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2024.4.15.1407 - New Setting UI, data feed system, tons of additions & fixes

It's finally here! After months of work the very first public version new Settings UI is out! If you go to the Settings page, you'll find brand new snappy Settings UI. But wait, there's more! Most of work so far went into building brand new systems and frameworks (notably the data feeds & data feed views) for designing new UI's, on which the new settings is built. This provides us with very solid foundations to build upon, not just for the setting UI but most other pieces of UI as well in the future! The Setting UI has become the "pilot project" for these new mechanisms, but all future UI's will hugely benefit from this as well. The work on the Settings UI is not yet finished! The goal of this release is to rework all existing settings on the new system and not much has been put into adding brand new settings and functions (there's a few, but not much yet). In the upcoming days, expect lots of the settings to be added (yes including the motion blur toggle!) and new features as we finish this up! This will now go a lot faster! There's lots of other goodies in this, the changelog is big and doesn't even cover everything - I skipped most things that were relevant only to the pre-release builds to keep things shorter - you can check #devlog if you'd like more details. There are some non-setting related additions and fixes as well, for UIX, grab instancers, inspectors, parsing, networking and more! And before we get into the details of this update, I'd like to extend a huge thanks for everyone in the community who has helped us test the prerelease builds and provide feedback! You helped us get this across the finish line for the initial version and get it as polished as it can be for the wider community. All the pre-release contributors are: @mpmxyz, @probableprime, @bluecyro, @troyborg, @kierdran, @nytra, @shininghero, @art0007i, @sveken, @stiefeljackal, @cerealbowlsystem, @dustysprinkles, @ohzee, @jackthefoxotter, @foolishsnowmew, @kulza, @zyro1331, lxw404, @readun, @rellik66, lyoth13, @shrikealvaron, @zyzylian, @electronus, @modernballoonie, @epiceaston197, 5H4D0W-X, @orange3134, @decoybird, @akiram_, @kodufan, Mr-CostlessClaw (and possibly others, poke us if we missed someone, as GitHub makes it hard to get list of contributors! ;_;) But of course this doesn't mean that you can no longer provide feedback! If you have issues or feature requests, feel free to make an issue! Anyway, I hope you all will enjoy this update and what's to come in the upcoming days! I'm really glad this is finally out, which now frees our hands and makes lots of things significantly easier going forward!

New Features:


- Implemented completely new Settings UI & Setting backend (handled by @frooxius and @ryuvi for UI template side) -- New Setting UI is now handled by a more flexible dynamic system with support for categories and better organization and a number of upcoming features -- The old Setting UI, related components and setting system were completely removed -- All existing settings were reimplemented to this new system -- IMPORTANT: Select legacy settings will automatically convert, but a number of settings will reset and you will need to reconfigure them -- The new setting system is dynamic. As new features and settings are requested, they are automatically registered with the UI -- You can now configure sideways motion between turn, strafe and off independently for both left and right hand -- Photo gesture resolution is now configrable -- Added support for capturing sterescopic finger photos via a setting -- You can configure mouse & gamepad input sensitivity now - Introduced new framework for building flexible & dynamic UI's - data feeds -- This separates concerns between sources of data & interactions & UI's and allows the actual building blocks of UI to be designed in-game -- The sources of data are Data Feeds -- The data from a data feed source can be displayed using Data Feed View components, which will typically use type-based mapping to pick a template -- Each template piece contains an interface, through which the piece of UI is configured and hooked into proper actions -- Data feeds provide interface that supports searching/filtering as well as events for when items are added, updated and removed - data feed views are aware of these and will automatically update the elements - Added SettingsDataFeed -- This provides category based access to all the settings currently registered with the setting system - Added EnumFeed -- This generates data feed items for each entry of an enum of the type E -- It supports following options: DisplayOrder (will list them in order they should be displayed), Distinct (will skip same values with different names) and IncludeObsolete (will include enum values that are marked obsolete) - Added SingleFeedView -- This provides simple single category view of a data feed - Added RootCategoryView -- This provides a view that shows all the root categories at all times and then specific view of currently selected category or subcategory -- This is the view used by the default settings - Added DataFeedItemMapper -- This allows you to define which data feed item types map to which UI templates -- The mapping happens from top to bottom - put more derived types at the top -- This also supports generics - you can specify list of GenericReplacementTypes, which will replace instances of given type with the specific one in the template - this is useful so you can make only a single template that will support a range of types - Added FeedItemInterface and number of derived types (there's too many to list) -- This provides an interface through which a template is configured with the data from the data feed item -- This supports composition as well, by providing ParentContainer reference - a template into which given template will be placed (this also supports nesting) and list of optional NestedItems - all the interfaces will be passed the same data feed item to configure themselves -- Use ChildContainer to specify where the child template will go - Added MoveUpDataFeedCategory which will move data feed view up a category when activated (e.g. button press) - Added OpenDataFeedCategory adds one or more segments to the current path of data feed view - Added SetDataFeedCategory which overrides the current path of data feed view - Added BreadcrumbManager & BreadcrumInterface components -- These provide a generic mechanism for building breadcrumb UI for a path that is specified by a list of strings - Added mechanism to repair facet presets that have been deleted due the bug above -- This is done by the name of the slot. If you made a custom facet in your dash and named it the same, it'll get replaced, sorry. The alternative is leaving people with broken facets. - Added UIGrabInstancer, which allows grab instancing items from the UI elements - Add ExcludedParts to GrabInstancer, which allows excluding parts of hierarchy of the template from being duplicated alongside it - Added ContainerTemplate & ContainerTemplateInstanceRoot to grab instancer components -- This allows you to specify a single container into which the instanced item will be placed -- This container can be shared across multiple grab instancers, allowing for easy reuse - Added HoverDynamicValueSet component (UIX/Interaction), which allows setting a dynamic variable value when UI element is hovered on - Added support for multiple IUIHoverables on a single Slot (based on request by @Ryuvi) - Added NullableSourceDriver which can drive target value of type T and boolean based on a nullable type T? -- E.g. you can drive float and boolean from float? -- This also supports writeback, with caching of the default value - Added support for reordering items in lists through the inspector - Added sync methods to ScrollRect that allow resetting the scroll view - Int/FloatTextEditorParser is now aware of % formatting in StringFormat and will parse the values accordingly (based on report by @shiftyscales) - Added RequireLockInToInteract and RequireInitialPress to Slider (requested by @ryuvi) - Added GrabTransformReset which allows resetting transform when item is grabbed - Added ButtonValueActionTrigger which allows calling sync methods with a single argument of type T - Added support for generic arguments taken from the container class on SyncMethods - Added UnitSystemSwitcher which will switch quantity parser units between normal default and imperial units based on user's current setting - Automatically rescan audio devices when they are changed - Added DictionaryHashSet and PathDictionary collections for internal use - Added DummyEnum datatype for testing and generic placeholder purposes - Improve enum support for cloud variables -- Cloud variables can now specify the underlying storage type to be either string (strongly recommended for long term compatibility) or any integer type (this can be prone to values changing as enums are modified) - Added support for specifying parsed value type for quantity text fields - Added Blank UIX canvas template to the Create New dialog - List label in the inspector is now a grabbable reference to the list - Added limited support for locally stored cloud variables when the user is not signed in -- This makes certain things work (e.g. dash movement & freeform dash in VR, as reported by @Nytra) -- Only variables that are read & updated by the local user will work. If the variable is ready by other users, this does not work, as it is not stored in the cloud - Added additional networking statistics for LNL: -- Average Packet Size -- Average Packet Merge Count (average number of merged packets for each packet that's sent out) -- Total Window Wait Count (how many times did pending packets have to wait for a free spot in the transmission window) - Added direct packet loss statistic (ranging from 0.0 to 1.0) (requested by @aritosuits) -- This can be accessed using UserPacketLoss node - Added UserNetworkStatistic node for retrieving dynamic network statistics -- This node will give you network statistics that might or might not exist depending on the protocol used -- You need to instantiate the correct type for given statistic (e.g. float, long, int...) and provide proper name -- If statistic of given name and type exists, it will be returned, otherwise you will get a null value

