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Getting closer.


Hey All, While still being tight lipped about any dates, progress continues steadily. Our current plan is to release the update(s) as episodes/chapters, that way we get to keep our sanity, and each update can exist on its own, but jell together in the end... Oh yea, and "Big Bad" is back. -c3sk


[ 2017-10-16 07:21:36 CET ] [ Original post ]

Getting closer.


Hey All, While still being tight lipped about any dates, progress continues steadily. Our current plan is to release the update(s) as episodes/chapters, that way we get to keep our sanity, and each update can exist on its own, but jell together in the end... Oh yea, and "Big Bad" is back. -c3sk


[ 2017-10-16 07:21:36 CET ] [ Original post ]

Progress update.

Hey all, We're making slow but steady progress on the next update. For the past while, we have been quietly working on Noct in the evenings after work. Development has been nice and healthy since the last announcement for us.. a lot less stressful, and we are looking forward to rolling out the next update upon its completion. Unfortunately we cannot give an exact date yet, and we respectfully refuse to do so until it is tested and ready to be deployed. I believe that a broken update doesn't fix anything, and in the end, it just creates more problems going forward. A proper clean update gives us more breathing room, without having to spend months fixing issues that should have been addressed before a major patch goes live. I realize that there will be continuous frustration because of this, however I very much appreciate the support and passion you have for this game, even in its negative form. We share those same frustrations with you, and are still here working on completing the game, despite many considering it to be a waste of time and effort. There is no pot of gold at the end here for us. The only reward is knowing that we completed the game, and that we didn't quit. For us, that makes it all worth it, otherwise all the time we have spent on it thus far would be for nothing. -c3sk


[ 2017-09-08 23:25:48 CET ] [ Original post ]

Progress update.

Hey all, We're making slow but steady progress on the next update. For the past while, we have been quietly working on Noct in the evenings after work. Development has been nice and healthy since the last announcement for us.. a lot less stressful, and we are looking forward to rolling out the next update upon its completion. Unfortunately we cannot give an exact date yet, and we respectfully refuse to do so until it is tested and ready to be deployed. I believe that a broken update doesn't fix anything, and in the end, it just creates more problems going forward. A proper clean update gives us more breathing room, without having to spend months fixing issues that should have been addressed before a major patch goes live. I realize that there will be continuous frustration because of this, however I very much appreciate the support and passion you have for this game, even in its negative form. We share those same frustrations with you, and are still here working on completing the game, despite many considering it to be a waste of time and effort. There is no pot of gold at the end here for us. The only reward is knowing that we completed the game, and that we didn't quit. For us, that makes it all worth it, otherwise all the time we have spent on it thus far would be for nothing. -c3sk


[ 2017-09-08 23:25:48 CET ] [ Original post ]

No update ETA

Morning All, We had some catastrophic issues attempting to get a segment of the most recent update out ...obviously, which impacted our regular lives a little bit too heavily over the past 48hrs for working on this to be even remotely worth it. I'm sorry that may have ruined your plans. Going forward, we will not be posting any future release date plans until something is 100% complete and effectively ready, sitting in a corner, waiting to be shipped. TL;DR: Next update will be ready when it is ready. Post angry comments to me below, you will feel better. -c3sk


[ 2017-07-12 11:37:15 CET ] [ Original post ]

No update ETA

Morning All, We had some catastrophic issues attempting to get a segment of the most recent update out ...obviously, which impacted our regular lives a little bit too heavily over the past 48hrs for working on this to be even remotely worth it. I'm sorry that may have ruined your plans. Going forward, we will not be posting any future release date plans until something is 100% complete and effectively ready, sitting in a corner, waiting to be shipped. TL;DR: Next update will be ready when it is ready. Post angry comments to me below, you will feel better. -c3sk


[ 2017-07-12 11:37:15 CET ] [ Original post ]

Update delay - July 11th

Hey all, Unfortunately Mark and I need a bit more time with the update to smooth out some stuff. We are going to push the update release an additional 2 weeks. I realize this is a huge bummer to those anxiously waiting, but this will enable us to provide a better overall experience. Hey, it's only 2 weeks... considering how long we've been working on Noct, this is probably the shortest delay we've ever encountered. (lol) Thanks for your continued support folks. I'll try to answer any questions you have below. (Can't answer any story content questions, you're just going to need to find out when the patch drops) PS: Feel free to down vote the hell out of this post. We'll still <3 you. -c3sk


[ 2017-06-25 22:49:21 CET ] [ Original post ]

Update delay - July 11th

Hey all, Unfortunately Mark and I need a bit more time with the update to smooth out some stuff. We are going to push the update release an additional 2 weeks. I realize this is a huge bummer to those anxiously waiting, but this will enable us to provide a better overall experience. Hey, it's only 2 weeks... considering how long we've been working on Noct, this is probably the shortest delay we've ever encountered. (lol) Thanks for your continued support folks. I'll try to answer any questions you have below. (Can't answer any story content questions, you're just going to need to find out when the patch drops) PS: Feel free to down vote the hell out of this post. We'll still <3 you. -c3sk


[ 2017-06-25 22:47:55 CET ] [ Original post ]

June 27th Large Update.

