s special against a Spinner enemy

    [/*]
  • Attempting to use Fossa\'s special against an inanimate object will no longer spend double AP and fail to hit the object

    [/*]
  • Self Heal new takes effect on Henk on moves where he places an item

    [/*]
  • Fixed an bug when doing a pull combo into sideline allies while having the Phase technique equipped

    [/*]

[ 2025-11-29 19:41:20 CET ] [Original Post]
Bundles galore!

Hello everyone - First of all, thanks for playing Demonschool and sending positive vibes and bug reports. Don\'t forget to review the game if you liked it, since it does help us a lot!

We also wanted to take a moment to highlight some of the games we\'re doing bundles with during launch. Each of these games are 10% off if you already own Demonschool!

First is our bundle with the survival horror RPG Look Outside, published by Devolver Digital. This Francis Coulombe game takes the horror a lot more seriously than we do, but you can certainly see the parallels.

Look Outside x Demonschool bundle

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/e31e9ed55d29f1f7d414dc465cc33e7495fd7853.jpg\"][/img]

Next we have a bundle with Into the Breach, a tactics game that you should definitely get if you don\'t already have it. Many have felt our battle systems have some similarities, so we figured why not bundle together in weird tiny tactics solidarity!

Into The Breach X Demonschool bundle

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/92522a74dd6709931705dc58cf6e7006dd89d042.jpg\"][/img]

Then there\'s the \"Those Who Dwell in Shadows\" bundle, aka the Ysbryd bundle. We figure you all know these games, but on the off chance you don\'t, definitely give VA-11 Hall-A and World of Horror a look. These games when put together really fill a specific niche, and are all kind of on a different point of the same wavelength.

Those Who Dwell in Shadows bundle

[carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/c3fe2148482eec56e4d891dfd37bdc62c09050fa.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/d901ad6ac7c531e8994c6fc6bf4d4dd3825321fb.jpg\"][/img][/carousel]

Last but not least, there\'s the November Reign bundle (named by Demonschool\'s creative director, sorry), in which we showcase two other nice games that came out around the same time as Demonschool. Kingdoms of the Dump is a lovely SNES-style RPG set in a trash dump and created by two real life janitors. BIRDCAGE is a stylish story-based shooter with some Sega Saturn and Treasure leanings. Your ship has a sword, just saying.

The November Reign bundle

[carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/f56db38bc963a483469d6da917087e4f59e90f19.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/155f76d717a44f6f70191f93073f62156cbbc4c3.jpg\"][/img][/carousel]

And of course there\'s our own DLC bundle - if you\'ve not picked that up, give our two art books and the soundtrack a look.

Demonschool Digital Deluxe bundle

Anyway! We\'re working away on bugfixes and the like but figured we\'d give you all a heads up on these bundles in case you\'re looking for more things to play!

[ 2025-11-28 20:27:40 CET ] [Original Post]
Demonschool's first big post release patch

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/90d6cd48132ae659c141653bf689c7a7f03aa979.png\"][/img]

Thank you for playing Demonschool! We have been diligently checking the bug thread on the Steam forum, as well as issues reported in our Discord. Many of these reported issues have now been addressed in today\'s patch (or in earlier hotfix patches). If you stumble upon a bug, please let us know about it! This patch is now LIVE! on Steam, and will be coming to consoles that we can rapidly patch on Monday next week.

Build Info

Windows: v1.0.433 \nmacOS: v1.0.434\nLinux/Steam Deck: v1.435\nSteam Build ID: 20904863 \nCommit Hash: 2503ce4a9c \nDate: 2025/11/22

Patch Notes

dsnamako Updates

  • Added an icon to the Profiles screen that shows if a relationship connection is on hold because of a progress lock (meaning, you can\'t play the next connection quest because it is gated behind story progression)

    [/*]
  • Actually turn off the TV in Karaoke if you fail

    [/*]
  • Week 6 - [spoiler]Updated the flame arch VFX in the boiler room so the fireballs can no longer vanish before hitting the lava[/spoiler]

