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[MAJOR UPDATE] Skill Tree & Playtests

Hello Warders. Thank yall for playing Everwarder and sharing your opinions at PGA2023. We gathered lots of amazing feedback which helped us in developing more features and polish existing ones. But what are new features if players cant test it? Thats why we want to announce playtests coming this weekend!
From 3.11.2023 to 10.11.2023 we decided to give you whole week to have some fun and share your feedback with us. Since last open demo Everwarder has changed a lot, thats why we listed the changes to the game below.

Gameplay changes


  • CHANGED main currency from 1 to 4 types of shards: common, rare, epic and rainbow
  • NEW Added ores containing shards. They work like normal darkness cell, but are undiggable until proper tier of skill tree is unlocked. Common requires T1 skill tree, rare T2 and so on.
  • NEW Added unclearable darkness
  • NEW Added biome system and one new biome. There will be biome specific enemies later on.
  • NEW Added darkness to map (M key)

Skill tree its finally here!


  • NEW Increasing Skill Tree tier unlocks new skills including new crystal level, raising already unlocked skills level cap and gives the ability to mine new ores.
  • CHANGED - structures like shop, upgrade chamber and altar are unlockable by progressing in Skill Tree


Enemies


  • CHANGED enemy spawn logic now enemies spawn from destroyed darkness cells, not from everywhere. This change will allow you to moderate enemies horde.
  • PREVIOUSLY enemies were being spawned by "director" from random bordering darkness cell every X seconds. Every second "director" received X credits, which it used to spawn enemies. More credits = stronger enemies.
  • CURRENTLY system works so that this "director" gets X credits only when darkness cell is cleared and can spawn enemies only where the cell was cleared. Thus handing to the player control over the enemy flow size.


Portal


  • CHANGED only one portal spawns per level
  • CHANGED portals are activatable on finding. Requirement to power energy relays has been removed


Crystals


We completely reworked whole system in a way, that you won't feel bored at any given moment of the run. Depending on generated level, there was possibility for stagnation. With current system when you feel safe on one side of your base, you can move crystals to the other and boost darkness destruction speed, but not in a game-breaking way
  • NEW You can move them around like units, unless crystal is not connected to two other crystals at the same time
  • NEW Crystal "power" system - Each crystal has certain amount of power, which affects how much damage it deals to darkness cells. Each subsequent crystal will be weaker.
  • NEW Main crystals is a source of power. Each crystal that's connected to it will have max power.
  • NEW Crystals with high power will highlight with particles and deal 1.5x damage to darkness cells. This should speed up early game.
  • NEW Crystals with 0 power can't be connected to any further


Beacons new structures


  • Beacons glow showing direction to the Portal
  • Beacons reset crystals power to 9


Structures


  • CHANGED Structure generation system - Before there was a fixed amount of structures that would spawn randomly. Now "nodes" are getting spawned (with a certain minimum distance between) and then each node turns into a random structure(or required one e.g. portal) or stays empty.
  • This new system will work no matter how big the size of the map is and therefore is much better then previous one
  • Added more map decorations


Tutorial changes


  • NEW Tutorial based on your PGA feedback we wholly revamped the tutorial. Tell us if you feel that something was not explained enough
  • NEW Added menu with all discovered mini tutorials. Accessible from pause menu.
  • NEW Added sign flicker until read
  • NEW Added unit evolve tutorial part to initial tutorial, moved pattern tutorial into separate one which triggers after any new unit tier was unlocked

Technical


  • Added VSync option in settings
  • Added Evolve button in Limbo
  • Added right click cancelations for different actions
  • Added leave building mode on [Esc] press
  • Fixed structures spawning inside of unreachable zones.
  • Fixed structures failing to generate.
  • Fixed stats displaying as upgrade even if they decrease.
  • Added New main menu and gameplay music
  • Added new SFX
  • Fixed wrong hover popup and artifact popup positions on different resolutions
  • Fixed main menu buttons getting out of screen
  • Fixed wrong UI scaling
  • Fixed milky colors on HDR displays

Want to talk to us?



