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Hypersomnia is a hardcore arena mixing eSports with pixely nostalgia.
Every match will be unforgiving - every duel a psychological battle.
More of a peaceful soul?
Unleash your creativity in the WYSIWYG in-game map Editor that lets you instantly playtest your maps online.
It's all free and open-source.
Written without a game engine, in bare C++. Only 50 MB.
Feel free to build it yourself from GitHub and modify Hypersomnia to your heart's content.

Features:
  • 24 unique firearms.
  • 2 game modes: Bomb defusal (team-based) and Gun game (free-for all).
  • 6 magic spells, 4 grenade types and 7 melee weapons.
  • An in-game map editor that lets you host a work-in-progress map to test with your friends in a single click. Quickly iterate your map unlike in any game engine.
Declare allegiance to one of the three factions whose apple of discord is a disparity between prevailing notions of moral excellence:
Metropolis. Atlantis. Resistance.
Will you take revenge for the unethical simulation of an inferior universe? Will you support the cruel experiments to win total control over metempsychosis? Or will you join the underground civilization that awaits the end of war in this dangerous afterlife reality?
Hypersomnia
Patryk CzachurskiDeveloper
TeamHypersomniaPublisher
2023-12-28Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (131 reviews)
Public Linux Depots:
  • [0 B]
Illuminated muzzle flashes, simplified recoil - now easy to learn!

\\[1.6.1] - 2025-10-26

  • Every gunshot will spawn a legitimate light source for a split-second that casts shadows - this completely changes the feeling of every shot. If you dislike this, you can configure it from Settings -> Graphics -> Muzzle flash intensity.

    [/*]
  • Recoil is now predictable and only goes up instead of sometimes down and up - so you can now easily learn it!

    [/*]

Minor fixes:

  • Bots won\'t buy Amplifier arm or Blunaz, to be less annoying.

    [/*]

[ 2025-10-27 00:29:29 CET ] [Original Post]
Relay servers to finally work around all routers.

Now you can play on your friends\' servers no matter how strict are their routers.\n\nThere are now two TURN servers, one in Warsaw and one in Central US, that will be used as fallback if NAT cannot be traversed.

[ 2025-08-23 23:34:21 CET ] [Original Post]
Overhauled the main menu for better presentation.

New background, sorted out the ugly-ass buttons for socials.\nAlso changed the font from Liberation-Sans to Ubuntu-Regular. Linux players will feel at home!

[ 2025-08-10 18:32:47 CET ] [Original Post]
New weapon - Bilmik. It's Bilmer 2000 but without the suppressor.

An economy rifle for Metropolis ($2800). Has a slightly higher recoil than Bilmer 2000, is loud, but is also a bit lighter and cheaper. And more maneuverable since it\'s shorter.

[ 2025-08-09 18:15:31 CET ] [Original Post]
Enemies drop coins now! New gun: Vindicator (reboot from 2018).

\\[1.4.0] - 2025-08-08

Added

- Enemies now drop coins from exploded corpses! You have to physically touch them to collect your reward. Watch out though - you will drop the coins you collected if you die before the end of the round!

- Resurrected unused gun: Vindicator. An economy rifle ($2500) specific to Resistance. Has 35 bullets, so more than Galilea, but less damage than Baka47 (32 vs 40) and is as slow firing as Baka47. It is however way lighter and has almost non-existent recoil.

Changed

- Balance: to account for the fact that you now have to walk to get the kill awards, all awards are now multiplied by 1.5, as well as dropping an additional $500 for a headshot.

- Balance: SMGs are more affordable now.

- Balance: Galilea: 34 -> 24 bullets, price: $2100 -> $2200

[ 2025-08-06 18:29:42 CET ] [Original Post]
Fixed ranked servers not connecting

\\[1.3.4] - 2025-07-25

Fixed

- Fix broken ranked servers not letting in any clients.

Changed

- Balance: buff `pro90` headshot radius multiplier from `0.6` to `0.85`.

Tech details

That was another bug that was only made apparent thanks to introducing bots.

- Indirect cause: bots were just playing warmup in perpetuity, causing world state to bloat.

- This is because when bots play, `is_idle()` is mistakenly reported `false`.

- This caused the maps (and thus the current round) to never change once `when_idle_change_maps_once_every_mins`.

- Maps now correctly cycle once every 15 minutes on ranked servers so this will never have a chance to happen again.