    [/*]
  • Made it more obvious when the map screen\'s location list is scrollable

    [/*]
  • Fixed a typo in credits & added missing Japanese LQA credits

    [/*]
  • Intro video volume level is now affected by the Music volume setting (but clamps to a minimum of 20 so they will always play back some level of audio)

    [/*]

dsprimrose Fixes

  • Fixed a softlock in the abilities menu when trying to assign an ability to a student who already has two assigned (Spanish localisation only)

    [/*]
  • Fixed the lighthouse shrine vanishing in some later shrine events

    [/*]
  • You no longer lose the chance to do karaoke or cooking if you back out of the companion picker screen

    [/*]
  • Fixed a rare edge case when removing unused characters from the world. (the \'talking to primrose in wk5 monday morning crashes the game after moving to two other locations\' bug)

    [/*]
  • Fixed a softlock in Mercys lvl 3 Connection quest

    [/*]
  • Stopped incorrectly named SFX play commands from crashing the game

    [/*]
  • Week 11 Friday night - NPC students now have the correct portrait

    [/*]
  • Fixed battle music sometimes being silenced when restarting a battle

    [/*]

dsfaye Battle

  • Week 9 - [spoiler]Fix for edge case where the skeleton boss could summon a grunt and a red demon in such a way that they attempt to walk on the same tile at the same time[/spoiler]

    [/*]
  • Fix for action phase hanging when using Ti\'s special across exactly one tile with Push Friends equipped

    [/*]
  • Mercy is no longer unable to perform a special attack when she doesn\'t have a companion equipped

    [/*]

Additionally, these fixes were delivered in hotfixes earlier in the week...

  • Fixed a softlock when unlocking some stat-driven achievement on Steam (for example, One-Two punch)

    [/*]
  • Fixed a softlock when trying to play shake sfx when talking to NPCs on computers with operating systems set to some European languages, like Polish or French

    [/*]
  • Ensure 1080p is always a selectable resolution

    [/*]
  • Added missing progress locks to some of Pangxie & Varkas connection quests

    [/*]

[ 2025-11-22 23:33:45 CET ] [Original Post]
Demonschool Worldwide Launch Times

\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42519171/6df560a972b8ea238faf8a9022a803ff73bba23e.png\"][/img]

We\'re pleased to announce the launch times for different regions around the world. Demonschool will be available on the following platforms simultaneously at launch:

  • Steam (PC, Mac, and Linux)

    [/*]
  • Steam Deck (Verified! )

    [/*]
  • PlayStation 4|5

    [/*]
  • Xbox Series S|X

    [/*]
  • Nintendo Switch

    [/*]

We hope youre excited to meet your new classmates on Hemsk Island very soon!

\n

[ 2025-11-17 23:20:37 CET ] [Original Post]
Demonschool launch delayed to November 19th

Hey folks, this is Brian from Ysbryd Games, the publisher of Demonschool.

Demonschool was set to launch on Sept. 3, but after much anguished consideration (and screaming, and teeth gnashing etc) on our part, weve made the decision to move the games release to Wednesday, Nov. 19, 2025.

(In case you\'re wondering why the store page doesn\'t reflect this change yet as of this writing: To change the release date this close to launch, Valve needs to have it requested and approved manually!)

With 11 years under our belt as an indie publisher, we at Ysbryd Games are reasonably qualified to say that any point of 2025, on balance, has been or will be as brutal as market conditions can get when it comes to releasing a game. The joke got more cruel when we found out with such short notice that Hollow Knight: Silksong will launch just one day after our planned release for Demonschool.

We have to remind ourselves that gaining visibility for Demonschool is our main goal. Thus, the Ysbryd team strongly believes we would not be doing Demonschool any favors by wading into waters we can clearly see are blood red. If the September period is going to be Silksong\'s moment, then we need to be elsewhere on the calendar to give Demonschool its own moment to be seen and talked about meaningfully.

