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Mosa Lina
Stuffed Wombat Developer
Stuffed Wombat Publisher
2023-10-17 Release
Game News Posts: 16
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive (1479 reviews)
Mosa Lina: Second Layer

[previewyoutube=HF4EJCYFUXE;full][/previewyoutube]

Second Layer


  • 24 new tools (48 total)
  • 189 new levels (360 total)
  • 30 new boss level parts (60 total)
  • 38 new music tracks (100 total)
the new content is available now for free on both Steam and Nintendo Switch versions of the game! it was designed to become a core part of the game from now on and is enabled by default, but it can also optionally be disabled in the menu

10 New Languages


  • the game is now also fully available in: German, French, Spanish (Spain), Portuguese (Brazil), Turkish, Russian, Ukrainian, Japanese, Korean and Chinese (Simplified)
    • thanks to the work of Dwimpeon, David T. Marchand, Mila, Bilge, AntonLT, Yuki Fujita, Bada Im and Deimos

Price Bump


  • on June 13th the game's base price on Steam will increase to 7.99$ USD
    • back in 2023, when the game was almost finished and Wombat was working towards releasing it, he had no idea we'd ever end up expanding it this much!! new price will better reflect all the effort we've been putting into it
  • before that though, it will be on sale until June 11th priced at 4.25$ USD!

Nintendo Switch Release


  • did you Mosa Lina has just released on Nintendo Switch?!
    • the port was made & published by our friend Anton Klinger, so when you notice there's one more name on the titlescreen now - that's him!
    • we've been working towards it for a while now, so now that it's finally coming out it feels super surreal
  • feature complete, including all the new stuff as well as the Level Editor and Online/Offline Co-op
    • Level Packs made in the Level Editor are cross-platform, so the Packs made on Nintendo Switch can be played on the Steam version of the game and vice-versa!

Soundtrack Release


  • the entire 100 track (!!) Mosa Lina Soundtrack composed by Tom Schley aka Silkersoft will be available on Steam!
    • this includes all of the tracks composed for Mosa Lina's original release as well as all of the brand new tracks created for the Second Layer update
https://store.steampowered.com/app/3740910/Mosa_Lina_Soundtrack/

Cross-Platform Level Packs and Steam Workshop


they're friends! there's a tight integration between them to make the experience of both making the Level Packs and finding new Level Packs to play as nice as possible both of them are opt-in, you can choose to upload to both or either or none of them i really recommend uploading to both though!:
  • Steam Workshop has a really nice interface for finding new stuff, and as a creator it allows you to set up a really nice personalized page for your Pack, complete with a thumbnail and a description and a bunch of other options
  • uploading to the Cross-platform thing allows the Packs to be accessed, well, across platforms (!!) using a short Pack Code and/or the in-game Download menu
  • regardless of if you've downloaded the pack from Steam Workshop or the Cross-platform thing:
    • if it has a Steam Workshop page, you will be able to access that page using the Modding Menu
    • if it has a Cross-platform Pack Code, you will see that Code in the Modding Menu as well as on the Edge Border while playing any level from that Pack (and on gifs as well!)
  • game will automatically add the Pack Code into the Pack's Steam Workshop page's description (you can then change the description manually)
    • due to *reasons*, each time you upload an updated version of the pack to the Cross-platform thing, it will generate a new Pack Code
      • whenever you do that, Steam Workshop description will be automatically updated, replacing the old Pack Code with the new one
your existing Packs will not automatically carry over to the Cross-platform thing, but you can bring them there manually:
  • open the Level Pack in Level Editor
  • click on the Cogwheel icon
  • in the Cross Platform Server section, set Upload to Yes
  • press Confirm

