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Post-Release Wrap-up

The crazy rush of the release is finally behind me, and now I get to look back on the whole experience and wonder how I lived through it. I can see it now... telling my kids years from now, "ARR! Back in my day we used to release indie games and sleep maybe a combined of 10 hours in the first week! Uphill! Both ways!" Which... honestly wouldn't be far from the truth. There are times when being a lone developer of a project like Windward is a great blessing that makes me giddy with the thought of how clever I am not having to deal with a corporate structure and anyone breathing down my neck. I know how everything works, so I know what to do in order to fix something or add a new feature in the shortest amount of time possible. Then there are times, like actually releasing the game, when I wish I could clone myself a few times over; the times like when I just put up a patch and hundreds of people suddenly ran into a problem that simply didn't exist when I tested everything. I am left running around panicking and frantically trying to track down the cause of the issue and fix it in the shortest amount of time possible without going insane from being awake for over 30 hours straight. On that note, have you ever tried to lose weight? I recommend releasing a game. I lost 8% of my body weight in the first week simply because I didn't have time to eat! So yes -- fun times! Well, let's get down to some numbers. The first week of release has seen a concurrent peak of nearly 3500 players, with roughly 15% of them playing online on public servers. One of those servers that had a peak of maybe 25 players throughout all of beta and was deemed "rock-solid" quickly stated having issues once the number of connected players passed the 200 mark, leading me to spending the first few days almost exclusively focused on fixing the server stability. Fortunately that went over well, and by the end of the weekend there were over 300 players connected to the server -- which happened to be running on my own computer. In my home. With a typical household cable modem connection. Needless to say, I blew through my 500 GB monthly bandwidth cap in about 3 days. Well, no matter! There were more important things to worry about, like discovering that most players who played online seemed to prefer to play it as an MMO on one densely populated server, rather than spreading out like I thought would happen. Now keep in mind, the game was designed to be a co-op game for LAN parties, ideally meant to be played in groups of 2 to 12 players. I never expected that I would have over 300 of them on the same server; dozens of them in the same regions. In fact, one of the first few days of release there was a Heroic Instance running with over 50 players in it, which was using twice as much bandwidth than the rest of the 200-or-so players combined. Needless to say, player limits were one of the first changes I had to quickly implement. Another thing that quickly became obvious was that the server back-end was really lacking important administration features -- banning trouble-makers in particular. Yet another thing I had to scramble to implement in the first few days, keeping me away from the one feature that has been bothering me since the first day -- the chat window's lack of scrollable history. With everything else going on I didn't get to implement that one until the second week... Fortunately as the influx of players started going down, I was able to relax a little and work on features that I felt were missing from release. Among them were the ability to design your own factions, create much larger world maps, and even the most recent one -- the addition of PvP battleground instances. Hell, I was even able to get a proper night's sleep -- all 9 hours of it for the first time in weeks! Ahh... let's never do this again. Next time -- clones. I swear. For a full list of patch notes, click here. The patch notes since release are the first 9 pages. Not bad for 3.5 weeks! See you on the high seas! -ArenMook


[ 2015-06-05 13:57:00 CET ] [ Original post ]



Windward
Tasharen Entertainment Inc.
  • Developer

  • Tasharen Entertainment Inc.
  • Publisher

  • 2015-05-12
  • Release

  • Action Indie RPG Adventure Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 40  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Very Positive

    (2620 reviews)


  • Review Score

  • https://store.steampowered.com/app/326410 
  • Steam Store

  • The Game includes VR Support



    Windward Linux [123.72 M]

  • Public Linux depots

  • Designed from the start to be a fully procedural co-op game, Windward can be played by yourself, but it truly comes alive when playing with friends. Start by generating a procedural world that will be unique to you, design your own custom faction then sail forward fighting pirates, trading with towns, doing quests or simply exploring -- it's up to you how you want to play.

    As you sail about you will find resources you can make use of, upgrades for your ship, new towns that will ask your assistance, and as you get farther out from the starting area -- various pirates that will attempt to take what's rightfully yours. Combat experience will let you unlock new talents and abilities to make that particular line of work easier.

    As you take up consignments with towns and fulfill their production shortages, the towns will grow, offering more quests, more resources and better items. As the towns continue to grow they will offer you a choice to upgrade your ship itself. Would you prefer a fast Schooner to explore the world, or a heavy Galleon that's able to take up 5 consignments at once? Or perhaps a massive Ship of the Line to take the fight with the pirates to their heartlands?

    As you explore the world and get farther away from your starting area, the game will become progressively more difficult -- but so will the rewards. Throughout all of this you can expect the pirates to put up a fair fight, as the AI is bound by the same rules as the player: they have sight, and must explore the map before they can know what's there.

    Speaking of AI, build a fearsome reputation and the AI will respect you, even fear you -- avoiding you if at all possible. Some friendly AI will even choose to follow you and assist you in your own adventures.

    And so, on the topic of adventures -- ready to have yours?
    MINIMAL SETUP
    • OS: Ubuntu 12.04
    • Processor: 1.4GHz dual-core Intel Core i5 or AMD equivalentMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4200
    • Storage: 250 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 14.04.1
    • Processor: 2.0Ghz quad-core Intel Core i7Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 650M (mobile). or GTX 260 (desktop)
    • Storage: 250 MB available space
    GAMEBILLET

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    2.05$ (59%)
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    10.49$ (48%)
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    5.0$ (80%)
    2.0$ (80%)
    14.99$ (40%)
    1.13$ (92%)
    19.59$ (30%)
    0.38$ (92%)
    2.55$ (85%)
    13.6$ (66%)
    17.49$ (30%)
    3.19$ (79%)
    6.0$ (50%)
    0.53$ (92%)
    12.59$ (37%)
    6.75$ (66%)
    1.35$ (89%)
    1.31$ (81%)
    5.0$ (80%)
    6.74$ (55%)
    2.25$ (62%)
    0.45$ (77%)

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