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Apoceus Version 0.0.53 - Update

Bugs Fixed:


  • Units can no longer walk on water.
  • Health bars now display correctly for constructing buildings.
  • Fixed NullPtrExceptions in Network Manager, improving stability.
  • Ghost buildings are no longer selectable.

Improvements:


  • Implemented faster map loading with baked NavMesh for smoother gameplay.
  • Adjusted resource costs for several units to improve balance.

New Additions:


  • Added attack sound effects for better combat feedback.

Changes:


  • Blacksmith can no longer produce Miner T2.


[ 2025-03-24 14:56:28 CET ] [ Original post ]

Apoceus Version 0.0.52 - Update

Bugs Fixed:


  • Disabled RemovePopulationSlots( ) as it was triggering twice.

Improvements:


  • Made house icon transparent.
  • Updated Scout icon.

New Additions:


  • Implemented unit grouping.
  • Added VFX for building damage.
  • Added visual indicators to buildings.

Changes & Balancing:


  • Houses now provide 10 population (updated in description).
  • Maximum unit queue increased from 3 to unlimited.
  • Adjusted resource costs: [olist]
  • Houses: 150 Wood (was 75)
  • Barracks: 400 Stone (was 25)
  • Warrior T1: 50 Wood, 10 Stone (was 50 Wood)
  • Engineer T1: 150 Wood, 50 Stone (was 150 Wood) [/olist]

    Removed:


    • Guildhall upgrade removed from Guildhall.


    [ 2025-03-18 09:59:16 CET ] [ Original post ]

  • Apoceus Version 0.0.51 - Update

    Bugs Fixed:


    • Archers now correctly attack enemies.
    • Fixed slinger projectiles to match the correct size.

    Improvements:


    • Lumbermill now spawns Tier 2 Lumberjacks.
    • Increased movement speed for Tier 2 Lumberjacks.
    • Added carrying log animation for Lumberjacks.
    • Lumberjacks now drop off resources at the nearest valid location.

    New Additions:


    • Tier 2 Guild Hall now reveals the General Ability.
    • Lumberjacks will now retaliate when attacked (if stationary or ordered to fight).
    • Added chopping and hit sound effects.

    Removed:


    • Removed Tier 2 Lumberjack research from the Blacksmith.


    [ 2025-03-18 09:54:43 CET ] [ Original post ]

    Apoceus Version 0.0.49 - Update

    Bugs Fixed:


    • Zoom and Rotate speed sliders now properly adjust in-game camera movement.
    • Health bar toggle now correctly hides the UI when turned off.

    Improvements:


    • Resolution settings now only apply to the game, preventing system-wide changes.
    • Updated lobby UI with a new horizontal layout for Ready and Start buttons.
    • Ready button now changes to Withdraw after being clicked.
    • Loading screen updated with alpha graphics for a cleaner look.

    New Additions:


    • Resource tooltips now display color-coded values for gained (green) and lost (red) resources.

    Removed:


    • Disabled Reset UI settings code in the Settings Menu.


    [ 2025-03-18 09:16:53 CET ] [ Original post ]

    Apoceus Version 0.0.48 - Update

    Bugs Fixed:


    • Resolved incorrect unit counters for Engineers, Miners, and Lumberjacks.
    • Fixed cursor inconsistencies when hovering over gold/iron ore with a Miner.
    • Addressed cursor misalignment between default and hitmarker indicators.
    • Adjusted Watch Tower T2s color scheme for consistency.

    Improvements:


    • Increased movement speed for Lumberjack T2.
    • Adjusted UI interaction to prevent building placement when clicking near unit HUD.
    • Optimized raycast detection for cursor interactions.

    New Additions:


    • Implemented new cursor icons for various actions (e.g., enemy targeting, terrain interaction).
    • Introduced additional terrain layers for improved visual depth.


    [ 2025-03-18 09:10:54 CET ] [ Original post ]

    From Classic RTS to Modern Experience: Inspirations for Apoceus

    The Return of the RTS Golden Age


    For fans of RTS games, Apoceus is a love letter to the genres Golden Age, blending the timeless appeal of classic RTS gameplay with the power and scale of modern systems. By combining traditional mechanics like resource gathering and base building with unprecedented scalefeaturing upscaled units and colossal battles - Apoceus delivers a fresh yet familiar experience. Were deeply inspired by our predecessors, and are heavily influenced by the pioneering success of Age of Empires and the StarCraft franchise, amongst others. The revolutionary and lasting legacy of these titles inspires us to craft something innovative and unique with Apoceus.