Hi all! We will be releasing a rather large update on June 27th. Rolling out the new inventory system, story campaign, and more! Expect more details to be outlined in the patch notes posted prior to the posted date. -c3sk


[ 2017-05-31 13:46:14 CET ] [ Original post ]

June 27th Large Update.

Hi all! We will be releasing a rather large update on June 27th. Rolling out the new inventory system, story campaign, and more! Expect more details to be outlined in the patch notes posted prior to the posted date. -c3sk


[ 2017-05-31 13:46:14 CET ] [ Original post ]

Inventory Update

Hey all, Was hoping to get this posted Thursday, but due to work obligations it had to wait until the weekend. Thank you for your patience! We hit some obvious delays on the Inventory due to some hurdles with Unity's serialization limitations. I won't *Zzz* you with the details, Mark has been actively documenting on live streams here and there regarding the trials and tribulations of navigating said limitations. The good news is a lot of the inventory and weapon modding is finished, and is working well during initial internal play testing. We have decided not to roll out the inventory update as a standalone, as its implementation was to support the story campaign of Noct. We just don't feel it would be enough of an update on its own to hold players over until the game is completed... So we are just going to roll everything out in a final large update essentially completing the game. Expect a release date/deadline as soon as we are moved on from inventory development. Will be announced in the next two weeks. As always, post your questions/rants below, I'll address them as best I can. -c3sk


[ 2017-05-06 16:25:50 CET ] [ Original post ]

Inventory Update

Hey all, Was hoping to get this posted Thursday, but due to work obligations it had to wait until the weekend. Thank you for your patience! We hit some obvious delays on the Inventory due to some hurdles with Unity's serialization limitations. I won't *Zzz* you with the details, Mark has been actively documenting on live streams here and there regarding the trials and tribulations of navigating said limitations. The good news is a lot of the inventory and weapon modding is finished, and is working well during initial internal play testing. We have decided not to roll out the inventory update as a standalone, as its implementation was to support the story campaign of Noct. We just don't feel it would be enough of an update on its own to hold players over until the game is completed... So we are just going to roll everything out in a final large update essentially completing the game. Expect a release date/deadline as soon as we are moved on from inventory development. Will be announced in the next two weeks. As always, post your questions/rants below, I'll address them as best I can. -c3sk


[ 2017-05-06 16:25:50 CET ] [ Original post ]

Inventory Preview


I am happy to report that our new inventory update is shaping up. As a result of construction on the new inventory system, we have also refactored and spiced up the old interface to allow for smoother interaction. This also will enable rapid expansion of interfaces in the future, contributing to faster workflow and content creation. Bunker supplies/Stash transferring As you can see below, you will be able to transfer a variety of different items to your bunker storage, or even other hidden stash points within the game world. Each individual item has weight and volume based on real world dimensions. The items list for Noct will now be quite vast, potentially containing hundreds of different items with their own procedurally generated stats. We are talking a multitude of different types of ammo, food, and equipment which can all be modified and combined to customize your own unique items!
Item Modification The inventory screen is modular, and in addition to serving as kit navigation/storage, it also functions as a modification window for combining items for customization. Weapon customization is a great example of how players will be able to take a base rifle platform, combine it with optical sights, lasers, grips, barrels, and other equipment to increase the overall stats/value. That weapon can then be equipped/stored/traded/stolen and will retain all of its modifications/additional equipment. It will even be possible to find pre-modified items in the game world which can then be stripped down by survivors for their parts and components for use in other equipment. We can't accurately project when the inventory patch will go live just yet, however our goal is to have this update finalized/released with a large and comprehensive item database by the end of February. I'll have an announcement with more information on item modification and how we are handling item stats in that regard between now and release. We're pretty excited to almost have this out of the way. Mark did a tremendous overhaul on the previous UI to help get us here, and it has been well worth the wait! As always, post your questions/comments below and I'll do my very best to answer all of them. -c3sk


[ 2017-02-04 05:21:12 CET ] [ Original post ]

