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Update notes July 8th, 2022

* Fix resolution problem on Steam Deck and increase font size for small fonts * Fix issue where wormhole uploads erroneously reported as failed. * Enable border-less full screen option on Linux


[ 2022-08-30 02:08:42 CET ] [ Original post ]

Update June 24th, 2022

* add 64 bit windows binaries. Should improve performance a bit, especially when many mods are installed. * add 64 bit linux binaries, and update linux compiler to gcc-9. Linux support now requires a 64 bit OS. * update mac compiler. Now requires OSX 10.12. * multi-threaded ship loading. Noticeably faster loading when many mods are installed * UI fixes for steam deck. Scrolling credits with bigger fonts, move some "flying" controls into "advanced", open the on-screen keyboard when relevant, etc. * Fix corruption crash when an explosion creates more explosions * replace libcurl with cpphhtplib. Should be transparent, and fix some linux issues related to out of date libcrypt etc. * fix AI for rocket turrets * fix dancing thruster bug


[ 2022-06-25 02:12:21 CET ] [ Original post ]

July 6th, 2021 update

- AI now takes into account enemy Autofire & Point Defense weapons more appropriately when calculating engagement range (thanks Glitchnonimous) - AI Command Flags now persist in Tournament mode (thanks Glitchnonimous) - fixed bug where blocks would sometimes crazily detach and reattach rapidly - fixed a number of wormhole issues - fixed linux steam integration


[ 2021-07-07 15:20:08 CET ] [ Original post ]

December 29th, 2019 Update

Happy new year! I wanted to get the beta out before the end of the year, and here it is. The main new feature is a shroud system that makes turreted weapons look nicer. There are also a number of bug fixes and optimizations. * Add more elaborate turret shroud graphics to many blocks * Optimize explosions and resources * Update SDL library versions * Fix steam integration in Windows XP build * Fix crash when entering wormhole Modding features * add shroud system * fix shroud offset for invisible blocks * fix bug where rotator angle was not saved on cluster changes * add FRIENDLY_FIRE explosion flag * add explosionColor0 and explosionColor1 faction data fields


[ 2019-12-29 22:26:57 CET ] [ Original post ]

January 31st 2019 Update


General Updates * Add galaxy configuration screen when creating a new game or regenerating the world. Allows players to change the size of the galaxy, number of agents, and, if the Fields Expansion is installed, the number of gravity wells and slow zons. * Show which block is causing the "locked" status for imported ships. * Fix particle effect related crash (std::bad_alloc) * Big projectile physics optimization - can now have significantly more projectiles before the game slows down. * Number of optimizations for AI and plant mechanics * Fix a number of missing translation strings and update Chinese translation (thanks tanghao, Song Jiang, Uiharu, and other members of the Chinese community). * Optimize rendering of the ship editor, upgrade, and fleet screens * Fix bug where players can't get credits immediately after regenerating th world * Allow modded map regions to load in a more order-independant way * Add file browse option to make locating save files easier * Don't pan the camera when using the arrow keys in the ship name widget in the ship editor * Optimize R tractor beam code and fix bug where R packets were sometimes not picked up when a bunch of ships are nearby. Fields Expansion * Push stations out of neutron stars if they get stuck in there * Afterburner now allows the ship to turn more tightly when activated * Disable stacking of afterburner with regular thrusters * Fix typo in audio config file. * Reduce the amount of stuff that spawns inside gravity wells somewhat. Modding Updates * new FIN feature and finForce parameter allows blocks to use more steering behavior type movement. Try it on missiles. Negative finForce acts as drag. Also works with ACTIVATE. *ACTIVATE compatibility with TRACTOR, PHOTOSYNTH, ASSEMBLER * fix crash when using the "reload" command to load mod data


[ 2019-01-31 17:50:01 CET ] [ Original post ]

Fields Expansion and January 22 Update


Get it here! There are also a number of updates in the base game: Tournament * Add free for all tournaments! * Add soft tournament border * fix excessive spread fire * add option to pause between rounds instead of advancing automatically * fix bug where saves slots at end would not appear in tournament screen General * fix long standing memory corruption issue related to strings * fix bug where blocks with ports very close together could corrupt ship state * fix some fleet color import issues * fix a number of subtle threading crashes * update SDL image/ttf and associated dlls * unlocked blocks are added to the palette in order * fix some crashes related to resources Modding * recoil control for cannons * fix crash when prettyingprinting long fragment lists * allow exporting a whole fleet of selected ships using the "export" command * fragment optimizations * new console commands "health" and "credits" * fix bug where ships would mysteriously not attack each other in sandbox * add aihint_range and aihint_muzzleVel to tell the ai how to aim complex weapons * add "extends=BLOCKID" field to copy attributes from another block * fix a number of issues with custom shapes


[ 2019-01-22 23:32:19 CET ] [ Original post ]

