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The demo is dead, long live the demo!

My fellow seafarers, the Steam Demo has been disabled for now. Those of you who have already downloaded should still be able to launch it from the directory directly (outside of Steam). Also, if you have received a Steam key for the demo from me, you will still be able to access it for now. I thank you all for playing and for providing feedback. Soon(TM) I will be opening up a new preview branch with private key access exclusively for Discord members. I've spend the past half year or so working on the current demo, and I'm now ready to leave it behind. I learned a lot about the type of game I want to make, what works and what doesn't, and while there is still stuff to figure out, I am now confident enough to go into the next phase of development. This will also mark a big shift in how I work. For the foreseeable future, I will be looking at greyboxed levels and placeholder stuff, as I'm setting up the rest of the game. This will be difficult for me as I always need that visual connection to get a feel for what I'm doing. But, I'm happy with the visual approach I laid out in the demo and I need to take a step back now. My plan is to layout the entire game from start to finish; with placeholders for some puzzles and story sequences. The goal is to have, by the end, a full "prototype" of the game, that I can build the final game on. I feel really good about this approach, especially since I've spend so much time on this one part of the game; I now need to get on with it and see if everything flows together the way I imagine it in my head. There is also this whole part of the game that I haven't really talked about much in public yet, and those are the music sequences. They need a lot of iteration to make them work the way I have planned; they might not work at all. We'll see! But it's time to get into the meat of it now! The type of access I will be granting on Discord will be for specific demo levels that showcase stuff like: Puzzles Specific puzzle concepts for which I would like some feedback; not necessarily about the puzzles themselves but about mechanical aspects of it. A big part of this will be the rope sim, as I'm improving that to be more versatile and allow for more complex puzzle designs. New player feel The entire player controller is being rewritten with the goal to make movement and interactions even more tactile yet fluent, and giving the player more freedom in interacting with stuff. Systems I'm testing include a "2 handed" interaction style, were players are able to chose themselves which hand they will use to interact with something; this in part was already present in the demo, but I'm extending this even more. The IK system will be reworked (see below) which also means getting rid of glitches, making it all feel more realistic and immersive. Also the player will react more to the environment, holding on to railing when the ship moves and stuff like that. Reworked interaction system The interaction system will also be overhauled. Currently I'm using a custom system build on top of the third-party IK solution I'm using. It is, to be frank, a mess and really cumbersome to maintain, scale and super bug-prone. I'm rewriting that entirely with my own codebase and with a custom IK solution to better suit my needs. It will also allow to better merge procedural movement with premade animations to make everything look and feel better and less glitchy. An immersive diegetic inventory system A lof of players felt restricted with how the demo handled holding items and how they were forced to follow a specific path (for example, once you've picked up the Temporal Resonance Locater, you couldn't put it down). The reason is, I didn't have any kind of inventory system in place! But that is coming -- in the form of a fully diegetic system that is set believably in the world. There will be no magic carrying of tons of items; instead, you will only be able to hold on your body what you realistically could. That means: Holding two items at a time, unless an item requires two hands for example. Small items like notes can be placed in your pockets. To take them out, you look down at the pocket and take it out; all that with minimal UI prompts and no inventory overlays. You will be able to use things like bags to carry more stuff, but there will be situations where you have to carry stuff one by one to a specific point to solve a puzzle. I'm SUPER excited to work on this system! Plus there is a lot more. I'm also still in the running for a new kind of governemnt funding round, I'm hoping to find out where that is going soon. Stay tuned for more! Thank you all for your support. Cheers, Markus


[ 2024-09-10 07:38:04 CET ] [ Original post ]



Journey Beyond the Edge of the World
Markus Koepke
  • Developer

  • Markus Koepke
  • Publisher

  • 1970-01-01
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 3  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://www.journeybeyondthegame.com
  • Website

  • https://store.steampowered.com/app/2541750 
  • Steam Store

  • You open your eyes and find yourself aboard a fishing ship, floating aimlessly in the ocean. You have no recollection of how you got here. Or of who you are.
    You hear a strange sound coming from the bridge. And you start exploring …



    This is Journey Beyond the Edge of the World. An atmospheric first-person adventure game
    in which you solve puzzles to unfold a mysterious and surreal story. A story told in a unique way through five narrated ambient music tracks.



