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New Update - v1.0.17a


Fixed bosses crashing the game when the spirit is awarded. Same goes for Moonits, he thinks he's a boss too. Also fixed the spirit not being visible in the results screen after completing a stage and the game completion percentage being wrong. Sorry about that!! Additionally, Anton's Dog and Annie's Cat will be 90% off for the Christmas season.


[ 2024-12-16 21:44:09 CET ] [ Original post ]

New Update - v1.0.17

Another round of bug fixes with a couple of happy features thrown in, courtesy of Danton. He believes he has fixed everything, but we all know he still has a ways to go. The full patch notes:

  • Brulo's Casino has had some slight renovations: the paint slabbering room and changing rooms have been added to the East Wing, West Wing and Top Floor of the Casino.
  • Fixed tub secret in [spoiler]the East Wing of the casino[/spoiler] having the wrong dialogue sometimes.
  • A new jolly secret has been added to Brulo's Casino. Only the nicest can find this amazingly joyous present!
  • Fixed the health counter still flipping at maximum health after picking up a heart beet in certain conditions.
  • Fixed incorrectly mirrored breakables in the room "Foreshadowing?" (Boiler City).
  • Fixed collision softlock in the room "Bomber Run" (Bomb Candy Mines).
  • More Rolling 8-Ball countermeasures have been put in place to prevent softlocks.
  • Fallbusters are now immune to screaming antics until they have unstuck themselves from the ceiling.
  • Fixed one specific fallbuster in the room "Pyroclastic Pop Rocks" always re-appearing when re-entering the room.
  • Pausing from unfocusing the window during cutscenes now works correctly for the boss interstitials.
  • The beginning portion of [spoiler]Concrete Jungle[/spoiler] has been extended slightly to avoid falling into the buzzsaws at the beginning by accident.
  • Fixed Ogorkis in the background layer losing their effects once they grab the protagonist.
  • Actually patched the exploit in the room "[spoiler]Pinball Zone[/spoiler]" ([spoiler]Pinball Mire[/spoiler]) for real this time.
  • Fixed Time Crates in [spoiler]Pinball Mire[/spoiler] not replacing existing objects correctly.
  • Fixed some bricks spawning strangely during [spoiler]the Antonball Classic sequence in Pinball Mire[/spoiler].
  • Made performance improvements to Freako Dragon.
  • Fixed enemy spawners not respawning enemies after some time.
  • Fixed Time Crates in [spoiler]The Mad Mall[/spoiler] not replacing existing objects correctly.
  • Happy Hour timer for [spoiler]The Mad Mall[/spoiler] has been corrected: [spoiler]Down from 4 minutes, it is now 3 minutes if the Mall Goblin gets in the vault first, and 2 minutes if you do instead.[/spoiler]. The timer extension now also works in this stage.
  • Fixed getting stuck inbetween the Trapster's stilts.
  • Fixed being able to jump over or slide under [spoiler]the Jet-Pack[/spoiler].
  • Fixed layer jumper in the room "Factory Furnace Funhouse" ([spoiler]Crimson Factory[/spoiler]) sometimes placing you slightly underground and stuck.
  • Fixed the irrigation speed of the various irrigators in [spoiler]The Mysterious Glasshouse[/spoiler], which were accidentally set too slow.
  • Fixed crashes when restarting the Jewel Ghoul, [spoiler]Maulbuster[/spoiler] and [spoiler]Ring-a-Ding[/spoiler] boss fights from checkpoint.
  • Fixed vertical speed -affecting wind during [spoiler]Ring-a-Ding's second phase[/spoiler] not working, which was making it very difficult to avoid damage in one spot.
  • Fixed being able to [spoiler]bonk out of Angel form sometimes during Ring-a-Ding's second phase[/spoiler].
  • Fixed collision softlock in the room "Cerberus Lounge" ([spoiler]Devilled Gardens[/spoiler]).
  • Fixed roach projectile causing a crash at the end of [spoiler]Devilled Gardens[/spoiler] if you entered the elevator.
  • Fixed Happy Hour time extension not working in [spoiler]Hell Manor, after respawning at a checkpoint[/spoiler].
  • Fixed toilet geyser in the room "Hot Tub Hell Machine" ([spoiler]Hell Manor[/spoiler]) not working if the Heartbeet Boxes above it were not broken.
  • Moved the Hate Mines in the room "Frontline Forces" ([spoiler]Hell Manor[/spoiler]) such that they all explode at once.
  • Fixed janky camera tilt snapping when pausing/unpausing during [spoiler]the final phase of Satan's fight[/spoiler], as well as chips not being collected properly.
  • Tiling fixes to the following rooms:
    • Brulo's Casino: "West Wing"
    • Cinnamon Springs: "Wobbledropped on Your Head", "Try This Trick and Spin It", "Or Swallow"
    • [spoiler]Concrete Jungle[/spoiler]: "Cannon Event"
    • [spoiler]Pinball Mire[/spoiler]: "Funnel Up"
    • [spoiler]The Mad Mall[/spoiler]: "At the Mad Mall"
    • [spoiler]Crimson Factory[/spoiler]: "Factory Furnace Funhouse"
    • [spoiler]Hell Manor[/spoiler]: "Hell to Pay"


