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Build InDev 31 Unstable 6 Released

Click here for help on accessing the Unstable branch! This is (hopefully) the final Unstable release for InDev 31, and best of all, it does not break your Unstable 5 saves! InDev 31 Stable is due out on September 16th. Unstable 6 is bringing in a ton of balance changes, bug fixes, and fleshes out the goals and perks system a bit. Many of the balance changes are thanks to your guy's feedback! Your feedback is vital! I need feedback on all of the new systems introduced in InDev 31 as a whole. There's a lot of new mechanics in play here, and it will no doubt be completely out of whack in some areas and need some adjustments. Post down in the comments or on the forums with your experience. Did you gain chests too fast? God experience too fast? Goals are too hard, too easy? Not enough or too many perk rewards? Let me know so InDev 31 Stable can be as balanced as possible. :) I hope you guys are all enjoying the new systems brought into InDev 31. I think it's a huge step forward to finally leaving Early Access! Bonus: I may continue to add more goals and perks before InDev 31 is released, so feel free to give some suggestions for both down in the comments!

InDev 31 Unstable 6b *HOTFIX* Change Log


Bug Fixes
  • Fixed a few goal configurations that would not count any progression.
  • Villagers can now mate again.

InDev 31 Unstable 6 Change Log


Chests, Goals and Perks System
  • The amount of perks and goals has been roughly doubled since Unstable 5.
  • Changed "win" requirements to a full year per region.
  • God XP is now gained when a courier leaves the region.
  • Nearby connected regions can now be pulled for the goals system goals.
  • Stockpile goal greatly reduced when selecting manufactured resources, and slightly reduced when selecting harvestable materials.
  • Tons of small balance changes to the existing goals were made.
Miscellaneous Changes
  • Added a completely new tool tip system, nearly all buttons in the game now have descriptive tool tips explaining what that button does.
  • Map tile tool tips no longer can pop up behind the GUI.
  • The new hardware mouse can now scale to 2x and 3x based on the set interface scale.
  • God XP is now gained by throwing resources and mobs into the cullis gate.
  • The catjeet laborer hire menu is now displayed even if no laborers are available.
  • When the catjeet are out of resources to sell, the sell values now turn red rather than say "Empty".
  • Changed motivate land spell description.
Balance Changes
  • Increased maximum initial migrant spawns from 15 to 25.
  • Increased maximum migrants per day from 5-10 to 10-20.
  • Buffed the conjure essence spell a bit.
  • Boosted how much intelligence affects work speeds.
  • Villagers now gain a small XP bonus when awarded XP, based on their intelligence level.
  • Made monsters slightly less likely to attack walls and topography to offset the new AI spreading behavior.
  • Static tower energy cost has been increased.
  • Reduced the amount of couriers that can arrive at once, to prevent resources from being dropped off and decaying before they are used.
  • Doubled doggo spawn rates in all game modes.
  • Courier golems now only bring wood and rock on day 1, if available.
  • Slightly buffed wood and crystal golems.
  • Flipped the damage modifier lean of ranged damage to make DEX more important than STR.
  • Slightly nerfed motivate land spell, increasing cost and reducing effectiveness.
  • Farms now grow food roughly 12.5% faster.
Bug Fixes
  • Fixed wording of the grab resources goal.
  • Fixed a bug where adult catjeet were not counted in the villager totals on the population list panel.
  • Fixed corruption power math. Some cases villages were being locks at abnormally high level corruption power.
  • Fixed the headless-only spawns when you reload a save.
  • Fixed "Spell Cost" perk display from displaying that it increases, rather than decreases, spell cost.
  • Drop spell no longer shows up on the "Cast Spells" goal.
  • Housing no longer provides house slots before it is constructed, if you have the efficient housing perk.
  • Fixed a bug where the grab resources goal wasn't being counted in most situations.
  • Fixed a very rare crash when a villager is seeking medical attention and the posted medic's building is destroyed before the medic unassigns itself from their posting job.
  • When a labor golem carries a resource, it is now counted in the village totals.
  • You can no longer use zoom while the game is paused.
  • Fixed golems showing up with gendered name colors in the population list.
  • Loot Boxes can no longer be moved while they are opening.
  • Fixed a bug where sometimes a villager would crash the game if he was trying to coitus but couldn't reach his home.
  • You can no longer attempt to start a new game in skirmish without a map selected.
  • Implemented possible fix for the incorrect GUI positioning on initial load.
  • Fixed a rare crash caused by a courier golem's building being destroyed while they are en route to park.
  • Fixed a crash when trying to use recall on resources and the castle has been destroyed.
  • Fixed a bug causing the ranged damage perk to not work if you don't have the melee damage perk.


[ 2018-09-07 15:35:02 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 ]

16.99$ (-70%)
16.97$ (15%)
8.49$ (15%)
33.14$ (17%)
2.66$ (11%)
16.39$ (18%)
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12.67$ (15%)
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4.95$ (17%)
14.42$ (15%)
4.09$ (18%)
17.79$ (11%)
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13.79$ (8%)
20.65$ (17%)
12.71$ (15%)
41.49$ (17%)
16.59$ (17%)
3.93$ (21%)
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13.79$ (8%)
5.94$ (15%)
6.67$ (78%)
21.24$ (15%)
16.88$ (16%)
25.19$ (16%)
16.79$ (16%)
25.19$ (16%)
GAMERSGATE

[ 764 ]

1.28$ (91%)
1.13$ (77%)
1.49$ (79%)
3.4$ (83%)
0.53$ (92%)
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0.9$ (92%)
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10.19$ (32%)
0.49$ (51%)
7.22$ (28%)
1.39$ (54%)
1.28$ (91%)
4.25$ (83%)
7.5$ (70%)
0.53$ (92%)
2.25$ (77%)
3.4$ (83%)
11.89$ (30%)
0.34$ (91%)
0.53$ (92%)
0.75$ (92%)
0.53$ (92%)
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8.5$ (66%)

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