Inventory Preview


I am happy to report that our new inventory update is shaping up. As a result of construction on the new inventory system, we have also refactored and spiced up the old interface to allow for smoother interaction. This also will enable rapid expansion of interfaces in the future, contributing to faster workflow and content creation. Bunker supplies/Stash transferring As you can see below, you will be able to transfer a variety of different items to your bunker storage, or even other hidden stash points within the game world. Each individual item has weight and volume based on real world dimensions. The items list for Noct will now be quite vast, potentially containing hundreds of different items with their own procedurally generated stats. We are talking a multitude of different types of ammo, food, and equipment which can all be modified and combined to customize your own unique items!
Item Modification The inventory screen is modular, and in addition to serving as kit navigation/storage, it also functions as a modification window for combining items for customization. Weapon customization is a great example of how players will be able to take a base rifle platform, combine it with optical sights, lasers, grips, barrels, and other equipment to increase the overall stats/value. That weapon can then be equipped/stored/traded/stolen and will retain all of its modifications/additional equipment. It will even be possible to find pre-modified items in the game world which can then be stripped down by survivors for their parts and components for use in other equipment. We can't accurately project when the inventory patch will go live just yet, however our goal is to have this update finalized/released with a large and comprehensive item database by the end of February. I'll have an announcement with more information on item modification and how we are handling item stats in that regard between now and release. We're pretty excited to almost have this out of the way. Mark did a tremendous overhaul on the previous UI to help get us here, and it has been well worth the wait! As always, post your questions/comments below and I'll do my very best to answer all of them. -c3sk


[ 2017-02-04 05:21:12 CET ] [ Original post ]

Dev thoughts/Narrative


When Noct initially went into early access with an incomplete story, this impeded the game and development more than I realized it would. Like supplying people with a half finished book, obviously you&amp;#039;re not going to like it, it&amp;#039;s going to leave you unsatisfied and wanting more. At that point why even read it? I don&amp;#039;t think I understood that, but I get it now. I guess it&amp;#039;s one of those life lessons where you won&amp;#039;t fully understand something until you fail at it. For awhile, I completely regretted pushing the game into Early Access. Development can be, and is (at least for us) extremely chaotic. With Early Access, I feel that every build should be perfect, fans deserve nothing short of that, especially for supporting the game in such an infant state. The development reality is very different from that. Builds are messy, full of bugs, and you&amp;#039;re constantly breaking your own game when you add new features... all this goes down while trying to rush out updates to keep your fans and supporters happy. I don&amp;#039;t feel the same way anymore. Noct is 100% directly influenced by it&amp;#039;s Early Access community. It wouldn&amp;#039;t be the game it is today, and it certainly wont be the game it can be tomorrow, without the small community that drives it. I&amp;#039;ve never worked on a project this long before, or one like this. I&amp;#039;ve also never felt an attachment to something like this as an artist. I wouldn&amp;#039;t choose do it any other way. If it wasn&amp;#039;t a struggle, how would you learn and grow from it? Narrative core: While we drastically improve the inventory and scavenging aspects of Noct, we are also busy working on the main storyline. I mentioned before how the bunker would play a direct role, working as some sort of hidden gateway to different parts of the Narrative. Some of these chapters will bring you topside. However the majority are focused inward, involving underground catacombs and passageways. Will XMIT return? Will it feel like the old narrative? Yes. The mysteriousness of the satellite viewer will return. When will the narrative update be released? As soon as the Inventory update launches, we will be full time on Narrative. With the changes now made to the game, we expect storyline development to proceed at an accelerated pace. However, I want the full story to be completed and in the game before the update goes live. I don&amp;#039;t mind it being buggy, I expect as much from development. What I can&amp;#039;t stand is an unfinished story going out the door again. As always, post any comments or questions below, I&amp;#039;ll always do my best to answer them. -c3sk


[ 2017-01-16 21:24:30 CET ] [ Original post ]

Dev thoughts/Narrative


When Noct initially went into early access with an incomplete story, this impeded the game and development more than I realized it would. Like supplying people with a half finished book, obviously you're not going to like it, it's going to leave you unsatisfied and wanting more. At that point why even read it? I don't think I understood that, but I get it now. I guess it's one of those life lessons where you won't fully understand something until you fail at it. For awhile, I completely regretted pushing the game into Early Access. Development can be, and is (at least for us) extremely chaotic. With Early Access, I feel that every build should be perfect, fans deserve nothing short of that, especially for supporting the game in such an infant state. The development reality is very different from that. Builds are messy, full of bugs, and you're constantly breaking your own game when you add new features... all this goes down while trying to rush out updates to keep your fans and supporters happy. I don't feel the same way anymore. Noct is 100% directly influenced by it's Early Access community. It wouldn't be the game it is today, and it certainly wont be the game it can be tomorrow, without the small community that drives it. I've never worked on a project this long before, or one like this. I've also never felt an attachment to something like this as an artist. I wouldn't choose do it any other way. If it wasn't a struggle, how would you learn and grow from it? Narrative core: While we drastically improve the inventory and scavenging aspects of Noct, we are also busy working on the main storyline. I mentioned before how the bunker would play a direct role, working as some sort of hidden gateway to different parts of the Narrative. Some of these chapters will bring you topside. However the majority are focused inward, involving underground catacombs and passageways. Will XMIT return? Will it feel like the old narrative? Yes. The mysteriousness of the satellite viewer will return. When will the narrative update be released? As soon as the Inventory update launches, we will be full time on Narrative. With the changes now made to the game, we expect storyline development to proceed at an accelerated pace. However, I want the full story to be completed and in the game before the update goes live. I don't mind it being buggy, I expect as much from development. What I can't stand is an unfinished story going out the door again. As always, post any comments or questions below, I'll always do my best to answer them. -c3sk


