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Year in Review & 2025 Dev Goals

Just like last year, we've put a lot of time and effort into improving the game during the Early Access period. The combined patch notes alone from 2024 are over 20 pages long. We probably can't touch on everything, but we'll recap some highlights, then share some of our plans for 2025. 2024 Recap
In 2024 we took the game's visuals to the next level. Paul, Billy, Nick, Lewis and now Noel are in full color with finished quality sprites. There are now 10 swappable (and moddable!) palettes for each character, and that number is likely to go up in the future. Online got a very important feature: players can now queue up for a match while playing other modes! This is becoming standard for most modern fighting games, and we think it will make it a little easier to organically find matches. in terms of single player content, a power-up system was added to Survival mode to make the mode more fun and dynamic, and new leaderboards were added (viewable in the Community Hub for now) so that you can compare high scores with other players. We've also added unlockable colors for meeting certain milestones in Arcade and Survival, though tournament organizers and impatient players can skip this process in the options menu. Our last update brought the first new character into the game since alpha: Nils! Nils is a charge zoner like Street Fighter's Guile, and I think we did a good job translating charge mechanics realistically into a turn based format. He's still in early development using draft sprites like most characters had last year. Nils is currently only playable by entering a code you can get on our Discord, but you can also fight him at the end of Nick's arcade mode.. The menus and HUD improved quite a bit during this time. We revamped the Character Select, the Rebinding menu, the Tutorial and some other menus, and added a VS splash screen before the beginning of fights. The tutorial and hints system has a new mascot charcter: Sensei Bob, who previously appeared on a poster in Paul's stage. There's a new Strategic View you can turn on in-game to see a combat log that includes frame data. More menus have been rigged up for localization, putting us closer to support for a workable set of full translations. There are also some slick new status icons for frame advantage/punish states, which replace the old programmer art that used to appear in their place. fs Menus now have a glyph system to more clearly show in-game actions and hotkeys at a glance, which really helps the look of various parts of the tutorial, rebinding menus and the in game input display. Replays got better: you can now optionally step through them turn by turn instead of full speed, if you want to analyze your matches. They also remember the colors and stages players picked out. You can now record replays in single player by playing "One on One" mode as well. We also added a new stage for Noel, the Greenhouse, although it's still in the draft stages. Owners of the free Green Screen Jeremy DLC got a new stage too: Chroma, the green screen stage, which we think has some creative potential.
In terms of balance changes, we made some dominant neutral tools like B attacks and fireballs a little easier to deal with, and midscreen throw loops have been toned down through the addition of push. Nick got a little better with the change to his A combo, Billy got better with a new mobility tool. jC is now a more useful air button for all chracters. A lot of other small tweaks happened as well to most of the cast. Overall the balance of the game is in a pretty good place right now. We made lots of little adjustments to animations and timings to improve game feel and minimize "weird looking stuff" that breaks immersion. Characters do bespoke back throw animations now, too. We did some more optimization on textures--the hard disk footprint is smaller than last year, despite adding a LOT of new sprites. We have also fixed several dozen bugs, some of them which have been hanging around for a long time. We also added our first DLC, Supporter Colors, which is just a cosmetic perk you can buy to support development of the game: https://store.steampowered.com/app/3067270/Mega_Knockdown__Supporter_Colors/ In league play, Steaph continued her reign of dominance, winning 8 of the 11 leagues we ran this year. ItsJustChrisNow, Missingno and hypergrav also won one league each. Think you can step up to the challenge and join the Hall of Fame? Join our Discord! 2025 Goals We hope to be out of early access by the end of 2025. In no particular order, here are some of the goals we're going to work on: Finished quality sprites for Marv and Jayne, who still has draft art:
Fully add Nils to the game, at least for multiplayer modes:
Add proper idle animations, win poses, and victory screens:
Add/finish more stage backgrounds:
Improve menus with additional touches like key art portraits in the character select:
Finish and implement our new ending animatics:
Expand localization (thanks to Stealph for her translation help so far):
As a disclaimer, we have a very small team with one programmer, one artist and no publisher money, so we may or may not make as much progress as we'd like toward these goals. If you want to support our continued work on the game, one great way to do that is to join our Patreon. If you want to see last year's Year In Review, check it out here: https://steamcommunity.com/games/1492750/announcements/detail/3888359911119183912?l=german Thanks for your continued support!


[ 2024-12-31 15:29:35 CET ] [ Original post ]

Mega Knockdown
dhamster Developer
Counter Hit Studios Publisher
2022-07-29 Release
Game News Posts: 73
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive (25 reviews)
Public Linux Depots:
  • [796.53 M]

The 2D Fighting Game With a Twist: It's Turn-Based!



Mega Knockdown's simultaneous turn-based gameplay system makes it a unique, beginner-friendly fighting game experience that is easy to learn, but hard to master.

Fighting game veterans and newbies alike can jump right in to advanced level mindgames without spending a lot of time learning execution or complex inputs. Learn fighting games, or teach them to your friends!

Gameplay Highlights
  • Simple controls with no timing requirement
  • Experience classic fighting game archetypes: the fireball-throwing martial artist, the grappler, the long-limbed poke specialist, and more!
  • Jockey for position and weave in and out of range of attacks. Are you a true master of fighting game footsies? Prove it!
  • Get the upper hand on your opponents with a knockdown, and press the advantage with a 'meaty attack' on their wakeup!
  • Enrage and astound your friends with a well placed 'tick throw'!
  • Express yourself! Do you carefully block and punish your way to victory, or do you assert dominance with a wild and aggressive gameplan?

How does it work?

Each turn, players choose a combat action and a movement action in secret. Then, both players' actions resolve simultaneously over the course of a few seconds. Predicting the opponent's actions and choosing the right counterplay is the key to victory.

The basic actions are attacks, blocks and throws:


  • Attacks can beat out other moves through superior range or speed. Some attacks also knock players down, restricting that player's movement and slowing their attacks next turn. This emulates the "wakeup game" seen in most fighting games.
  • Blocking prevents damage from attacks, and usually puts the defender at an advantage next turn, or grants a free counter-attack ("punish") against the opponent.
  • Throws can break an opponent's guard, but have short range.

The game's six characters also have unique special moves which change how they play the game.



Want to give it a try? Scroll up to check out the free demo!

Modes and Features:

  • Arcade Mode (with story scenes)
  • Local Versus
  • Online Versus (via Steam Remote Play)
  • Interactive Tutorial
  • Survival Mode
  • Blitz speed variants
  • Training Mode with frame data display
  • Controller Support
  • Accessible difficulty settings
  • 6 Playable Characters
  • 2 Selectable Art Styles



Fun fact: Mega Knockdown was originally developed as a card game for the 2017 season of the CUDO Plays design competition.

MINIMAL SETUP
  • OS: Linux
  • Processor: Intel i5-6300HQMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel(R) HD Graphics 530
  • Storage: 300 MB available space
GAMEBILLET

[ 6109 ]

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25.79$ (14%)
50.39$ (16%)
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21.22$ (15%)
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4.44$ (11%)
33.96$ (15%)
GAMERSGATE

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22.77$ (43%)
4.73$ (68%)
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8.92$ (40%)
2.13$ (79%)
1.02$ (91%)
3.0$ (85%)
1.28$ (91%)
9.0$ (70%)
0.56$ (81%)
3.4$ (83%)
22.74$ (35%)
2.55$ (83%)
0.58$ (92%)
1.53$ (91%)
0.68$ (91%)
0.94$ (81%)
0.58$ (92%)
19.12$ (23%)
9.99$ (50%)
0.6$ (91%)
1.28$ (91%)
6.37$ (36%)

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