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GRIDROAD v1.0 Releases!

GRIDROAD v1.0 Releases!


GRIDROAD v1.0 is finally here! In this update the AI drivers are much smarter and behave more realistically. The scoring system has been updated to be much more forgiving for newer players while keeping things competitive for the leaderboard junkies. And merging has been a point of confusion and frustration for many players so it has been completely remade to put the player completely in control and be a lot more understandable. For the full changelog look below! Thank you to all of you who have bought and played the game. Your feedback has been invaluable in making GRIDROAD a much better game and I can't put into words how thankful I am for all the help I've gotten from various people in the community. Love you all, xoxoxo (Also I will continue updating the game with new levels and features, a post will be made soon detailing my post launch plans) GRIDROAD v1.0 Changelog - 2 new levels: Pile-On and Sakura - Giga returns! Older players may remember the level Giga. It was retired because it was impossible... Now however thanks to the AI changes it's back! (and now guaranteed to be beatable! Probably...). - Completely revamped car AI/behaviour. Now cars will behave significantly more intelligently, actually checking for oncoming traffic before making a turn or merge. - Revamped merging to give players complete control. Cars will no longer merge automatically and will only merge on to a target tile if you have placed a merge sign on that tile (merge signage can be added to any existing sign by pulling the sign selector in a backwards direction). Additionally, the criteria for a "valid" merge has also been loosened. Now you just need a merge sign and 2x3 road tiles. - Added a merge indicator when hovering over a sign which will show if a merge is properly connected. - Added a turn indicator when hovering over a sign which will show where cars will turn. - Added a straight indicator just to keep parity with the other indicators mentioned. - Remade the tutorial for what I hope is the last time. - Scoring has been completely revamped. It is now impossible to fail a level. Instead, if a lane is blocked too long it will make any car reaching their destinations worth less. For example, cars are worth 3pts by default. If a lane has been completely blocked for a while (fully red caution sign) then cars will only be worth 1pt. Only the most blocked lane will effect the points. So it will never go below 1pt per car. - Increased simulation time from 1min to 1min30secs. - Simulation speed now saves between levels/simulation runs. (it still resets back to default if you restart the game however). - Tweaked car spawn frequency on each level. - Cars now spawn closer to the grid at the beginning of the simulation, so less waiting! - Completely removed the restrictions on road sign placement. Place signs right next to each other to your heart's content. - Car acceleration curves have been modified. Prior to this update cars would approach but never quite reach their top speeds. Now they reliably reach their top speeds. - Placing or copying traffic lights now always flashes a mini-traffic wheel. - Copying a traffic light now makes the traffic lights placement sound. - Traffic lights now have a very small pathfinding cost. So if two paths have the same length, the one with the least traffic lights will always be chosen. (how long the light is red does not effect the pathfinding at all). - Added some animations to the scoreboard tabs. - The level select screen has been reorganised into separate worlds. There's also a little number indicating how many of the levels you have played in each world. - In every level you can now load the DEV solution and ANDY solution. You will only be able to load these if you have beaten or equalled the score. (A small number of early levels have the ANDY solution auto-unlocked to help newer players). - If an entry lane doesn't have a valid path to it's destination you can now click on the car icons to see what tiles the car can reach with your current road layout. (Clicking on car icons that DO have a valid path remains unchanged and will still show you the route the car will take to it's flag). - Gave the save level layout button a better home. - Temporarily removed the level "Woods". It will be back later this week under a different name. - Removed the level "Double". Has very uninteresting solutions with newer AI. - BUGFIX(?): Hopefully fixed physics determinism issues between different computer processors/OS's. - BUGFIX: You are now prevented from opening the online leaderboard while the simulation is running. In certain circumstances this could lead to the score being effected. - BUGFIX: Fixed a problem where junk pathfinding nodes were being created and set to position(0,0,0). - BUGFIX: Fixed a problem where deleting an entry lane sign, replacing it with another sign with an incorrect direction and deleting it again would permanently prevent pathfinding from that lane until a sign in the correct orientation was placed. - BUGFIX: Fixed a problem where changing the position of a sign, despite giving the exact same path, would give a different score. (Thank you for the report) - BUGFIX: Fixed an issue where cars that have no space to spawn would briefly shunt existing cars for a frame before being deleted. - BUGFIX: Removed herobrine. - BUGFIX: Fixed a bug where you could load roads onto non-interactable tiles. - BUGFIX: Fixed a bug where the load autosave button would sometimes remain "greyed" out despite there being a valid autosave. - BUGFIX: Fixed traffic lights not visually updating their state when undoing/redoing or loading a road layout. - BUGFEATURE: A bug was reported where merges were being calculated as having a higher pathfinding costs compared to moving orthogonally. I've decided to keep this as is because if merges are costed as cheaper, cars will always take the path with the most merges which leads to unrealistic pathing. (Thank you for the report regardless).


[ 2024-12-09 22:04:46 CET ] [ Original post ]

GRIDROAD
RAJACORP Developer
RAJACORP Publisher
2023-12-06 Release
Game News Posts: 26
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (187 reviews)
Public Linux Depots:
  • [0 B]

GRIDROAD is a traffic optimisation simulation game. Build roads, place roadsigns and tweak traffic lights to build the most efficient traffic junction!

Remember that time you were stuck in traffic for the umpteenth time at that idiotically designed junction? Remember how you swore you could have designed a better intersection in your sleep? Well look no further, GRIDROAD is the game for you!

GRIDROAD is under active development and new features/content will be added frequently!
  • More Levels
  • Right-hand-traffic version for every level (when needed)
  • Online leaderboards
  • Steam achievements
  • Level creator/level browser

MINIMAL SETUP
  • OS: Ubuntu 12.04 (64-bit)
  • Processor: 2 GHz or faster processorMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Shader Model 4.0
  • Storage: 90 MB available space
GAMEBILLET

[ 6089 ]

21.06$ (65%)
11.04$ (15%)
0.89$ (70%)
7.50$ (50%)
0.63$ (87%)
2.84$ (72%)
33.59$ (16%)
41.47$ (17%)
5.87$ (16%)
0.81$ (92%)
25.99$ (35%)
16.79$ (16%)
9.79$ (30%)
2.00$ (80%)
12.44$ (17%)
7.14$ (71%)
7.76$ (78%)
4.19$ (16%)
21.24$ (15%)
2.30$ (92%)
5.87$ (16%)
24.87$ (17%)
8.25$ (17%)
1.77$ (41%)
4.21$ (16%)
4.19$ (16%)
3.00$ (80%)
4.19$ (16%)
10.50$ (58%)
12.20$ (39%)
GAMERSGATE

[ 3241 ]

9.49$ (50%)
13.5$ (77%)
3.75$ (75%)
3.0$ (85%)
8.63$ (28%)
11.99$ (20%)
4.8$ (88%)
2.8$ (65%)
8.49$ (58%)
4.25$ (75%)
10.62$ (58%)
12.0$ (70%)
0.87$ (91%)
0.83$ (92%)
3.83$ (74%)
6.02$ (67%)
1.28$ (87%)
1.05$ (65%)
0.68$ (83%)
0.88$ (91%)
17.49$ (30%)
34.99$ (30%)
11.99$ (25%)
3.25$ (75%)
7.7$ (78%)
2.4$ (70%)
3.0$ (80%)
1.76$ (91%)
9.0$ (64%)
8.0$ (60%)

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