[ 2024-12-16 19:53:50 CET ] [ Original post ]

New Update - v1.0.16


This patch corrects all of the stage intro sequences and hopefully finally fixes the issues with the Rolling 8-Balls and a few other very small bugs. Full patch notes:

  • Fixed issue with framerate not being a consistent 60FPS.
  • Fixed collectable icons being offset by 1 pixel sometimes.
  • Rolling 8-Balls have been adjusted further to prevent the few remaining softlocks.
  • Every stage has had its artpop intro sequence corrected.
  • Fixed missing collision in the rooftops of Brulo's Casino.
  • Fixed softlock with bricks in the homage room of Brulo's Casino.
  • Blocked off a few side areas in Cinnamon Springs, [spoiler]Crimson Factory[/spoiler] and [spoiler]Hell Manor[/spoiler] during Time Trial as they lead to rooms with no time crates. This is not exhaustive, more will be blocked off in the future.
  • Combo meter will now freeze during the Danton tree sequence.
  • Fixed very small collision discrepancy in "Jam Refinery I" ([spoiler]Concrete Jungle[/spoiler]).
  • Corrected the name of the room "Plane Mental" ([spoiler]The Mad Mall[/spoiler]) which was previously not displaying anyway.
  • Fixed a kinematics issue with an iron block in the room "Screw Twelve" ([spoiler]The Mad Mall[/spoiler]) along with replacing one of the iron blocks with a cardboard box to avoid some confusion.
  • Slightly adjusted collision in the room "Connecting Flight" ([spoiler]The Mysterious Glasshouse[/spoiler]) to prevent a softlock with Big Bert.
  • Corrected the stage name for [spoiler]Ring-a-Ding[/spoiler].
  • Changed a backer's name as requested.
  • Fixed tiling issues in the following rooms:
    • Skeletons in the Closet I (Brulo's Casino)
    • The Amazing Collapsible Purple Peak (Cinnamon Springs)
    • Twister (Cinnamon Springs)
    • Diamond in the Rough (Bomb Candy Mines)
    • Roly-Poly Alley (Bomb Candy Mines)
    • Corner Pocket (Bomb Candy Mines)
    • Jam Refinery I ([spoiler]Concrete Jungle[/spoiler])


[ 2024-12-11 18:22:17 CET ] [ Original post ]

New Update - v1.0.15a


Fixed Berts getting a liiittle too crazy when in close proximity to each other. Also fixes the HUD issues introduced in the previous patch.


[ 2024-12-09 23:36:01 CET ] [ Original post ]

New Update - v1.0.15


This update consists almost entirely bug fixing! There were also some very minor gameplay tweaks to make some of the shop items hopefully more clear in their purpose. The full patch notes are as follows:

  • New start-up messages have been added.
  • Removed Frame Skipping toggle from options menus, as it did nothing.
  • Button prompts will now display when you are next to a dumpster.
  • Health counter will no longer show an animation for restoring health if you were already at max health.
  • Hopefully addressed crashing issue at the start of the room "What's That Sound?" (Boiler City).
  • Pink outlines have been added to the empty collectable slots for extra visibility.
  • Fixed offset for "MEATY" combo icon.
  • Brulo has set up shop in the East Wing of the casino.
  • There is now a sign next to Brulo's Bar if a permanent Heartbeet upgrade is available for purchase.
  • Reduced the cost of the second permanent Heartbeet upgrade (unlocked after you first enter stage 9) by 150,000 ([spoiler]1,750,000 -> 1,600,000[/spoiler]).
  • The Cowboy Hat can now only be purchased after you have acquired the Shutter Shades. An awesome hat YOU can wear!
  • A new funny has been added.
  • Fixed casino elevator sounds not stopping sometimes, or stopping too late.
  • Fixed softlocks regarding exiting the game in a few specific sections of Brulo's Casino.
  • Hitboxes for Annie's trash has been adjusted and made consistent.
  • Fixed typo in Anton's "Minty Fresh" skin. The description is now clean.
  • Filled in missing room name in Slowroast Sewer.
  • The white parts of Anton and Annie now have their skins correctly applied to during situations in which there is a spotlight effect.
  • Fixed Bomb Candy Mines' casino dressing not having the music BPM effect on the colored gemstones.
  • Fixed some gemstones in Bomb Candy Mines not having the music BPM effect applied.
  • Rolling 8-Balls will now roll away from you if they manage to get stuck in you. This should address almost all softlocks regarding these things.
  • Reduced camera wobbling during [spoiler]the Bomb reaction[/spoiler].
  • [spoiler]Pinball Mire crocs[/spoiler] have had their sound effects adjusted and are easier to bounce on.
  • Dennings has been replaced by Williams in [spoiler]Pinball Mire[/spoiler].
  • Fixed bad ring placement in the room "[spoiler]Pinball Zone[/spoiler]" ([spoiler]Pinball Mire[/spoiler]).
  • Beets now restore [spoiler]Bomb and Pinball[/spoiler] -specific health instead of regular heart beets.
  • Beet Health counter will now be hidden during [spoiler]Bomb and Pinball[/spoiler] reactions.
  • Fixed crashing issue during phase 2 of Freako Dragon.
  • The tutorial message at the start of the heist in [spoiler]The Mad Mall[/spoiler] now displays at the bottom of the screen.
  • Fixed Combo Chain/Time Trial instantly ending if you restarted the stage [spoiler]The Mad Mall[/spoiler] after the heist was completed and Happy Hour began.
  • Fixed issue where [spoiler]the casino music for The Mysterious Glasshouse[/spoiler] would sometimes not play.
  • Berts' sound effects have been tweaked.
  • Bert cannibalism has been addressed.
  • Fixed all softlocks regarding the irrigators not triggering correctly in [spoiler]The Mysterious Glasshouse[/spoiler].
  • Lightning attack from Biff no longer moves horizontally because that made no sense.
  • Enemies, projectiles and beams [spoiler]at the end of Ring-a-Ding's third phase[/spoiler] now all explode at the end of the fight. The previous fix only applied to [spoiler]phase 1[/spoiler].
  • Fixed slightly misaligned placement of bowling pins and ladders in the room "The Ool" ([spoiler]Devilled Gardens[/spoiler]).
  • Fixed [spoiler]Polar Spirit[/spoiler] "disappearing" after [spoiler]Moonits[/spoiler] teleports you. It was actually just hiding, poor guy was scared.
  • Fixed softlock if you restarted Time Trial or Combo Chain (or restarted to a previous checkpoint) after [spoiler]Moonits[/spoiler] teleported you.
  • Fixed hitstop causing [spoiler]Moonits's[/spoiler] speech bubble to fade out quickly.
  • Fixed transcription error when [spoiler]Moonits[/spoiler] talked to you after [spoiler]blowing up the Clock Tower[/spoiler].
  • Fixed crashing issues at the start of Freako Dragon [spoiler]and Satan[/spoiler].
  • Added invisible walls to [spoiler]the phase 3 to 4 transition of the Satan boss fight (where the blimp falls down along with you)[/spoiler].
  • A sound effect has been added to [spoiler]the fight against Giga-Satan, when his rocks land on the floor[/spoiler].
  • Sound effects have been fixed during the [spoiler]super hammer/mace smack against Satan[/spoiler].
  • Fixed lag issues near the end of [spoiler]the Satan boss fight[/spoiler].
  • [strike]Fixed the audio syncing [spoiler]for the ending cutscenes[/spoiler].[/strike]
  • The [spoiler]Paul[/spoiler] room in [spoiler]Hell Manor[/spoiler] now has a name: "[spoiler]The True Final Paul Room III: Part 2[/spoiler]".
  • Fixed a softlock in the room "Hot Tub Hell Machine" ([spoiler]Hell Manor[/spoiler]) where [spoiler]the toilet geyser would not work[/spoiler].
  • Fixed a softlock in the room "Frontline Forces" ([spoiler]Hell Manor[/spoiler]) where you could get stuck inside a closing door.
  • Fixed a softlock in the room "[spoiler]The True Final Paul Room III: Part 2[/spoiler]" related to an interaction with Bert and Barfin' Bob's Blobs.
  • Fixed confusing bowling pin placement in [spoiler]Skeletons in the Closet I[/spoiler] when trying to exit.
  • Added missing credit to "Additional Art" section of credits.
  • Various loop points and BPM for music have been fixed.
  • A few backer credits were corrected.
  • Fixed tiling errors in the following rooms:
    • Roly-Poly Alley (Bomb Candy Mines)
    • The Core (Bomb Candy Mines)
    • State of Euphoria ([spoiler]Pinball Mire[/spoiler])
    • Muddy Waters ([spoiler]Pinball Mire[/spoiler])
  • Fixed bad collision, which was causing softlocks, in the following rooms:
    • Combo Blast Turbo (Cinnamon Springs)
    • The Great Excave ([spoiler]Pinball Mire[/spoiler])
    • The Big Board ([spoiler]Pinball Mire[/spoiler])


