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Beasts of Steel
Valentin Lievre Developer
Valentin Lievre Publisher
2024 Release
Game News Posts: 80
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Closed Beta: Update #95

Regression: APHE and other post pen. rounds will no longer explode inside vehicles after they penetrate. I will fix for next update. This is a result of me not having enough time this week to finalize this in time for the update.

ADDED:


New soviet light armoured car: BA-10M. Projectile penetration possibility to many shields of the static guns. Cloth physics to flags. Spalling to AP rounds hitting trees and not destructing them. Drag to projectiles. Not all projectiles have the same drag, APCR has the most drag (velocity loss over distance).

CHANGED:


Improved vegetation touch bending. Reworked the infantry interactions code. Deconstructing objects now equals 50% of the building time of the object. Amount of grenades you can carry (total, HE + smoke) is now limited to 6. Bombs and rockets will now move through infantry and kill them instantly instead of exploding on their surface. Improved colliders fidelity of several static weapons. Infantry models will be turned into impostors from a lesser distance. Bombs and rockets will now move through soft objects instead of exploding at their surface (example, when dropping a bomb on the roof of a building, the bomb will go through the roof and explode at the bottom or the wall inside it instead of detonating on the surface of the roof). Rewrote most of the projectiles code. It is now more optimized (micro) and cleaner (easier to debug). The rewrite was also needed to fix the multiple pen/frame. Reworked the size of shell projectiles. Upped MG 131 damage a bit (to be on par with other 13mm machine guns). Projectiles can now ricochet off trees (angle < 5 degrees). Projectiles ricochets off terrain now have a per terrain texture type value (very low for sand/mud, higher for stone/ice for example). Leading to more realistic ricochet results based on terrain surface hit. You can now sprint in every directions (left/right/forward/backward). Increased ricochet chance for projectiles vs armour (not randomly, but based on damage supposedly dealt and impact angle). At an angle of 10 degrees, only 5% of a shell's energy is actually transferred to the plate it hits, so if the damage is too low already, it will be skipped entirely and ricochet.

FIXED:


Player count in lobby could show -1 in rare occasions. Field of View on spectator canera would never be reset / set to a safe value when enabled (for example, at the end of the game if you were aiming down sight, you would be stuck with very small FOV during spectate). Error was thrown when killing an enemy (ally was fine) with a land mine. None of the related code would run after that. Some AT guns were missing hittable surfaces. UI issue in Frontline gamemode with flag capture progress. Frontline UI windows saying 'captured/lost' were often irrelevant/wrong. Reviving a player would show 'infantry' on the UI, instead of the player's nickname. After reviving a player, the player's nickname would not be shown on the UI. Starting aiming down sight while pressing the key to man a static weapon would disable the camera (black screen). Sometimes (very rarely) you could be teleported to the ground floor when trying to man a static weapon (when built and manned on the first floor of a building). Some projectile errors with flak projectiles in some rare but specific cases. Some FOV unplanned changes when using static weapons and a custom FOV value for infantry. Grenade flown distance calculations issues. Small arms would not stop their despawn routine when laying on the ground and a bleeding player was nearby. AI units when outside the map (when bailing out, for example) would not be despawned and would throw pathfinding errors all the time. You could send messages in the chat while being in spectator mode. Holding the aim button while sprinting and having the action wheel open would make you stop sprinting. AI still processing/ticking even when the game was paused. You could not deconstruct any buildables other than static weapons when using the hammer + engineer class. You could revive/heal players through walls/trees or any other obstacle. It now requires clear path between you and your target. Big projectile issue regarding penetration. Any projectile would only run a single penetration check per physics step. Now a projectile will penetrate any amount of colliders during a single physics step (for as long as there is something to go through). When dropping bombs, they could collide and explode your plane. Same for rockets in rare cases. Infantry impostors. Some visual glitches regarding projectiles renderers and ricochets. Bush collision SFXs were not using any audio mixer and therefore were being played even when the game's volume was turned OFF. Spalling not properly working.


[ 2025-06-28 10:46:34 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

[ 6441 ]

3.34$ (78%)
25.47$ (15%)
0.84$ (91%)
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10.69$ (73%)
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4.95$ (17%)
GAMERSGATE

[ 2832 ]

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0.56$ (81%)
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3.75$ (85%)
1.58$ (77%)
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0.75$ (92%)
3.0$ (85%)
17.5$ (50%)
MacGamestore

[ 4456 ]

5.99$ (90%)
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1.19$ (88%)
1.19$ (88%)

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