October 21st Update

Update time! General * Add support for OSX Mojave. * allow dragging blocks with the middle mouse button after cloning (thanks Jolt for the suggestion) * don't load save slots until they become visible in the menu, for those of you with 50 save slots. * import menu enhancements: Add link to reassembly data directory and save slots. Add sorting and an icon size toggle. * optimize ship load time * players can now place agent into the "agents" directory inside the save directory (controllable with kAgentDirectory cvar). Agent in this folder will be used instead of downloading from the wormhole server, if available. Import menu support coming soon. Bug Fixes: * Fix bug where lasers could sometimes carve through several blocks suddenly. Fix laser-related game hang. * Fix issue where ships could sometimes pass through buildings and plants * Fix issue where ships would randomly take the name or colors from other recently deleted ships. * Fix crash when exporting mods Modding additions: * add cvars kModExportFactionStart and kModExportBlockStart to allow modders to control which faction and block ids the "Export Fleet from Save" function uses. * load blocks.json from mods, if you prefer JSON format to lua * new block fields control turret aesthetics: barrelSize={x, y}, barrelCount=N * allow transparent blocks - block fill colors can now contain an alpha value in 0xAARRGGBB format. Cannon projectiles can also have an alpha value. * improve handling of concave custom block shapes - the game will now automatically calculate the convex hull of these shapes instead of spewing errors. * add cannon spread pattern flag ABSOLUTE (e.g. cannon={pattern=WAVE|ABSOLUTE}). Projectiles with this setting will not inherit the velocity of their parent. Particularly useful for fragments. * add explosive flags FRAG_PROXIMITY, FRAG_FINAL, and FRAG_IMPACT. By default, fragments fire on both FINAL (the projectile reached the end of its range) and IMPACT, but you can use these flags to make only one or the other happen. FRAG_PROXIMITY is analogous to the existing PROXIMITY explosion parameter and also uses explodeRadius to determine the how close to get before exploding. * add new block field "sort" which can be used to change the order of blocks in the palette. The default value for mods is that blocks will be sorted in the order defined in blocks.lua. Set sort=-1 to use the old automatic sort order. * add "lifetime" console command to change the lifetime of blocks. * new cannon field "rangeStdDev" allows adding random variance to the range of projectiles. * new block field explodeStdDev allows adding random variance to radius of exploding blocks. * add teleporterRadius field to control the maximum range of teleporter blocks * Use fuzzier matching when spawning fleets in the world generator. Should avoid a situation where certain ships are inexplicably rarely or never spawned. * Add shield power field which adjusts shield regeneration power (power usage when regenerating is shield.regen * shield.power per second)


[ 2018-10-21 09:48:47 CET ] [ Original post ]

September 30th Update

This is the first update in quite a while and it's a BIG one. TLDR; rebalanced block P costs, lots of new weapon types for modders, significant optimizations for better frame rate and a smoother ride. General Improvements: * Block P costs have been re-balanced * Significant performance, precision, and stability updates when editing very large structures. * 'x' now properly stops the player ship from rotating when in key rotation mode * tooltips are now properly updated after scaling a block * World streaming and generation is now smoother. Improve performance when copying clusters and when allocating new clusters using a new port connection copying algorithm and pooled allocator for cluster structures. * Use a different, more accurate method for sleeping between frames and update steps (smoother animations). * Improve targeting for cannons and rockets, particularly when the velocity difference between the firing ship and target is significant. * update Chinese translation (Thanks to community members Uiharu, Fgdfgfthgr, tang hao, liilili, Magnus siiftun1857 Frankline, and others). Improve Chinese and Japanese text wrapping. * Significantly reduce the memory used by each game block by moving constant fields into a central, shared location. This also makes it easier to add new block fields in the future. * Significant physics engine cpu and memory optimizations. * Graphics transformation optimizations. Particle effect spawning optimization * Significant healing laser optimizations * New block sleeping optimization reduces CPU usage of inert blocks. * OPTIMIZATIONS * Fix several rare editor related crashes * Weapon ranges are now displayed in the binding screen * Lots of random crash fixes Tournament: * The AI now ignores weapons bound as either "point defense" or "auto-fire" when determining what range to engage at. Players can bind auxiliary weapons to either of these two binding slots to prevent them from interfering with AI positioning. * AI will now use the fire mode ("fire all" or "ripple fire") from the primary weapon binding for its weapons. * Weapons bindings are now easier to edit in sandbox mode. Just press 'b' without closing the console. * AI now properly considers weapon boosters when calculating weapon range/damage in several places. Modders: * New "fragment" cannon field allows recursively defined projectiles that split into more projectiles. * New cannon field "pattern" can be set to "random" (default), "spiral", "wave", or "constant" to change the way projectiles are distributed through the "spread" angle. * New cannon/laser field "barrelTaper" allows modifying turret barrel aesthetics. * New cvar kSensorRangeMultiplier allows modders to increase the sensor range of all ships (default is 2200 units). Particularly useful for mods that also increase kLiveRadius. * audio.lua mods can now load sounds from the base game directory without having to copy the sound file into their mod * Hold down "control" to display the prettier construction mode tooltip when in the sandbox (instead of the more verbose sandbox tooltip) * level_save command now requires a -f switch to overwrite and existing level file. Add level_remove command. * Allow setting block "health" and "mass" directly instead of setting "durability" and "density" * Add new cvar kWriteJSON which causes the game to export ships and write other data files in easily parsable JSON format instead of the default lua-esq format. The game can now import ships and other data files in JSON format. * Fix issue where multiple glsl shader #includes were sometimes garbled * Add ability to glue several translation strings together in lua files. For example, blurb=_("foo") _("bar") will translate "foo" and "bar" separately and then glue the results together. * Add new features ALWAYSFIRE and NEVERFIRE which cause weapons to either always fire or never fire (ignored even by AI). Useful for cosmetic lasers, etc. * Extend the ONEUSE flag to work with SHIELD, LAUNCHER, and FACTORY/SELFFACTORY. * Add PALETTE feature to allow placing blocks in the faction palette even if they are not in a ship (see also NOPALETTE). * Add turretLimit block field to allow turrets that only partially rotate * Increase maximum custom block scale from 10 to 32. Increase maximum number of vertices per shape from 16 to 32. * Allow new kCVar += N syntax which helps mods conflict less * Add new triangle based (instead of point based) particle rendering mode which is slower but works better with very large particles. To enable set kParticleTris=1. * Add new feature LAUNCHER_BARRAGE which can be added to LAUNCHER to cause all missiles to fire at once. * Add cvar kMainMenuBattleFactions and friends to allow controlling the contents of the main menu battle