    Old with the new: tradition interwoven with innovation!


    At the outset, I would like to place our glorious forerunners colossal impact under a magnifying glass. This will allow us to hone in on their vast successes and illustrate why we think these breakthroughs should remain fundamental in the inception of our RTS. Age of Empires was a deeply transformative entry into the real time strategy genre, showcasing the depth of economic and territorial management interwoven with diverse factions, rich historical setting and vast control over base construction and management. These features gave the game staying power, with dedicated discord communities spanning the world over continuing to mod the game, host competitions and maintain its legendary, undying status.
    AoE seamlessly blended historical authenticity with gameplay innovation, with each civilization offering distinct benefits, tech trees, and units. This served to immerse its players in a world steeped in historically intriguing narratives, varying and advanced gameplay loops which lent themselves to endless replayability. Now that weve examined the pillars upon which AoE built its success and how they came to shape our own vision, lets open up the tech research tree and examine possible paths forward, with modern capabilities.

    Building on a Legacy


    Scaling Battles: Colossal Conflicts at Your Command


    The pinnacle of Apoceus is the leviathan scale of the combat encounters on offer. Whilst AoE was able to capitalise on meticulously engineered skirmishes and raids, Apoceus enlarges and intensifies gameplay by offering upscaled unit sizes and being able to field a vast amount of troops on the battlefield. With a greater host, there is more at stake, and a greater success to be had when the enemy is decimated!
    Armies clash in a way that feels epic and overwhelming, offering a visceral experience of commanding a true RTS battlefield. Were thankful to be living in an era of constant hardware and software evolution, enabling the innovations outlined above through modern systems that are equipped to handle just that. This way, Apoceus will be able to stay true to its concept of bringing to life a spectacle that appeals to players seeking both a visually striking experience and strategic challenges to overcome.

    Master the Supply Game


    In Apoceus, resource gathering is fundamentally inspired by the delightful simplicity of AoEs medieval economy but expands on its premise with a bit of dwarven flavour. Rich veins of ore and other materials become critical to powering both structures associated with traditional RTS (House, barracks) and blending this with newer innovations employed by our dwarven engineers. (Airship workshop, and the like)
    This blend of old and new adds a layer of strategic depth to your playthrough without straying far from the core medieval RTS experience of swords, shields, and castle sieges. Ultimately, as a commander in Apoceus, youve got to adapt your tactics to carefully balance the extraction of those later stage materials while preparing for massive, upscaled battles. This serves to ensure a dynamic and rewarding gameplay loop that blends innovation with tradition.

    Closing thoughts


    Were fortunate to be developing Apoceus at a time of unparalleled modern capabilities. Our teams are able to put together something truly captivating, by interweaving quality of life allowed by these steps forward since the dawn of the Golden Era. From UI enhancements to the sheer scale of units permissible within the game, and unique environments, Apoceus delivers on the premise of those fundamental aspects of the games that pioneered the genre. Whilst amalgamating newer innovations for a fresher take that brings something new and exciting. The result is a game that feels both nostalgic and groundbreaking, offering a bridge for veteran RTS players and an inviting entry point for newcomers. Enjoyed reading about our game? Get involved by joining our Discord community! Links Community Discord


    [ 2024-12-18 15:08:50 CET ] [ Original post ]

    Apoceus Version 0.0.47 - Update

    Bugs Fixed:


    • Fixed dev cheats creating duplicate units.
    • Corrected building placement arrow to behave consistently with scale and zoom.
    • Addressed performance issues related to SearchTree, improving miner gathering efficiency.
    • Building placement mode no longer interacts with UI unintentionally.

    Improvements:


    • Increased attack, view, and aggro ranges for better combat engagement.
    • Iterated labor buttons and tooltips for clarity.
    • Updated textures and materials for buildings and unit prefabs, including LODs.
    • Restructured lobby buttons into a horizontal layout with updated functionality.

    New Additions:


    • Added tooltip with color indicators for resource changes (green for added, red for reduced).
    • Introduced new terrain layers for enhanced map detail.