This decision isn\'t being taken lightly, since Demonschool\'s release has been delayed before. But we want to be clear: there are no more delays after this point. Weve already distributed Steam keys to press as part of a healthy review program, and had every intention to proudly release on Sept 3. We hope all of you folks whove wishlisted and supported the game will forgive us for this final delay.

What are we gonna use the time between now and November for? Necrosoft Games are gonna keep pouring time into enhancing and polishing up the game experience. There will be more endings and minigames that the developers originally planned to patch in post-release; rather than leave that content on the cutting floor, now itll all be part of the games release in November.

Thank you for your patience and enthusiasm for Demonschool. We truly hope you continue to support Necrosoft Games labor of love by showing up for Faye and her madcap band of collegiate demon hunters on November 19th!

[ 2025-08-25 18:14:09 CET ] [Original Post]
Demonschool Devlog #1: Burn status

Game Description Image

Like many tactics games, Demonschool has a number of status effects. Some of them are old standards. There's Poison, which reduces a character's HP by 1 per turn, or Stun, which keeps a character frozen in place until they are healed. Others are tweaks on effects we've seen elsewhere. Doomed, for example, kills the inflicted character within three turns unless they're healed, regardless of how much HP they have. Tethered is a Stun-like status that's only inflicted as long as a character is grabbed by an enemy. We also have the Possessed status, in which a demon rides your characters like a jockey, trying to move them into places where they'll take damage.
Game Description Image

But today I want to talk to you about Burn. This effect came to be when looking at the firey enemies we had already created. They should have something special to them, right? So our first stab was this: A character with burn status slowly loses HP, just like with Poison.

How should we differentiate this status from Poison, then? The idea came to me when I had one of our characters - which was currently on fire - punch a desk. With the desk being wood, it felt like it should go up in flames. So we got the idea that Burn status could be conferred to objects.

Then I thought of Far Cry 2 and how that game in its earlier days would allow fire to propagate across the entire map if left unchecked. Why shouldn't Burn status communicate across everything in the battle, I thought?
Game Description Image

We tried it, and it was ridiculously fun. Now, if your character is on fire and they hit an enemy, the enemy will also be set on fire. If you hit an object, that goes on fire too. If your burning character stands next to an enemy or even a friend, they will go on fire next turn. You can set the whole playing field aflame. The problem is, of course, you're slowly losing health as you go around setting everything ablaze. You want your characters to lose health at a slower rate than everyone else. So the thing to do is heal your character. They'll lose their burn status in the process, but you can always retrieve it again from the flaming surroundings. So a brawler/healer combo, running around the world setting things on fire and healing each other, can act like a (twisted) firestarter team.

Demonschool has equippable techniques as well. These allow you to customize your characters, giving them resistance buffs, new movement methods, and lots more (we'll talk about this in a coming devlog!). We use techniques in lieu of a traditional leveling system. It's more like customizing your build than gaining stats through straight experience.

Several of these techniques are related to status effects, such as immunity to poison or stun. One of them allows your character to heal while standing in fire. So just imagine the combined effect of fire propagation with fire heal. It's a pretty powerful technique when you can line things up.

Thanks for reading, stay tuned for more behind the scenes looks at the development of Demonschool, and don't forget to wishlist the game!

[ 2024-08-27 15:12:27 CET ] [Original Post]
Steam NextFest Demo

We've just released a huge demo of Demonschool, representing (nearly) a full in-game week from about 10% of the way through game's main story.

It also has a number of sidequests, activities to do around town, relationship-building, and character building through studying and techniques. Be advised, this demo is pretty long! Since the game has a multi-day, multi-week structure, you can play it in bite-sized bursts or all at once.
Game Description Image

There's much more development to be done but this should give you a strong impression of what the final game will be like. If you enjoy this you'll likely enjoy the final experience. You'll see more environments, more enemies, more story, more spookiness, and more goofiness.
Thanks for playing! Enjoy!!

[ 2024-06-15 18:00:03 CET ] [Original Post]
Demonschool Demo: Its patch time!