[ 2017-01-16 21:23:05 CET ] [ Original post ]

0.19.4 Preview notes and Inventory changes.

Hey all! Hope everyone had a wonderful holiday, Happy New Year! As we close in on the release of the next update, I have some of the changes to share here, as well as the "why" behind them. Currently the inventory/loot system of Noct is dated and began to hinder us when expanding the loot tables, so we have been spending time completely revamping it. This became a necessity to the future Story content of Noct, as we wanted to allow survivors to collect and store loot as a means of aid for their progression through the Story content. We also wanted to give players more control of their survivors inventory, especially with the introduction of more specific item types, such as accessories for your weapons, what type of bullets you may use, or the different types of food you may find in the game world. After the update launches, the following features and more will be available: - Loot can now be siphoned up so that you are no longer required to stand directly on an item to collect it. - Players will now access their inventory from a menu list screen, which will also contain more advanced details and descriptions for the items you carry. - Guns will now have the ability to be equipped with accessories. - Items will have weight, which will cause encumbrance if your player becomes overloaded. - Introduction of bunker storage, so that you can collect items for future use beyond the cataclysm. - Items can be stolen from your bunker storage by other survivors. - Reintroduction of a basic survival stat system where vitals must be maintained through the collection of food/water/and other utility management. We are currently racing to get this update out the door, at this time I can't give an exact date for this one, as we still need to enter the debugging phase before marking it as stable for the early access build. However if that all goes smoothly , safe to expect this patch by mid January. And as always, if you have any questions, post them below. I will do my best to answer them! -c3sk


[ 2017-01-04 01:43:25 CET ] [ Original post ]

0.19.4 Preview notes and Inventory changes.

Hey all! Hope everyone had a wonderful holiday, Happy New Year! As we close in on the release of the next update, I have some of the changes to share here, as well as the "why" behind them. Currently the inventory/loot system of Noct is dated and began to hinder us when expanding the loot tables, so we have been spending time completely revamping it. This became a necessity to the future Story content of Noct, as we wanted to allow survivors to collect and store loot as a means of aid for their progression through the Story content. We also wanted to give players more control of their survivors inventory, especially with the introduction of more specific item types, such as accessories for your weapons, what type of bullets you may use, or the different types of food you may find in the game world. After the update launches, the following features and more will be available: - Loot can now be siphoned up so that you are no longer required to stand directly on an item to collect it. - Players will now access their inventory from a menu list screen, which will also contain more advanced details and descriptions for the items you carry. - Guns will now have the ability to be equipped with accessories. - Items will have weight, which will cause encumbrance if your player becomes overloaded. - Introduction of bunker storage, so that you can collect items for future use beyond the cataclysm. - Items can be stolen from your bunker storage by other survivors. - Reintroduction of a basic survival stat system where vitals must be maintained through the collection of food/water/and other utility management. We are currently racing to get this update out the door, at this time I can't give an exact date for this one, as we still need to enter the debugging phase before marking it as stable for the early access build. However if that all goes smoothly , safe to expect this patch by mid January. And as always, if you have any questions, post them below. I will do my best to answer them! -c3sk


[ 2017-01-04 01:43:25 CET ] [ Original post ]

0.19.3 PATCH FIX

- Small patch addressing a peer to peer bug which would push some players to a black screen upon the end of a cataclysm


[ 2016-11-11 05:35:06 CET ] [ Original post ]

0.19.3 PATCH FIX

- Small patch addressing a peer to peer bug which would push some players to a black screen upon the end of a cataclysm


[ 2016-11-11 05:35:06 CET ] [ Original post ]

0.19.2 PATCH FIX!


Happy Halloween! Moving right along.... Fixes: - Tally screen server loop and crash. - Client crash while trying to share a bunker. - AI Balancing/Grace period added. - Damage multiplier bug for players on server. - Server would allow connections during final stage of cataclysm. - Melee combat network improvements. - Bunkers can no longer be placed in certain buildings. - Adjusted GPS Zero point. Additions: - You can now knock on bunkers to let the occupant know someone is outside. - Servers will now speed through the remaining cataclysm time if all players are safe in their bunkers. - Added alternate forward facing mouse look for those who prefer it under the keyboard and mouse controls.