    Freely explore a storm-ravaged, interactive fishing trawler, uncover secrets and story fragments. Setting the ship’s radio channel activates a puzzle – solving it requires utilising all kinds of items scattered around the ship in creative ways.

    Upon successfully completing the puzzle, a music track and, consequently, a chapter of the story are unlocked. Narrated through radio transmissions, the music tells the story – while the game world reflects the events depicted in the music.

    After a track has ended, it is your choice to either advance the story by tackling the next puzzle or to go on exploring. The ship holds many secrets and lets you gradually uncover the mysterious story of the Unnamed Fisherman. A story about loss, reclaiming hope, and about facing oneself.




    Go anywhere and interact with almost anything on the ship: Find places and objects that tell you something about a lost crew member or about a part of the story.




    Advancing the main story requires solving increasingly complex puzzles. Fix broken navigational equipment, repair a leak in the ship’s hull, find missing belongings. In a homage to classic point & click adventures, it is all about finding the right item for the right purpose.




    The story is told through the voice of the Unnamed Fisherman, in five original ambient music tracks. Each story chapter is locked behind a puzzle. Solve the puzzle – unlock the music. With each chapter, the ship and it’s surroundings change, adapting to the events that take place in the music; taking you closer and closer to the Edge of the World – and beyond.




    The low-poly, pixelated retro look of the game is complemented by atmospheric lighting, fog, and a realistic water simulation. Handcrafted sounds fully immerse you in the world through Spatial Audio, providing three-dimensional sound that works on any headphones; making for a truly unique audiovisual experience.



    • Exploration of an interactive ship
    • Environmental storytelling
    • A compelling mystery story about a ship lost at sea …
    • … and about loss, hope, and facing oneself
    • Item-based puzzle solving
    • Narrated ambient music
    • Spatial Audio (works on regular headphones)
    • Handcrafted sounds
    • Low-poly, pixelated graphics …
    • … with atmospheric volumetric lighting & fog
    • Realistic water simulation





    Journey Beyond the Edge of the World is solo-developed by me - Markus Koepke. I have worked as a freelance cinematographer and post production generalist in the advertising industry for more than a decade. A couple of years ago, I found a new passion in making games. Crafting visually unique virtual worlds with a strong narrative is super exciting to me. I am also an electronic music artist, and Journey Beyond lets me blend the two art forms in a unique way.
    MINIMAL SETUP
    • OS: Ubuntu 18.04 LTS 64-bit
    • Processor: Intel Core i3 2.50 GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: AMD
    • Storage: 4 GB available space
    GAMEBILLET

    [ 5951 ]

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    12.71$ (15%)
    3.30$ (67%)
    22.99$ (8%)
    4.14$ (17%)
    31.89$ (20%)
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    49.99$ (17%)
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    2.22$ (78%)
    GAMERSGATE

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    5.4$ (82%)
    29.99$ (25%)
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    1.5$ (81%)
    14.4$ (64%)
    1.5$ (85%)
    15.99$ (20%)
    17.82$ (70%)
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    5.63$ (81%)
    3.14$ (55%)
    5.0$ (80%)
    0.75$ (92%)
    1.7$ (91%)
    0.75$ (92%)
    16.5$ (67%)
    0.75$ (92%)
    9.99$ (50%)
    7.49$ (63%)
    3.75$ (75%)
    24.0$ (60%)
    7.49$ (63%)
    19.79$ (34%)
    0.9$ (92%)
    1.5$ (92%)

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