Tweaks:


- Disabled IUIHoverable components will no longer receive hover events

Locale:


- Merged Chinese locale update by modimobeikete - Merged Russian locale update by @shadowpanther - Merged Japanese locale update by @.aesc, @zozokasu - Merged Spanish locale update by Ruzeh3D - Merged Swedish locale update by @_schabo - Merged Korean locale update by @mirpasec - Merged French locale update by @j4.lc - Merged German locale update by @muppeq, @jackthefoxotter

Bugfixes:


- Fix exceptions due to calling EndHover events on destroyed elements - Fix cloud variable linking not updating properly in some cases when user logs in, resulting in the values being stuck - Add type validation to and ButtonActionTrigger (based on report by @mpmxyz) - Fix race conditions when querying UIX Canvas for intersecting elements resulting in the UI interactions flickering in some cases (based on report by @Cyro, @Decoy) - Ensure that EndHover events get called before any new StartHover events -- This ensures that if any variables are reset with EndHover and immediately set to something else with another hover-able, the reset always happens first - Improve floating number parsing robustness to handle both user's current culture and invariant one -- This fixes user's height with "," decimal separator parsing wrongly (reported by @Muppeq and @Banane9) -- This fixes editor drag and drop not being roundtrip safe on some OS cultures (reported by @Banane9, issue #905) - Fix object duplication failing when some references are excluded from the duplication - Improve floating point number parsing robustness to be able to handle both local culture and invariant inputs (based on feedback by @mpmxyz, issue #1655) - Fix exception when changing online status when user is not logged in - Fix exception logspam when interacting with portal raycasts which result in invalid direction after transfering the raycast through the portal - Fixed VerticalLayout elements within GridLayout cells not being laid out properly, resulting in zero width - Fix inspectors breaking in come cases when component contains implicitly marked delegates (based on internal report by @ryuvi) - Fix DictionaryList not returning lists to the pool on clear resulting in higher GC pressure

Sponsors:


Also huge thanks to our Sponsors without who this project wouldn't be possible!

Hikari Akimori, BigRedWolfy, Tekno Catron, ThomFox, DoubleStyx, Earthmark, StiefelJackal, noraneko, AdroitTheorist, dandicoot, GabrielSerealia, SiderealScout, Lagos, Conicaw, Creator Jam, Trittyburd, Komdog, Xekri


Biggest supporters:


And our biggest supporters: KierDran, AjaxWolf, brodokk, kazu, Ryn Fluff, Rucio, jason, rhenium, MIRA_sk, 1amnick, JackTheFoxOtter, Sveken, badhaloninja, Rixx, Bashscript, yohoheyho, Derpicidal, MkE, e1ght3, ChevronSeven, OrionWolf, Micro, InnocentThief, Xyphurr, Zyzyl, vizi, Skielsthear, , TomTom20!, holmebrian, Major Remp, hinano.aira, emmi_official, raido, Aniki355, Lenrui, bd_, LotusGaming, , Trev, VRxist

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[ 2024-04-15 23:43:00 CET ] [ Original post ]

Resonite
Yellow Dog Man Studios Developer
Yellow Dog Man Studios Publisher
2023-10-06 Release
Game News Posts: 131
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (1149 reviews)
Public Linux Depots:
  • [0 B]
Dive into a brand new digital universe with infinite possibilities. Whether you come here to socialize and hang out with people around the world or to build, create and develop anything from beautiful art, interactive avatars and gadgets, to complex interactive worlds and games, Resonite is an endlessly customizable place where you'll be welcome and where you'll find a group to resonate with.