Changes


  • menus
    • 10 new languages can now be selected using the Settings submenu
    • Tool Switch button (Q/C/L on keyboard, B on Xbox controller layouts) can now be used to quickly go back in menus
    • Reroll menu option no longer switches the game mode to Normal mode, making it possible to quickly reroll in other modes (i.e. Speedrun)
      • Normal mode can now be selected in the Change submenu
    • Speedrun and Raw Random have been moved to the Change submenu
    • Director's Cut toggle is now located in the Change -> Options submenu
    • Second Layer tools can be toggled via Change -> Options submenu
    • Second Layer levels can be toggled via Modding Menu
    • Seeded Run seed entry field gets pre-filled with the current run's seed
  • gameplay
    • worm has acquired more muscle
    • portal will now also open in absence of fruits
    • gungun now more correctly reattaches if picked up mid-backflip
    • crosshair no longer lags 1 tick behind
    • bamboo always creates at least one part
    • frog mode is now a bit cooler
    • frog is now always rotated before it gets spiked
    • clampos no longer create conflicts they can't resolve
    • fish is now less likely to get stuck inside the tiles
  • various stuff
    • tools on tool selection screen are centered at last
    • 3-tool screen now displays tools that were selected as overrides on custom levels
    • on big levels, sounds made by things far away from the camera are now quieter
      • it is now ok to create levels with even more frogs
    • fish head no longer clips through the player's body
    • game window now remembers its size and placement
    • various crashes no longer crash
    • improved performance of so many things that if i'd try listing them all here the notes would at the very least double in size
  • Modding Menu
    • is fully remade
    • no longer requires using a mouse
    • looks nice
    • it is now possible to mark the Level Packs as Favorite ones
      • this makes them appear before the other packs in the list, as well as allows you to quickly toggle just the Favorite ones on/off
    • now features a Download section, which allows accessing the Cross-Platform Level Packs
      • it features a randomized selection of Level Packs made by people across the world
      • you can access a specific Level Pack using its Pack Code
  • Level Editor
    • ? icon thing you can hover over to get info about some hotkeys and stuff
    • more accurate rotation pivot placement when multiple objects are selected
    • arrow keys can now be used to move the cursor 1px at a time
    • new objects
      • zone pin
        • i think is really cool
        • you can use it to pin zones (nograv, upgrav) to physics objects so they're attached to them
          • hint: player is also a physics object
      • pomegranate, film roll, rocket, turtle and worm can now be placed
    • rail block
      • rail block's starting position along the rail can now be changed
      • rail visual now correctly rotates along with its rail block
        • this is not retroactively applied to the rails placed prior to this update, you can re-create the rail block to apply it
    • frog flips in editor according to its jumping direction
    • balls no longer randomly rotate

things that were added at various points between The Collaboration Update and now but we've never formally introduced


  • speedrunning mini-update
    • "Speedrun" menu option is now a submenu that contains the classic speedrun mode (Single Set) as well as 2 new modes:
      • Seeded Run mode
        • 1 set, no randomness
      • Full Loop mode
        • 6 sets, a ton of randomness
  • if you create a folder named "gifs" in the game's root directory, whenever you're saving a gif the game will skip the "where would you like to save it" prompt and just put it there
    • really convenient if you're like me and make a ton of gifs
      • (it's a real pain to find *the one you're looking for* when they're not properly named though, so do use it with care)
  • Level Editor
    • hotkey to enter/exit the Level Editor's Test Mode no longer randomly fails
    • delay before the scoreboard is shown in Test Mode is reduced
    • Test Mode is no longer secretly Raw Random
    • just selecting things no longer causes Backups to be created

things that are currently in-progress and didn't quite make the cut but will one day just suddenly appear


  • allow toggling Level Packs during Online Co-op
  • Level Editor
    • more things
    • gamepad controls
    • proper Steam Input support
  • gif thing
    • Pre-Recording option
      • allows the game to process the clips during the gameplay, making saving clips instant but uses a lot of processing power
    • .webm support
      • webs can do higher resolutions + sound!
      • just like gifs, will not impact the performance while playing the game, as they are only processed whenever you save them
        • unless you toggle the Pre-Recording option