Follow us on our Social Media Channels where we will post work in progress, news about the game and other cool stuff, so check it out! Facebook Instagram X Have fun guys, Everwarder Team


[ 2023-11-03 14:05:20 CET ] [ Original post ]

Everwarder
qLate Developer
qLate Publisher
Q3 2024 Release
Game News Posts: 11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)

FEATURES

  • Undefined enemies path: you choose which way they will follow
  • Dynamic unit placement: react to situation by rearranging your units position
  • Explore procedural generated worlds: each run presents different challenges
  • Roguelite progression system: upgrade your units and research new upgrades
  • Artifact system: use powerful artifacts to strengthen your units each run
  • Tinker with unique combos of units+artifacts+skills to find different combinations
  • Leaderboards

A Fresh Take on casual Tower Defense

In Everwarder, there's no set path for enemies. They will come from everywhere attracted by energy your crystals emit. Use it to create your own perfect path for them to follow and destroy with tactically placed defenses.

Explore procedurally generated worlds

Use crystals to fight growing darkness and traverse the uncovered world in search of ancient structures. Complete their challenges, get rewarded with powerful artifacts and equip them to your units. Each run provides you with different randomly generated artifacts - decision which unit will be buffed is up to you.

Adapt to Constantly Rising Difficulty

Enemies become tougher as well as waves more frequent. Upgrade units to keep up with their strength and attach patterns to crystals. Filling the pattern will grant buffs to chosen units as well as activate nearby runes.

Grow and Evolve

Each run will reward you with shards. Use them to unlock new units as well as evolve existing ones, or progress in the research tree.

Endless experience

Search for the portal, charge it, and move onto the next stage, keeping only the artifacts.

How far can you get?

The game never ends: keep progressing in the upgrade tree and compete with other players on leaderboards!

MINIMAL SETUP
  • OS: Ubuntu 18.04 (or any recent Linux distribution)
  • Processor: Intel i3+Memory: 512 MB RAMStorage: 256 MB available space
  • Memory: 512 MB RAMStorage: 256 MB available space
  • Storage: 256 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 23.04
  • Processor: Intel i5+Memory: 1 GB RAMStorage: 256 MB available space
  • Memory: 1 GB RAMStorage: 256 MB available space
  • Storage: 256 MB available space
GAMEBILLET

[ 6105 ]

17.79$ (11%)
4.24$ (15%)
12.59$ (16%)
24.87$ (17%)
4.19$ (16%)
33.17$ (17%)
8.74$ (13%)
31.89$ (20%)
4.97$ (17%)
8.47$ (15%)
13.04$ (13%)
8.27$ (17%)
10.50$ (65%)
4.00$ (80%)
16.59$ (17%)
4.44$ (11%)
5.77$ (17%)
9.78$ (11%)
33.59$ (16%)
5.77$ (17%)
33.17$ (17%)
15.99$ (20%)
6.71$ (16%)
11.56$ (11%)
16.97$ (15%)
16.99$ (15%)
35.99$ (10%)
7.64$ (15%)
18.39$ (8%)
16.96$ (15%)
GAMERSGATE

[ 1061 ]

6.38$ (57%)
2.64$ (78%)
8.5$ (83%)
3.0$ (62%)
1.0$ (80%)
1.58$ (77%)
0.85$ (91%)
0.56$ (81%)
8.5$ (83%)
14.29$ (43%)
17.99$ (40%)
3.4$ (83%)
7.22$ (58%)
0.85$ (91%)
3.26$ (53%)
0.6$ (91%)
11.68$ (53%)
0.56$ (81%)
2.75$ (45%)
3.12$ (61%)
16.99$ (32%)
1.28$ (91%)
7.5$ (50%)
7.5$ (50%)
3.74$ (81%)
5.31$ (79%)
4.25$ (79%)
0.94$ (81%)
19.13$ (62%)
3.4$ (66%)

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