Thanks to our advanced engine, we ensure that multiplayer experiences stay perfectly synchronized between players with zero effort for our community content creators. Whether you're just hanging out with people or building complex worlds and contraptions with other creators, Resonite will make sure every details stays in perfect sync and keeps you in control of your experience.

Socialize with anyone

Online socialization and real-time communication whether you're in desktop or VR is the foundational layer of everything in Resonite. Being able to communicate and be yourself is an important part of the platform. To make this possible, we offer a number of key features:


  • Low latency voice - communicate in real time with other users in session with latency rivaling that of other messaging applications
  • Fully custom avatars - import, build and customize any avatars in-game and in real-time to look like the best version of you
  • Full body tracking, eye & face tracking - to maximize your avatar's expressivity we support 8 trackers (feet, knees, hips, chest and elbows) as well as eye and face tracking
  • Haptics support - with support for haptic vests such as bHaptics, you can increase your immersion and become part of the virtual world
  • Instant messaging - chat over text, send invites, voice messages or even arbitrary items to your contacts
  • Flexible session visibility & security - you are in control of the visibility and accessibility of your sessions, anywhere from public to fully private, with an access list you control. All validation and verification of joining users is done on your client - if you set your session to Private, you can be sure that it is private
  • Customizable UI - the user interface is your gateway to using the platform and just like everything else in Resonite, it can be customized and extended to better suit your needs and make your daily experience more comfortable
  • Self-moderation tools - we understand that not every interaction on the platform will be good and that's why we want to empower you with a number of self-moderation tools - moderate your own worlds with silence, kick and ban functions or easily mute and block individual users avatars or their entire presence. Our goal is to give you as much control over your virtual experience as we can.
  • Multi-world presence - just like tabs in a web browser, you can be present in multiple worlds and switch between them in a fraction of second

Play, explore and share

Socializing does not have to end at chatting with your fellow users. Resonite is a universe full of fun gadgets, avatars and games to explore, with features to make any session fun and exciting.


  • Easy media sharing - drag & drop pictures, audio/music or videos into any world to share with other users with synchronized playback - it's that easy!
  • Inventory system - did you find or made something cool? Save it to your inventory! You can spawn any items, gadgets and tools in any world (as long as you have permissions to do so) - everything is fully synchronized too!
  • Dynamic avatar scaling - exploring the world or interacting with users at different scales can give you quite a different experience - you can change your avatar's scale anywhere, at any time (unless it's limited by the host of the session)!
  • High quality audio streaming - want to host a party and be the DJ? Streaming your system audio in full stereo in high quality is a few clicks away
  • World search & session discovery system - looking for a cool world to visit or what your friends are up to? Searching worlds by their names and tags as well as seeing which worlds your contacts are in will help you there
  • Stream to your audience - our in-game recording and streaming tools make it easy to produce captivating and dynamic camera shots, whether you're streaming or filming videos for social media
  • Custom locomotion - we don't limit you to just walking around - you can fly, noclip switch to zero-g or build your own customized locomotion system - ever tried to walk on a surface of a Möbius strip?

Build and create

If you have a creative itch, you may enjoy the powerful toolset that Resonite offers to you. Not only you can build and edit absolutely anything - from your avatar, items, to the entire worlds or even making your own tools, you can collaborate with others in real time and achieve true creative resonance!