    [ 2024-12-12 12:12:19 CET ] [ Original post ]

    Factions in Apoceus : Dwarves and Beyond

    Factions are the cornerstone of most successful RTS games, think of StarCraft and how synonymous the Zerg, Protoss and Terran factions resonate for most people! This is why its of crucial importance for us to determine the design choices behind going with the Dwarves as our first exciting faction!

    Meet the Dwarves: Lore, Strengths and Playstyle


    With that fancy intro out of the way, lets get into the thick of it and explore our first faction: The Dwarves. Mountain dwelling folk with a deep proficiency for metallurgy, in tune with the land and gifted engineers!

    Dwarven Lore


    To understand the lore of the faction, one must ponder the origins of the very world of Apoceus itself. When the birth of creation dawned, the goddess Artisia, the firstborn of the gods, traveled the void harvesting energy resonances until enough had been collected to birth the sun. Together with Milea, Triton & Melagor, subsequent gods, an alliance was formed. They went about forging the world we know as Apoceus. Its Melagor who wrought the mountains from the land, responsible for the towering peaks where Dwarves feel so at home. The god Melagor and his ties to dwarvenkind are deeply interwoven to the drives, ambitions and religious practices of dwarven folk. From humble miners uttering a prayer of devotion to Melagor prior to descending into the tunnels, to the entire race being shaped in his likeness. Religious fervour amongst dwarves is unrivalled in Apoceus so dont go slandering Melagor at the local tavern or youll likely be in with a chance for a brawl. On top of the overarching narratives of the Gods having an influence on the world, each generals ascent to their current position within dwarven society is explored. There are currently a total of 3 Generals you can choose to play with in Apoceus. The noble engineer Hogwalds story is one of bittersweet impact. Being a skilled tinkerer, and overcoming adversity whilst providing and looking out for one of his siblings (think Frodo & Sam, albeit slightly taller). A really cool redemption story and one with an epic artifact to boot!

    Dwarven Strengths


    As one can imagine, when thinking of a dwarf, you usually picture a stubby, somewhat angry person with a chip on their shoulder and a disdain of the elves. And definitely a dain for mead, stouts and other alcoholic beverages. This is a rather ignorant and short sighted assessment of course, as there is much more to these mountain denizens! Dwarves are renowned as the finest engineers in the world of Apoceus, helping to bring to life magnificent inventions that profoundly alter the battlefield. Whether these be workshops where bellows run hot and battlefield innovations can be researched, or mighty war machines that have earth shattering consequences for their enemies - a dwarven engineer is at the forefront of any effective battlefield strategy. Without mineral resources and raw iron and wood to fuel the forges, none of this would be possible. Dwarves are born with a pickaxe in hand, so is said. This embellished view has some believability when you see a dwarven miner in action - most have been trained from a young age to effectively locate veins of ore and extract the materials in a most effective fashion. From prolonged exposure in the mines, some have even developed a keen sense of sight which results in something akin to night vision!

    Dwarven Playstyle


    Ah, but now lets get into the meat & bones of how dwarves actually come to conquer the battlefield. What can be expected of their playstyle - is it more slow and strategic or can you count on lightning tactics to overwhelm your opponents? How does a dwarven army look in the endgame! In all, it can be said that playing with the Dwarves in Apoceus is a somewhat balanced gameplay style. Some players will find more success with taking a slower, methodical armed build up and come to the battle with some impressive war machines at the helm, looking to overwhelm by numbers and sheer firepower. There is merit to this. Other players may wish to develop a lightning attack force of mounted cavalry, and, maybe, some fast transport means to get some melee warriors into an enemy stronghold in a more practical way! Whatever this could be, we couldnt possibly say at this stage. But in all, there is certainly a variety of playstyles for the dwarves for the discerning RTS addict. We look forward to seeing what strategies youll employ.
    Boar Rider unit is able to be quickly deployed to tactically change the battlefield The endgame is a fascinating aspect for our Dwarven heroes, with each of the generals bringing something different to the table that can turn the tide of even the most unfavourable odds. These goliath units, able to be summoned forth by each general, are an amazing mechanic that players can take advantage of. For example, the warhammer wielding general Xeth is able to summon forth something so unimaginably huge, that it might have the potential to quickly devastate an unprepared force up against it. Hogwald, on the other hand, coming from an engineering background, might have a super cool war machine in store to unleash against the enemy faction. These each have a unique niche impact on the battlefield so we look forward to seeing the uses of these massive units and how they alter the landscape (sometimes literally!)

