TUXDB - LINUX GAMING AGGREGATE
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Steam Autumn Sale is on! MH-Zombie is 50% off!

The highest-rated AND cheapest attack helicopter simulator available is on sale now through December 4th! Developed by an IRL attack helicopter pilot, MH-Zombie is the perfect blend of realism and arcade; keeping the best parts of helicopter physics while tossing the tedious bits. Plus, if you can beat the Devs best time of 2:25 on Time Trial mode in The Laboratory and upload the video of it, we willl reimburse you and add the easter egg phrase of your choosing to the game! Happy Hunting! (and Thanksgiving too!)


[ 2024-11-27 20:56:45 CET ] [ Original post ]

Head Tracking is Here! [EDIT: Binding/Inversion patch is live!]

[EDIT 17OCT24: Power player coligny let me know the rebind menu wasn't working. I've fixed the issues, and made the mouse usable when gamepads are connected to help with rebinding. WITH THAT SAID: THIS NEXT BIT IS SUPER IMPORTANT FOR YOUR SANITY WHEN ATTEMPTING TO REBIND WITH A MOUSE: Inside the rebind menu, there is a button for "UI Controls". Select it. Then, if the "Submit" button for "Mouse" has a binding, select the button and select "Remove". This will prevent all the rebind buttons from executing twice every time you click, which makes selecting inversion impossible. If you use mouse and keyboard, you'll also want to set "MPD Click" to the left-click on the mouse button. These are non-issues for new players, but since you already have bindings set up, they'll persist with the newest update.] Hey there, ladies and gentlemen! I'm proud (and a little ashamed) to announce that you can now use opentrack, or any other head-tracking solution that uses UDP over network; SmoothTrack for example, for look! [previewyoutube=WqKrLLAeT2s;full][/previewyoutube] This was a very early-requested feature, but one for which I didn't believe I had the equipment for, and so shelved as a project for future-me. It turned out to be, as Hoist2Crew predicted, rather an easy update to implement. Thanks to George_Smiley for the offer to send me the necessary equipment; I finally did the research to determine if that was actually necessary, and it turned out it wasn't. I used SmoothTrack on my iPhone to do the head tracking, and opentrack to send the data to Unity and implement it in the camera look control. It actually turned out opentrack could be bypassed; SmoothTrack can send the UDP direct via the computer IP and port 4243. Opentrack has much better pre-smoothing, however, so keep that in mind. Opentrack instructions: Assuming you already have the input side set up, set Output to 'UDP over Network', and in the Output settings set the port to 4243, and the IP address to your IP address. SmoothTrack (solo) instructions: Set Server IP to your IP address, and Server Port to 4243. To use SmoothTrack with opentrack, just follow the instructions within SmoothTrack. Smoothtrack will need -90 degrees in roll correction, either in the app, or in opentrack. I also added a random mission generation menu for the hasty among you who just want to fly NOW! Change log: o UDP head tracking checkbox added to Controls menu o Look smoothing slider added to Controls menu (disabled when UDP head tracking isn't enabled). At furthest left point on the slider, smoothing is entirely disabled. o New random mission menu with random map, random mission, and fully random button series. o Control menu axis invert buttons removed; message telling the player they can invert axis' in the rebind menu added (look for the circle arrows on the right side of the axis buttons in the rebind menu). o Fixed pedal behavior in Tutorial mode. o Tutorial mode will skip Free-Look if Head Tracking is enabled. o Sticky Collective increment size slider added; disabled if Sticky Collective isn't enabled. o Tutorial mission text added to Tutorial and Free Flight modes (not explicitly shown to the player, but findable in the mission menu). o Tooltip video encoding fixed for MacOS. o Some menu buttons weren't overflowing (top button returning to bottom button for example). This has been fixed. o Increased translating tendency force. As always, many thanks for your support, keeping me on my toes, and your patience! As I continue to work on the next two games, I will continue to add the last few features I feel this game (and you all) deserve! -Joe


[previewyoutube=jMGFdO7VXiY;full][/previewyoutube]


[ 2024-10-16 22:41:47 CET ] [ Original post ]

Another quick patch: AI (usually) won't walk into the aircraft anymore + 1 other

Hey team, Added a navigation obstacle to the aircraft, so AI (usually) won't walk into the helicopter anymore. It's been a day 1 issue that I never managed to fix because I wasn't looking at the problem right. There may still be rare instances of them bumping into you, because I had to compromise between making them walk around, and making it possible to still run them over and be attacked at short range by them. Also fixed the invincibility cheat, which was calling you a cheater but not actually doing anything of benefit. Thanks for your support! -Raulboy


[ 2024-09-18 18:32:58 CET ] [ Original post ]

Rewired Input update + more, Planes Trains & Automobiles Sale!

Hey guys; if you havent bit the bullet and grabbed MH-Zombie yet, or you would like to gift or suggest it to a friend, its on sale for half price tomorrow for the Planes, Trains, and Automobiles sale! Also, a quick update to add the latest version of the Rewired Input software, fix some music issues, add the trees back to the Win and Game Over scenes, and add the 'Reward' message back to the Win scene, with a twist. Changelog: o Rewired Input updated to v.1.1.57.2 o Game Over / Win scenes 'Music' object re-activated o Game Over / Win scenes updated with Start Scene geometry o 'Reward' message added back to Win Scene
As always, thanks for everything! I've started outlining the next game; I'm planning on using an out-of-the-box solution to provide most of the necessary programming components for it, while importing the flight characteristics from MH-Zombie to make it a faster development cycle while still maintaining the mechanics I've built here. When I have a presentable build I'll build a Steam page and let you all know about it! -Joe


[ 2024-09-16 03:08:55 CET ] [ Original post ]

Tooltips, Missing effect in the modified Start Scene!

