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Update 27: Dramatic Entrance

Version v1.28.1 lays the ground work for a large upcoming content update with some important stability improvements. Additionally, a new spell has been added along with some balancing and a dramatic boss intro. Stay tuned for our largest content update to date, coming soon! - Added Spell: Potion Shatter - Shatters a potion to apply its effect to all nearby units - The area of effect increases with each stack of the spell - Mana Vampire Changes - No longer reduces maximum mana - Steals up to 40 mana from its target with each attack - Can spend up to 40 mana each turn to heal itself - Deathmason - Spawns after the players have taken their first turn, as to not reveal his location early - Has a sick intro animation - Steam Overlay - Pressing [Shift+Tab] in the Steam verison of the game will open the steam overlay - Tutorial Improvements - Players start the tutorial with Target Cone, Slash, and Push - Stat points earned in the early stages of the tutorial are auto-allocated to Max Health instead of being removed entirely, as to not make players' first sessions more difficult - Many other Tutorial fixes: Most listed at the bottom of the changelog - Huge Game State Refactor: This refactor encompases many different game systems and fixes. It should make the game much more stable and prevent softlocks - The end turn logic accounts for unspawned players, players that can't act (due to being frozen, dead, etc.), and should handle other edge cases more consistently - Players can end turn without needing to enter the portal and should never have to end their turn multiple times to progress the level - Fixes an issue that sometimes caused players to choose their classes at different times - Thank you @Moonlighter - Ally units have their end turn effects applied at the end of their turn, instead of at the end of the enemy turn - Improved unit turn order. Ex. Ranged units will always complete their action before Priests take their turn - Smart targeting factors in unit turn order, making it much more predicatble - Units are much less likely to make targeting mistakes, such as targeting an enemy unit that's already been killed by another unit - Planning view attention markers consider smart targeting, fixing an issue that rarely caused false prediction markers, especially with decoys around - Additional waves spawn the turn after all enemies are killed, instead of spawning immediately - Thank you @BrewBreuw - High scores are reliably tracked in online multiplayer, and for all hotseat players - Completing a level and dying within the same series of events should favor the player and progress the level, instead of ending the game immediately - Rework for client ID's, which should - Improve lobby handling for online lobbies to prevent issues such as duplicated players - Allow saved hotseat games to be loaded in an online multiplayer lobby - Ensure spells and network messages always target the correct player in hotseat (I.E. Freeze and admin commands) - General stability improvements Other Fixes - Fixed an issue that allowed players to skip the Deathmason's second phase. Deathmason now enters the second phase via the OnDeath event - Thank you @tennun. - Fixed an await issue that prevented "Slash" from resolving correctly, which could sometimes lead to desync - Fixed an await issue that prevented "Arrows" from resolving correctly, which could sometimes lead to desync - Fixed a pathing issue that caused desync in online multiplayer games where gripthulus or resurrections were involved - Modifier keys are ignored if there isnt a bound action. I.E. [Shift+A] will move the camera to the left, unless you have [Shift+A] specifically bound to something else - Thank you @innonminate - Fixed a bug that caused the some tutorials to not be completed when they should - Fixed multiple tutorial display issues, such as explain prompts not showing up, completed tasks not appearing, and the tutorial not appearing correctly in multiplayer - Fixed an issue that caused urn explosions to disappear too quickly - Thank you @blue1760 - Improved debug and logging - Temporarily removed LoS targeting lines in preparation for an AI Refactor


[ 2024-02-10 02:57:08 CET ] [ Original post ]

Spellmasons
Jordan O'Leary Developer
Jordan O'leary Publisher
Early 2023 Release
Game News Posts: 49
🎹🖱️Keyboard + Mouse
Very Positive (472 reviews)
Spellmasons is a tactical, turn-based, roguelike where you and your friends play as mages who combine spells on-the-spot to address the unique challenges of each moment!


Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.

Use the environment to your advantage!


Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.

Work Together!


Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!

Grow into a formidable mage!


Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!

MINIMAL SETUP
  • OS: Ubuntu 14.04. Fedora 24. Debian 8
GAMEBILLET

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26.69$ (11%)
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16.59$ (17%)
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8.39$ (16%)
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8.99$ (10%)
16.88$ (16%)
GAMERSGATE

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0.75$ (85%)
3.5$ (65%)
2.11$ (89%)
0.43$ (91%)
3.4$ (66%)
2.81$ (81%)
5.6$ (53%)
0.26$ (91%)
3.26$ (53%)
1.88$ (81%)
2.13$ (79%)
3.61$ (79%)
0.6$ (80%)
5.22$ (65%)
1.5$ (85%)
2.0$ (80%)

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