[ 2016-11-01 03:54:59 CET ] [ Original post ]

Hotfix is live!


Fixes: - No cursor on HUD. - HUD crash. - Network disconnects after score tally.. - MasterServer/Host registration. - Score tally crash. - Special items can now be dropped. - Hit marker sounds after dying. - Game stages cannot be flipflopped by staving off time. - If all players die during a critical cataclysm, the day will now immediately end. Additions: - Bunker door sounds. - Game stage warning sounds. - Monster aggression. - Positional Footstep sounds.


[ 2016-10-29 01:51:12 CET ] [ Original post ]

Update inbound!


Hey all! As we close in on the October 27th Noct update, I figured I would take time to outline some of the major changes that have made it into this version, and some of the details behind them. - Noct Visuals optimized: We are always trying to improve frame rates within Noct on lower systems. Being a Unity 3D engine game displayed in 2D, we discovered significant ways to improve the graphics of Noct through a rebuild without compromising on the visual style. - Network Code improvements: We found that even with the game mechanic revamp, we could still improve on the amount of network error handling. This has been drastically optimized in the new build. - Completely new AI System developed: With the old AI system becoming dated and insufficient to our needs, we wanted something where enemies directly reacted to your tactics during combat. The AI System has now been overhauled from the ground up, and its potential is quite promising! - Cataclysm/Doomsday: We made the decision to make all of Noct's gameplay take place within short Cataclysmic Events. This allows for more structured gameplay whereupon emerging from your bunker, you must frantically explore Noct's creepy environment, scavenge what you can and return to the safety of your bunker before the world around you returns to total darkness and chaos. - Searchable objects for loot: Players will now be required to search objects within Noct to receive loot. Loot does not respawn. - Bunkers: Players will now collect and place a bunker entrance within the game world to serve as their shelter between Cataclysmic events. Progression can only occur via your bunker, and is lost upon death. Bunkers will be eligible for upgrades in future updates. Players can seek shelter in other players unlocked bunkers, be it by invite or by force. - New combat mechanics: Noct is no longer a one hit death game. At least not at it's core. We have updated the game mechanics to place players in close quarter combat situations where melee and gunplay must be equally utilized to ensure survival. This makes combat more enjoyable overall between each Cataclysm. - Points system: We have introduced a new points system which will serve to compliment future progression. At the end of each Cataclysmic event you will now be supplied with a score tally of your progress, which will continue to carry over to the next day. This will later be linked to achievements, as well as a global steam leaderboard. - Health System: With the removal of one hit kills. We have now made health the core survival stat. Health can be maintained and increased by scavenging different food supplies and medical kits from objects within the game world. Post your questions if you want, I'll try my best to answer them in a timely fashion! -c3sk


[ 2016-10-25 08:05:30 CET ] [ Original post ]

Bi-weekly Noct Developer chat tomorrow!

We will be conducting our first of many Bi-weekly Dev chat Q&A's tomorrow between 8:00 - 9:00 PM EST Event: http://steamcommunity.com/games/330570/events/947268330852072252 See you there! -c3sk


[ 2016-09-07 21:59:32 CET ] [ Original post ]

Noct revisions/release date and more.

Hey all! First I would like to thank everyone for their continued and awesome support through this rough development period. I'm happy to announce that Mark and I are now back full time on development, with Wordclock returning to produce more awesome audio for us. Noct has taken it in the teeth quite a bit here, and rightfully so. Development is messy, and I won't bore you with the gritty details of it all or a life story. I'm just going to cut right to the good news. Noct is going to be releasing a single huge update, and the new version of the game is #*&$ing rad. Not only that, but it will hit here October 27th, just in time for Halloween. Final release will depend on how things go, but we suspect Q4 2016 if everything goes smoothly.

What has changed?