afterword


hi! it is *finally* almost done and it's the dawn of the final day as i'm typing this and once i'm done typing i'll go make the final builds for Steam and upload em and make sure they all work nicely and all that stuff and then just wait and be anxious until the moment comes - ngl it's really really stressful, but also i really appreciate having this feeling me and Wombat have originally started work on this update back in the October, with Anton joining us to work on the port shortly after and Silkersoft starting the work on the new soundtrack & sounds in February - which means we've been making it for 8 months!? right now, it really doesn't feel real to me that this much time have passed at all, but whenever i stop to think i realize that we've climbed a really huge mountain. it's a really cool mountain too with this update, Mosa Lina is once again officially done! not in the sense that it will no longer be supported (far from it), but in the sense that it is, once again, a complete thing. Mosa Lina 2, if you will. the only work that's currently planned is the things i've already mentioned, as well as the modding support (which i've been really really itching to get to, and now i'll finally be able to!!) - but it's something that i'll be working on at my own pace and so now that it's done, we'll finally move on to other stuff. freed from the constraints of this game, we can now make up some different constraints to explore and follow https://store.steampowered.com/app/3674270/FALLSTRUKTUR in fact, we've secretly already started to! - Wombat, me and Fynn Levy (you may know about him from the Director's Cut update notes) are working on FALLSTRUKTUR, which we hope to release soon it's a small game where you're descending a structure and it has a very unique feel to it, where controls are really precise and yet you never feel quite in control, constantly playing tug of war with the physics just to keep your footing. it feels kinda Mosa Lina-core to me in many ways despite on the surface having little in common with Mosa Lina, which is a really good sign i feel wow this is becoming a long one, sorry! the final thing i want to share is that as i've been experiencing more things, i've been finding more and more works (art, games, music - all the stuff like that) that feel to me like the people working on them have treated those works like they were making coolest thing ever, it's something i absolutely love to see i think Mosa Lina **is** that coolest thing ever type of thing to me. i really hope it shows we love you +1 <3


[ 2025-05-28 15:00:16 CET ] [ Original post ]

A Hostile Interpretation Of Immersive Sim Design

This game is a response to the current trend of Immersive Sim design, where every ability is perfectly suited to solve a specific problem in the game. In order to counter this "Lock and Key" philosophy, Mosa Lina is aggressively random.

(Quick note: This does NOT mean that the game has proc-gen. Tools and Levels are handmade, they are just randomly selected and sometimes slightly modified! Nevertheless...)

It's literally impossible for me to check if all levels are beatable with all combinations of tools. This is what makes it so satisfying: There is no premeditated solution for you to follow. You're forced to get creative.

The game continually spits out randomised problems. It's up to YOU to solve them, because I've never seen them before.

Mosa Lina releases in 2023! Not 2024! 2023!

True Random

There are no safeguards here. You might get the same item ten times in a row. You might beat the game without seeing it at all. Every playthrough contains only a fraction of the total levels. They're also selected randomly. Nobody knows what'll happen.




It's this reckless abandon of predictability that allows you to stop worrying about "winning" and frees you to enjoy the experimentation. Fun things happen more often if you don't force them.

Wishlist now to stay informed about the upcoming Demo & release date!

Physics-driven-puzzle-platforming

The player, tiles, items and obstacles are all parsed through the same physics-engine. Everything interacts with everything else, allowing you to get really creative and expressive.Sure, all you do is collect coins to open the portal, but HOW you do that is up to you entirely.


So far, every playtest has shown me that even the most straighforward design is powerless against the endless creativity of players. I sometimes discover new emergent behaviours myself, even after months and months of playtesting.

Modules, modules modules

Since everything in Mosa Lina is built on randomly selecting content from a pool of options, it's fairly easy to add new levels, tools and challenges down the line. I've had to cut a lot of things for scope and am looking forward to adding them back in post-release.

There's some really, really, really wonky stuff I'm looking forward to getting back to!




Thanks for checking out our steampage! Have a nice day :)

MINIMAL SETUP
  • OS: genuinly not sure sry
  • Processor: Intel Core 2 Duo E5200Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce 9800GTX+ (1GB)
  • Storage: 300 MB available space
RECOMMENDED SETUP
  • OS: genuinly not sure sry
  • Processor: Intel Core i5Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 560
  • Storage: 300 MB available space

GAMEBILLET

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GAMERSGATE

[ 1828 ]

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MacGamestore

[ 1849 ]

8.99$ (70%)
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15.89$ (21%)

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