    [ 2024-12-09 21:24:20 CET ] [ Original post ]


  • New Update - v1.0.14b

    Paul and the invasive Peanuts conspired against you and would freeze you in place if you ventured too far into Peanut Park. This is now resolved.


    [ 2024-12-05 08:51:19 CET ] [ Original post ]

    New Update - v1.0.14a

    The requirement for achieving CRACKED on a Boss was mistakenly set to require [spoiler]zero deaths as opposed to zero damage[/spoiler]. For any Boss stages you achieved CRACKED in, you will need to obtain it again. Apologies for the inconvenience!


    [ 2024-12-05 08:00:15 CET ] [ Original post ]

    New Update - v1.0.14

    This new update addresses many of the small bugs people have reported as well as implementing a couple of new features into the game, including proper display of the Time Trial's Par Time [spoiler]and stage CRACKED status[/spoiler]. The full patch notes are as follows:

  • Added "The Paul Bringer" to backer credits.
  • Added previously missing Room Namer credits to "VIP Backers" section of backer credits.
  • Added a new secret interaction [spoiler]with a specific Satan interstitial[/spoiler].
  • Fixed cameos in Peanut Park flickering for some players.
  • Switching Controller Button Style or Visual Input Map in the settings now saves them.
  • Beet Crate added to room "Point Blank" ([spoiler]Pinball Mire[/spoiler] level).
  • Beet Crate added to room "The Core" (Bomb Candy Mines level) during the runback. A stray bomb rock was removed from that room also.
  • Beet Crate added to room "Surely This Can Outrun It" (Bomb Candy Mines level).
  • Added two chips to room "Bob and Weave" (Bomb Candy Mines level) for guidance.
  • Runback-only ladder in room "Pyroclastic Pop Rocks" altered, and a Brulo Block added for guidance.
  • Fixed Brawlbuster's dash sound playing too often.
  • Rolling Ball-busters during [spoiler]Maulbuster[/spoiler] no longer make cat noises.
  • Dialogue is now correctly affected by the Speech Volume setting.
  • Description for Golden Beet mechanic has been corrected.
  • Par Times are now displayed for levels that you have cleared.
  • Combo Chain now correctly locks your max health to 3 (golden beets can still be used).
  • The requirements for [spoiler]CRACKED[/spoiler] on a stage have been slightly altered: You will now be unable to get it if [spoiler]you begin the stage with the golden beet[/spoiler].
  • Obtaining [spoiler]CRACKED[/spoiler] in a stage or boss [spoiler]now displays an icon for it under the stage name[/spoiler].
  • Dumpster in room "The Home Stretch" (Cinnamon Springs) can no longer be entered, as it is meant to be exit-only.
  • Boss Time is now tracked correctly.
  • Adjusted some sound effects in [spoiler]Ring-a-Ding[/spoiler].
  • When [spoiler]Ring-a-Ding[/spoiler] is defeated, his [spoiler]beams and projetiles[/spoiler] will now disappear as well.
  • [spoiler]8-ball in the return hallway of Satan's second phase now correctly renders below the lava.[/spoiler]
  • Fixed "Restart Stage" option in the results screen restarting stage in Arcade mode if you were in Time Trial/Combo Chain.