In short... Everything. In more detail? See below: Game performance: We spent a lot of time overhauling the game's foundation under Unity 4. Unhappy with the performance of the past and current Noct builds, we made the decision to rebuild and streamline the visuals of Noct in order to gain huge performance leaps on much lower end systems. I am happy to report that because of our efforts, we have not only met our performance goals, we exceeded them. Noct will basically run on a potato now, without significant sacrifice to Noct's visuals. That's right. Bust out those low end laptop video cards (or lack thereof) and enjoy your high frame rates. Core Game Mechanics: As previously mentioned, we have thrown out the anti-fun "walking simulator" model, and have shifted focus more to wasteland level type frantic gameplay. As such we are refining Noct's core game mechanics from the ground up to construct a superior and more enjoyable gameplay experience, all while keeping all the cool aspects of Noct's creepy atmosphere. Now when players enter the game (SP or MP) they will be presented with an end of the world timer. This timer basically represents a gameplay round of about 15 or so minutes until the world ends. Players will have this small window of time in which they set out to ensure their survival for the next day/round. This begins with the construction of a fallout shelter/bunker. Once your bunker has been secured, players can now venture out into the wasteland to scavenge and explore for supplies and other items of interest which they can bring back to their bunker to further their progression. As the end of the world timer counts down, The Noct wasteland becomes increasingly hostile, different monsters and bosses begin to emerge, from which special items, upgrades, and other tokens can be harvested/collected for advancing your overall progression. Upon completion of the game, players will be able to pick a reward/achievement based on their overall score, which will carry over to their future playthroughs of Noct's progression system, kinda like leveling up through replays. A few things worth mentioning about the new gameplay mechanics: 1. Bunkers can be invaded by enemy players if left open. 2. Lower tier monsters do not one hit kill the player anymore. 3. If you are killed, you lose all non reward/achievement based progression. 4. Larger boss monsters are now rare, and will possess their own unique fighting/puzzle AI mechanics, defeating them will be ridiculously challenging and fun, and will yield excellent rewards. Players can expect to see at least one boss per round/end of the world. Items collected from these are required for long term progression. 5. Tokens and other special items can still be collected via game world exploration if players prefer to flight from combat situations instead of fighting. 6. PVP is completely optional. Working together is greatly rewarded. Obviously there will be a lot of questions now. I'm going to try my best to answer them all over the weekend. Mark and I will also be doing weekly live chats here to keep everyone constantly updated on this massive patch and our progress over the next 9 weeks of development. I'll have more details of each mechanic weekly. Thanks again for sticking it out with us all! -c3sk


[ 2016-08-26 23:05:57 CET ] [ Original post ]

New Patch Playtest on May 5th

Hey everyone! Apologies for the lack of coherent updates. I've been juggling Noct and work now for quite some time which has slowed down things a lot. Currently it's just me working on things in the evenings after work, but I am still working on Noct and am determined to continue development regardless of how long it will take, or the hurdles I currently face. Enough about all that though.

What is the current state of Noct?


Noct released too early into Early Access. At it's present state, it is missing a lot of the core functionality and ingredients I would like to see present in the game. Noct is also currently in a transitional phase of development right now where a lot of things are being reworked and redesigned. As such, I feel that the game has reverted back to alpha in order to improve the game as a whole and move forward. Unfortunately this extends development time to do it right. As a direct result of this, the current game suffers attrition and poor reviews. This is what is required to make the game better in the long run, and there isn't any other way to slice it. As such, I continue to encourage players to wait until the game is finished unless they really want to get involved this early. At the same time, it is my job to provide a good game for you guys to play, so if slamming it/refunding helps you out, then I fully encourage that also. I'll still be here working on it regardless.

Development Horizon


Today I will be updating the entire Early Access road map to reflect the current development/game plan. This will include an outline of spring & summer development schedules, and where I hope to have Noct by the end of it. Next week on Thursday, May 5th I will be launching a new patch which will add/remove the following: - Drastically improve frame rate and performance on lower end GPU's. - Higher contrasting graphics to increase visual fidelity and sharpness. - Story Line/Tutorial as it is now will be completely removed until core mechanics/gameplay have been revised. - Enemy Monster fixes. - Monsters are going back to hard mode. - Weapon & Damage balancing. During this time, there will also be a dedicated play test of the new patch. I'll be hosting a dedicated server to support this test that evening, look to the scheduled events for more info. As always, thank you for your continued support on Noct, and feel free to comment. Happy to answer any questions you may have! -c3sk


[ 2016-04-28 19:26:26 CET ] [ Original post ]

Dedicated servers pre-patch.

Hope everyone had a wonderful New Years! In preparation for the content patch I will be shutting down the public dedicated servers, as the focus will be more on player hosted community servers now. One dedicated server will remain open and be running as a testing ground on Thursdays for dev experiments. Expect to see an event posting soon detailing the patch launch, and a dev server event to kick things off! -c3sk


[ 2016-01-09 22:17:27 CET ] [ Original post ]

Monster Play/Content progress update!

Happy Holidays all!