- Direct cause: the world and game mode round state growing in perpetuity as bots continue to play the same \"warmup\" round indefinitely.

- `cosmic::set_specific_name` wasn\'t cleared when a bot entity was deleted.

- `knockouts` history (the list of kills) was growing indefinitely as it is only cleared on round restart.

- `awards` history as well.

- All of these are transmitted through the network on new connections - but the limit is only `2 MB`.

[ 2025-07-25 22:17:34 CET ] [Original Post]
Fixed deep netcode bug

Player was sometimes teleported, or getting randomly killed by bots even though it still walked on the screen. The footstep smokes were there but no bot was visible.\n\nTechnical:\n\n- This was because of the decorative organisms (e.g. fish on `de_cyberaqua`) mistakenly using the same RNG as the simulation logic.\n- Normally when state desyncs, it is detected by the client - a state hash that differs from the server\'s is seen and a resync from the server is requested.\n- Not this time - this bug was apparent on the predicted game world which only exists on the client.\n- When the client is alone on the server, their predicted game world is usually spot on and might never get corrected for a long time until a random spike in lag (latency affects which simulation step your inputs might get applied to, so the **more stable your connection was, the more often this happened** as the predicted world was corrected more rarely).\n- However if that predicted game world has a different advance logic, the predicted and the referential server world might start diverging exponentially.\n- This is what happened here - within the predicted world, I purposely disable simulating fish to save processing time, assuming that will not break determinism of the rest of the simulation, but I haven\'t realized the fish are using the same RNG as the logic. Fish requesting next random values from the RNG causes the next requests to be different for the other simulation logic later down the road.\n

[ 2025-07-20 18:59:59 CET ] [Original Post]
Fix frozen crosshair when holding a mouse button. CTs see planted bomb location.

- There was a super annoying glitch on Linux distros with X11 window systems - when switching between windows and back to Hypersomnia, the crosshair stops moving whenever you hold a mouse button, making shooting very uncomfortable.

- Metropolis players can now see a bomb indicator once the bomb is planted. This is to make the game easier on newbies because some maps have several bombsites.

[ 2025-06-19 22:21:14 CET ] [Original Post]
Fixed Linux version not launching

Steam has some serious problems launching AppImages recently, so I just added --appimage-extract-and-run to default launch arguments to not have to worry about this forever.

Perhaps on Steam, I'll ship this as an unpacked folder in the future instead of an AppImage.

[ 2025-06-09 13:44:52 CET ] [Original Post]
Added bullet shadows.

Can turn them off in Settings -> Graphics -> Draw bullet shadows.

Other changes:
- Implement nickname-based authentication for LAN parties so local ranked matches between friends can be played without Steam - this means the match will be properly frozen in case somebody's client crashes and they'll be able to reconnect to continue.
- Disable packet reliability for Web builds - it was mistakenly enabled. This will improve Web based experience.
- Upgrade freetype2 to fix a security vulnerability.

[ 2025-06-05 19:36:06 CET ] [Original Post]
Official Telegram channel for players banned from Discord!

https://t.me/hypersomnia_io

Ask devs about anything, or just ping others to have a match!

[ 2024-10-22 19:30:56 CET ] [Original Post]
HYPERSOMNIA IS NOW ON CRAZYGAMES.COM!

WE HAVE RELEASED ON CRAZYGAMES.COM!!!!!!!!!!!!

https://www.crazygames.com/game/hypersomnia

You can sign in with Google or Facebook to play ranked matches with your CrazyGames account!

CrazyGames is a web game portal with 30 MILLION UNIQUE USERS monthly, and Hypersomnia is finally tapping into this market - we're on the front page!!!

PREPARE FOR A WAVE OF NEW WEB PLAYERS!

It was hell of a grind to get to this point... half a year of porting to the Web, and additional two months of integrating with crazygames (porting the game to a single thread, adding sdk, 4 rounds of feedback etc.) - this is, indeed, a crazy milestone for the project! The game is now fit to be added to many many other portals offering free browser games - in fact, crazygames itself will distribute it to other sites!

[ 2024-08-08 12:17:01 CET ] [Original Post]
If you had broken faction colors - see steps to fix!

There was a bug in the config saving routine that is now fixed, but some of your configs might already have saved broken faction colors - e.g. blue for resistance, gray for metropolis.

If you experience this, you can simply go to Settings -> Open user folder in explorer.
Then edit the config.json file (it will be highlighted) and remove the entire "faction_view" section.