    Whats Next After the Dwarves? Delving Into the Challenges of A New Faction


    For an RTS to thrive, the factions must have some measure of symbiosis with one another. This is to say that they come calibrated so that neither has a massive advantage from the get go - its tough to reconcile this with ensuring each new faction brings with it something new to the table. Be it the goliath units, cool lore, unique buildings or abilities - we strive to deliver some factions that broaden the array of tactics at our players disposal!

    Faction Diversity


    Balancing a new faction has its fair share of challenges. Some key considerations for us remain at the forefront of decision making when introducing a new faction - how will it impact players? And further, how does it govern strategy and replayability? If Dwarven base units tend to be speedy but less hefty in offensive capability, do we seek to play this off by balancing base units of a new faction to have more damage at the cost of speed? These are really important design choices and we dont always get it right at the outset. Were certainly not going to introduce a laser trooper to the new faction thats able to annihilate all stubborn dwarves outright by sheer firepower (looking at you AoE!).
    Knowing how deeply these choices affect our players, we emphasize a rigorous QA protocol to verify these tweaks so that we dont have massive handicaps at the outset of a new faction. Were aware of the pitfalls, but we see glory on the horizon! Where having 1 faction present already has a multitude of strategies at your fingertips, expanding to 2 factions amplifies the strategic toolbelt possibilities for our player base. Weve touched on the fact that Dwarves are at the pinnacle of engineering capability, able to craft impressive siege engines and war machines that can decisively oust even the strongest defenses of an enemy base. When it comes to faction design, we sought to create a compelling counterpoint to such a strategy (should the player wish to employ it). Whilst the exact components of a new faction must be stowed away for the moment, and only whispered of in hushed tones amongst the hallowed halls of the devs, we can reveal if a little morsel now.. The new faction, comparatively to the technological affinity of dwarvenkind, might be more in tune with the beasts that roam the land in Apoceus and have the tendency to have a more wild and warlike flair. With a more nature-inclined theme in place, this seems like a natural (sorry) counterpoint to dwarven machinations. Taking the goliath units as a case study, lets explore what this looks like in practice on the battlefield. Faction 2s proclivity and animalistic traits truly come to shine through the giant units at their disposal. The evolution and abilities branch into 4 different possibilities, each able to unleash unbridled havoc on the battlefield when let loose. One possibility is a hulking leviathan, with thick defenses that can withstand a barrage of enemy units, and unleash a modest amount of devastation. Another possibility at your fingertips is to allow a unit to enter a vulnerable state, after meeting certain criteria, and if successfully kept alive during this period of stasis, evolve unto its terrifying advanced forms. These can unleash a vast amount of destruction and might be far more mobile, at the cost of much needed thickness and resilience. These options along with the mega units for the Dwarves lend themselves to numerous replay scenarios and a strategic wealth of options for our players!

    Voice of the Players


    Whilst our team has got a concrete vision in mind for the forthcoming second faction to enter the fray in Apoceus, we feel player feedback is invaluable to mould their impact upon the battlefield. Through playtests and frank discussions, and polling to get a feel of our player base, were able to keep a finger on the pulse of what players feel will make for a compelling experience. Its important for us to get the balance right, so we must tread these waters carefully! We have to be mindful of the massive impact a second faction (and of course further factions) will have on the course of gameplay. That doesnt stop us from being inspired by our wonderful community, whether their input affects our final artistic output, how the lore of the faction is woven into the game, or a multitude of other areas! Its a tricky thing to be able to provide snippets without revealing too many of the core mechanics of a new faction. Thus we are also careful to retain a mammoth portion of that magic that you experience when you toy around with a new faction, new heroes and discover some unique mechanics on the battlefield! That being said, were always taking on board feedback, suggestions, and cultivating discussions. The best way to keep track of what were doing in Apoceus is to join our discord. The links for it can be found below! Join today, and keep up to speed directly with our dev journey! Discord


    [ 2024-11-27 11:08:42 CET ] [ Original post ]

    Apoceus Version 0.0.46 - Update

    Bugs Fixed:


    • Fixed back button functionality in build.
    • Resolved boar rider "teleport dance" issue.
    • Prevented ranged units from switching to melee unexpectedly.
    • Fixed errors in DescriptionTooltip.
    • Corrected ranged unit state changes.

