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Patch 0.5.3.1

This is a minor patch aimed to fix two game-breaking bugs and a gameplay bug caused by 0.5.3 - Nano Ship. Here is the full changelog for patch 0.5.3.1:

Changed


  • Fixed a bug which would cause a crash when clicking on menu dropdowns
  • Fixed a bug that would cause Events to crash and lock
  • Fixed a bug with the BlissCo Light Melee enemy projectile in Act III


[ 2024-10-14 11:39:27 CET ] [ Original post ]


Major Update 0.5.3: New Ship Class!

At last, the first major update for Sisyphus Paradox is here: We're proud to present BlissCo's StarBlaster Pro, the jewel of commercial weaponized entertainment! Designed to mirror BlissCo enemy ships, the new ship class -dubbed the "Nano Ship"- offers an entirely new playstyle based on picking up Nanite drops from the battlefield, which replenish the ship's main resource, its Armor. Armor in turn, is used both to absorb damage and to fuel Specials. Alongside the new ship we are releasing nine new assets to match the BlissCo approach to combat. Drones and other autonomous units to supplement your firepower, but also a few more close-range assets to help you dive into the heart of enemy swarms in order to pick up those precious drops! Of course, we are still working on improving the game and paying attention to tester feedback, so this patch also includes various bug fixes and game improvements, as well as a number of balancing tweaks. Having reached this first landmark, we intend to soon publish a roadmap for the remaining major updates in our course towards the final game release. In the meantime, we hope you have fun with the game and keep picking up those Nanites if you want to make it! Here is the full changelog for version 0.5.3:

Added


  • Third ship class, inspired by BlissCo enemy models, and dubbed the "Nano Ship"
  • Nine new ship assets
  • Tooltips on the ship selection screen showing the main differences between ship classes
  • Savegame incompatibility management that will delete the current run after an update (and compensate you with some Chrono Crystals)

Fixed


  • Fixed a display bug that would show future hull to be repaired even after credits would run out
  • Asset description list item now has variable size, to prevent line breaking
  • Stopped the Junk Heaven event from appearing in all acts instead of just Act 3

Changed


  • Jury Rig system now functions differently for each ship type to make it more useful across the board
  • Emergency Hull Condenser is now specific to the Bio ship
  • Arc Blade, Drone Launcher, and Protector Drones are now specific to the Nano ship
  • Increased Parasite max damage dealt before fizzling out
  • Revamped Space Station, Patrolled Station and Remote Station events with new options for all 3 ships
  • Replicator event only presents one option if ship weapons are identical
  • Changed Unlock order to accommodate new Nano ship assets
  • Arc Blade is now common instead of rare
  • Dumb Nuke's explosion radius now increases as it is upgraded


[ 2024-10-05 08:33:46 CET ] [ Original post ]


Patch 0.4.3.2

This is a minor patch aimed to fix a bug in which permanency multipliers do damage were not applied to assets. Here is the full changelog for patch 0.4.3.2:

Fixed


  • Fixed a bug where permanency damage multipliers were not applied on damage dealt by assets


[ 2024-07-16 09:36:20 CET ] [ Original post ]


Patch 0.4.3.1

This is a minor patch aimed to fix some imbalances caused by previous updates and fix minor issues with some Assets. Here is the full changelog for patch 0.4.3.1:

Changed


  • Javelin reverted to its pre-0.4.3 behaviour, i.e. it fires a single highly damaging projectile in all cases
  • Multilauncher description text updated for clarity.
  • The rarity of Missile Hell is now common, and it's specific to the Energy Ship only
  • The rarity of Energy Wave is now Rare and it's cost has been increased. Furthermore every time it is used it causes temporary damage to the ship's Shields


[ 2024-07-03 07:08:20 CET ] [ Original post ]