Alternatively for a quick solution just press Settings -> Reset all settings to factory defaults and configure your game again from scratch.

Sorry for the inconvenience!

[ 2024-07-31 14:02:09 CET ] [Original Post]
Netcode fixes. Use JSON for configs now. Manage multiple server instances.

Game settings have been reset.
Your old settings can still be found in user/config.lua for reference (Settings -> Open user folder in explorer), but you need to set them again manually. Forgive the inconvenience! All other user data (maps etc.) remains 100% intact.

We have migrated from LUA to JSON for improved security, efficiency and Hypersomnia codebase simplicity - removed two major dependencies!

On a positive note, you now don't have to worry about copy-pasting someone else's config which could previously potentially execute malicious lua code!

I would have to do this at some point on the way to scripting because the old Lua version has to be replaced with Roblox's Luau dialect.
[b]
Great news community server admins![/b]
You can now manage MULTIPLE INSTANCES with a SINGLE SERVER PROCESS!
No f*ing around with 10s of appdata folders! No 10s of configs flying around!

Just pass this to one of your existing ranked server configs:

"num_ranked_servers": 4,
"num_casual_servers": 2

And a single AppImage process will automatically manage several ranked + casual server instances with incrementing port numbers and name suffixes!

This was done to prepare for crazygames.com release so we can instantly scale in case of a sudden influx of players.

Other fixes:
- Netcode improvements: the game goes back on its feet faster after a lag spike. I upped the maximum number of messages per packet which was too low.
- Fixed a nasty interpolation glitch on connect.
- Auto-assign based on team score, THEN player count.
- Marginal balance updates: Deagle muzzle vel: 5000 -> 5100 (+2%, so it's viable against the revolver), Szczur kill award: $600 -> $900

[ 2024-06-25 16:32:19 CET ] [Original Post]
HYPERSOMNIA now in your WEB BROWSER!

YOU CAN NOW PLAY HYPERSOMNIA IN THE BROWSER!!!
https://hypersomnia.io/
Your friends don't have to install ANYTHING to play with you!
Just send them the browser join link from ESC -> "Invite to join" dialog!
Web users and native users can always play on the same servers!

You can even play RANKED MATCHES - the web version lets you sign in with Discord!
You can still play as guest on casual servers.

Happy slacking off at school and at work!

Let me know on our Discord if you experience any issues as it's still in development.
This is a MASSIVE milestone for us - with the web port ready, we will soon be releasing on crazygames.com - this should bring a whole new wave of players!

[ 2024-06-09 21:55:39 CET ] [Original Post]
Hypersomnia at PolyLAN 39 in Switzerland!

Although a little late - I'm extremely proud to announce Hypersomnia is played at this year's PolyLAN event between 10-12th of May! The first tournament was held with 12 TEAMS of 2 competing in Hypersomnia for the first time ever in real life!

Incredibly grateful to all valiant contestants!
Game Description Image
The duo at the bottom right have been preparing for months, and, to nobody's surpise, they enjoyed a pretty much landslide victory, winning all 6 matches they partook in!

I would like to thank Legrems, the core event organizer for choosing Hypersomnia to be on this event.

See https://polylan.ch/ for more information.

[ 2024-05-10 18:54:34 CET ] [Original Post]
Game didn't launch - Missing OpenSSL DLLs

Should now work fine.

[ 2024-04-23 22:21:53 CET ] [Original Post]
Nerf Deagle, buff Cyberspray and Pro90.

Deagle:

Price: 1200 -> 1600
Muzzle velocity: 5400 -> 5000 (Datum rifle is 5100 for reference)
Award: 900 -> 400 (like ak)
Weight: 6.95 -> 8.01 (example measured walking speed: 870 units -> 850 units)

Pro90:
Penetration: 20 -> 50
Muzzle velocity: 5050 units -> 5200 units

Cyberspray:
Muzzle velocity: 5700 units -> 5950 units

[ 2024-04-23 15:28:13 CET ] [Original Post]
Low FPS (

It was related to client falling way behind the server and interpolation performing wrongly as a result.

I also deployed a massive optimization (or rather a fix) to the netcode that should improve performance when the network conditions are good - there was a bug that caused the client to resimulate the world every frame even though it was not necessary whenever it predicted the world correctly.

[ 2024-04-10 00:22:58 CET ] [Original Post]
Crashfix when alt-tabbing, HRTF fixes for some headphones, updated OpenAL-Soft.