Hey there, Gun Pilots! I've got another fairly simple update for you here. Fixed a few small bugs, added tooltips to the play options, controls, inertial look, and start menu.


And added the missing element in the new start scene: smoke and fire in the trees.
There's a few other small changes in there as well; additional UI updates based on recommendations from professional UI designer @Hodaeg. The tooltips were his idea as well, and they were honestly a long time in coming, given the fact that my own brother had no idea what the Marathon Mode was haha... The start menu tooltip switches between reminders that you can get the mobile version of MH-Zombie, and that you can get MH-Zombie merch on Redbubble. I made it to be as unobtrusive as possible; it's in the in-between menu after you first hit start, and goes away after navigating further until you load a level and then come back to the start menu. I'm planning on starting the next game now, but I will continue to make updates and improvements to MH-Zombie. Thanks for everything; I'm excited to see how you all help improve the next title as well! -Raulboy


[ 2024-08-27 23:17:22 CET ] [ Original post ]

New Start Menu scene; toggle look fix; badges fix!

Hey there, Team MH-Zombie! Apologies for the late fix for the toggle look option, which has been executing the look function every frame the button is held down, making for a bit of a wild experience for all but the quickest of toggle-look users. I redid the start menu as a way to update the store capsule images, and I went a bit overboard and lost track of time. I'm also really attached to the old start menu, so on first start it's still there. Go back to the start menu from the game though, and you'll get the new setup. There's still one important element missing from the new scene, but I have to figure out how to implement it. PM me what you think the missing element is, (and how to implement it if you're savvy), and if you're right I'll send you a free MH-Zombie sticker! (to the first 100; in the unlikely event more than a couple of you even bother haha) Changelog: o New start menu scene upon returning to the start menu o Updated Nuclear Bomb looks much more terrifying (imo) o Fixed toggle-look executing every frame held down o Fixed issue with badges spawning further and further apart o Fixed (invisible) issue with enemy perimeter event triggers o New rocket model actually looks like the 2.75" FFAR it's supposed to represent o Invert Pedals option added for those with wonky HOTAS setups o Removed the 2nd level LOD for the Nuclear Powerplant chimneys- tried to fix the smoothing and the lighting biffed it so I'll fix it when I make texture atlases for everything.




[ 2024-07-24 19:49:30 CET ] [ Original post ]

Much-Requested additional volume controls, LOD bias slider, and more!

Hey team, I spent the last couple weeks integrating requests/suggestions and bugfixing; I hope you enjoy the results! Changelog: o Added Master and Aircraft volume controls to complement the Music volume control. o Added a Level of Detail Bias slider to the quality menu. o Aircraft health display turns red below 31. o Aircraft sparks and smokes based on level of damage; full-time red tint removed. o Field of View added to start menu options; start menu options reorganized. o Engine pitch changes with power level. o Appropriate sliders indicate level while not selected. o Auto-level velocity changed to read "disable at xxKTS". o Civilians approach the right side of the helicopter, at a greater distance. o Most menu buttons wrap vertically; badge and remapping menus being notable exceptions due to logical complexity. Bugfixes: o Framerate no longer defaults to 60fps in spite Quality settings changes. o Objective and FARP landing logic updated to significantly reduce the occurrence of negative landing detection. o Sliders reset correctly no matter their selection state when disabled. o General menu cleanup Thanks for everything, and as always don't hesitate to let me know if you have any issues or recommendations! -Joe



[ 2024-06-25 02:25:45 CET ] [ Original post ]

Improved HOTAS and rebinding support, Objective Labels, Reticle Improvements!

[Edit: quick quality menu buttons fix, and objective labels scaling issue fix also added] Hey there team! I've completed integrating Rewired into MH-Zombie, making it much more compatible with all your crazy controller/HOTAS setups (looking at you, binding-the-pedals-to-the-mouse guy, and you, dual-VKB Gladiator guy), and made a few additional quality of life improvements, to include labeled objectives on easy and medium difficulty modes. Changelog: o Rewired Integration- Mouse hidden when gamepad connected. Tutorial omits unconnected controls. o Civilian evacuation collider logic updated to ensure it follows the body for injured civilians that get inadvertently (or advertently) moved by the player. o Timer turns red when badge time exceeded for Race and Evacuation modes. o Objective label system integrated into all modes for easy and medium difficulties. o Buttered-it-in tweaked (again) to reduce frequency of erroneous award. o Reticle logic fixed for 3rd person when looking above the horizon. o Cyan reticle option. o Advanced (free-floating) camera now has a reticle by default, with the option to turn it off. o Missiles use the correct gtl for seat. o General terrain beautification; increased detail and detail objects, particularly around bodies of water. o Distance badge score multiplier in Horde mode now scales with distance; the further beyond the minimum distance, the higher the multiplier. o Slight increase to the minigun's effective radius. o Switch Weapon can now be assigned to an axis, allowing you to cycle both up and down through the available weapons. I hope you enjoy it as much as I enjoyed testing it, and thank you for everything! MH-Zombie is now the #2 listing under "Helicopter Simulator" when sorted by player rating, and I really do appreciate all your support, suggestions, and requests which have kept me improving this game well beyond my initial dream for the game. -Joe






[ 2024-06-01 23:58:44 CET ] [ Original post ]

Improved HOTAS and rebinding support, Objective Labels, Reticle Improvements!