    Improvements:


    • Increased attack and view range for targeting and detecting buildings.
    • Extended unit aggro and attack range.
    • Reworked in-game HUD for improved usability.


    [ 2024-11-05 13:24:05 CET ] [ Original post ]

    Apoceus Version 0.0.45 - Update

    Bugs Fixed:


    • Fixed issue preventing attacks on other players' units.
    • Resolved debug state UI errors.
    • Fixed issue preventing melee units from canceling combat.
    • Addressed null reference error in SelectionManager::OnGUI.

    Improvements:


    • Programmer map now only available in debug builds and editor.
    • Removed hit effects from buildings.
    • Updated lobby UI elements and replaced map and leader select with alpha graphics.
    • Added alpha graphic prefab to game room scene.
    • Fixed PlayerList dropdown template.
    • Reorganized graphics in multiplayer room.
    • Improved unit states when taking damage.
    • Added VFX to various models lacking triggers (Blacksmith hammer, Gate/Gate T2, Workshop, Stable, Tower T2).


    [ 2024-10-28 10:52:46 CET ] [ Original post ]

    How Playtesters Shaped Our RTS: Key Changes From Your Feedback

    We as developers recognise the importance of having audience input during the iteration and polishing phase of our game cycle. Were acutely aware that being attentive and genuinely taking feedback into account can be the difference between releasing a successful title or crashing and burning!

    Changes implemented as a result of PlayTesting


    Weve been busy taking in your feedback and focusing on features that impact the widest group of players. Our goal? Make the game more fun and smooth for everyone.

    Prioritizing What Matters


    With so many features in the mix, weve narrowed down our focus to improving things that matter most to you all. Better UX (user experience) means a better game, and this is at the heart of our design philosophy as we continue to iterate on features to facilitate this.

    UI Improvements


    UI can make or break the experience, right? Weve improved things like managing those idle workers (so they actually do their jobs!) and simplified the pre-game lobby. Now its way easier to jump into a game with friends. This has been as a result both of playtesting internally and really hammering down on the smoothness of the features, or several times with external playtesters who come in with a fresh perspective and point out a potential improvement for UX/UI we may have overlooked.

    Combat Features and Unit Behavior


    Weve fine-tuned combat and unit behaviors to make them more responsive as we continue to actively respond to player feedback and suggestions. Troops should now react a little more predictably when you give them commands, making the battlefield feel more dynamic. One piece of feedback we've gotten is that a melee unit's movement speed was noticeably slower than many of it's compatriots in the same unit branch. As a consequence, this unit felt sluggish and unresponsive to the fast-paced gameplay. We've been able to collate this feedback from several sessions, so felt it appropriate to give that unit a much needed speed buff! It's small tweaks like these that can translate over to the game in a big way, so the impact of these playtests cannot be understated.
    [hr][/hr]

    Why is it Engaging?


    Now that weve given a slight glimpse on the types of in-game content that can be shaped, in the same way Dwarves shape precious metals into weapons of war - lets explore why this is engaging.

    Casual Atmosphere Fuels Discovery


    The atmosphere is laidback, allowing for the playtester and person running the session to become acquainted with each other over Discord. Getting to know the devs first hand is a really nice feature that a lot of larger studios might not have, and equally presenting us with an opportunity to answer questions or explore undiscovered bugs!

    Drawing on our network


    Were blessed to have a sizable circle of fellow devs, and people who may have expertise within the field of game dev taking part in our sessions. Their intimate knowledge of the landscape is really awesome as it often allows for a methodical approach to game features and offers scope for numerous improvements. An example from a recent playtest was that our eagle-eyed playtester and fellow dev was able to point out an element of UI which could stand to be enlarged in comparison to the unit portrait display. We felt this was a good change, as it allowed for users to see building construction choices more fluidly. We love hearing your thoughts because your feedback is key to shaping the future of Apoceus. Engaging with the community through playtesting helps us see which systems are really clicking with players, and which ones might need a bit of tweaking. Sometimes, we even find that certain mechanics work so well, theyre worth replicating or expanding upon in new areas of the game. Your insights highlight where we need to focus our energies to create a more compelling experience.
    UI system overhaul, idle worker animations shown in game (WIP).

