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Version 3.2

HO HO HO! It is I, Saint Jurax, Patron Saint of Rogues! I have come bearing updates for all the good dungeon delvers of the world!

NEW IN THIS UPDATE


  • Flying monsters can now fly not just over pits but over walls as well
  • Offline stats file for people who play on Steam offline or on linux on gog
  • New room: crypt -always has an item, item can be a monster bit
  • Added a subtle ambient occlusion-like border around sprites
  • Tile layers: gold/ice
  • 2 new traps: ice trap and gold trap
  • Rooms can now have roofs
  • Wall and roof tiles can be blown away by gas spore monster bits
  • Vines hanging from the ceilings of rooms for dungeon dressing
  • Throwing ice monster monster bits will freeze the floor
  • Ice monsters freeze the floor as they walk
  • Throwing troll monster bits will spawn grass
  • New particle effect for stepping on a rust trap
  • New, smaller, crosshairs that show how much closer a monster needs to be for you to hit it

CHANGED IN THIS UPDATE


  • DEFAULT INVENTORY KEY IS NOW THE E KEY -if you have changed your controls before this then this won't affect you
  • Reordered the options in the right-click menu for items to make it easier to throw/drop items
  • The first few floors are now slightly smaller than later floors
  • Some fonts and their sizes to make the UI a bit easier to read.
  • Particles on stairs are now visible on the gles2 renderer
  • Increased the amount of damage monsters take from being on fire
  • Decreased the density of grass on a grassy tile -will add a slider in a future update
  • Made some adjustments to falling speed
  • Lowered the pitch of the xeroc noise
  • Wand of Fire will now light monsters on fire for a few turns it they fail their save
  • Wand of Cold can freeze floor tiles
  • Tweaked attack range of player and monsters -shouldn't feel too different though
  • Fixed some typos and altered some tutorial text
  • Updated tombstone text to state the year as 2025
  • Made it harder for monster bits on your armor to be damaged
  • Made gas spores more likely to drop their bit after they explode
  • Wandering monsters take slightly longer to spawn -this is to balance out later floors where very strong wandering monsters will spawn

FIXED IN THIS UPDATE


  • Crash that would occur if you zapped a venus flytrap with a wand of teleport away
  • Potential crash that could happen if a pit was put down but didn't actually remove any tiles
  • Small bugs involving how halls are put down -shouldn't have cropped up before anyway
  • Typo displayed when you jumped down a pit while having the levitation status effect
  • Some errors with the pit highlighting shader on floor tiles
  • Bug where the floor might not be lit if the player was standing on positions with either x = 0 or z = 0
  • Bug where flying monsters were the only monsters that could set off traps rather than the only ones that don't
  • Monsters in large rooms were overly aggressive
  • Hunger increase was sometimes off by 1
This update brings many new features but the main ones I want to highlight are the offline stats file, the new crypt rooms, gas spores blowing away tiles, and the new crosshairs. First, a decent amount people like to play offline so the offline stats file will allow them to use the gold pile added in the last update. If you have played online before then the file will sync to your online stats if you do one more run online. However any runs you do offline will not count toward your online stats. So that is to say, your online stats can overwrite your offline stats if they are larger, but your offline stats can never overwrite your online stats even if they are larger. Second, the crypt rooms are nice little compact mazes that always have an item in them. Whether its a monster bit or a wand or potion or what have you. Frequently undead type monsters will spawn in these rooms. Third, gas spores and gas spore float sacs that you throw can blast away tiles and the tiles that have been blasted can damage monsters. This is a feature that took a bit of time to implement but I didn't have a lot of time to take advantage of it. In the future, float sacs may spawn naturally around the floor to give players many more opportunities to use these and I'd like to a monster and some traps that revolve around this feature as well. The same applies with the new tile layers. It took a bit of time to get them in but I wasn't able to use them as much as I wanted or get as many in as I wanted. In the future I plan on testing out having attacks push enemies if they are on ice and vice versa. I also want to add tile layers that add many new terrain effects. As a side note THE STAIRS TILE CAN BE FROZEN AS WELL SO IT CAN BE A BIT HARDER TO SEE. Though the particles that emit from it will still let you know it's there. Lastly, the new crosshairs and a bit more subtle than the last one and I feel are more helpful as well. Some people mentioned to me that they were having trouble telling exactly how close they needed to be to hit a monster(which is fair since the distance actually changes depending on the angle between you and your target) so the new crosshairs fill up yellow as you approach a monster and then finally turn red when you're in range. It is a bit of a visual change but hopefully everyone gets used to the new ones quickly. That about wraps it up. A lot of work went into putting in these new features so as always please let me know if you find any bugs or crashes in the bug report thread. Also if you're enjoying the game consider writing a review! It always helps!. Have a Merry Christmas!


[ 2024-12-24 19:39:47 CET ] [ Original post ]

ROGUE-FP
Jurax Games Developer
Jurax Games Publisher
2023-03-30 Release
Game News Posts: 50
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (21 reviews)
Public Linux Depots:
  • [160.53 M]
ROGUE-FP is a blend of old school classic roguelike gameplay with new school first person controls and perspective. There is no movement grid and no rigid turn system to slow you down.

Synopsis

The Fighters guild has a high bar for entry. They want you to delve deep into the Dungeon of Doom and return to the surface with the Amulet of Yendor. A perilous quest few have completed, for within the dungeon are terrible monsters, devious traps, and mystifying magical items.
To survive you'll have to identify the items, navigate the dark labyrinths within the dungeon, and fight your way past the monsters. With enough skill and a decent amount of luck they say it can be done. Give it your best shot!

Features

Just like in the roguelike days of yore, there are
  • Procedurally generated levels
  • Perma-death
  • An alphabet's worth of monsters
  • Many magic items with different effects including rings, potions, wands, and more!

But in ROGUE-FP there’s also
  • Sprites/textures for everything
  • First person controls
  • Smooth turns
  • Synth soundtrack
  • A difficulty level for every level of skill, including one that removes item identification

MINIMAL SETUP
  • OS: Linux Ubuntu 18.04
  • Processor: Dual core CPU 2.4 GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Radeon HD 8330
  • Storage: 12 GB available space
RECOMMENDED SETUP
  • OS: Linux Ubuntu 18.04
  • Processor: Quad core CPU 3.0 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 1050
  • Storage: 12 GB available space
GAMEBILLET

[ 6138 ]

7.46$ (17%)
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4.97$ (17%)
4.19$ (16%)
6.39$ (68%)
0.80$ (90%)
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6.24$ (79%)
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16.79$ (16%)
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11.86$ (80%)
2.04$ (92%)
3.99$ (80%)
13.79$ (8%)
6.79$ (15%)
16.01$ (60%)
13.39$ (33%)
21.99$ (12%)
3.29$ (53%)
1.80$ (91%)
8.47$ (15%)
2.53$ (87%)
GAMERSGATE

[ 3458 ]

38.99$ (35%)
19.99$ (20%)
3.0$ (90%)
5.0$ (90%)
9.99$ (50%)
15.0$ (75%)
12.1$ (36%)
0.58$ (92%)
10.0$ (75%)
13.2$ (67%)
9.9$ (67%)
6.0$ (80%)
7.5$ (75%)
1.8$ (91%)
6.0$ (80%)
5.0$ (75%)
0.88$ (91%)
4.8$ (60%)
0.68$ (89%)
20.82$ (40%)
20.0$ (50%)
7.2$ (64%)
3.28$ (78%)
0.45$ (85%)
3.0$ (80%)
3.0$ (70%)
9.44$ (48%)
4.59$ (74%)
5.78$ (66%)
12.49$ (50%)

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