[ 2018-10-01 03:45:12 CET ] [ Original post ]

May 14th Update

Hello! If you're working on an AI mod or interested in working on one, we would love to hear from you! We can write additional documentation, expose more interfaces/hooks, etc. If you are having trouble getting things working, we would love to help. Please get in touch! Update Changes: * Add confirm dialog when loading code from mods * Add angle concept to editor console cursor to allow spawning fleets/ships with a certain facing * Fix crash when saving blueprints * Fix random crash * Fix crash when mousing over certain blocks with the editor console enabled


[ 2018-05-15 01:29:14 CET ] [ Original post ]

Announcing AI Modding

We are proud to announce that Reassembly now supports AI mods. This has been a long time in the coming but we are really excited at the possibilities. DETAILS for modders: * This is the very first release! We expect to encounter and fix bugs. Please contact us with questions or issues. * Mods are written in C++, same as Reassembly, and loaded as dlls. Steam Workshop is supported. * See the example mod github page for details and docs. We recommend forking the example and modifying as needed. https://github.com/Akaito/reassembly-ai-mod-example * For AI modding related questions, we recommend using the "Issues" page on the ai mod example github page. Make sure to "label" your "issue" as a "question". We are also available over email at aimodding@chris.codesaru.com and arthur@anisopteragames.com. * Documentation is available on the previously linked github page. Contributions to the github wiki are greatly appreciated - we anticipate a back and forth interaction with modders and will doing our best to provide support. Please let us know about any problems! * AI Modding for Reassembly was developed by Chris Barrett (Akaito). Chris will be doing his best to provide support but please keep in mind that he also has a 9 to 5 job. He is mostly available on weekends. Arthur (manylegged, Reassembly dev) is also available for support. * Chris wrote an example AI Mod that lets ships fly around using guns as thrusters. This is pretty cool! and may also be useful as a reference. https://steamcommunity.com/sharedfiles/filedetails/?id=1368421298 and on github: https://github.com/Akaitwo/Reassembly-Weapon-Engine-Assist-AI


[ 2018-04-24 04:02:30 CET ] [ Original post ]

March 9th 2018 Update

Hello! We are working on a system to allow Reassembly to load code from mods, with the initial version focusing on AI modding. This release is about publishing all the changes that have been languishing in beta so that we can resolve any issues with them before the AI modding stuff comes out. * Update libraries OpenAL and SDL * Update Visual Studio Runtime from 2013 to 2017 (with fallback) * Fix some crash bugs, improve crash reporting messages * Add modding block flags "NORECOLOR" (prevents automatic recoloring of block) and "NOPALETTE" (prevents block from show up in the block databank). * Add CVARs allowing mods to control particle colors: kParticleSmokeTime, "kParticleFireColor0", "kParticleExplosionColor0" etc. AI Mods will be written in C++, just like Reassembly, to allow for maximum performance and flexibility. We plan to publish that update together with documentation in a few weeks. You may be wondering what Anisoptera Games is doing with most of our time these days, now that Reassembly updates have slowed down. I have been working hard on a new game. It's not a sequel but it's also about spaceships. Arthur


[ 2018-03-09 23:08:03 CET ] [ Original post ]

March 9th 2018 Update

Hello! We are working on a system to allow Reassembly to load code from mods, with the initial version focusing on AI modding. This release is about publishing all the changes that have been languishing in beta so that we can resolve any issues with them before the AI modding stuff comes out. * Update libraries OpenAL and SDL * Update Visual Studio Runtime from 2013 to 2017 (with fallback) * Fix some crash bugs, improve crash reporting messages * Add modding block flags "NORECOLOR" (prevents automatic recoloring of block) and "NOPALETTE" (prevents block from show up in the block databank). * Add CVARs allowing mods to control particle colors: kParticleSmokeTime, "kParticleFireColor0", "kParticleExplosionColor0" etc. AI Mods will be written in C++, just like Reassembly, to allow for maximum performance and flexibility. We plan to publish that update together with documentation in a few weeks. You may be wondering what Anisoptera Games is doing with most of our time these days, now that Reassembly updates have slowed down. I have been working hard on a new game. It's not a sequel but it's also about spaceships. Arthur


