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Release #22 - 8 Player Action!


Hey! After a bit of a release-hiatus, we’re happy to announce a new version of Friendship Club! Sorry about the slow progress this past six months. Due to slow Early Access sales, we’ve had to spend quite a bit of time trying to get money together to work on the game (cough indiepocalypse cough :D). Fear not though, things are coming along and we’ve worked out a pretty good balance now to allow us to make consistent progress, it’s just that we’ll have to be splitting our time a bit more than we had hoped. Anyway, new stuff! Major new features:

  • Up to 8-players!
  • New, never been seen before placeholder characters! (don’t get too attached please!)
  • New stats screen featruing pie charts (all imaginary friends compete for something, right?..)

In future we’re going to be releasing less frequently than we did in the first year of development, but each update will have major new features, rather than the incremental ones we had in the past. We decided that this would be the best way to work on the game, meaning that there would be less downtime spent doing the releases (compiling builds, testing, contacting press etc.) and hopefully means we might get a bit more media coverage for the releases. I guess we’ll see…
Speaking of which, if you’re a fan of the game, we’d be really grateful for any help you can give us in spreading the word, whether it’s reviews, tweets, getting people over to play the game together, whatever. The more time we can dedicate to Friendship Club, the faster it will come along. We’re trying to make the best darn local-multiplayer game we can and we’re not taking any shortcuts along the way. It’s going to be worth it, I promise - there’s SO much we want to get in there, your support is vital to us. Take care everyone, Nick, Ash, Sophie and Tom… and James!

Full Changelog:


Main Features:


  • 8 player support
  • New stats screen
  • New, never been seen before placeholder characters!

Code:


  • Bug fix for empty custom mode names in mode list
  • Relaxed play with 8 players now fits on the screen properly
  • Added scale variation to destructible wall gibs
  • Fixed occasional pie rendering bugs
  • Button remappings to prevent people accidently quitting games or dropping their heads
  • Previous controller configuration is now deleted before the player tries to reconfigure a controller. (No duplicate/double mappings).
  • Added all ASCII characters to the Wonky Wagon in-game fonts.
  • Stop paintings appearing more than half way up a wall when switching between arenas
  • 8-player debug/controller options

Art & Animation:


  • New stats screen assets and spine animations
  • Updated gibs for both armchairs in Timmy’s house
  • Extra hat for team select
  • Sorted the Finger of God inverse kinematics rig
  • Placeholder characters and rugs

Audio:


  • New wall gib sounds for when an object is run into by a player
  • Added sounds for wall objects in The Wonky Wagon
  • Updated Dash sound to make it less…annoying
  • Sound design for stats screens (pie splats etc!)
  • Music transition for curtains closing/opening (filter/fade)
  • New music for stats screen (including randomised start point)
  • Swapped a bunch of sounds to 2D events for better stereo imaging
  • Remastered some of the ingame music
  • Placeholder sounds for placeholder characters

Misc:


  • All modes now have Turbo Bullets set to ‘on’ by default
  • XBOX ONE controller support
  • More consistent keyboard mappings


[ 2015-10-23 17:32:37 CET ] [ Original post ]

Release #22 - 8 Player Action!


Hey! After a bit of a release-hiatus, were happy to announce a new version of Friendship Club! Sorry about the slow progress this past six months. Due to slow Early Access sales, weve had to spend quite a bit of time trying to get money together to work on the game (cough indiepocalypse cough :D). Fear not though, things are coming along and weve worked out a pretty good balance now to allow us to make consistent progress, its just that well have to be splitting our time a bit more than we had hoped. Anyway, new stuff! Major new features:

  • Up to 8-players!
  • New, never been seen before placeholder characters! (dont get too attached please!)
  • New stats screen featruing pie charts (all imaginary friends compete for something, right?..)

