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Darest thou trust the Egg?

[quote]In the Mansus, the Hours strive one against another. As the struggles are resolved, they iron out the impossible, exalt the possible, tie the fraying braids of what has been into one golden ribbon of future. Everything is resolved. History becomes the past...[/quote] https://store.steampowered.com/app/718670/Cultist_Simulator/ First things first: it's Cultist Simulator's sixth birthday today! This is the game that started the Secret Histories, which BOOK OF HOURS goes on to expand. We take you through a whirlwind tour of its 11-month development over here, if you're interested in game dev. If not, over to AK, to talk HOUSE OF LIGHT. HOUSE OF LIGHT melds with the existing game like the Witch-Twin or half a diphthong. So were taking the unusual step of adding actual meta information to the menu when you buy it:
Squint and you might notice an incongruous presence behind the window. The HOUSE OF LIGHT menu icon wont actually be a tiny photo of the Tourlitis lighthouse that was just a reference I gave Lottie for art. Similarly, any and all of the text in this window might change. But this is roughly how the expansion is shaping up, and you can see now some more of what I meant by the foot bones connected to the leg bone. There are probably just two bullet points yet unilluminated: FURTHER STORIES and LIGHTHOUSE INSTITUTE. These are at least 30% of the expansion, though. FURTHER STORIES is what happens in each of the non-Numa visitor stories. Why just the non-Numa stories? Because Numa visitors were really hard to fit in the other points above. Does Coseley have an address? Is Bancroft actually alive? Can you invite Aunt Mopsy to dinner? I know that when I say no therell be a chorus of AW NO FUN, but Im saving you from yourselves. Anyway there are a couple of dozen of even the non-Numa stories, so adding even a modest bit of variant-outcome (branching if you want to use That Word) to each of them is quite a lot of work. BOOK OF HOURS is 100%* backwards-compatible with existing saves. That * means its a bug if its not. This also means that to some limited extent your choices about who you helped and who you didnt will carry over for example, if you helped Coquille or Zachary with the Messengers Casket then its occupant is loose, if you helped Dagmar then its occupant is locked up tight, and if you helped both sides then the seals are cracking. Again, the [strike]branching[/strike] variant-outcome effect is quite gentle, not least because I calibrated most of the original visitor stories so that you could conceivably help several people and never know the difference. But just this once I had the foresight to track effects for the future. So thatll make a difference, at least for the 3% of players who both buy HOUSE OF LIGHT and dont immediately begin a new run. The Further Stories work is most of whats left to do on House of Light, along with the coda which the Lighthouse Institute provides. Once Ive completed three or four of the Furthers, well begin the closed beta which you might have heard about on the grapevine to which weve already invited about twenty players randomly selected from people whove been noticeably helpful with bug reporting. We have another randomly-selected twenty ready to go on the final beta before launch, so if youve been both helpful and lucky you might hear from us. Im talking about this here mainly so we dont get plaintive request emails sorry folks, this ones quite small and I guess also to make the point that being helpful with bug reports gives you a small notional chance of being invited to future betas. If they happen. If we decide not to stop making games and turn Weather Factory into an artisanal custard distillery. I wont promise we wont. Hey Lottie, is this marketing? Am I helping? Back to Lottie. I actually dont have A Marketing to bark at you, for once though I thought you might be interested in the weirdness of translation that Ive been working on recently. BOOK OF HOURS had a great launch (in large part to you, the people reading this post so thank you extremely much if you were one of our early adopters, especially if you left a nice review). But it also highlighted one of our real weaknesses as a team: with just the two of us, cramming as much game into the game as we can before launching in a sensible indie-budget timeframe, we simply cant localise the game in time for launch. I remember some of the other games that launched at the same time as us Shadow Gambit: the Cursed Crew, for example came ready packaged with thirteen languages. THIRTEEN. We initially kept up with them until our plucky lil game (4Chan nominated us for 'Best Game Nobody Played', you know ) slowly but surely fell behind while translated games kept up their momentum. Loc really isnt the sexiest part of post-launch development thats starygazy pie, obviously but it can profoundly affect a studios fortunes, as well as bringing a world youve laboured over for years to a new audience, who may love it! ANYWAY, all this is to say that Simplified Chinese and Russian is coming this August, so Ive spent several days producing translated assets for several hundred books. This highlights some interesting challenges, like how do pictographic languages deal with initials as short-hand for the full title? (You try and fit In The Mountains As Upon The Plain There May Not Be A Path Where None Has Passed on a 194px spine. Initials are my friends.) But there are other, weirder challenges too, especially when they enter the does it look like a bum area of art direction. What I mean by this is every time an artist draws something, there is always the chance that people look at it and do not see the gorgeously-realised impressionistic image of two mountains at dawn, they see ladyboobs, and you have to redraw them so they are definitely not light-soaked erotic mountain breasts anymore. This becomes important with initials on books, because every so often AK will create a book called something like Semi-Esoeteric Xenophon Youths and we have to rename it. In loc terms, you get to Debate of Seven Cups: DoSC in English, no problem, and in Russian of course its
Well. Does this matter? Will it be noticeable to Russian players, playing in Russian? Will it keep me awake at night knowing that there is a book in my serious, beautiful game about life and history and magic with a big rude word down the spine? Yes and yes, I think. So of course I have cunningly changed it to incorporate Roman numerals for seven, and await the Russian beta with interest. Thank you for coming to my TED Talk. Ill leave you with a loreful snippet from HOUSE OF LIGHT to infect you with Fascination while youre waiting for it to actually come out. Are the gods-from-stone ever gentle? The Wheel, perhaps but Flint? The Seven-Coils? Darest thou trust. the Egg??? [quote]Yvette and Ehsan speak wistfully of what they have read of the lost Hour called Tide. Yvette recalls that when the Sister withdraws, other Hours sometimes fill the space left by her withdrawal, and wonders whether the Tide is gentle enough to remain afterwards but Ehsan politely insists that the gods-who-were-stone are never gentle.[/quote] https://store.steampowered.com/app/2834350/BOOK_OF_HOURS_HOUSE_OF_LIGHT/