[ 2018-03-09 23:08:03 CET ] [ Original post ]

November 10th update

* autozoom / autoaim / hud settings and control settings are now saved as part of the save slot * mod authors can now create a file "credits.txt" in the "data" directory to get on the credits page. One author per line. * fix memory corruption bug * fix "fleetpalette 8". console commands that used to accept only faction numbers now accept faction names as well. * update xcode and visual studio versions * some minor block description / localization tweaks


[ 2016-11-10 21:38:46 CET ] [ Original post ]

November 10th update

* autozoom / autoaim / hud settings and control settings are now saved as part of the save slot * mod authors can now create a file "credits.txt" in the "data" directory to get on the credits page. One author per line. * fix memory corruption bug * fix "fleetpalette 8". console commands that used to accept only faction numbers now accept faction names as well. * update xcode and visual studio versions * some minor block description / localization tweaks


[ 2016-11-10 21:38:46 CET ] [ Original post ]

September 19th update

Bug fixes! * fix plant reproduction * fix asteroids in tournaments * fix crash on startup due to race condition when fetching steam stats * fix crash when clearing save slot * avoid loading certain shaders twice * slightly cooler font for tutorial objectives


[ 2016-09-19 13:31:25 CET ] [ Original post ]

September 19th update

Bug fixes! * fix plant reproduction * fix asteroids in tournaments * fix crash on startup due to race condition when fetching steam stats * fix crash when clearing save slot * avoid loading certain shaders twice * slightly cooler font for tutorial objectives


[ 2016-09-19 13:31:25 CET ] [ Original post ]

July 14th Update

This update is mostly about updating translations. There are a few small features and and some optimizations. * Some agents will now come from steam friends, if available * can now upload modded fleets through wormhole and they will show up on the wormhole feed (but won't be downloaded as agents) * greatly improve Chinese translation. Community can comment on translations here: http://l10n.gamelingual.com/projects/reassembly/ * update other translations * minor improvement to UI for changing ally blueprints * language mods should now load and work more reliably * more efficient loading of some save files * optimize handling of player ship designs * reduce memory usage a littlle


[ 2016-07-15 08:11:06 CET ] [ Original post ]

July 14th Update

This update is mostly about updating translations. There are a few small features and and some optimizations. * Some agents will now come from steam friends, if available * can now upload modded fleets through wormhole and they will show up on the wormhole feed (but won't be downloaded as agents) * greatly improve Chinese translation. Community can comment on translations here: http://l10n.gamelingual.com/projects/reassembly/ * update other translations * minor improvement to UI for changing ally blueprints * language mods should now load and work more reliably * more efficient loading of some save files * optimize handling of player ship designs * reduce memory usage a littlle


[ 2016-07-15 08:11:06 CET ] [ Original post ]

May 24th Update

Some people have been having trouble starting the game since the May 20th update. This update addresses that issue. The May 20th update switched the game from the Visual Studio 2013 runtime to the Visual Studio 2015 runtime. The new runtime improved performance and fixed some bugs, but apparently does not install properly on many people's computers. I decided to revert that change and move back to the 2013 runtime to make sure that everyone can run the game. For the record, I am annoyed at Microsoft for not providing solid backwards compatibility on the new runtime. I would love to take advantage of their latest tools, but making the game work for all players is more important. This update also adds a Simplified Chinese translation by community member fgdfgfthgr and fixes a bug when using modded shapes on launchers.


[ 2016-05-24 20:15:19 CET ] [ Original post ]

May 24th Update

Some people have been having trouble starting the game since the May 20th update. This update addresses that issue. The May 20th update switched the game from the Visual Studio 2013 runtime to the Visual Studio 2015 runtime. The new runtime improved performance and fixed some bugs, but apparently does not install properly on many people's computers. I decided to revert that change and move back to the 2013 runtime to make sure that everyone can run the game. For the record, I am annoyed at Microsoft for not providing solid backwards compatibility on the new runtime. I would love to take advantage of their latest tools, but making the game work for all players is more important. This update also adds a Simplified Chinese translation by community member fgdfgfthgr and fixes a bug when using modded shapes on launchers.


