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InDev 29c - The Spells and Rebalance Update - Released!

Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :) This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.

Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!


InDev 29c Change Log


New Spells, Influence and Spell Bar Changes
  • The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
  • All spell icons have been redesigned.
  • The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
  • The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
  • New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
  • New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
  • New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
  • New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
  • New Spell: Illuminate - Creates a long lasting, large light source on the map.
  • New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
  • New Spell: Magic Bolts - Zap monsters with some energy balls.
  • New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
  • New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
  • New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
  • Healing aura now has a larger area of effect and damages zombies, headless and skeletons.
Hot Key, Control and Interface Changes
  • New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
  • You can now click-and-hold to "paint" building placements.
  • New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
  • Almost all building descriptions updated.
  • Speed up controls default keys moved to F5 and F6.
  • Harvest default keys moved from 1 through 4 to 6 through 9.
  • Spell bar hotkeys have been assigned to 1 through 5.
  • All new hot keys added over the last few patches can now be changed in the settings menu.
Big Fixes and Optimizations
  • Fixed some possible crashes when finding resource drop locations out of bounds of the map.
  • Spells can no longer be cast outside the bounds of the map.
  • Catjeet children are now counted in the children totals.
  • Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
  • Catjeet now properly spawn catjeet zombies when resurrected by blight.
  • Catjeet spawn the correct ghosts when they die.
  • Catjeet children now properly grow into catjeet adults instead of human adults.
  • Slightly optimized the spawning code for monsters.
  • Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
  • Recombobulators no longer try to fire over curtain walls and topography.
  • Temporary fixed for the monster building attack code that was crashing the game has been implemented.
  • Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.
Nomad Changes
  • Overpopulation now has a much larger negative impact on nomad rates.
  • Total population in general now has a negative effect on nomad rates.
  • Available water now impacts nomad rates.
  • Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
  • Nomads are slightly less aggressive in combat, causing them to flee more often.
  • Nomad catjeet and children, as well as nomad human children can now spawn.
Monster Changes
  • Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
  • Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
  • Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.
Miscellaneous Changes
  • All Patreon rewards added for December.
  • Doubled the refining and harvesting speed bonuses provided by all upgraded buildings.
  • Rebalanced housing, now standard and high quality give slightly more bonuses, but high occupancy has penalties.
  • Lightning strikes now have a higher chance of hitting their intended targets.
  • If lightning hits a building, it can no longer also hit a mob. This prevents builders from being hit while repairing lightning rods.
  • Lightning "white flash" has been removed.
  • Fire Elementals now move slower.
  • Lowered all resistances and vulnerabilities that were 90% down to 80%.
  • Now all mobs must take a minimum of 1 damage when hit, avoiding resistance calculations that result in 0 damage.
  • Doggo spawn rate reduced by roughly 50%.
  • Increased Doggo House occupancy to 6, and slightly buffed some of the home benefits.
  • Increased Doggo House build requirements to 12 wood.
  • Elemental Bolt tower now gets a slight firing speed boost when upgraded.
  • Increased the energy cost of the static tower.
  • Added bows and quivers to the equipment storage.
  • Cleaned up the debug page a bit.
  • Tons is miscellaneous GUI tweaks.
  • Disasters are slightly more common in survival mode.


[ 2018-01-31 21:20:21 CET ] [ Original post ]

Retro-Pixel Castles
Raymond Doerr Developer
SixtyGig Games Publisher
2019-10-14 Release
Game News Posts: 175
🎹🖱️Keyboard + Mouse
Very Positive (7080 reviews)
The Game includes VR Support

Get Involved in Development

Follow @RaymondDoerr on Twitter

Game Concept

Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.

Key Features

You can't win!
The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!

Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.

Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.

Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.

Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!

Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.

Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.

The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!

DRM-FREE

SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC

100% FREE CONTENT PATCHES/DLC!

I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!

Have a say!

Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)

MINIMAL SETUP
  • OS: Most 64 Bit Linux Distros (Must support Java)
  • Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4400 or equivalent. 1280x720 resolution or higher.
  • Storage: 1 GB available spaceAdditional Notes: OracleJDK or OpenJDK 8 Required (OpenJDK bundled with product)
RECOMMENDED SETUP
  • OS: Most 64 Bit Linux Distros (Must support Java)
  • Processor: Intel i5 or equivalent (Quad Core)Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Most Dedicated GPUs. 1G+ VRAM / OpenGL 1.3+
  • Storage: 1 GB available space
GAMEBILLET

[ 6102 ]

5.97$ (14%)
6.22$ (11%)
12.59$ (16%)
2.22$ (78%)
16.97$ (15%)
12.72$ (15%)
2.47$ (17%)
5.03$ (16%)
31.14$ (11%)
20.49$ (18%)
12.74$ (15%)
12.71$ (15%)
3.39$ (32%)
12.71$ (15%)
21.21$ (15%)
4.44$ (78%)
25.19$ (16%)
16.79$ (16%)
8.39$ (16%)
17.59$ (12%)
7.43$ (17%)
49.79$ (17%)
34.59$ (42%)
24.99$ (58%)
1.11$ (78%)
16.79$ (16%)
42.49$ (15%)
16.52$ (17%)
16.79$ (16%)
12.72$ (15%)
GAMERSGATE

[ 764 ]

5.1$ (66%)
2.55$ (74%)
8.49$ (58%)
0.51$ (91%)
1.7$ (83%)
2.21$ (83%)
1.91$ (87%)
5.1$ (83%)
1.35$ (89%)
5.09$ (49%)
8.5$ (66%)
3.86$ (45%)
2.55$ (83%)
0.64$ (87%)
1.28$ (91%)
14.87$ (40%)
1.28$ (91%)
10.58$ (47%)
0.53$ (92%)
6.38$ (57%)
1.39$ (54%)
1.28$ (91%)
3.57$ (74%)
0.9$ (92%)
10.49$ (30%)
0.6$ (91%)
4.25$ (83%)
3.49$ (30%)
4.67$ (53%)
1.79$ (74%)

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