    Embarking on a path together


    Playtests are great. They are important because they create an environment of mutual learning, of potential possibilities and improvements for the game. But they are also great because through creating a direct playground where player and dev can interact, they strengthen the bonds of community and allow for the players impact to be felt and heard. A player who feels this way is likely to want to stick around to see the game continue to evolve and thats the most exciting part! At the current phase, were always keen to conduct playtest sessions with prospective participants, whether you have a background in game development or are a casual gamer. The easiest way to connect with us and be a part of our journey is to join our Discord community - here you can keep up to date with the latest patch notes, and find out about opportunities to playtest the game! You never know, a feature you suggest or a bug you spot might immortalise your impact on Apoceus.


    [ 2024-10-21 12:58:33 CET ] [ Original post ]

    Apoceus Version 0.0.44 - Update

    Bugs Fixed:


    • Miner animation is janky, possibly not looped.
    • Hogwald has incorrect textures on backpack and weapon.
    • Miner doesnt follow commands properly.
    • Miner and Lumberjack have no bag/lumber when returning to base after gathering.
    • Guild Hall missing clock and banner animations.
    • Wolves have overly bright textures.
    • Workshop uses the 75% model as the finished version.
    • Outpost in level design uses incorrect textures.

    Improvements:


    • Refactored debug states.
    • Reworked region toggle buttons.
    • Temporarily optimized Golem prefab.
    • Attacker can now see health bars of targeted buildings.

    New Additions:


    • Allarah blue aura VFX.
    • Added various construction VFX.
    • Smoke VFX added to multiple buildings.
    • Scoring system initiated.
    • Repair system added for engineers.


    [ 2024-10-14 07:42:24 CET ] [ Original post ]

    Apoceus Version 0.0.43 - Update

    Improvements:


    • Fixed interaction with buildings/units while in the pause menu.
    • Fixed building placement on top of units.
    • Fixed erratic unit state switching.
    • Tooltip requirements now update in real-time.
    • Reworked region toggle buttons.

    New Additions:


    • Various VFX added.
    • New models and prefabs implemented.


    [ 2024-10-07 08:21:00 CET ] [ Original post ]

    Apoceus Version 0.0.42 - Update

    Bugs Fixed:


    • Back button in lobby unresponsive.
    • Network instability issues.
    • Lobby not refreshing as intended.
    • Ghost buildings persist after switching in menu.
    • Sound settings reset between lobby and in-game.
    • Audio for Lumberjack and Guild Hall doesn't follow mute and is too loud.
    • Missing textures for Miner T1 and Miner T2.
    • Enemy can upgrade/recruit from your buildings.

    Improvements:


    • Units no longer "dance" around targets when attacking.
    • Fixed moonwalking miners and lumberjacks.
    • Collectors no longer get stuck gathering resources.
    • Units can now attack and destroy buildings.
    • Unit state info added to development builds.
    • Notification system for points of interest (POIs) improved with different message types and colors.

    New Additions:


    • New buildings: Factory, Guildhall T3 (Castle), Tower T2 & T3 (with missing icons, animations, and textures).
    • Wall, gate, and pillar Tier 2 added (upgrading from Tier 1 pending wall-building implementation).
    • Warrior T2 now has proper textures.


    [ 2024-09-30 07:57:30 CET ] [ Original post ]

    Apoceus Version 0.4.41 Update

    Bugs Fixed:


    • Adjusted Warrior T1, Spearman T1 & T2, Archer, Bandit T1 & T2 for better collision and navigation.
    • Fixed Catapult attack functionality.
    • Corrected prefabs for Lumberjack, Miner, Berserker, and Blessed Berserker (colliders and navigation).
    • Added textures for Warrior T2.

    Improvements:


    • Exposed target field in AttackEntity for better customization.
    • Updated unit hit VFX for better visibility.
    • Added low health VFX for Berserker and Blessed Berserker.
    • Mining and harvesting animations now trigger VFX on events.
    • Repairing building VFX plays correctly, but needs adjustment for engineer behavior post-construction.
    • Created snow effect for snow maps: The Abandoned Forest & Arctic Conquest
    • Added yellow aura to Hogwald units.
    • Added campfire VFX to Bandit Camp firepit.