Hey there team! I've completed integrating Rewired into MH-Zombie, making it much more compatible with all your crazy controller/HOTAS setups (looking at you, binding-the-pedals-to-the-mouse guy), and made a few additional quality of life improvements, to include labeled objectives on easy and medium difficulty modes. I have a few very small bugs to work out, but if you would like to give it a go before the full release, you can join the beta by selecting the 'gear' icon, selecting 'properties', then 'Betas', and entering this code: MHZRewiredBeta2024 I hope you enjoy it as much as I enjoyed testing it, and thank you for everything! -Joe






[ 2024-05-31 23:05:04 CET ] [ Original post ]

Pedals fix; Collective axes options, toggle Free-Look!

Hey team, I was notified last week that rebinding the gamepad pedals to a new single axis broke them (positive/negative axes worked). After a week of trying to get the system to recognize the difference between up and down on an axis, I just made separate buttons for a single axis and for positive/negative axes. I also did that for the collective, and added a Free-Look toggle option in the controls menu.
The Free-Look toggle also leaves the cyclic on so you can maneuver and look at the same time. That does mean that you'll need to re-bind free-look away from the cyclic.
Also, a little tip: you can use the gamepad bindings for the joystick, so if you want to use a positive/negative setup on the joystick for pedals or collective, just bind the gamepad pedals or collective to your desired input. I've purchased Rewired, a self-contained input tool that can increase accessory compatibility (Gladiator VKB sticks for example). I'm still working through the extensive documentation to plan out the change and figure out what changes the game will need, and I can't make any promises that I'll actually be able to integrate it, but rest assured I will try my best. Thanks again for your support! -Joe CHANGELOG: o Separate buttons for single-axis and positive/negative axis binding for Pedals and Collective, that remove the opposite binding to ensure no conflict. o Free-Look toggle option in the controls menu; selecting will make free-look stay on when selected, until re-selected. Cyclic is left on in this scenario, enabling maneuvering flight while looking around.


[ 2024-04-16 00:54:10 CET ] [ Original post ]

Sticky Collective, Windowed mode, 'nonuke' fix!

Hey all! Quick update to fix the 'No nuke' code and add a few requested features! I've been meaning to add that sticky collective for ages and just kept forgetting. o Remove reticle from passenger and back-side of HUD to mirror IRL HUD behavior. o Add sticky (incremented) collective option, and torque value display on flight page. o Fix nonuke code (wrong collider was deleted). o Add 'windowed mode' option under resolution in the quality settings; move resolution and windowed/fullscreen mode buttons to own menu.


Thanks for your support! -Raulboy


[ 2024-04-03 22:47:01 CET ] [ Original post ]

"Pure Race" Challenge, full-resolution maps!

Hey all! Here's an opportunity to earn your hard-earned $.99 back! Beat my "Pure Race" time of 2:25 on The Laboratory, link the video of it here, and I'll refund the cost of the game, and add the 7-character secret code and corresponding short message of your choice as an easter egg in the game! My time was achieved on the iOS version; your attempt can be on any currently updated platform- message me to join the Android Early Access. [previewyoutube=od13NUZPalQ;full][/previewyoutube] Additionally, here are full-resolution versions of the maps!


Finally, there is a small update coming, to update the material for the HUD, as an eagle-eyed Redditer pointed out that we should only be able to see the reticle on the HUD directly in fromt of us from the POV of the pilot. Thanks for all your support! I'm getting closer and closer to starting the next game! -Raulboy


[ 2024-03-29 20:41:27 CET ] [ Original post ]

Quick Framrate button patch

Fixed framerate button for screens with refresh rates that weren't one of the following: 30/60/120/240 -Joe


[ 2024-02-15 21:22:24 CET ] [ Original post ]

Smart Civilians, Cop IR Beacons, Island Chickens!

Hey there, hard-core few! Today's update, while fairly minor, has been a while in coming! For those who have struggled to differentiate between friend and foe, your cries of frustration have not been in vain. Changes: - In Evacuation and the Evacuation portion of the Marathon mode, civilians will try to approach the aircraft upon player detection. - In Survival and Race modes, the female civilian will try to approach the aircraft if it flies/lands close enough, and will get in given the opportunity, spawning the un-registered Humanitarian badge - 'On duty' police officers have a strobe on their hats to help differentiate them from enemy combatants - 'Buttered It In' badge can be awarded upon landing anywhere; not just at landing pads or civilians, and is no longer erroneously awarded upon respawn at the FARP - 'Buttered It In' badge only enables 'Turbo Mode' on the Arcade/Horde Survival mode - Rescuing an injured civilian awards the 'Dustoff' badge (2nd way to earn it) - Collective input affects the speed at which retreating blade stall is encountered on 'Hard' physics mode - The Speed at which retreating blade stall is encountered on 'Hard' physics mode increased - 'Rearming/Repairing!' and 'Reconfiguring!' messages outlined in red - The Island Chickens now spawn with or without GPU-instanced vegetation (look at the Island release update for clues on where they are) - Increased skid friction will require more finesse to avoid dynamic rollover (aka face-planting) If you enjoy the PC version of the game, the mobile version is a no brainer! It's 99% identical, with some changes for mobile control and processing power- get it on the iOS App Store, or send me your Google Play email address to get an invite to join my free Android beta! As incentive, up to the first 20 testers can send me a max 7-character secret code and short paragraph secret message for inclusion in the game! I can't release the Android version until I have enough testers, so you may very well be the one who helps me meet the quota to get the game released on the Play Store. Don't forget you can get merch on Redbubble on the Raulworks / Raulboy page! Thanks again for all your feedback and support! -Joe


[ 2024-02-14 23:20:02 CET ] [ Original post ]

Physics Update, MacOS HUD Fix, and iOS!

