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0.0.10 - Wanderer Update!


Art by Joe Gribbin SO. It's been a minute, eh? A minute and a half, even. That's fine though, because I'm still alive, and this is still happening. That's right! As a beaten, bleeding, heart-still-beating Kid once said; "I'm not dead yet!" So what have I been up to, you may be asking yourself. Maybe you aren't. How would I know? I'm not your brain. I'll tell you anyway though: Wandering is what I've been up to -- as in, making the new Wanderer class. They're speedy and have senses sharp as knives, they do. I hope you enjoy them. As well I've laid the groundwork for unique weapons and added a few, and made some not insignificant changes to the level generator, not least of which are locked doors and new premade rooms. It may have taken a while but I can say at last that the generator is ready to be iced over and flipped upside down for the coming Anticropolis. I've also added Alchemy and Dipper, the two second-tier INT boons, which marks at last the implementation of all the first two tiers of stat boons. Some of the other boons, spells and skills have also been updated and improved. For the next update (IN A MONTH I SWEAR) I'll be working on finishing the things I didn't manage to for this update: Daily run leaderboards, more and better transitional stages, and certain talked-about changes to magic that those who watch the dev streams might be aware of. Full changelog below: [code=CHANGELOG]Fixes Casting Flame Wave burns your own shield Several crashes Kept gaining overheal even after hitting max hp limit Max mp doesn't increase with the proper meal Poets' tome is unwielded after going through a level door Class Input method doesn't save for gamepads Class ability icons appear incorrectly in the spell slots Third spell slot miscolored when low on spell charges Issues with using tome as a 'Skill' class input Food queue doesn't show up in pause menus Eating twins results gives a grumbul food instead of undead Heavy Lifting doesn't properly override normal object pickups when grabbing enemies Certain spells show a charge star when they shouldn't Tome attacks hurt your own followers Footwear with stats don't apply their stats New Stuff New Class! -- Wanderer New INT Stat Boons Dipper Alchemy Waterfalls Couple new weapons Locked doors and keys Wooden barricades Stairs Intra-floor doors New premade rooms Many changes to level gen Changes Sticks burn Fire spreads more from enemies to you Being struck physically by burning enemies has a high chance to burn you Limited foes' ability to spam kick Infernus flames start blue, but turn orange quickly Infernus now burns the caster once orange Sword Skill 3 (Hack 'n' Slash) is easier to use: Strikes at least 3 times in succession upon hitting an enemy Additional enemies caught in the flurry add more strikes Stun upon missing or ending the flurry is longer Gorhounds have more hp, more DEF, and are more evasive Crush trap chains behave more predictably when struck "Poised" now reflects knockback from attacks back upon the enemy A few new things Changed the way levers spawn and are placed Changed the way ladders/elevators spawn and are placed Improved Air Dash Now chains from enemy to enemy Added trances to Blink and Frost Bolt Left joystick now triggers class abilities on gamepad Class ability trigger now defaults to "Button" rather than "Combo" Poet's Tome behaves differently Activating Tome uses the books' ability rather than wielding/unwielding [except on 'combo' input] Charged Tomes follow behind the player charged until used again Grumbuls will stow items that spawn near them Relatedly, added two new grumbul types (based on what they grab) Grumbuls no longer wield bardiches Normal Grumbuls sometimes occasionally wield hammers Grumbul assassins slightly more common Blue slime balls (now "mucus") have their own properties Reaper no longer immune to invisibility Grumbul Turrets can now spawn on main floors Shop doors lock behind you Stat loss from severed limbs is now repairable Stat loss from severed limbs doesn't stack through repeated dismemberments Regeneration only restores one limb at a time Losing an arm penalizes both STR and DEF Learning points now appear next to the orb of leveling icon in the hud Haste is slightly slower Haste grants the auto-dodge from Freerun Haste auto-dodges jump attacks Removed auto-dodge from Freerun Extra Tough protects from death as long as your hp is over 75% Regenerate heals more slowly Overload Break deals more damage to equipment Jumping will cancel trajectory throws Stampede no longer runs through cornered enemies Stampede tramples multiple enemies at once Poison Blob bounces off of walls Temporal Tricks tome time bubble bigger by bunches Increased range of Slow Lucky footwear is luckier Byats are more evasive Next Build TO-DO Changes to Magic Daily Run Leaderboard / General Stat-Tracking (for realsies!)


[ 2015-08-01 18:02:42 CET ] [ Original post ]



Catacomb Kids
FourbitFriday
  • Developer

  • FourbitFriday
  • Publisher

  • 2015-02-20
  • Release

  • Action Indie RPG Singleplayer EA
  • Tags

  • Game News Posts 71  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (512 reviews)


  • Review Score

  • http://www.ckgame.net
  • Website

  • https://store.steampowered.com/app/315840 
  • Steam Store

  • The Game includes VR Support



    Catacomb Kids Linux [221.01 M]

  • Public Linux depots

  • The Origin Of Dungeons

    500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.

    What Lies Beneath

    Catacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.


    The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness.
    MINIMAL SETUP
    • OS: Ubuntu 14 or aboveMemory: 512 MB RAMGraphics: OpenGL-capable graphics card with valid driver
    • Memory: 512 MB RAM
    • Graphics: OpenGL-capable graphics card with valid driver
    GAMEBILLET

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    GAMERSGATE

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    1.5$ (90%)
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    0.75$ (92%)
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    6.0$ (85%)
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    9.2$ (77%)
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    8.5$ (83%)
    25.0$ (50%)
    7.5$ (75%)
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    0.75$ (92%)
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    0.83$ (92%)
    2.0$ (80%)
    9.9$ (67%)
    4.5$ (85%)
    0.54$ (91%)
    0.75$ (92%)
    6.56$ (74%)
    4.69$ (81%)
    1.8$ (77%)
    2.1$ (70%)
    4.2$ (70%)

    FANATICAL BUNDLES

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