  • Realtime collaboration - the collaboration on our platform is so seamless, that you will often forget it's there - our powerful engine ensures that the world and everything in it starts in perfect sync, no matter what you do - you'd be hard pressed to find any feature or functionality that'd be visible only to you (unless it's your private UI of course!)
  • Edit anything - everything you see in the world can be edited and customized with the game tools - in fact, we built a lot of the official functionality in-game with the same tools that are accessible to you - from the home world, default avatars, to video players, color picker UI or progress bar - you can take them apart or build your own from scratch and favorite them
  • Save anything - you can save literally anything on the platform! Whether you built a new item, an avatar or a world, or made modifications to an existing one, everything can be persisted with a single click of a button. You can efficiently store multiple copies as well - our deduplication system will ensure that any shared assets only get counted once
  • Development tools - our development tools range from simple brushes and procedural meshes to more advanced and powerful ones, similar to ones you find in classical game development tools - except that you can use them in VR with real time collaboration!
  • Cross-world synchronization and persistence - with our integrated cloud tools, you can easily preserve user data between sessions or synchronize state across multiple different worlds
  • Import 3D models - thanks to open source libraries, it's extremely easy to bring in large variety of 3D model formats - simply drag and drop your FBX, OBJ, GLB or other files and bring them in
  • Texture/Audio/Model processing - need to make a quick edit to a texture, audio file or 3D mesh? Basic editing functions are fully accessible in-game - from hue-shifting textures, normalizing and clipping audio to recalculating normals and tangents on meshes or baking them
  • Export content for external tools - as easy as it is to bring content in, it's just as easy to take it out! With this, you can make edits using external tools or make Resonite part of your workflow

Code and develop



  • ProtoFlux - ProtoFlux is the crown jewel of our creative tools - the most powerful visual programming language that our experienced team has designed to date, which lets you quickly prototype and build anything from simple interactions to complex games and systems - with full real-time collaboration support and immediate feedback
  • Script anything - ProtoFlux can interact with anything - the world, the items, your avatar and any combinations of these!
  • Websockets - thanks to built-in websocket support, you can easily communicate with external applications and scripts and build extensive functionality, such as your own game servers, fetching external data to integrating new and custom hardware, without having to depend on official integration
  • Async Flows - creating code that needs to yield or wait across different frames is a native feature of ProtoFlux, with full execution scope preservation - you can even have multiple async flows running off the same code, each with their own unique context, which is a highly powerful and flexible tool for simplifying your logic
  • Flexible storage system - locals, stores and data model - pick where you store your computational data depending on the desired scope and context, to build highly efficient systems

Resonate with anything, anyone, anywhere...

We are a team of passionate developers, who are developing more than just a piece of software, but something that we call a second home. We are committed continuous development, with frequent updates and community driven focus. This project is a combination of our dreams and visions of what digital spaces like this should offer and the collective needs, desires and aspirations of our community.


Much of our focus and vision is on giving you, the users and inhabitants of this virtual universe, as much power and agency as we can, whether it's over controlling your experience on the platform or being able to (re)build anything we do.

It would be our honor if you decide to join our universe and help us build it together. Whatever your background or interests are, we want to build a place where everyone can resonate together.

MINIMAL SETUP
  • OS: Ubuntu 18.04
  • Processor: Dual-core CPU or higherMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: GTX 750 (or equivalent)Network: Broadband Internet connection
  • Storage: 2 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 20.04
  • Processor: Octa-core CPU or higherMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: RTX 2070 (or equivalent) and higherNetwork: Broadband Internet connection
  • Storage: 20 GB available spaceVR Support: SteamVR
GAMEBILLET

[ 6108 ]

16.59$ (17%)
10.19$ (15%)
11.56$ (11%)
16.79$ (16%)
12.74$ (15%)
20.73$ (17%)
39.14$ (13%)
11.99$ (20%)
16.97$ (15%)
14.42$ (15%)
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12.74$ (-42%)
16.99$ (15%)
16.97$ (15%)
33.97$ (15%)
6.71$ (16%)
12.59$ (16%)
41.47$ (17%)
52.74$ (12%)
17.79$ (11%)
5.87$ (16%)
6.00$ (60%)
8.89$ (11%)
15.19$ (16%)
5.06$ (16%)
3.51$ (12%)
6.71$ (16%)
21.99$ (12%)
16.59$ (17%)
13.04$ (13%)
GAMERSGATE

[ 595 ]

4.59$ (74%)
3.14$ (37%)
1.7$ (91%)
9.99$ (50%)
13.27$ (56%)
0.85$ (83%)
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0.51$ (83%)
5.2$ (71%)
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14.62$ (41%)
53.99$ (10%)
1.74$ (91%)

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