Hey everyone! First of all, thanks for your continued support! I released MH-Zombie on the iOS App Store last month, and it hasn't even come close to the support I've found here on Steam, so thanks again for everything! I've also put some designs on Redbubble.com in case you're interested in t-shirts, stickers, or the like. While working on the iOS build I realized I still wasn't happy with the physics, so I did some tweaking, and then transferred those changes to the desktop platforms, and while I was at it I fixed a bug on MacOS that made the weapons status invisible. Next on the horizon: Android Play Store release. After that, I will be focusing on marketing for a bit, and then transition to the next game. This enterprise isn't making me any money, however, so I will likely go back to flight school to get my Certified Flight Instructor (Instrument) rating, which means the next game will be a bit of a ways out on the horizon. Summary of Change: o HUD Weapon Status Flashes on startup to ensure its visibility. o Framerate button cycles between fractions of the actual possible max framerate rather than set numbers. Physics Updates: o Aircraft rigidbody drag and angular drag scale with airspeed and angular velocity. o Cyclic input scales with airspeed to simulate inertia. o Medium and Hard difficulties simulate retreating blade stall at ~115 KTAS. o Hard difficulty torque/anti-torque simulation updated to match collective input. The bottom line with the physics updates is that the aircraft feels much more like an actual helicopter should. High speed flight will require power management, cyclic climbs won't incur as much drag, and low-speed flight will require anti-torque pedal input in order to maintain heading. Diving will be more immediate as well; the over-floating effect you may have experienced will be reduced. Happy Hunting! -Joe Designs available on RedBubble (Search for user "Raulboy" and go to collection "MH-Zombie":



[ 2024-01-28 21:36:12 CET ] [ Original post ]

Privacy Policy

Hey, just a quick update about privacy: Steam did not require a privacy policy, but for those coming from another platform, or the curious: MH-Zombie does not collect, use, or transmit any personal data whatsoever. For those here on Steam, the Steam Client receives notifications for the unlocking of achievements. Any user preferences stay with your specific copy of the game. Thanks for your support! -Raulboy


[ 2023-12-11 20:45:39 CET ] [ Original post ]

MH-Zombie on Redbubble!

Hey there ladies and gentlemen! Have you ever found yourself wishing you could show your undying love for MH-Zombie and the Simulation-Arcade genre as a whole? Now you can; with a multitude of options at Redbubble.com! Currently it's just the one Sunset Logo, but as time and artistic ability permit I'll be creating and uploading badge artwork as well, starting with Stickgod. Thanks always for your support! -Joe


[ 2023-12-07 05:09:25 CET ] [ Original post ]

Updated LODs, wider possible FOV, iOS!

[MacOS update is up now too!] Hey there ladies and gentlemen! Apologies for the long hiatus; I've been working on the iOS port for the last several months, and finally took a break from that to fix a few bugs here, and add the new Level of Detail objects I built for the iOS version. They will make the lower quality settings look a bit better as they push the impostors further out. There were a lot of rabbit holes, but some of the bugs I've fixed are: Score will actually be recorded after being killed by the nuke on Arcade Survival mode, and a couple related statistics issues have also been fixed. The 'time' cheat will give you extra time on the rescue mode, instead of reducing it to a couple seconds. It was possible to die on the finish line of race mode, counting in statistics as a win but loading the Game Over scene, which means if you would have unlocked the MH-Master badge, it didn't pop up because that scene doesn't have them assigned. The badge would still count as unlocked in statistics and the badge menu, but you wouldn't get the Steam Achievement. It's fixed now, but if this happened to you, you'll need to reset your statistics and re-do the requirements for the badge in order to unlock it. Finally, the iOS port is essentially complete; just some more playtesting, and preparation of the App Store page to go! Thanks for all your support and suggestions! With the iOS port on the near horizon, I'm getting excited looking forward to the next game! -Raulboy


[ 2023-12-04 21:14:42 CET ] [ Original post ]

Combat race, Marathon mode fixes

[Edit: Windows and Mac builds are up] Hey team, I got a tip on Combat Race mode prematurely awarding victory, and while debugging I discovered it also affected the Marathon mode, preventing the advanced enemy wave spawns altogether, which in turn made it impossible to win. It didn't seem to affect the Linux or Windows builds, but I don't know why... Anyway, the fox is up on all platforms. Thank you all so much for your support and issue reporting! -Joe


[ 2023-07-16 18:10:46 CET ] [ Original post ]

Linux Build is now live!

Hey all, One of you told me the game wasn't working on Linux, and I discovered I needed to upload a separate Linux build. This update sets the new Linux build live. If you had downloaded the Windows version and were running in compatibility mode, you'll need to uninstall it and reinstall in order to get the new Linux version. If you were running in compatibility mode and don't want to give up your saved stats, you can continue to do so, just keeping in mind that it's more likely to crash, especially when the zombies are released and the video plays, and the video will just be an error placeholder. Thank you all so much for continuing to help me make this the best game possible! -Joe


[ 2023-07-10 22:50:08 CET ] [ Original post ]

No Nuke code, triple kill badge fix

Hey all! I noticed the triple kill badge in the badges menu had a UI that was accidentally left on, and someone asked for a no-nuke option in survival, so I quickly made the change and the fix. No nuke code: nonuke Thanks for all your support! -Raulboy


[ 2023-07-06 22:34:35 CET ] [ Original post ]

New Update! Mode Changes, new Achievements, new functionality, and bugfixes!