[ 2024-05-31 12:48:26 CET ] [ Original post ]



BOOK OF HOURS
Weather Factory
  • Developer

  • Weather Factory
  • Publisher

  • June 2023
  • Release

  • RPG Simulation Singleplayer
  • Tags

  • Game News Posts 91  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (2634 reviews)


  • Review Score

  • http://weatherfactory.biz/
  • Website

  • https://store.steampowered.com/app/1028310 
  • Steam Store



  • [0 B]

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  • For fifteen centuries, Hush House was a fortress of knowledge. Until the fire. The collection is ruined, and the last Librarian is gone. Only one with your unique talents can rebuild the library.

    BOOK OF HOURS is an elegant, melancholy, combat-free RPG set in an occult library, from the creator Fallen London, Sunless Sea and the double BAFTA-nominated Cultist Simulator.

    Enjoy the sweet peace of organising books and customising your new home, all while unpeeling centuries of history from the occult stones about you.

    The Librarian's influence extends far beyond the walls of Hush House. It's up to you to determine how history is written.



    In this 20 - 40 hour game, you'll:

    ACQUIRE, RESTORE and CATALOGUE occult books, scrolls and curiosities.

    STUDY the nine Wisdoms, and conquer the nine Elements of the Soul.

    GUIDE visitors who come seeking your assistance, choosing their paths and stories.

    EXPLORE the Secret Histories and the pantheon of Hours that rules them.

    RESTORE a vast crumbling edifice built on the foundations of an ancient abbey.

    WREST your past from obscurity. Choose from nine different Legacies which determine who you are. You might be a Magnate, abandoning wealth to seek peace. Or an Archaeologist, fleeing the curse you awoke. Or perhaps your origins are more esoteric, like the Symurgist, or Twiceborn? Each playthrough offers different opportunities.



    Weather Factory is a two-person dev team supported by many brilliant freelancers. BOOK OF HOURS was partially funded by the European Union's Creative Europe Programme - MEDIA. Thank you, Europe! We love you. ♥

    MINIMAL SETUP
    • Processor: 2GHz or betterMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: 1280x768 minimum resolution. OpenGL Core. post-2012 integrated graphics
    • Storage: 500 MB available space
    GAMEBILLET

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