  • Stage mode descriptions have been updated to be less vague on mechanics.
  • Fix mysterious magenta box that totally means nothing showing up if you swapped characters too quickly.
  • Correct ladder collision in the room "Slippery Climb" (Cinnamon Springs).
  • Fix Freako Dragon's phase 1 peek attack not having the wind-up animations.
  • Corrected runback-exclusive layout of room "Upward Climb" ([spoiler]Pinball Mire[/spoiler]).
  • Checkpoint has been added to room "Funnel Up" ([spoiler]Pinball Mire[/spoiler]).
  • Fix crash in [spoiler]Pinball Mire[/spoiler] if you died while [spoiler]on a pinball flipper[/spoiler].
  • Fix tiling errors in the rooms "Gentle Wharf" and "Gimme a Hand!" ([spoiler]Pinball Mire[/spoiler]).
  • Fix crashes in [spoiler]The Mad Mall[/spoiler] when dying.
  • Made the room "Jump the Gun" in [spoiler]The Mad Mall[/spoiler] correctly count towards [spoiler]the Diamond path[/spoiler].
  • In [spoiler]The Mad Mall[/spoiler], you will no longer be stuck in the [spoiler]Testarossa if you get on it after the Vault is opened[/spoiler].
  • In [spoiler]The Mad Mall[/spoiler], a hint will now display when [spoiler]the heist first begins[/spoiler].
  • The spirit for stage 10 ([spoiler]The Mysterious Glasshouse[/spoiler]) has been moved to [spoiler]earlier in the same room[/spoiler].
  • Said room now has its proper name: "Sanctuary."
  • The Brulettes in the rooms "Irritating Plant Room" and "Moisture Maze" ([spoiler]The Mysterious Glasshouse[/spoiler]) now have proper rewards.
  • Fix tiling errors in the rooms "Irritating Mosquito Room," "Moisture Maze" and "Angel Tower" ([spoiler]The Mysterious Glasshouse[/spoiler]).
  • Fixed [spoiler]Slackjaw's[/spoiler] chomping hitbox.
  • Fix getting permanently stuck in purgatory if you discovered the "Skeletons in the Closet" secret and left the game, and if you attempt it again after succeeding.
  • Fix debug BEB targets showing up when they shouldn't.
  • Adjusted beam enemy flashing effect to be less distracting if Photosensitivity Mode is enabled.
  • The two cool things YOU can wear now count towards 100%.
  • Bat Outta Hell does not play that one sound anymore.
  • Adjusted ceilings in "Dang It Can Speed Up Too" (Bomb Candy Mines) for easier jumps.
  • Fixed bad slope placement, causing softlocks, in the following rooms:
    • East Wing (Brulo's)
    • Condemned Conduit (Slowroast Sewer)
    • Rat Room (Slowroast Sewer)
    • Roly-Poly Alley (Bomb Candy Mines)
    • Dynamite Duo's Downhill Jam (Concrete Jungle)
    • Ape Escape (Concrete Jungle)
    • The Way Up ([spoiler]Pinball Mire[/spoiler])
    • Up and Down and All Around ([spoiler]The Mysterious Glasshouse[/spoiler])
    • Lethal Lava Lagoon ([spoiler]Devilled Gardens[/spoiler])
    • Peanut Park Entrance
  • Fixed other softlocks from getting stuck in collision in the following rooms:
    • Moist Movements (Cinnamon Springs)
    • The Big Board ([spoiler]Pinball Mire[/spoiler])
    • Funnel Up ([spoiler]Pinball Mire[/spoiler])


    [ 2024-12-05 07:09:08 CET ] [ Original post ]

  • ANTONBLAST LAUNCHES in 12 DAYS!!!

