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Beasts of Steel
Valentin Lievre Developer
Valentin Lievre Publisher
2024 Release
Game News Posts: 70
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Closed Beta: Update #83

Hello everyone! I am aware that it has been a long time since the last update, and it isn't because we were playing Monster Hunter Wilds (really not), but because we were working on the next big update for the game :) It all really started as a small incremental weekly update, but it turned into a month worth of work. I wrongly estimated the time it would take to revamp all vehicles to add new crew members, new modules, and so on. We hope that our beta testers will enjoy this update, as always. We will resume private playtesting next week!

ADDED:


New crew members in vehicles: Loader, radio operator. Your reloading speed is now tied to how many loaders are a live in your vehicle. Brand new modular buildings. Old ones were static/fixed and could not really be changed whatsoever, new ones are entirely modular and we can assemble them like legos. They will be more optimized in the future! New vehicle module: Radio (if destroyed, your nickname will be hidden to your allies). New vehicle module: Transmission (affects movement/turning speed of land vehicles). New vehicle module: Fuel tank (fuel is stored and split realistically across all fuel tanks. A damaged fuel tank will leak. A destroyed fuel tank will lose all of its fuel). Suppression system (Your screen will become increasingly darker as projectiles fly nearby or land anywhere near you). Visualization of vehicles internals in the Encyclopedia. M1927 76mm light artillery gun for the USSR. 7.5cm Le.IG18 light artillery gun for Germany. M4A3E2 Jumbo for the USA. Panzer I A to Germany. Camera inertia to land vehicles (gives them more weight and it feels better). Binoculars UI effect when getting your head out and zooming in as a tank crew. Wheels on guns now rotate realistically if you are moving the gun to the left or to the right. Smoke GFX to guns after they fire a shot. Smoke GFX to shells being ejected by guns.

CHANGED:


Encyclopedia scene is available again. Rework of the vehicles crew UI. Movement speed and turning speed is now directly affected by the health state of your engine/transmission. Updated multiplayer API. Performances improvements regarding multiplayer. The entirety of the crew member code has been rewritten and simplified. All crews are now sorted in the same way. Commander -> Driver -> Radio Operator -> Gunners -> Loader. Changes to shadows and post processing. Extended leaving battlefield despawn timer from 10s to 15s. Tracks dirt/mud and dust GFX for all land vehicles. Dirt coming off tracks/wheels will no longer happen if you are driving on a road (off-road effect only). Units with no customizable loadouts will now automatically take you to the spawn UI instead of having to do one useless click to validate an empty loadout. Reduced bean infantry models triangles (geometry) by 70%. Removed shadow casting from unnecessary parts of the bean infantry model (eyes). Distance text elements on markers and flags is now shown above the UI element instead of beneath it. Touch bending coming from vehicles will now be applied for 60 seconds. Optimized vegetation touch bending from tanks. Optimized vegetation touch bending from infantry. Changed aim reticles for vehicles (U). Destroyed vegetation elements will no longer scale down to 0, but fall slowly through the ground (more pleasing to the eye than a tree shrinking into oblivion). Reduced vertices of projectiles and improved general look. Projectiles penetration. Penetration distance and radius is now properly applied and based on shell used. APCR will go much further than regular AP, for example. And APHE will explode after penetrating the vehicle and deal internal damage to crew members and modules in a radius set by the shell calibre. Reduced deceleration rate of gun/turrets when aiming to a given point by 50%. Smoke GFX changes.

FIXED:


Engine internals position on Ferdinand. Hetzer external MG required you to get out to use it. Hetzer gun alignement was off on the vertical axis. Hetzer crew members position was not accurate (compared to IRL). Gunner crew in Jagdpanzer IV L48 had no access to the main gun. M24 Chaffee commander crew had issues. Action wheel toggle setting was using wrong text and was misleading. Rocket launchers (Nebelwerfer...) projectiles would lose velocity after being reloaded. Game would prompt weapon deconstruction if you were trying to build something (engineer) near a static weapon. Infantry interaction window would be shown when you were using the action wheel. Land rocket launchers were using the wrong dispersion table and had very little variation. British 90mm AA gun was missing from the new action wheel. US M45 AA was missing from the new action wheel. Dust from vehicles didn't have soft particles enabled. Some US tanks had a small track texture issue. Some UI elements overlap near the impact distance text. Churchill Mk. II was missing colliders for its gun. Impostors and LODs of several vehicles. Some planes would collide with their generated casings when firing (Bf 110 C3 for example). Bullets would show up as part of a custom loadout edit for land vehicles (for the M2 Browning specifically or the DshK). Crew members could collide with own vehicle's physics/colliders in some cases. Parachute ropes had a transparent material instead of opaque. La-7 had wrong AO texture. Tanks could be slippy on the ground when no input was done by the user and the tank was on a slope. Could not hit the Panzer III E hull sides when shooting at the track's level (it would always count as a track hit). Ladders not properly working/being glitchy to use. M4A3E8 had wrong vehicle orientation UI icons. When disarming a mine, the prompt asking you to hold F to disarm the mine would still appear.


[ 2025-03-30 13:33:27 CET ] [ Original post ]


We are a team of two, it's just my brother and I. He is the artist, he does the level design, modelling, while I am the programmer. We will welcome any constructive feedback and act on it. Don't be afraid to get in touch with us! We are listening to the players (we know what it is, we are both players before being game devs).


Our vision for the realism of this game is somewhere in the middle. You will not have to empty an entire mag to kill an enemy. You will not be able to carry a machine gun as a main weapon and a rifle as a secondary weapon. We try to stick to realistic loadouts. You will play as a pretty average soldier.
You will die very quickly if exposed to enemy fire. You will be shell shocked if you stay near a gun while it fires (seriously, don't).
Trees can be destroyed, either by shooting at them or driving them over with tanks (or crashing with planes).
Terrain can be deformed and there will be craters wherever a shell or a bomb hits the ground.
Tanks have plenty of shell types with realistic behaviours (AP, APC, APCBC, APHE, APCR, HE, HEAT...). Damage model for tanks takes into armour armour slope, armour thickness at impact point, angle of the impact and shell type. All vehicles have modules (Engine, Turret, Gun, Tracks...) that can all be damaged/destroyed. Crews can and will also be killed.
There are ricochets, and there is no limit on them, go crazy and kill with physics!


Now, what's really new about Beasts of Steel is its strategic level on top of the tactical level. On the very last screenshots you can see that there will be several campaigns consisting of maps made out of hexagons. It is turn based, but the battles can be resolved at a tactical level, as a traditional shooter.
You will have resources to manage (Steel, Oil, Rubber, Aluminium, Tungsten) in order to produce units, create armies, and capture victory points. It will play like our first game Hex of Steel, but with more resources, and battles in first person if you wish so.


  • One map: Fields of Normandy (2km x 2km)
  • 4 Countries: USA, UK, Germany, Soviet Union
  • 71 planes
  • 75 ground vehicles
  • 179 weapons (Small arms and vehicle weapons included)
  • 30 static weapons (AT/AA/MGs...)
  • 3 gamemodes: Deathmatch, Hold the Flag(s), Paratroopers attack
  • Online games: up to 32 players
  • Offline games: up to 128 players


  • More maps
  • More vehicles
  • Bug fixes
  • Stability improvements
  • Better localization
  • UI/UX improvements
  • Improved physics
  • Higher player count multiplayer games
  • Human looking infantry
  • New factions (DLCs): Japan (Pacific), Finland (Winter War)


Communication with the players is very important to us. Those of you who know me from our first game already know that I (as the programmer) am super fast to release patches (we're talking within the hour) when something is not working as expected, or implementing players ideas. For those of you who don't know me, feel free to read some of the reviews under our first game (Hex of Steel).
All of that to say, we value communication, and constructive criticism. If there is something bothering you in the game, or if you have a brilliant idea, let us know! We have a discord you can join to chat with us in real time (almost any hour of the day or night), or a good ol' mail.

Discord link: https://discord.gg/Tn63mrwJyH
Support email: valentinstudio@icloud.com

MINIMAL SETUP
  • OS: Ubuntu 18 or higher or equivalent
  • Processor: Intel i5 or equivalentMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: GTX 1070 or equivalent
  • Storage: 6 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18 or higher or equivalent
  • Processor: Intel i7 or equivalentMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: RTX 3060 or equivalentNetwork: Broadband Internet connection
  • Storage: 8 GB available space

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MacGamestore

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