We've been working away based on bug reports and our own feature adds, and as of the latest build, here's what we've done:

New stuff!

  • The store is in now so you have somewhere to spend your opals (check the alley). not everything will be available at first.
  • Added rare "dire" variants of all fish since folks seem to be enjoying the fishing minigame
  • The fish music now resumes if you continue fishing within a few seconds.
Game Description Image

Fixes!

  • Fixed a few battle bugs. since the underlying systems are quite complex we do sometimes get odd edge cases, so keep reporting these if you find them (with video if possible!)
  • Hopefully squashed all UI locks. menus were stacking on top of each other causing a few softlocks, but these should be sorted now.
  • Fixed some mesh/boundary issues

There's still (a little) more to come and more bug fixes as we find them, so stay tuned, and thanks for playing!

Oh, and to be clear, we've gotten a few questions and yes - anyone can stream the game who would like to! We encourage it!
Thanks!

~Necrosoft team

[ 2024-06-14 23:29:14 CET ] [Original Post]
Play our biggest demo ever!

We've just released a huge demo of Demonschool, representing (nearly) a full in-game week from about 10% of the way through game's main story.


It also has a number of sidequests, activities to do around town, relationship-building, and character building through studying and techniques. Be advised, this demo is pretty long! Since the game has a multi-day, multi-week structure, you can play it in bite-sized bursts or all at once.

There's much more development to be done but this should give you a strong impression of what the final game will be like. If you enjoy this you'll likely enjoy the final experience. You'll see more environments, more enemies, more story, more spookiness, and more goofiness.
Thanks for playing! Enjoy!!

p.s Friday the 13th, September, 2024!

[ 2024-06-11 22:04:38 CET ] [Original Post]
We've updated our demo for TactiCon!

Based on feedback from LudoNarraCon, we've done some small updates and bug fixes to the demo just in time for TactiCon. If you encounter issues as you play, feel free to use this form to tell us about it ! Game Description Image
As for the changes, we have:

  • added a tutorial tab to the title screen, and rewritten some of the text. We will have more robust tutorials in the final game, but this should make what we have a little more clear.
  • rearranged the location of the Action Points bar to keep it closer to the player portraits.
  • also added blue AP indicators for when you're mid-sidestep, as an indicator of what's happening with AP during that time, as a sidestep+full move costs the same as one full move by itself.
  • updated the music slightly to the newest versions
  • generally done a lot of little bugfixes here and there!

Thanks for playing, and thanks for your feedback so far! We're glad everyone has been enjoying the demo!

[ 2023-05-11 18:02:19 CET ] [Original Post]
NEW DEMONSCHOOL DEMO

We are excited to share that LudoNarraCon will feature our first publicly released demo!
Game Description Image

Get it while it's hot, as the demo will only be available until May 15th. Find out more about the narrative of Demonschool, meet some of the characters and explore the island that's very existence is threatened by demons.
Game Description Image

Demonschool's full release is incoming, and we hope you enjoy this small taste!

[ 2023-05-04 17:00:35 CET ] [Original Post]
DEMONSCHOOL DEMO PLAYTHROUGH

We're happy to be a part of LudoNarraCon and sharing Demonschool demo footage!
Game Description Image

Make sure to download our demo, which will only be available until May 15th! It's a sneak peek at some of the narrative of Demonschool, featuring some of the cast we're excited to share for you.

This is our first public demo, and we hope you enjoy it! Look forward to our release!

[ 2023-05-04 17:00:34 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 22.04 LTS (Jammy Jellyfish). SteamOS 3.0
  • Processor: Dual Core 2.4 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.2+
  • Storage: 2 GB available space
  • Memory: 8 MB RAM
  • Recommended Setup

    • OS: Ubuntu 22.04 LTS (Jammy Jellyfish). SteamOS 3.0
    • Processor: Dual Core 3.0 GHz+Memory: 8 MB RAM
    • Graphics: OpenGL 3.2+
    • Storage: 2 GB available space
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