In future were going to be releasing less frequently than we did in the first year of development, but each update will have major new features, rather than the incremental ones we had in the past. We decided that this would be the best way to work on the game, meaning that there would be less downtime spent doing the releases (compiling builds, testing, contacting press etc.) and hopefully means we might get a bit more media coverage for the releases. I guess well see
Speaking of which, if youre a fan of the game, wed be really grateful for any help you can give us in spreading the word, whether its reviews, tweets, getting people over to play the game together, whatever. The more time we can dedicate to Friendship Club, the faster it will come along. Were trying to make the best darn local-multiplayer game we can and were not taking any shortcuts along the way. Its going to be worth it, I promise - theres SO much we want to get in there, your support is vital to us. Take care everyone, Nick, Ash, Sophie and Tom and James!

Full Changelog:


Main Features:


  • 8 player support
  • New stats screen
  • New, never been seen before placeholder characters!

Code:


  • Bug fix for empty custom mode names in mode list
  • Relaxed play with 8 players now fits on the screen properly
  • Added scale variation to destructible wall gibs
  • Fixed occasional pie rendering bugs
  • Button remappings to prevent people accidently quitting games or dropping their heads
  • Previous controller configuration is now deleted before the player tries to reconfigure a controller. (No duplicate/double mappings).
  • Added all ASCII characters to the Wonky Wagon in-game fonts.
  • Stop paintings appearing more than half way up a wall when switching between arenas
  • 8-player debug/controller options

Art & Animation:


  • New stats screen assets and spine animations
  • Updated gibs for both armchairs in Timmys house
  • Extra hat for team select
  • Sorted the Finger of God inverse kinematics rig
  • Placeholder characters and rugs

Audio:


  • New wall gib sounds for when an object is run into by a player
  • Added sounds for wall objects in The Wonky Wagon
  • Updated Dash sound to make it lessannoying
  • Sound design for stats screens (pie splats etc!)
  • Music transition for curtains closing/opening (filter/fade)
  • New music for stats screen (including randomised start point)
  • Swapped a bunch of sounds to 2D events for better stereo imaging
  • Remastered some of the ingame music
  • Placeholder sounds for placeholder characters

Misc:


  • All modes now have Turbo Bullets set to on by default
  • XBOX ONE controller support
  • More consistent keyboard mappings


[ 2015-10-23 17:32:37 CET ] [ Original post ]

Friendship Club
Force Of Habit Developer
Force Of Habit Publisher
2015-03-24 Release
Game News Posts: 22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
8 user reviews (8 reviews)
The Game includes VR Support
Public Linux Depots:
  • Friendship Club (Linux) [93.12 M]

Imaginary friends battle for supremacy in the mind of young Timmy Bibble! Play as Chud - a beast from the mountains; Old Man Ricketts - a prospector driven mad by his lust for gold; Shakey Jake - a ninja, bandit, skeleton... thing; and The Canardinal - a duck from the Vatican!



Friendship Club is a bullet-hell party-game for PC, Mac & Linux. Pit yourself against your friends (and enemies) in brutal combat with finely-tuned controls, customisable game mechanics and procedurally generated levels in which bullets bounce forever!

Please Note: since this is a twin stick shooter, a Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.



  • LOCAL MULTI-PLAYER MADNESS - Friendship Club supports up to 8-players locally. Not only that, but you can have any possible configuration of team members, ranging from all-against-all to 2v2, 3v2, 2v4v1v1... whatever you fancy!
  • FULLY CUSTOMISABLE GAME MODES - Choose from a selection of tried and tested game modes, or create your own with the advanced modifiers! Do you want a strategic battle using the level layout to your advantage, or a fast and furious rampage? Friendship Club is designed as a sandbox for the discerning local-multiplayer fan.
  • PROCEDURAL LEVEL GENERATION - With procedurally generated levels and unique content rules for each world, you'll never play the same arena twice!
  • ADJUSTABLE GAME SPEEDS - Battle in super slow-mo, hyper-speed and everything in-between! Become a bullet-time master or a champion of twitch-gameplay.
  • A WORLD MADE FROM GIBS - Nearly everything in Friendship Club is destructible. Charge through tables, chairs, TVs, or surprise a friend by smashing through a wall - just like you've always wanted to!