Alright team, the new update is complete and bug tested. There still seems to be a persistent bug with the MPD menu 'Ok' button not selecting when using a controller, and I will continue to chase it, but for now just closing the MPD and reopening it with the MPD button will restore MPD functionality. Or you can just use a mouse to select the buttons. Changes: Field of View page, with FOV slider and the ability to change seats (1st person) or sides of the aircraft (3rd person). Depending on your monitor, the game choses the FOV I think the game looks best in for a given resolution, and if you don't touch the slider that's what it'll be. Once you touch it, it'll remember that FOV for subsequent sessions. Scaled points awarded for different enemies- Zombies 1, Soldiers 2, SAWs 3, MANPADs 4, and Tanks 10. Two Survival Mode variations: Sim Arcade: Works essentially as Survival Mode always has, only now when you reach the top level of invader waves, an invisible kill-counter counts down and disables enemy spawn, making a win guaranteed if you can kill the last of the enemies. Arcade: The enemies keep coming until it's impossible to keep them contained. You will never be able to kill them all. This variation introduces: Points Multiplication- the in-game badges you earn (Sharpshooter, Multi-Kills, Aussie etc.) award a timed points-multiplier. Keep them strung together well enough, and they start adding up. Instant Reload- awarded at 30x Multiplier. (+ badge & achievement)
ONC Explosives- (2x higher yield explosives in HEDP, Laser, 30mm, Seeker, and Cluster Mines, with pretty blue explosions) awarded at 45x Multiplier. (+ badge & achievement)
Laser Minigun- (2x greater effective radius; 2x faster projectiles, and pretty red laser beams) awarded at 60x Multiplier (+ badge & achievement)
Over 9,000 badge & achievement - awarded at 9,000 points
Two Race Mode Variations: Pure: Race only; no enemies to kill. Combat: The original race mode, with enemies to kill at checkpoints along the way. Tutorial / Free-Flight Variations: Free flight is now separated from the Tutorial. Marathon Mode update: Marathon Mode utilizes the Sim-Arcade mode, ensuring success if you can fight through all enemy waves. Enemy wave notifications no longer pull up the MPD to notify you; you are now prompted to check the MPD for new intel, and when you open it the wave-dependent text is displayed. Notable bugfixes: Look Inversion will now persist through new sessions. Helicopter startup sound is 50% quieter. Perimeter alarm is a new sound, with lower volume, lower tone, and only plays once per perimeter incursion; if there's already an incursion going on, another collider trip will only trigger the "Disappointment" dialogue. The Evacuation casualty timer should no longer randomly time out after only 60 seconds. Completion of Marathon Mode on Hard counts for both Survival and Evacuation mode for the MH-Master Badge. Closing the MPD when the Upgrade message is up when the Zombie outbreak video/message is up will now close the upgrade message and leave the MPD open, requiring another button press to close the MPD. There's a ton of other little bug fixes and changes- hopefully you find the game much more enjoyable! Thanks for all your support and encouragement! Please let me know if you have any issues! -Raulboy


[ 2023-06-30 20:44:34 CET ] [ Original post ]

Survival Changes, new Achievements, new functionality, and bugfixes on the way!

Hey team! I know it's been a bit since the initial bug reports from the Island were submitted, but as I was fixing them I started adding a few related features and before I knew it I was deep in a revamp of how Survival works, with the achievements to support it. I'm still a little on the fence about how to handle the update- I think it makes the gameplay way more fun, but the initial realism and hesitation to use on-screen vs on-aircraft UI are diminished. There are already so many modes that I think adding an additional layer of moding to Survival (simulation vs arcade or something) would be overkill, although it would be an opportunity to make it a little easier/predictable to win the game, with simulation on a body-count timer (zombie spawns turn off after a given number) and arcade with a set minimum enemies at all times and the upgrades this new update will have, with no ability to actually "win". Let me know your thoughts! I'm still a little ways out from release- I need to decide on the above, and do more bugtesting, but here's a list of what you'll see so far: Field of View page, with FOV slider and the ability to change seats (1st person) or sides of the aircraft (3rd person). Depending on your monitor, the game choses the FOV I think the game looks best in for a given resolution, and if you don't touch the slider that's what it'll be. Once you touch it, it'll remember that FOV for subsequent sessions. Scaled points awarded for different enemies- Zombies 1, Soldiers 2, SAWs 3, MANPADs 4, and Tanks 10. Points Multiplication- the in-game badges you earn (Sharpshooter, Multi-Kills, Aussie etc.) award a timed points-multiplier. Keep them strung together well enough, and they start adding up. Multiplier with timer is currently displayed below center-screen at .6 opacity. I've tried moving it and it's just not nearly as dopamine inducing haha... Instant Reload- awarded at 30x Multiplier. (+ badge & achievement)
ONC Explosives- (2x higher yield explosives in HEDP, Laser, 30mm, Seeker, and Cluster Mines, with pretty blue explosions) awarded at 40x Multiplier. (+ badge & achievement)
Laser Minigun- (2x greater effective radius; 2x faster projectiles, and pretty red laser beams) awarded at 50x Multiplier (+ badge & achievement)
Over 9,000 badge & achievement - awarded at 9,000 points
Plus a couple other achievements, one of which should have shipped with the very first build on here but somehow slipped the imagination until recently. Notable bugfixes: Look Inversion will now persist through new sessions. Helicopter startup sound is 50% quieter. Perimeter alarm is a new sound, with lower volume, lower tone, and only plays once per perimeter incursion; if there's already an incursion going on, another collider trip will only trigger the "Disappointment" dialogue. Like I said, I'm still a ways out from publishing this update, but your feedback on the above could help make it happen faster, and I'm working hard to get it out. Thanks for all your support and encouragement! -Raulboy


[ 2023-06-16 23:24:37 CET ] [ Original post ]

The Island is now Live!