We've been busy working on the content patch for some time now, and I wanted to take a moment to provide everyone with a visual update before Christmas rolls around this week. These two GIF's linked below display the direction we are taking with the new Monster Play system allowing you to put your efforts into eating your fellow survivors online in various forms to further your points/reward unlocks. Much like Noct's survivalist minimalistic thermal view... while playing as a monster, you will get to experience the game world from a different visual style. GIF1 GIF2 As stated on the forums, this new update will also introduce survivor/monster point systems and progression/rewards for both collectable stats. We're working as quickly as we can to get this out to you guys and will continue to work through the Holidays, sit tight! As always, I greatly appreciate your patience, and thank you so much for sticking with us through Noct Early Access! :) Merry Christmas! -c3sk


[ 2015-12-21 09:40:40 CET ] [ Original post ]

NOCT Halloween Streaming Event! + key giveaway + NOCT Soundtrack now available!

Happy Halloween everyone!


Patch 0.18.0B is now Live, you can find the patch notes and discussion HERE.

Streaming Event:


The Noct Halloween Stream will kickoff at 9:00PM EST HERE. First up we will have Captain Skepy @ 9:00PM EST Followed up by Hitch @ 10:00PM EST Both streamers will be giving away a limited amount of Noct keys in their channel! So if you want a key to Noct, now is your chance! :)

NOCT SOUNDTRACK!


The NOCT OST is now available on Steam and can be acquired as DLC HERE.


[ 2015-10-31 23:31:52 CET ] [ Original post ]

Shifting to Early Access

Hey all! After our successful closed beta run with you all and careful review of the feedback received, we have decided to shift Noct into Early Access to further our development of nopes. This will allow us to continue our community-led drive to expand the content and narrative aspects of Noct. We want to make the game that you the community, and us, the developers want to play! :) I've detailed our Early Access battle-plan for Noct here on the front page, which sets us on a course to fully release in January of 2016. Feel free to shoot us any questions you have here! Mark and I will be more than happy to answer them! See you in Noct! -c3sk


[ 2015-10-21 19:43:19 CET ] [ Original post ]

Robin Finck of NIN joins Team! Release Date Announced!

Noctober 22nd. Just in time for Halloween we will be rolling Noct out. It has been roughly one year now since the first prototype of Noct was publicly released after the successful Kickstarter. I am happy to announce that the incredibly talented Robin Finck of Nine Inch Nails has joined us on this perilous quest to help bring our weird thermal world of nopes to life. Together Wordclock and Robin Finck are creating some extremely creepy dark ambient tones for your ear holes. Have a listen here. New beta build will be up soon for testers to break. Could not have done it without you guys! -c3sk


[ 2015-09-21 18:43:05 CET ] [ Original post ]

New build! Story Objectives are now live for ACT 1 Testing.

Hey all, New tester build has gone live today, officially bringing Noct into early beta. If you previously had a Noct alpha test on your machine you will need to do the two following steps after the update: 1) Change the alt fire button from space to something else (left mouse) via your configuration menu upon startup. Unfortunately with the current input system I can't automatically change this for you. (We're working on a new input system now to remove restrictions such as these) 2) Erase your survivor on the main menu before playing if you would like to access the new Story system. FEEDBACK: As always, take to the community forums and provide feedback based on your experiences if possible! Thanks everyone! :)


[ 2015-09-04 22:40:15 CET ] [ Original post ]

Noct North American Weekly Playtest today at 6:00PM EST

Today's Menu: Updated monster AI, wall busting monsters, some new geographical updates to the world map, and You. See you there at 6PM! Official Event Schedule: http://steamcommunity.com/games/330570/events/47636923025072986


[ 2015-07-30 18:42:12 CET ] [ Original post ]

Noct North American Weekly Playtest is underway!

Join us for 6:00 PM EST on the NOCT DEV TEST SERVER 1! http://steamcommunity.com/games/330570/events/47636288939528665 See you there! -c3sk


[ 2015-07-23 21:54:12 CET ] [ Original post ]

Noct Alpha 0.15.7a Hotfix

Testers of Noct, This Hotfix patch addresses the following critical issues which plagued last Thursday's PVP test on the public servers: - Server spawn errors caused intense lag and framerate loss for all clients. - Previously the MasterServer would not refresh listed servers correctly resulting in no servers being found. - An error with the persistence code would cause players to sometimes spawn on another player after death. - Some items on the server would not correctly clean up after destruction. Dedicated public servers 1 to 4 are now returning back online, and can be accessed through the "Find a server" menu, or the "Join a public test server" menu. -c3sk


[ 2015-07-18 11:01:19 CET ] [ Original post ]

Noct Dedicated PVP Server test underway!

New build is up with PVP and Chat enabled. Be sure to use the "Join Public Test Server" Option, Server 1 and 2 will be live right now for this scheduled playtest: http://steamcommunity.com/games/330570/events/47635655602151894 Use "Enter" to prompt your chat window in game. See you there!


[ 2015-07-16 22:17:58 CET ] [ Original post ]

Noct Thursday Alpha network test on the dedicated server.