[ 2016-05-24 20:15:19 CET ] [ Original post ]

May 20th Update

Beta updates are finally live! There are new kinds of lasers, an improved test mode, better performance, no more save compacting, and more. Tournament * Tournament arena is now octagonal * Improve camera smoothness in tournament mode at low fps * Add double elimination tournament brackets * Improved "Test" mode in editor. Will now spawn ships from nearby factions, and can spawn multiple opponent ships. Performance/Internal * More efficient save file format. Eliminates the need to compact saves. Reduce hitching/lagging when flying quickly between sectors. Improve steam cloud sync speed. (backward compatible) * Various performance improvements, particularly when generating new sectors * Fix a number of memory leaks and crashes * Delete old log files if there are an excessive number of them * Update a number of libraries used by the game: SDL, msvc runtime, steam sdk Gameplay * Add healing laser and immobilizer/force laser types. There are a few new blocks and ships using these * Add better names for many built-in ships * Allow selecting AI behavior categories from binding screen * Improved starfield graphics, and tint space based on the current controlling faction * Allow sorting ships in fleet screen by mass/P/name * Missiles now remember their initial target instead of chasing the current player target * Improve AI aim when using fixed weapons and when targeting large ships Modding * Mods can now add new block shapes to the game instead of picking from a predefined list * Allow changing a number of GUI colors from within mods (via cvar) * Improve error messages when parsing data files * Increase number of visible mod buttons in mod menu Misc * Turkish language translation (courtesy of Odysa Localization) EDIT: Pushed a new build to fix a few regressions: * Fix crash on startup, linux only * Fix cursor movement visual when using gamepad * don't pan camera in flying mode


[ 2016-05-21 00:10:26 CET ] [ Original post ]

May 20th Update

Beta updates are finally live! There are new kinds of lasers, an improved test mode, better performance, no more save compacting, and more. Tournament * Tournament arena is now octagonal * Improve camera smoothness in tournament mode at low fps * Add double elimination tournament brackets * Improved "Test" mode in editor. Will now spawn ships from nearby factions, and can spawn multiple opponent ships. Performance/Internal * More efficient save file format. Eliminates the need to compact saves. Reduce hitching/lagging when flying quickly between sectors. Improve steam cloud sync speed. (backward compatible) * Various performance improvements, particularly when generating new sectors * Fix a number of memory leaks and crashes * Delete old log files if there are an excessive number of them * Update a number of libraries used by the game: SDL, msvc runtime, steam sdk Gameplay * Add healing laser and immobilizer/force laser types. There are a few new blocks and ships using these * Add better names for many built-in ships * Allow selecting AI behavior categories from binding screen * Improved starfield graphics, and tint space based on the current controlling faction * Allow sorting ships in fleet screen by mass/P/name * Missiles now remember their initial target instead of chasing the current player target * Improve AI aim when using fixed weapons and when targeting large ships Modding * Mods can now add new block shapes to the game instead of picking from a predefined list * Allow changing a number of GUI colors from within mods (via cvar) * Improve error messages when parsing data files * Increase number of visible mod buttons in mod menu Misc * Turkish language translation (courtesy of Odysa Localization) EDIT: Pushed a new build to fix a few regressions: * Fix crash on startup, linux only * Fix cursor movement visual when using gamepad * don't pan camera in flying mode


[ 2016-05-21 00:10:26 CET ] [ Original post ]

January 21st update

This update continues to drive down the bug count and enhances modding capabilities. * Minimap now properly displays information on agent controlled sectors and certain modded factions. * Allow selecting sector 0x0. * Fix hang when station core deactivated by laser * Video memory usage indicator takes textures into account * Fix scrollbar scrolling backwards when grabbed * Improve crashlog reporting * Insure that each map region always gets at least one sectors, especially with a lot of modded regions. * Allow mods to set thrusterBoost < 0 for slow wind up thrusters. * Fix crashes when duplicating blocks and when undoing in editor, when using profile tab, when loading language and asteroid mods, when popping up tutorial mods. * Fix crash due to incorrect format strings in certain translations. * Allow mods to include new sound effects * Allow binding 3 buttons for each control (up from 2).


[ 2016-01-21 17:02:45 CET ] [ Original post ]

January 21st update

This update continues to drive down the bug count and enhances modding capabilities. * Minimap now properly displays information on agent controlled sectors and certain modded factions. * Allow selecting sector 0x0. * Fix hang when station core deactivated by laser * Video memory usage indicator takes textures into account * Fix scrollbar scrolling backwards when grabbed * Improve crashlog reporting * Insure that each map region always gets at least one sectors, especially with a lot of modded regions. * Allow mods to set thrusterBoost < 0 for slow wind up thrusters. * Fix crashes when duplicating blocks and when undoing in editor, when using profile tab, when loading language and asteroid mods, when popping up tutorial mods. * Fix crash due to incorrect format strings in certain translations. * Allow mods to include new sound effects * Allow binding 3 buttons for each control (up from 2).