The Island has arrived! Some Pacific travelers may experience a sense of dj vu, but rest assured, any resemblance to real life locations is entirely coincidental. Updates: Specialty enemy spawns now occur at the same number of kills regardless of difficulty level (upgrades are still affected by difficulty level). Altitude indicator now reports radar (distance above ground) altitude rather than barometric (distance above sea level) altitude. Resolution button now displays current resolution and refresh rate; pressing it cycles through all available resolutions. Race ammo-drops take effect instantly, are now labeled "FARP", and shouldn't fail to activate anymore. Additionally, they utilize a particle effect rather than a real-time light to improve performance and aesthetic. Logic for friendly fire during the evacuation game type has been tweaked to handle exceptions at the end-game scenario and the casualty pickup scenario- if you kill civilians you've already rescued (within the tolerance dictated by difficulty level), they will be left behind when the end-game is triggered. If you kill the cop when you need him to go pick up a/the casualty, you'll have to wait for him to "recover" before you can continue mission. There is a Chicken in Lulu City, at Hyena Point, and in the Pineapple fields just north of the airfield. Do with this information what you will. As aways, thank you so much for your help and support in making this the best experience I can offer you all! PS: I have left the U.S. Army, which has given me much more time to dedicate to this map, the next big objective (porting to iOS), and the next project. Stay tuned! -Raulboy


[ 2023-05-26 18:08:31 CET ] [ Original post ]

Introducing: The Island! Releasing Soon

Hey ladies and gentlemen, I've almost completed work on the final level, The Island! I'm bugtesting it now, so hopefully barring any massive bugs that take a lot of work to track down, it should come out soon. Depending on performance, I may end up remodeling some of the bigger buildings that take up way more processing power than they should, so those may change. There are a few bugs that will be fixed as well, to include the mission menu bug which sometimes pauses the game without pulling up the mission menu. FYI, for now you can just press the button again to unpause, and then wait a few seconds before pressing it again to pull it up. Thanks for all the support, and I hope you enjoy these pictures!



[ 2023-04-26 21:52:11 CET ] [ Original post ]

Major update published!

Happy Friday team! I didn't want to wait until I've completed the new map to get all these awesome changes to you, and they're finally (somewhat) bug-tested, so I hope you enjoy! The following list isn't exhaustive, because I've made A LOT of updates. Easy physics now has an attitude limit. GPU Instanced plants (and the attitude indicator with them) can be turned off/on in quality settings. Game difficulty changes max amount of enemies, amount of enemies to kill before upgrades, amount of time in nuke countdown, total amount of enemies possible, rotor collision dynamics, amount of civilians possible for friendly fire, the effective radius of the 30mm, and the effective radius of the 7.62 canon. It also changes the times available to you in the evacuation/marathon modes. New game mode; Civilian Evacuation. Evacuate all civilians and eliminate the enemy scouts. On easy game difficulty and medium to hard physics difficulty, aircraft will reset if you get stuck upside down for more than a given amount of seconds. Semi-new game mode: "Marathon Mode" combines the evacuation and survival modes, with a new achievement if you win in this mode. The new "MH-Master" achievement is earned by beating every mode on hard game difficulty (physics isn't taken into account) AND getting the requisite badges for them (You Won, Freeman, Fast & Furious, Ultra-Marathon). I discovered a super frustrating collider that wrecked me several times in Race mode until I looked into it; I apologize for that as it must have been annoying for you all too haha... But it's fixed now. "Code Entry" menu in the in-game options menu. The "secret" codes are all realllllly obvious, and there's even a code to tell you what most of the other helpful codes are. I think there's a six or seven character limit, so keep that in mind. As always, please let me know if something doesn't work or is broken so I can fix it, and many thanks for your support! -Raulrusboy


[ 2023-03-17 22:57:27 CET ] [ Original post ]

Progress Update - Upcoming new map, game mode, port to iOS!

Hey there everyone! Just wanted to give you all a roadmap for what's to come with MH-Zombie: I've completed additional (still to be published) changes to the difficulty modes. The Final Countdown has been further scaled, and weapon unlocks and total enemies now scale from Easy to Hard. In addition, I've added attitude limits to the Easy physics mode; no more accidentally inverting and crashing (although you'll need to switch to Medium or Hard to enable inversion to get a couple of the achievements). In the coming month(s) I will also complete an additional new game mode and map, and make the secret cheat menu a little less secret, and a little less broken. Finally, I have successfully completed a development build to iOS, so after all of the above is complete, I will publish the iOS port of the game to the App Store. After that, aside from general bugfixing, I plan to move on to development of my next game, an as-yet untitled open world game with a similar premise. Thanks for all your support, and stay tuned! -Raulrusboy


[ 2023-02-07 16:27:51 CET ] [ Original post ]

Input patch #2(?): Mouse input for check boxes, rebind issues, tutorial

PC (and now Mac as well) Input patch #2(?): Mouse input for check boxes, rebind issues, tutorial corrected. You will be able to select check boxes with the mouse, rebind inputs using the mouse without the rebind running several times, and select 'ok' during the tutorial with the mouse. Please, please PLEASE keep letting me know what's going wrong- I really do want to make this game work like it's supposed to. Thanks for your support! -Joe


[ 2022-11-25 23:14:06 CET ] [ Original post ]

Input Issue fix posted!

MacOS and Windows input fix has been deployed- for those who had issues, go ahead and give it a try! Unity (the game engine) had a bad update a few months back and I failed to catch that it was causing some problems. I updated, and it should be good to go now. Thanks for your patience and support!


[ 2022-11-19 21:00:54 CET ] [ Original post ]

Tutorial bugfix

The difficulty update introduced a bug making the Tutorial mode fail. This update fixes that; MacOS fix will be applied later today. Thanks for your support!


[ 2022-11-12 17:21:39 CET ] [ Original post ]

MacOS is now supported!