Patch 0.4.3

As we gear up for our first major update featuring the deployment of the third ship class, we are happy to release our third game update. Besides various bug fixes, we also tweaked many asset parameters and behaviours to make them more fun and better balanced. We also went a few steps further with the new principle established in Patch 0.4.2, where various events cost Hull for the Bio ship, while they apply a cap to the Energy ship's maximum energy for the next combat. We extended this mechanic to more cases, further differentiating the experience between the two ships. Finally, we added some new gameplay features, such as badges for completing combat with a perfect record and controller vibration, in order to make things more immersive and engaging. We hope you have fun with the new changes! Here is the full changelog for version 0.4.3:

Added


  • Guardian Shield and Emergency Hull Condenser now display damage prevented statistics
  • Untouchable and Perfect badges
  • Added controller feedback/vibration when the ship is hit

Fixed


  • Run stats now display total healing and damage prevented per asset when applicable
  • Ramdrice: Fixed getting stuck at the end of the screen sometimes
  • Tracking Gun: Level 3 and 5 descriptions now correctly say reduced fire rate instead of increased
  • Level 5 Hull Consistency Enhancer now gives 39% boost instead of 40%
  • Collision damage prevention multiplier was added twice

Changed


  • Rapdifire Accelerator: Reduced weapon energy comsumption to balance out increased firerate
  • Stowaway now reduces max energy for the Energy Class
  • Energy ship events now calculate the temp max energy cost based on total max energy
  • Increased events' permanent bonus to Hull
  • Reduced events' permanent bonus to Energy
  • All weapon and ship damage multipliers from assets are now additive
  • Hull pernamency upgrade replaced by projectile damage reduction
  • Guardian Shield: Damage reduction now applies to projectiles only
  • Javelin fires in spreads in higher levels
  • Shield Barrier now has a max health restore limit
  • Flamethrower frontloaded damage reduced and DoT damage significantly increased.
  • Laser and Phaser fire rate increased.
  • Missile Hell: Reduced cooldown and cost of use
  • Radfield: Halved the damage it takes when it destroys a projectile. This should make it last longer.
  • Decoy: Major increase to how much damage the decoys can take
  • Multilauncher: Missiles are now fired in tighter spread across all levels
  • Missile Hell is now the default special for the Energy class
  • Damage numbers are displayed by default


[ 2024-06-26 13:06:24 CET ] [ Original post ]


Patch 0.4.2

This is the second game update, and besides various fixes and tweaks, it includes a new mechanism: when playing with the Energy Ship, events that used to damage your hull will now cumulatively cap the maximum energy you will have in your next combat. At the end of combat, the cap will go away and your energy will return to normal. During testing, it became clear that damaging the hull of the Energy Ship did not really contribute to the attrition mechanism we were trying to implement. We expect that the new system will challenge players in much a more meaningful way!

Added


  • Added temporary max energy reduction mechanism for the Energy Ship to replace the hull damage reduction that was used for both the Bio and Energy ship
  • Weapon and Special details now display DoT duration
  • Added missing shooting sound for Parasite special
  • Health and energy cells per encounter are now shown on Run History
  • Added support for collision reduction in assets and base ship stats
  • Added icons to the event screen window to distinguish between different types of events

Fixed


  • Encounter enemy race for Boss fights on Run History would always display Sublime, fixed.
  • Various minor text fixes
  • Fixed some confusing behaviours when using controller and also mouse
  • Fixed a bug where the asset tooltips would appear off-screen if there were two or more drops
  • Fixed minor bug where the fuel cost per jump could appear off-screen
  • Fixed loss of controller focus when reseting the tutorial
  • Fixed loss of controller focus after tutorial popup in the main menu
  • Fixed flamethrower lvl 5 erroneous damage value

Changed


  • Events that used to cost Hull now reduce the maximum Energy for the next battle, when visited with the Energy Ship
  • Final Boss encounter now has its own color on map and run history
  • When using the controller in the map, you can visit the Legend and Quest List by pressing L.Trigger, and return to selecting the next encounter with L.Trigger again


[ 2024-04-17 06:37:24 CET ] [ Original post ]


Patch 0.4.1

The first game update is out! It includes mostly UI and art improvements, plus various game balance adjustments. As we are working towards rolling out the third ship class and the rest of the final game content (more on that on a later post), we will continue to maintain and improve the existing content and respond to tester feedback.

