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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 #85

ADDED


New British tank: the Matilda II. New 16 players Conquest setup (single flag, much smaller play area, perfect for humans only games). Reload crosshair instead of aim crosshair when your weapon is reloading (this way you don't have to look at the weapons UI to know when you can shoot next).

CHANGED


When a crew member is killed, it will now be clearly shown in the killfeed (what exact crew member was killed using the crew member's icon). Any main weapon you pick up from the ground will now be equipped automatically and replace your currently selected/equipped weapon. When picking up a weapon on the ground as infantry, if you already have that same weapon in your inventory, you will only be grabbing the ammo from the weapon instead of having a duplicate of the weapon in your inventory. Adjusted a little bit the colors of the killfeed elements. Final touch to to in game chat window (UI) that didn't make it into the previous update. Finished refactor of the modules code. Much more robust and reliable and split properly into sub scripts now. Code for weapon drop and pickup by infantry has been rewritten. Increased distance at which you get shell shocked when standing near a gun (more or less by 30%, depends on calibre, really). Flag UI elements are now scaling with distance to them and their position is also now updated based on their distance to the player. Changed penetration/internal damage allowance threshold. Previously, the projectile would be allowed to deal internal damage if the final damage resulted in a number bigger or equal to at least 25% of the vehicle's max HP. This threshold has been reduced to 10%, which will result in more frequent penetration and internal damage (especially for lower caliber weapons that would not deal much damage but still go through the armour). Headshot killfeed icon. It wasn't like super obvious what it was, and now since crew members are shown in the killfeed as well, the gunner icon was way too close to what the old headshot icon looked like. Updated the road/off road speed for all land vehicles for the units encyclopedia. Reworked planes damage smoke GFX. Opening the in game menu will no longer hide nicknames on the UI. Adjusted placement of exhaust GFX to be more accurate. Started rework of the localization system. Adjusted color of shells mesh projectile. Changed some screen space shadows settings, performances should be improved on lower-end hardware. Improved readability of in game chat messages. Static weapons (guns) projectile look (solid vs previous trail). The british 25pounder artillery gun will now require the player to be seated with the gun. Improved the look of the mortars projectile smoke GFX. Started merging many small meshes into single big one to reduce draw calls, shadow casters, and improve performances globally as a whole (some objects got reduced from 300 to 1).

FIXED


AI tanks having big issues acquiring targets. When dying as a crew member, you would not be placed in another available seat. Crew death/kill UI issues. Weapon's UI slots availability state was not refreshed when a module's health state (turret/gun) changed (damaged, destroyed, repaired). Weapon's aim dot (hit location) was not shown when in FPS mode in vehicles. White loading screen when clicking the 'quit to desktop' button in game. Allies identification UI element would suddenly be hidden if you were far enough instead of fading out. Panzer III E crew members weapons usage/authority. Panzer III J crew members weapons usage/authority. Panzer 38(t) A and E radio operator crew member FPS view was broken. Reactive wheel on Pak40 were not setup and resulted in errors in the code. Reactive wheel on Pak 43-41 were not setup and resulted in errors in the code. Tiger I E radio operator crew member FPS view was broken. Panzer IV G radio operator crew member FPS view was broken. Added exhaust GFX to some vehicles that didn't have them. Some mesh elements would not be properly hidden when in first person as tank crew. Many localization elements missing from all languages except english. 7.5 cm le.IG 18 when being destroyed was not properly splitted in bits. Holes across terrain connexions sometimes. You could no longer send messages to the chat after leaving the multiplayer menu. End of game UI scoreboard headers minor UI issues. 25pounder colliders issues. M1 Garand grenade was not placed properly. Hurricane Mk. IIb MG casings not spawned at the right place under the right wing.


[ 2025-04-13 12:19:03 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

GAMEBILLET

[ 6034 ]

16.79$ (16%)
8.39$ (16%)
8.29$ (17%)
5.03$ (16%)
4.95$ (17%)
17.59$ (12%)
16.59$ (17%)
8.78$ (12%)
4.95$ (17%)
7.54$ (16%)
9.33$ (38%)
41.96$ (16%)
16.79$ (16%)
12.71$ (15%)
5.03$ (16%)
16.79$ (16%)
8.29$ (17%)
16.97$ (15%)
12.59$ (16%)
25.47$ (15%)
12.71$ (15%)
4.95$ (17%)
42.45$ (15%)
48.98$ (18%)
17.79$ (11%)
25.46$ (15%)
16.96$ (15%)
43.94$ (12%)
16.79$ (16%)
8.46$ (15%)
GAMERSGATE

[ 1532 ]

0.43$ (91%)
0.34$ (91%)
6.38$ (57%)
3.4$ (91%)
2.13$ (79%)
3.14$ (37%)
1.02$ (74%)
0.64$ (87%)
1.13$ (96%)
0.85$ (91%)
1.45$ (91%)
0.51$ (91%)
8.99$ (55%)
2.4$ (70%)
0.6$ (91%)
3.51$ (88%)
2.13$ (91%)
0.85$ (83%)
1.02$ (87%)
3.4$ (91%)
4.5$ (77%)
0.6$ (91%)
4.59$ (74%)
1.7$ (79%)
6.6$ (74%)
3.4$ (91%)
4.79$ (40%)
0.85$ (91%)
3.06$ (83%)
3.06$ (74%)
MacGamestore

[ 1903 ]

1.99$ (85%)
1.99$ (87%)
2.49$ (75%)
1.19$ (88%)
1.19$ (92%)
8.99$ (70%)
1.19$ (60%)
1.09$ (82%)
43.99$ (27%)
1.69$ (72%)
1.98$ (80%)
1.19$ (87%)
4.49$ (70%)
1.19$ (88%)
11.49$ (71%)
3.99$ (69%)
15.99$ (20%)
1.19$ (76%)
2.99$ (80%)
13.49$ (10%)
0.99$ (80%)
8.99$ (10%)
1.71$ (91%)
7.99$ (80%)
8.79$ (60%)
2.29$ (85%)
1.24$ (75%)
8.29$ (59%)
1.49$ (85%)
11.99$ (20%)

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