MacOS is now supported! Enjoy killing commies and zombies on your dirty Macs! ... and thanks, as always, for your support and encouragement! -Joe


[ 2022-11-11 19:27:12 CET ] [ Original post ]

Difficulty Update Posted!

(Update: small start-menu fixes had to be made- be sure to update fully) Difficulty Update Posted! I've changed the physics menu to a Game Difficulty menu, with the option to select between the three physics modes AND three difficulty levels- Easy: Rotor-strike detection is turned off, dying merely resets you to the FARP (except in the end-game scenario), and you have 20 seconds to stop zombies beyond the trigger perimeter. Medium: Rotor-strike detection is turned off, you have two additional backup aircraft, and you have 15 seconds to stop zombies beyond the trigger perimeter. Hard: Rotor-strike detection is on, you have no additional backup aircraft, and you have 10 seconds to stop zombies beyond the trigger perimeter. Have fun, and thanks for your support!


[ 2022-10-29 21:10:39 CET ] [ Original post ]

Difficulty Update!

Hey all! I know it's been a while, but I assure you I'm still here! Coming soon: Think MH-Zombie is too hard? I've changed the physics menu to a Game Difficulty menu, with the option to select between the three physics modes AND three difficulty levels- Easy: Rotor-strike detection is turned off, dying merely resets you to the FARP (except in the end-game scenario), and you have 20 seconds to stop zombies beyond the trigger perimeter. Medium: Rotor-strike detection is turned off, you have two additional backup aircraft, and you have 15 seconds to stop zombies beyond the trigger perimeter. Hard: Rotor-strike detection is on, you have no additional backup aircraft, and you have 10 seconds to stop zombies beyond the trigger perimeter. Further in the future: MacOS, iOs/iPadOS, and Android releases. Thanks for your support!


[ 2022-10-29 02:26:19 CET ] [ Original post ]

Introducing The Repository and Race mode!

Introducing The Repository, a new sprawling mountainous map; and Race mode, a new, much more forgiving game mode. Fly among the cedars and admire the scenery in The Repository, but remember that all that space means more ground to cover, and longer re-arm/repair stops. Once you've unlocked some new weapons in Survival Mode, switch over to Race Mode to use them to improve your time! Too many changes, bug fixes, and improvements to list, but a couple of the highlights: New map; The Repository New game mode; Race Current weapon visible in 3rd person Terrain texture given contrast to improve spatial awareness Corrected camera snap/jitter for extreme bank/pitch angles Corrected heading-drift direction based on bank angle for extreme bank angles


[ 2022-06-25 20:54:08 CET ] [ Original post ]

New map and game mode inbound!

Hey all, I know it's been a bit of time since the last update, but the wait is almost over. The next update, coming soon, will introduce a new map and game mode, a new achievement, and too many bug fixes and improvements to list. The update itself is complete, and I am just working to make a new description, new trailer and upload new screenshots. Here are a few of the aforementioned to tide you over:




[ 2022-06-13 03:20:43 CET ] [ Original post ]

MH-Zombie is in the Game Development World Championship 2022!

MH-Zombie is in the Game Development World Championship 2022! Support the game at MH-Zombie in the GDWC!


[ 2022-05-14 01:23:11 CET ] [ Original post ]

8 MAY 2022 Update

Added: Collective Invert Option in Controls Menu Thanks for your continued input and support!


[ 2022-05-08 19:40:05 CET ] [ Original post ]

1-5 May 2022

Couple internal bugfixes. + Reconfigured joystick pedal and collective axes' for joystick. Fixed incorrect application of rebinding to the trigger/fire bindings. Removed all defaults for joystick. Reconfigured pedal and collective axes for gamepad Civilian icons don't turn off after 10 minutes anymore. Please let me know if you have any issues! 5MAY22: Changed pedals back to negative/positive on gamepad to allow for mapping to the triggers


[ 2022-05-02 03:06:29 CET ] [ Original post ]

30 April 2022 Update (Reconfigurable Controls!)

Reconfigurable controls! You asked for it, and I've finally got around to it. There's probably a few bugs in there still, so the faster you let me know about them, the faster I can get them fixed. It's a pretty liberal application of reconfiguration; if you want zoom and shoot to be the same button, you've got it. For now, there are several buttons I've left off-limits, but if it bugs enough of you I'll go back and look into the required code wrangling to make them behave with each other. I still don't have a HOTAS, so I was unable to test the joystick configuration or add bindings beyond the cyclic, free-look, and fire, but I should have one starting next week, and if this release doesn't work with it, I'll follow up ASAP. NEW: Reconfigurable Keyboard, Gamepad, and Joystick configurations.


[ 2022-04-30 23:01:59 CET ] [ Original post ]

24 APR 2022 Update

Cop de-spawn bugfix Splash screen clip compatibility attempt (unable to playtest this) Tutorial completion no longer required for practice mode in tutorial Added separate pedal sensitivity slider I was and am still in the process of moving across the world when I released this game, so I've had limited time to make updates and add features, but I am continuing to research control rebinding, and will soon begin the coding and UI work to implement it. Thanks for your patience, your bug reports, and your support! -Joe EDIT: Couple additional fixes added today- High score after nuke not updating Pedal sensitivity while zoomed Cop de-spawn (missed a step before) Getting blamed for killing a civilian after only hurting them, and then an enemy kills them (Hopefully) last EDIT: Pedal sensitivity slider broke the tutorial; had to fix it Camera-Look now switches camera if not on a camera with a reticle


[ 2022-04-24 19:41:09 CET ] [ Original post ]

17APR 22 Update

Changes: Music volume now affects beginning and end menu music as well as in-game music. Civilian killing is now three-strikes and youre out, with a counter on the MPD. Map has MGRS grid squares, and the mission brief references them. Thanks again for all your bug reports, suggestions, and requests!