    [ 2024-09-23 08:24:48 CET ] [ Original post ]

    Apoceus Version 0.4.40 Update

    Bugs Fixed:

    • Fixed: Back button in lobby unresponsive.
    • Fixed: Workshop clipping through buildings during placement.
    • Fixed: Missing textures for Miner T1, Miner T2, Warrior T2.
    • Fixed: Blessed Berserker lacking Idle and Take Damage animations.
    Improvements:
    • Resource collectors now function as intended.
    • New Rally Points feature: control unit movement after training.
    • Improved FoV for Archer, Spearman (T1 & T2).
    • Visual updates: Tower materials, Stable textures, Mineshaft.
    • Fixed animation loops for multiple units.
    • Ranged units now obey movement commands during combat.
    • Enemy units flash a red circle when targeted.
    • HUD overhaul: larger text sizes and overall improvements.
    • Minimap buttons no longer interfere with the minimap itself.
    • Units no longer take damage after death.
    • House and Tavern can be placed again.
    • Empty task panel buttons no longer display errors.
    • New upgrades: Warrior T3 and Spearman T2.
    • Action requirements tooltips have a fresh layout.
    New Additions:
    • New models for many units and buildings.
    • New VFX: Battleship, Transport Ship, Catapult, Balloon Scout.
    • Construction stages added for Workshop, Lumbermill, Blacksmith.
    Full List of New Models:
    • Airport
    • Allarah
    • Archer
    • Archery
    • Barracks
    • Blacksmith
    • Blessed Berserker
    • Brewery
    • Catapult
    • Lumbermill
    • Outpost
    • Spearman T1, T2
    • Stable
    • Workshop


    [ 2024-09-16 10:11:34 CET ] [ Original post ]

    Project Apoceus
    Landell Games Developer
    Landell Games Publisher
    Coming soon Release
    Game News Posts: 16
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    No user reviews (0 reviews)

    Step into Project Apoceus, a large scale fantasy RTS game that brings back the feeling of old school. Project Apoceus introduces exciting elements such as expansive maps hosting great battles, huge numbers of units varying significantly in size, and diverse generals and factions.

    Landell games is a Swedish based company founded by three brothers from Linkoping who share one goal, creating an old school real-time strategy game. Inspired by the golden age of RTS games, we are set out to create a gaming experience that captures the magical feelings of classic titles such as Age of Empires, Warhammer 40k and Starcraft.

    This game is still in development and we are here to show updates and concepts that we are working on through Steam.

    Key Points Of the Game

    • Return of the old school RTS
    • Fantasy setting and races, orcs and dwarves
    • Immersive and big maps
    • Huge armies and colossal unit
    • PVP and co-op
    • Base building and Resource Gathering
    • Three separate generals, each of them having unique units and playstyle
    • 4X ( Explore, Expand, Exploit, Exterminate)
    • City building
    • Construction and Management
    • Real Time Tactics
    • Old School
    • Premium game, no microtransaction

    Check out our discord server where you will be updated on the game and where you can leave a feedback

    MINIMAL SETUP
    • OS: Ubuntu 22.10
    • Processor: Intel Core i7-11370HMemory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: RTX 2060Network: Broadband Internet connection
    • Storage: 16 GB available spaceVR Support: Not supported
    RECOMMENDED SETUP
    • OS: Ubuntu 22.10
    • Processor: Intel Core i7-7700Memory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: RTX 3060Network: Broadband Internet connection
    • Storage: 16 GB available spaceVR Support: Not supported
    GAMEBILLET

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    GAMERSGATE

    [ 1644 ]

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    1.0$ (90%)
    1.25$ (75%)
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    3.75$ (75%)
    2.67$ (82%)
    11.69$ (10%)
    10.0$ (75%)
    5.0$ (75%)
    13.99$ (30%)
    0.6$ (70%)
    18.68$ (47%)
    1.88$ (62%)
    20.0$ (50%)
    14.99$ (50%)
    1.13$ (77%)
    7.5$ (75%)
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    MacGamestore

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    16.49$ (76%)
    53.99$ (23%)
    11.99$ (20%)
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    24.99$ (17%)
    33.39$ (17%)
    13.96$ (30%)
    42.99$ (14%)
    17.29$ (31%)
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    36.49$ (9%)
    1.19$ (88%)
    24.99$ (58%)
    7.89$ (21%)
    16.43$ (9%)
    71.99$ (24%)
    1.19$ (76%)
    17.48$ (30%)
    2.48$ (50%)
    25.89$ (14%)
    230.39$ (10%)
    3.99$ (73%)
    0.99$ (80%)
    53.99$ (10%)
    1.09$ (93%)
    3.49$ (86%)
    1.19$ (88%)

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