Evening all! Will be doing a 1hr playtest tonight which will focus on some new interpolation network code updates which will hopefully smooth out multiplayer gameplay a bit. If you're having trouble getting through to the masterserver (sometimes you need to refresh a lot to get the list to populate correctly) Feel free to connect to the dedicated server manually by using this IP: 52.24.107.46 The official event thread for tonight is located here See you there! -c3sk


[ 2015-07-09 21:56:41 CET ] [ Original post ]

Master Server Offline for patch.

Alpha Noctians, The current Noct Master Server will be offline until tomorrow at 3PM EST in preparation for the next patch. Feel free to join in tomorrow at 6PM EST for the dedicated server test/new patch. I'll have 2 of them up and running for us to mess around on. You will be able to join these servers off of the find server list in game. See you then! -c3sk


[ 2015-07-02 00:56:06 CET ] [ Original post ]

Patch 015a notes:

This small patch addresses bug fixes, AI health balancing tweaks, and minor changes to current mechanics. Player Persistence is now active. Overall this patch should make things a bit "easier" difficulty wise. Bug Fixes: - Black out building glitch. - Item names would appear on the mini map after spawn. - Enemies would become invisible after using the mini map. - Sometimes the game would not locate a new survivor. - Fixes applied for NAT support. New additions/Changes: - Monster health pools have been reduced. - Chance to hit with projectile weapons has been slightly increased. - World Spawn weapons now spawn with a spare magazine. - Player names are now visible upon targeting players. - Persistence is now active for survivors across servers. Additionally there is also an "Erase survivor" button on the main menu if you would like to reset your current saved survivor. On the Horizon: (Stuff I'm working on) - Restructured master server. - Monster doorway behaviors. - Dynamic objective system. - Chat System. - Additional weapons. - Additional Large/Minion class monsters. - Moar bug fixes.


[ 2015-06-25 11:57:36 CET ] [ Original post ]

Noct private early alpha access is now underway!

As of yesterday, private access to the Noct alpha was granted to all game backers from the kickstarter. Keep in mind keys are still rolling out and may be in your junk mail folders. If you are a backer and have not yet received your key yet, feel free to contact me here or on the kickstarter portal and I will pull up your key from the database personally. Thank you for the feedback so far, it has been extremely valuable, keep it coming! Over the next few days the master server will be moving to a more appropriate hosting location to better support the alpha. Patch hot items on the Horizon: - New dynamic objective system. - Fix for black out building glitch. - Fix for join server timeout. - Player persistence enabled. - Monster difficulty balancing. - Monster doorway AI fix. - Player names enabled. - Additional Map features. - Additional NAT punchthrough support. Thanks again guys! See you in there. -c3sk


[ 2015-06-07 01:34:06 CET ] [ Original post ]

Noct
C3SK Developer
Devolver Digital Publisher
2015-10-21 Release
Game News Posts: 40
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed (576 reviews)
The Game includes VR Support
Public Linux Depots:
  • Noct Linux [278.45 M]
Available DLCs:
  • NOCT Official Soundtrack
Once our home and record of modern civilization, the Earth is a ruined wasteland engulfed in perpetual darkness. Older than any recorded texts, an ancient evil descended upon our world without warning, consuming the population and leaving only despair behind in its wake. The unfortunate survivors of this purge now struggle to overcome the horrific terrors of the Nocturnal.

Noct is a 2D top-down multiplayer survival horror game that blends arcade combat with RPG survival elements. You are a survivor of the apocalyptic purge that formed the desolate wasteland now known as Noct and view your experience in the world through a thermal image satellite system high above the Earth.



Scavenge and Survive: Players must scavenge weapons, rations, utility items, and other provisions from the wasteland to survive the harsh world and defend themselves from the evil in the dark.

Persistent Online World: The entire game world is persistent. Players may choose to connect to, or host their own world servers which they can adventure in. This allows players to interact with other survivors in Noct if they wish, or make their game experience strictly a solo affair.



Unspeakable Horrors: Battle the dozens of nightmares that stalk around in the night and leave their dead carcasses as a warning to others or flee into the wild and leave your fellow companions to satiate your pursuers.

Haunting Soundtrack: Slip on your headphones and dim the lights to let the haunting soundtrack from Nine Inch Nail's Robin Finck and composer Wordclock wash over you and ratchet up the tension.


MINIMAL SETUP
  • OS: Ubuntu (2013+) or equivilent
  • Processor: Intel from 2GHz or equivilent AMD familyMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: GeForce 6800GT with 256 MB of RAM / ATI X800 with 256 MB RAMNetwork: Broadband Internet connection
  • Storage: 500 MB available space
GAMEBILLET

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