[ 2016-01-21 17:02:45 CET ] [ Original post ]

November 8th Update

Adds a number of tournament options and modifies the tournament point system, improves support for steam controllers, and fixes a bunch of bugs. * Allow arbitrary mixing of controller/keyboard inputs, and add official profile for steam controller * Hide ports for seeds on seed launchers * Fix bug where music volume would suddenly increase dramatically when changing screens * Fix a number of memory leaks (leading to eventual out of memory crash) * Fix bugs where grandchildren would grand C but not release * New, hopefully more fair, tournament point system. Points are stilled scored by destroying blocks on each ship, but each ship now grants a maximum number of points based on its P value. * Fix bug where large, low value tournament ships would sometimes not spawn. * Fix hang/deadlock in music playing code * Improve combat AI for Melee-only ships * Fix crash when running tournament after exiting campaign mode * Fix bug where certain types of debris would be considered allied ships * Fix bug where ships occasionally spontaneously disassemble and turn into resources. * Fix hang when a friendly spawner creates a new station core * Improve tournament camera * Add tournament options screen allowing tournaments with asteroids, plants, etc. EDIT: Nov 10th micro-update * Sector ownership is calculated based on ships, not clusters/debris. * Fix bracket tournament option * Allow mods to add multiple regions to map


[ 2015-11-09 05:23:49 CET ] [ Original post ]

Update September 7th

This update adds translations for several new languages! * French (Français) * German (Deutsch) * Spanish (Español) * Japanese (日本語) * Polish (Polski) * Brazilian Portuguese (Português Brasileiro) The game should automatically switch languages based on Steam's language setting. There is also a new widget in the Options screen for manually selecting language. We did our best but please let us know about any translation errors! Recent features: * Fleet tournaments: http://steamcommunity.com/games/329130/announcements/detail/106184411814323807 * AI controls for fleets in campaign mode: http://steamcommunity.com/games/329130/announcements/detail/106186987477032490


[ 2015-09-07 16:06:57 CET ] [ Original post ]

August 26th Update

New update! Main things are fleet command modes and translations. Lots of bug fixes. * Fixed several crashes/hangs and some tournament mode related memory leaks * Fixed hitching when traveling between sectors * Add several new translations: Japanese, Polish, French, German, Brazilian Portuguese, Spanish. Translations are not 100% final. * Add fleet commands: Disengage, Fire at Will, Attack my Target (previous behavior) * Improve modding diagnostics and error reporting * Add count system to tournament menu, makes adding 100 identical fighters to your fleet painless * Allow disabling steam cloud support while retaining achievements, etc. (cvar kSteamCloudEnable). Don't forget to manually move save slot data. * Improve performance diagnostic graphs, can turn on multiple graphs at a time. * Prevent recursive fleet screen use * Add manual camera controls to tournament mode and improve automatic camera. Let me know about any problems!


[ 2015-08-27 03:53:22 CET ] [ Original post ]

August 13th update

Bug fix update - improved tournament camera controls. * fix tournament boundary solidity * improve tournament chase camera and add manual camera controls * improve ai aim when using boosted weapons * fix rare crash when indexing steam cloud files * fix shader modding * improve controller rebinding when using gamepad, and modify default gamepad keys to be more consistent with steam controller conventions * fix crash when saving ships in editor


[ 2015-08-13 17:31:59 CET ] [ Original post ]

July 31st Update

Hi! This update adds fleets to tournament mode! New strategic possibilities! Slightly fewer bugs! * Allow fleets in tournament mode * Save tournament configuration automatically * Fix crash when rendering certain unicode characters (e.g in your steam username) * Fix several main menu/editor related crashes * Fix rare save corruption bug * Improve ship importing UI - can now import a single ship from a fleet file * Modding: Allow either 1 or 3 primary colors for factions instead of always 2 (used on farmer faction). * Cleaner main menu layout * Optimize UIs with a lot of spaceship buttons * Optimize writing save data on mac As always, bug reports appreciated! Have fun reassembling!


[ 2015-07-31 08:29:34 CET ] [ Original post ]

July 22nd Update

New build uploaded! Improved gamepad support, improved mod diagnostics, AI respects weapon bindings, and a bunch of bug fixes. * Improved gamepad support! Introduced a new virtual cursor system that should allow the game to be played entirely with the gamepad - including editing ships and changing settings/keys. Lots of editor/gamepad improvements. * Fix intermittent crash when saving game (hopefully) * Improved diagnostics for mod authors - there is now a new button on the mod screen to access per-mod load errors. Improved error messages for mod parse errors in several cases. * Fix glitch where weapon/particle effects could bleed across screen edges with certain settings. * Fix infinite C R ping-pong exploit * Fix crash when exporting save slot as mod * Station activation radius is proportional to station size (really big stations are definitely activate-able) * Restore tooltips in editor * Allied AI ships will use weapons bound as point-defense as point-defense. * Fix double-upgrade bug, make sure to write save directly after upgrading blocks. As usual, let me know if there are any issues. Have fun reassembling.


[ 2015-07-23 10:05:03 CET ] [ Original post ]

July 12th Update adding Workshop support

I've just pushed the BETA version live to the main branch so all Reassembly players get the update. There are a bunch of new features and tons of bug fixes! * Added steam workshop / mod support! Check out the workshop hub to subscribe to mods. There are a ton of cool mods already there. See http://www.anisopteragames.com/docs/ for modding documentation. * Added Russian translation. To change the game language, right click Properties->Language tab and select Russian, or if your default Steam language is Russian it should pick that up. We are planning to do more translations, just trying Russian first. * Added scrollbars everywhere * Lots of bugs squashed * Bunches of minor UI improvements Most of the changes were under the hood and allow modders to create all kinds of new things. Please check out the mods! As always let me know about any bugs via the steam discussion board or anisopteragames.com/forum .