  • NEW WORLDS - We've got a host of new worlds waiting to be made, each featuring their own new gameplay-warping elements.
  • NEW CHARACTERS - We'll be adding to the current retinue of eccentric imaginary friends with some equally twisted new creations from little Timmy's mind.
  • NEW MODIFIERS / NEW MODES - We're going to gradually add new modifiers and new modes, opening up even more gameplay possibilities. We want to cover game types like Deathmatch and Capture The Flag, but with a Timmy Bibble twist!
  • MORE GIBBABLE EVERYTHING - Just about every new level object we add will be gibbable. Of course.
  • SINGLE PLAYER - We're focussed on trying to make the best local-multiplayer game we possibly can at the moment, but in time we want to expand Friendship Club with a single player mode.
  • DESIGNED LEVELS - Some of the new worlds we're planning on might work best with pre-designed levels (or partly pre-designed), meaning that we'll offer symetical maps for perfectly balanced matches...
  • LEVEL EDITOR - …and of course, there'd be no point making a level editor just for us to use...
  • STEAM WORKSHOP INTEGRATION - …and there'd be no point in you making awesome new levels and modes if you can't share them!

MINIMAL SETUP
  • OS: Ubuntu 14.04 or SteamOS
  • Processor: 1.5GHz ProcessorMemory: 512 MB RAM
  • Memory: 512 MB RAM
  • Graphics: OpenGL 3.2 Compatible. OpenGL Shading Language 1.5+Additional Notes: Microsoft Xbox 360 Controller for Windows (or equivalent) is strongly recommended.
GAMEBILLET

[ 5974 ]

16.99$ (15%)
29.69$ (1%)
8.42$ (16%)
25.19$ (16%)
33.17$ (17%)
5.78$ (17%)
15.26$ (15%)
20.99$ (16%)
10.00$ (50%)
62.29$ (11%)
12.44$ (17%)
2.25$ (85%)
5.09$ (15%)
17.79$ (11%)
4.09$ (18%)
6.72$ (78%)
25.19$ (16%)
14.44$ (15%)
13.34$ (11%)
16.39$ (18%)
1.77$ (11%)
2.66$ (11%)
11.99$ (20%)
4.95$ (17%)
41.99$ (16%)
13.34$ (11%)
1.50$ (85%)
50.39$ (16%)
21.35$ (57%)
41.97$ (-5%)
GAMERSGATE

[ 1554 ]

17.5$ (50%)
0.56$ (81%)
3.75$ (75%)
5.0$ (75%)
1.05$ (85%)
0.68$ (86%)
4.0$ (90%)
6.0$ (70%)
3.5$ (65%)
0.56$ (81%)
0.56$ (81%)
0.89$ (55%)
3.0$ (70%)
1.5$ (81%)
2.5$ (75%)
4.88$ (62%)
9.37$ (63%)
3.28$ (78%)
2.5$ (75%)
0.75$ (85%)
9.0$ (70%)
0.6$ (70%)
10.0$ (75%)
3.38$ (77%)
4.0$ (80%)
0.6$ (94%)
4.5$ (70%)
1.0$ (80%)
5.0$ (75%)
4.19$ (30%)
MacGamestore

[ 1808 ]

0.99$ (75%)
1.99$ (80%)
20.99$ (16%)
5.89$ (41%)
20.99$ (16%)
4.99$ (88%)
49.29$ (18%)
34.99$ (13%)
55.99$ (7%)
1.19$ (76%)
29.99$ (25%)
1.09$ (82%)
88.99$ (14%)
0.99$ (80%)
2.35$ (53%)
22.99$ (8%)
44.69$ (11%)
56.99$ (19%)
12.99$ (35%)
33.99$ (15%)
13.99$ (7%)
2.99$ (85%)
1.19$ (76%)
54.99$ (31%)
1.19$ (88%)
27.99$ (7%)
49.99$ (17%)
24.99$ (50%)
40.99$ (18%)
71.99$ (24%)

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