[ 2022-04-18 03:20:15 CET ] [ Original post ]

6 APR 2022 patch

Upgrade and Mission Update messages clearable at all times, not just when zoomed in to the multi-purpose display.


[ 2022-04-07 00:16:24 CET ] [ Original post ]

5 April 2022 (first update)

Ladies and gentlemen, The first update for MH-Zombie is now live. I addressed the items which needed to be fixed, as well as a few of the easier to implement requests. See below for the change log: Fixed: Invert Y de-select inverting horizontal inertial look. Cloud acting like a solid object. Changed: Upgrade notice now flashes on the left multi-purpose display (MPD) until 'ok' selected in map view or mission menu, or until upgrade is started at the FARP. Tutorial completion no longer required to start the game. Added: Separate Controls menu, with added option to invert look separately from cyclic. Start Options Menu Statistics page. Start Options Menu Badges page. Please continue to let me know any issues you run into so I can get them fixed, and have a great day! -Joe


[ 2022-04-06 03:22:22 CET ] [ Original post ]

Welcome to MH-Zombie!

Greetings everyone! Welcome to MH-Zombie! This is my first game, and going into it I had nothing but a beginners C++ course from eight years before in college. The idea for it came to me in 2014 when I was deployed to Kuwait as an Assistant Operations Officer for my AH-64D Apache Helicopter Battalion. Leading up to the deployment, I had played a ton of Battlefield 3; jumping into the scout helicopters at every opportunity, but it always bothered me how hard it was to get the helicopters, and how hard it was to fight off the seasoned helicopter aces on the other team. The AC-130 Operator mobile game was pretty popular then, and its simplicity caught my attention. I wondered how successful a game that followed the same formula, only with a helicopter, could be. A friend told me about the Unity game engine, and I downloaded it and made a feeble attempt to learn C# and build a game, but after grappling with a free helicopter script that I couldn't make work, I gave up.

Fast forward to Spring of 2020: I was playing a lot of Battlefield 4 and running into the same frustrations from Battlefield 3. I figured there had to be a game like the one I had imagined back in 2014 by now, and searched through Steam and the App Store for one. ARMA II seemed promising, but to my surprise I was unable to modify the controller layout, which was an absolute dealbreaker for me. DCS World was interesting too, but they had no helicopters I was willing to fly, and it was very technical, where I just wanted to jump in and start shooting things. So, I decided it was time to consider another try at making my own game. I wrote a proposal outlining the basic features and function of the game by priority, complexity, and difficulty (as far as I could imagine, having no actual development experience), and got to work researching a good starting point.
I found a tutorial on how to start a helicopter game in Unity (it was an early access course, and the developer never completed it), and I built on the very basic flight model and C# scripting/Unity knowledge it gave me to start the beginnings of the game you can now play today. Along the way, I used Youtube, Reddit, StackExchange, and assets from the Unity Asset Store when I got stuck or couldn't find the answers in the Unity documentation.
By July 2020 I thought I would have a releasable game no later than October, but my little brother was never satisfied with the builds I sent him to playtest, and I continued to add features and improvements over the course of the next year and a half.
When I finally completed all of the basic features I thought the game should have as an improvement on the AC-130 game model (to include everything in my original proposal), I released it. As I gain experience and knowledge, the game may morph into another game altogether, with the original maps still available as an 'Arcade' mode.
Anyway, thanks for your time, attention, and support; many of your suggestions have been integrated into the game, and I look forward to your feedback as I continue to improve MH-Zombie!


[ 2022-04-02 21:41:56 CET ] [ Original post ]

MH-Zombie
Raulworks Developer
Raulworks Publisher
2022-03-27 Release
Game News Posts: 44
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (84 reviews)
Public Linux Depots:
  • 18hell Depot [2.36 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
DISCLAIMER: If you've never flown a real helicopter, never flown a simulated helicopter, or never flown the helicopters in ARMA or Battlefield, this game is very hard, even on the 'Easy' physics mode. However, it's also very rewarding, and if you just keep at it, you really can learn the basics of how to fly a helicopter.

THE SCENARIO:

The National Laboratory has been studying all kinds of crazy biological "tools", and now it's under invasion. If any of that research gets captured, or worse, some sort of vector gets out, it could be the start of a happy new world. For zombies. For us, it would be quite inconvenient.

Perform aerial interdiction against the relentless Commies, using an increasingly sophisticated arsenal of weaponry from your Multi-Role Helicopter (MH), callsign Zombie 26. If zombies were to somehow result from your failure to fight off the invasion, and the zombies were to escape, all hope of containment would be lost, so fly like your life depends on it (SPOILER: It does).

Two maps and game modes, and 31 achievements will keep you coming back to fly the most realistic arcade helicopter game on Steam.

KNOWN ISSUES:

Keyboard bindings are for English Language layout; some bindings will not work correctly with other-than English keyboard layouts.

NOTE FROM THE DEVELOPER:

As any honest Attack Pilot will tell you, probably less than 1% of the flying includes pulling triggers. 99% of the flying IRL is incredibly boring, and yet also incredibly stressful. If you're looking for the entire Attack Pilot experience, to include the aforementioned, this isn't the game you're looking for. Maybe get the AH-64D expansion for DCS World.

BUT-

If you want to multiply that 1% of awesomeness by 100, with no radio calls to make, no permission to engage to ask for, no pesky aircraft limitations and failures, no deadly quirks of aerodynamics, lightning fast battle-damage repairs, and a whole lot of ammunition to rain down on the enemy, you need look no further.

GAMEBILLET

[ 6132 ]

13.79$ (8%)
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