[ 2015-07-13 22:10:12 CET ] [ Original post ]

June 3rd BETA patch notes

The Workshop support in the beta build is pretty close to being complete and will be pushed to the default branch soon. * A partial Russian translation is available in this build. More languages coming soon. Lots of changes to text display to support this. * Add scrollbar to fleet screen * fix several GUI related memory leaks * Fade console messages over time * Fix import of ssaved ships and duplicate ships into tournament mode, fix several tournament staging screen GUI bugs * Fix mod export of fleet names containing certain characters * Fix crash when pressing backspace is console * Improve/simplify upgrade screen UI


[ 2015-06-03 21:52:58 CET ] [ Original post ]

Modding Beta build now available

We have been hard at work adding mod support and it is finally ready! There is a new beta branch with support for mods and Steam Workshop integration. Players interested in creating mods should opt in and try it out. See the Product Betas section of http://steamcommunity.com/sharedfiles/filedetails/?id=182912431 for instructions on opting into the beta. There is an easy to use tool that converts a save slot into a new faction mod. Mods can add new blocks to existing factions or completely replace the built in factions. See the modding documentation for a complete list of moddable data files: http://www.anisopteragames.com/docs/ The Reassembly Steam workshop page (containing 2 example mods) is available at http://steamcommunity.com/app/329130/workshop/ Assuming all goes well the update will be pushed out as a general update soon. Changes: * Add support for loading and exporting mods * Tons of internal reordering to allow many previously hardcoded details to be loaded from data files. * Add mod preview screen which allows disabling mods, uploading to steam workshop, changeing load order, etc. * Add unlimited number of save slots with scroll bar (new slots created automatically). Save slot screen now uses a right click menu interface for deleting/exporting/importing instead of the previous increasingly growing list of special keys. * Improve gamepad support * Fix bugs relating to certain ship colors reverting to default * Improve navigation AI for spinny ships * Add factions names to faction select screen * Improve melee weapon AI and damage calculations * cool subtle 3d menu/HUD effect * allow rotating the camera while flying (use 'q' and 'e') * allow tournament key bindings and several other previously hardcoded keys to be rebound (particularly important for non-english keyboards that don't have those keys) * fix fleet export location * reduce the size of fleet icons to avoid obscuring the minimap with very large fleets * improve tournament steam friends error messages * fix several crash conditions


[ 2015-04-28 19:43:46 CET ] [ Original post ]

March 16th Patch Notes

This update fixes a number of bugs and improves the in-game help/tutorial systems. Feature updates will resume in early April. * add "tips" system providing information about some of the less obvious games systems that are common sources of questions. * visually highlight locations of important game elements in tutorial popups * space out factor/agent/wormhole tutorials a bit more, and blink tutorial objectives when they are completed to highlight. * fix scroll wheel functionality for block palette scrollbars * update achievement stats immediately after getting achievement, and fix completionist achievement * remove "Steam" button which causes crashes with the latest steamworks sdk (it just opened the in game overlay anyway - use shift-tab instead) * tournament mode related bug/polish fixes from the last tournament * allow pressing ESC or ENTER to skip intro animation * mouse autozoom no longer turns off completely the first time the scroll wheel is turned, it just disables for 30 seconds. Turn it off completely with 'y'.


[ 2015-03-17 02:10:11 CET ] [ Original post ]

Reassembly Tournament at 2PM PST March 14th.

The conclusion of the Reassembly ship building tournament from Feb 28th will be streamed from twitch.tv/manylegged at 2PM PST on March 14th. This stream will cover finals for the Cruiser (3000P Max) and Dreadnought (8000P Max) classes. This time we ran the pools ahead of time - finalists here: Cruiser class and Dreadnought class. Rob from DeluksGaming has graciously agreed to cohost the tournament again. Come watch highly tuned and lovingly crafted spaceships smash each other to bits!


[ 2015-03-14 08:34:08 CET ] [ Original post ]

Reassembly ship building Tournament at 2PM PST TODAY

The Reassembly ship building tournament will be streamed from http://www.twitch.tv/manylegged in LESS THAN ONE HOUR at 2PM PST. DeluksGaming has graciously agreed to cohost the tournament with our developer: https://www.youtube.com/user/DeluksGaming Come watch highly tuned and lovingly crafted spaceships smash each other to bits!