The app would sometimes close on its own when alt-tabbing.
HRTF would sometimes show as unsupported for headphones that report themselves as 7.1 (the ones using DTS 2.0, e.g. Logitech PRO X Wireless Gaming Headset). HRTF should now be enabled on all headphone models increasing gaming comfort.

[ 2024-04-07 19:52:24 CET ] [Original Post]
Game now feels smoother with Linear interpolation. Can Toggle walk/sprint.

This patch implements Linear instead of Exponential interpolation which makes the game incredibly smoother in the 144-400 fps range.

There are also separate keybindings to toggle walk and sprint if you prefer to press them once instead of holding the key.

[ 2024-03-28 18:10:46 CET ] [Original Post]
Hypersomnia with native Wayland support on Linux!

This patch comes with a manually built GLFW library with both X11 and Wayland frameworks supported natively.

[ 2024-03-22 13:09:39 CET ] [Original Post]
Rare crash fixed. Linux build uses GLFW now. Minor fixes.

This update fixes an extremely rare crash related to multithreading.
The Linux build now uses GLFW which fixes some issues with French keyboard layout and possibly gives a better fullscreen behavior.

Other minor fixes:
- Prevent "AFK!" kick when match is suspended.
- Prevent kicking AFK spectators during ranked.

[ 2024-03-21 16:25:09 CET ] [Original Post]
Now using GLFW as the window framework.

This should fix a lot of window positioning/sizing issues as well as cursor clipping and even some startup bugs.

[ 2024-02-13 00:12:04 CET ] [Original Post]
RANKED MATCHES ARE LIVE

Ranked matches are live!


Invite your friends to play and steal their MMR!
Your nickname and your rank will appear FOR EVERYONE in the main menu!
Game Description ImageGame Description Image

Will you be the first to reach the legendary Sol Invictus rank (MMR > 55.00)?

We're using OpenSkill to calculate MMRs after each match.
Don't worry and play 1v3 or 1v2 if you just have 3 players - the algorithm will take even massive team disparities into account!

You can track all matches and MMR changes that happened here:
https://hypersomnia.xyz/matches

Ranked server commands:


/go - Start match immediately - to work, everyone has to send it.
/next - Choose a random next map from the cycle.
/map de_metro - Loads a specific map: "de_metro". Map must be in the ranked cycle.

These can only be used once during countdown and only once every 30 seconds.

[ 2024-02-02 22:38:50 CET ] [Original Post]
FIXED STARTUP CRASH!

The game should now launch fine regardless of current locale.

[ 2024-01-20 15:51:17 CET ] [Original Post]
FIXED STARTUP CRASH!

Made some important bugfixes during the game's launch process.
It should resolve all errors related to "try_generate_sanitized_filename" at startup.

[ 2024-01-20 15:45:40 CET ] [Original Post]
Important balance updates!

In short: this update nerfs SMGs, dual-wielding, and buffs sniper rifles and utility grenades so they are all a bit more reliable.

Dual-wielding walking speed penalty: 15% -> 22% (Nerf)
Pro90 weight: 3.98 kg -> 4.84 kg (Nerf) (affects movement speed)
Cyberspray weight: 1.47 kg -> 1.96 kg (Nerf) (affects movement speed)
Cyberspray price: $2100 -> $2600 (Nerf)
Hunter muzzle velocity: 10000 px/s -> 14000 px/s (Buff)
Awka muzzle velocity: 11000 px/s -> 18000 px/s (Buff)
Flashbang radius: 1250 px -> 2100 px (Buff)
PED radius: 700 px -> 1100 px (Buff)

Others:

You can now throw grenades further while running. Dashing makes them go even further.
Interference grenades now ignore armor. This means they are now extremely reliable for deactivating people's stamina for good several seconds.

PISTOL STANCE HITBOX HAS BEEN FIXED!!!

Previously, it was EXTREMELY HARD to get a hit on the pistol/smg-wielding opponents.

That's because the hitbox, while rotated 90 degrees, still didn't match the silhouette perfectly - e.g. on this screenshot, you could shoot through the opponent's arm like this without dealing damage at all. This has now been fixed.

[ 2023-12-31 13:45:13 CET ] [Original Post]

Minimum Setup

  • Memory: 512 MB RAM
  • Graphics: OpenGL 3.0Network: Broadband Internet connection
  • Storage: 128 MB available space
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