Added


- New Quest art added - Animations for some miniboss sprites - The end-of-run asset unlocks are now visitable via controller so you can see their tooltips - The Run History window is now explorable via controller so you can see the encounter and loadout tooltips - Class-specific end screens for combat defeat and fuel defeat

Fixed


- Fixed game-breaking bug when quitting during a cutscene - Fixed bug where moving the controller stick in the run end summary screen would permanently lose the focus - Fixed some of the Final Boss animation colors - Corrected various errors in texts - Fixed bug where the "Hull/Energy Critical" animation would get stuck at the end of a combat - Fixed bug where charging enemies would slow down before exiting the screen

Changed


- Fury Overcharger cost to activate increased, cooldown increased, damage boost now starts much lower but is increased more each level - System Overclocking Mean Damage Interval has been quartered. Also instead of the damage being hull specific, it is now normal damage - Skipdrive final level now allows 5 jumps instead of 6 - Reduced the movement speed of the ships that comprise the GDF "Elite Patrol Z-11" Act 3 miniboss - Changed/standardized the explosion size calculation rules which resulted in slight changes on the size of certain explosions - When the player first unlocks a new timestream, it becomes the default in the Ship Selection screen


[ 2024-03-13 14:56:36 CET ] [ Original post ]


Sisyphus Paradox v0.4 (Early Access) is out!

We are happy to announce the release of Sisyphus Paradox on Early Access. We can't wait to see everyone try out new builds and start climbing the Timestreams! [previewyoutube=jsUk0KpXxp8;full][/previewyoutube] Throughout Early Access, we'll be working closely with our community to deliver updates, new features, and exciting content based on your suggestions. Its time to hop into the pilot seat, fight your way through three Acts full of deadly alien ships, and discover the secret behind the Sisyphus Paradox.


[ 2024-02-14 11:16:50 CET ] [ Original post ]


Demo out now!

We have released the demo of Sisyphus Paradox, consisting of the game's first Act. We expect to release the first Early Access version of the full game in a few weeks. Enjoy!


[ 2024-01-22 14:36:28 CET ] [ Original post ]



Sisyphus Paradox
Unruly Mob
  • Developer

  • Unruly Mob
  • Publisher

  • Q1 2024
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 9  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Positive

    (16 reviews)


  • Review Score

  • https://unrulymobgames.com/
  • Website

  • https://store.steampowered.com/app/2673010 
  • Steam Store

  • Sisyphus Paradox mixes traditional side-scrolling shoot 'em up gameplay with many roguelike mechanics, such as procedurally generated star maps to explore, bonuses that are persistent between runs, and multiple different builds you can try to conquer your enemies. Course through hand-drawn battlefields, lose, try again, until you solve the Sisyphus Paradox.

    The Story: An ordinary person finds themselves flung across the galaxy. They are lost far away from home, with a voice in their head as their only guide and companion. Strange alien looking creatures are in pursuit. Help them fight their way back to Earth.

    Features

    • 2 Playable Ships: Each has very distinctive mechanics that go well beyond simply having different stats.
    • 56 Unique Items: You have weapons, passives and active-use specials, all of which can be upgraded, and some can change significantly as they level.
    • 10 Timestreams: Each more challenging than the last. As you become better at the game, more options are revealed to you.
    • The Antagonists: There are three different factions to face, each with their strengths and weaknesses, as well as their own Bosses and Minibosses.
    • Infinite Universes: Choose your path across the stars as each run will offer you a new map to explore, full of random encounters and enemies to deal with.
    • Multitude of Options: Each ship has slots for two weapons, two passives, and two specials, giving you a multitude of build options with which to approach each game.
    • Sisyphean Task: Every time you are defeated you set out on a new journey, hopefully moving closer to your end goal, this time with new bonuses to help you out.
    MINIMAL SETUP
    • OS: Latest Ubuntu or Arch version
    • Processor: 64bit 4-Core CPU 2GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics or better
    • Storage: 600 MB available space
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