[ 2015-02-28 21:19:25 CET ] [ Original post ]

Feb 25th Patch Notes

This is a bugfix/balance update fixing several issues found since release. * add icons for factor and tractor blocks. Add dedicated tractor block to several factions * increase durability of several red/orange faction blocks * fix crash in ship editor when connecting certain blocks * more aggressively push player apart from allied ships when stuck together * fix several threading related crashes * add unlimited frame rate option * fix crash when certain gamepads are plugged in * fix ship spinning when using gamepad controls, and fix option slider glitch when using gamepad * improve command line "help" command and add "find" command to search console commands. hide some dev-only commands


[ 2015-02-26 01:26:37 CET ] [ Original post ]

February 19th Patch Notes

This will be the last BETA release so if there are any bugs, please let us know ASAP! The main changes are achievements, mastered music, and a couple new high end launchable weapons. * Fix order of [] keys in arena mode and reset time factor on exit * fix bug when deleting blocks attached to core in editor mode * add mastered music files * fix bug where child 0 is skipped when building in sequence * minor ui improvements to fleet screen * add hud-disabled mode (press v after minimal hud mode) * add rocket drones to faction 4 and super death missile to faction 15 * fix AI torpedo aiming * fix bug where certain ships would get stuck reassembling * agents are less aggressive at the beginning of the game * fix a bunch of console/sandbox related crashes * add achievements


[ 2015-02-19 08:35:04 CET ] [ Original post ]

Feb 13 Patch Notes

Metahotfix, plus adds ship/save slot export and import functionality. * Fix crash when exiting wormhole (actually this time) * Fix options not being saved when running game through steam * Add ability to import and export save slots (from the save slot screen) as files * Add ability to import ship files (from the fleet screen) * Fix z-fighting issue between particles and ships. * Save options when exiting options screen instead of every time an option changes (fix issue with laggy option sliders on machines with slow disks) * Fix zombie agents destroying stations, and prevent agents from sometimes all attempting to converge on the origin.


[ 2015-02-14 06:12:04 CET ] [ Original post ]

Feb 12 Patch Notes

Micro bugfix release addressing a few issues with new features from the last update and fixing a long standing stuttering problem I finally tracked down. * Eliminate stuttering/hitching while flying around due to slow steam callback function * fix bugs with importing ships from file in tournament mode * fix crash on respawn/wormhole while respawning player * fix spurious station destroyed messages


[ 2015-02-13 01:32:06 CET ] [ Original post ]

Reassembly
Anisoptera Games Developer
Indie Voyage Publisher
2015-02-19 Release
Game News Posts: 40
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (3432 reviews)
The Game includes VR Support
Public Linux Depots:
  • Reassembly Linux [100.13 M]
Available DLCs:
  • Reassembly Fields Expansion
And through the Kickstarter gauntlet we have arrived. Yes, we have a procedurally-generated universe to explore. Yes, we have eye-gogglingly gorgeous vector-based gameplay coupled with particle effects so effortlessly effervescent that you won't have time to wonder if "effortlessly effervescent" means anything coherent. And yes, we have noises and musical moods that take a warm soapy sponge to your brain and massage it into cerebral splendor.

BUT YOU DON'T HAVE TIME FOR THAT!!!

You're too busy crafting the perfect vessel, a spaceship pristine and precise and, perhaps, powerful, agile, and envy-inducing. Your shapes and colors will induce both fear and wonder into the electronic hearts of whatever insectoid, angley, squarish, plantlike race of alien ships that you come across in your digital safari.

And then you grow. And it changes everything. Now your left wing must become your right wing in a lopsided arrangement of fancy new weaponry and mega-buffed shields. You recall thinking when you last were destroyed (and you will be destroyed), that you really needed to buff up that armor. Right? Definitely.

And then you grow again. And again. And now you're a battleship capable of producing your own fleet, and each member of your fleet can spawn it's own fleet, and you need it. Your enemies are constantly changing shapes, sizes, and intensities as ships created and honed through the experience of a thousand battles find their way from their creator's computer to yours, leaping into your universe with all the mercy in the world of NONE AT ALL.

It's time to visit the electronic tide pool.

Reassembly

  • Gorgeous Vector-Based Graphics
  • Procedurally Generated Universes
  • Ridiculously User-Friendly Spaceship Designer
  • A Beautiful and Haunting Soundtrack by Peter Brown (Peaks)
  • More Particle Effects Than You can Shake a Stick At
  • Very Smart and Reactive AI
  • Physics that Give Weight to Your Creations
  • Asynchronous Multiplayer: Universes Populated by Fellow Players

MINIMAL SETUP
  • OS: 64 bit linux
  • Processor: 2 GHz Dual CoreMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 2.1
  • Storage: 150 MB available space
RECOMMENDED SETUP
  • OS: 64 bit linux
  • Processor: 2.3 GHz+. Quad CoreMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.3+. 256MB+
  • Storage: 250 MB available space
GAMEBILLET

[ 6108 ]

16.39$ (18%)
16.52$ (17%)
12.71$ (15%)
60.89$ (13%)
16.59$ (17%)
22.24$ (11%)
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10.78$ (17%)
2.00$ (80%)
22.24$ (11%)
GAMERSGATE

[ 1170 ]

0.64$ (87%)
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26.99$ (10%)
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1.58$ (95%)
0.77$ (91%)
15.99$ (20%)
2.55$ (74%)
0.85$ (83%)
21.99$ (45%)
0.53$ (92%)
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0.85$ (79%)
0.53$ (92%)
1.7$ (91%)
1.91$ (87%)
0.84$ (58%)

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