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Beasts of Steel
Valentin Lievre Developer
Valentin Lievre Publisher
2024 Release
Game News Posts: 72
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Closed Beta: Update #86

ADDED:


New bullet flyby SFXs. Tightly linked to the suppression calculations/system, new SFXs for bullet whizz/flyby have been added (over different 20 SFXs). Will greatly improve immersion and situational awareness! Shadow effect to the killfeed skulls icons. Merit points UI feedback. Finally! You will now get a visual feedback on the UI whenever you gain/lose merit points. Step climbing for infantry. You will no longer get stuck into small obstacles on the ground (doorsteps, rocks, etc). AFK indicators for inactive players (both in scoreboard and on screen when near the player, in range of seeing his nickname). Possibility to allow and set quantity for tank destroyers when setting up a game. AI will now say "thank you" when the player heals/revive them. Possibility to build small bunkers with engineer class. This coupled with the new digging possibilities will allow you to setup a fully prepared trench. New player stat: Holes dug (total). Dust/dirt GFX and debris SFX when digging holes. Mine disarm percent chance (success) is now shown on the UI prompt.

CHANGED:


All infantry loadouts (except very first ones) now cost merit points. The better the weapon, the higher the merit point cost. Optimized the houses/buildings. Replaced all medics base loadout by regular bolt action rifle. Reduced polygons on guns shell meshes by 3. Added some shadows effects to the vehicle's orientation module on the UI. Updated the UI for kills feedback (skull icons + player's nicknames). Player's nicknames (text UI element) will now scale with the distance to the player. Player's nicknames (text UI element) are now visible 20 meters away maximum instead of 30 previously. Spawnpoints on UI are now scaled by distance. Flags UI icons will now change shape depending on the state they are in (owned, contested, enemy). Digging foxholes will no longer add up the depth infinitely anymore. The shape/depth of the foxhole will always based on the original height of the terrain. Added proper outline/shadowing to icons in killfeed. Reduced distance identification of allies (icons on UI). Reduced damage from rocket launchers. When choosing the infantry category in game, the classes will be directly generated instead of needing to click again on the unit. Eased AI engineers restrictions on allowed building locations to better work on smaller scale maps. They should build more stuff now. Selected weapon sync process from the network, should be more robust and less prone to errors now! Doors in houses can now be opened/closed. Split all mortars into nations, they all have their proper name + stats, they still share the same model which will be updated on a per nation basis later. Right now only data/stats have been reorganized/split. Changed the Conquest setups, the 16 players have been changed into 32 (single flag), and the 32 players setup has been turned into the 64 (2 flags). 3 flags 64 players has been removed. Removed wheels hidden when destroyed, as the vehicle would fall on their side and glitch through the terrain. There is no longer any visual clue that the wheels have been damaged/destroyed. Reduced buildable sandbags check area to make better walls that are a bit more intricate. Reduced all mortars RPM from 20 to 15. Increased mobile spawnpoints buildable limit per player from 1 to 2. Orientation/rotation of the buildable schemes is now averaged instead of taking a single point into account. This helps having them more flat instead of exactly being angled at the terrain which could lead to very abrupt/rough results before. Updated/changed all footsteps SFXs. There even now are dedicated SFXs for each of your state (walking, sneaking, running). Updated/changed ALL small arms/projectiles hit impacts SFXs. Updated/changed almost all explosions SFXs. Kar98 firing SFX. Rewrote entirely the infantry interaction code. Code cleanup.

FIXED:


Small arms never despawned when laying on the ground. Black screen when joining games. x2 data sync issue when joining an online game (game stats were mismatched/awaited as gamemode data). This resulted in vital code not running when it should have and creating unknown issues down the road, leading to some systems simply not working at all. Planes would not deal damage to each other when using small caliber machine guns (or very rarely). Matilda II APC shell not firing (missing ballistics data). Potentially fixed weapons blocked mid animation upon pickup. Nickname no longer showing on the UI after a player was revived. Bleeding icon would sometimes overlap on the player's nickname. Ping not showing for anyone other than the host in the scoreboard. B-25B Mitchell and B-25J Mitchell had no engine cowl texture. Hurricane Mk. IId was missing its casing spawn when firing. The achievement "Killed by the dev" could not be unlocked. Bulltes from small arms could appear to not come out from the muzzle. The game's default quality settings would always default to 'Custom' when you were choosing 'Ultra'. Pilot mesh would go through Hurricane Mk IV cockpit glass. Restricting the AI to armoured cars only or SPGs only would not work and none would spawn. Spawning in allied vehicle was broken. Authority request on static weapons wasn't properly working. Crossfade not being properly disabled on infantry's weapons when spawning in (blurry effect would happen for a few frames). Infinite damage loop when damageing the module of a vehicle you owned in the network. Hatch sounds playing when a crew member was added or removed from a land vehicle. Typo in plane UI BRAKES were spelled BREAKS. Player map icons that were spawned while you hadn't selected a team would appear as white dots in the middle of the map and would never disappear. Projectiles would get despawned when entering planes supply areas. Removed some code that ran when it should not have (updating some UI elements even though the menu wasn't open). AA blast radius when close to the ground but exploding mid-air was way too wide and you would be able to clear the map from infantry with AA. Friendly built mortars would not show on the tactical map (in game). You could start digging in one place and move around and it would keep digging. Fixed mine disarming UI prompt not going away in some cases. Infantry players (humans, real players) not despawning when quitting the game while playing. Footsteps sounds would play when climbing a ladder.


[ 2025-04-20 10:14:18 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

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8.38$ (16%)
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GAMERSGATE

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MacGamestore

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