    [previewyoutube=IYqE7h1YNUA;full][/previewyoutube]


    [ 2024-11-21 18:38:32 CET ] [ Original post ]

    A message regarding ANTONBLAST


    Here are some links for hurricane relief, as mentioned above: https://secure.projecthope.org/site/SPageNavigator/FY24_10_Hurricane_Helene_Milton_Web_LO_12316.html [url=https://networkforanimals.org/how-you-can-help/usa-emergency-relief-hurricane-milton/]https://networkforanimals.org/how-you-can-help/usa-emergency-relief-hurricane-milton/ https://fpnetwork.org/Disaster-Resources


    [ 2024-10-12 14:40:27 CET ] [ Original post ]

    CHOOSE YOUR CHARACTER

    [previewyoutube=vlaVdPnsZ7o;full][/previewyoutube]


    [ 2024-10-05 23:40:48 CET ] [ Original post ]

    NEW BOSS - FREAKO DRAGON and More!

    [previewyoutube=8b_FAw6KaXs;full][/previewyoutube] Hes just one of many thrilling encounters in this game. You can look forward to testing your wits in November! If youd like to be more frequently tuned in on development, join our Discord! Otherwise, here are a bunch of sneak peaks from our YouTube you can watch through if you need catching up. https://www.youtube.com/watch?v=pG1u2teRyPM vhttps://www.youtube.com/watch?v=hetYyAaw430 https://www.youtube.com/watch?v=wNAIXlpzMAo https://www.youtube.com/watch?v=kjhv7TvBFgY https://www.youtube.com/watch?v=iyeekai5CTs https://www.youtube.com/watch?v=ikfp9wkHhFg https://youtu.be/3kgMMS5JEG8?feature=shared Weve been very hard at work getting this game out the door, so thank you again for your support!


    [ 2024-09-14 22:00:30 CET ] [ Original post ]

    Enter The Chronosphere is part of Tiny Teams

    The gorgeous, psychedelic, turn-based, action, roguelite Enter The Chronosphere is part of Tiny Teams! If you like the idea of Super Hot x Enter the Gungeon, this is the game you want. Wishlist and Follow Enter The Chronosphere so you can get news, updates and our demo announcement later this year. XOXO JV Team


    [ 2024-08-12 17:49:17 CET ] [ Original post ]

    Dynamite Demo 2.1 Patch is available now

    A new Dynamite Demo patch is now available. Restart the Steam client if your demo hasn't updated to 2.1.

    GAMEPLAY


    • Fixes for slope and block collision to resolve softlocks and other issues
    • Fixed error with resetting duplicating triggered events
    • Fixed the player being able to avoid Happy Hour through rapid resets
    • Modified how inputs are buffered during hitstop (feels less sticky)

    ANTON & ANNIE


    • Clutch should no longer bonk on slopes after crashing through breakables
    • Anton and Annie can no longer cancel forced hammer vaults with other moves
    • Annie and Anton skid animations received minor fixes and improvements
    • Anton and Annie can now slide out of a crouch
    • Missing Annie animations added to demo
    • Unused Layer Spring animations restored
    • Various changes to throwing objects & enemies to resolve bugs

    LEVELS


    • Various out of bounds bugs addressed
    • Additional Checkpoints and other layout changes in Cinnamon Springs
    • Pagoda in Cinnamon Springs no longer renders incorrectly after death or reset

    SOUND


    • Sounds forced to stop on pause
    • Fixed errors with looping Antomic Bomb sound effect

    MISC


    • Checkpoints no longer appear damaged


    [ 2024-05-04 21:12:26 CET ] [ Original post ]

    ANTONBLAST is releasing November 12!

    As announced earlier today... ANTONBLAST is releasing November 12! That's all. Oh, and an updated Dynamite Demo is now available. Check it out!


    [ 2024-04-17 18:32:16 CET ] [ Original post ]

    Introducing the Dynamite Demo: Part 2 Update!

    WELCOME BACK, BLASTERS! Today we have some pretty hefty announcements for you! Big time REVEAL type beats! So without further ado: strap in folks, this is gonna be a LONG ONE! Or a TALL ONE? (Youll get it in a bit!)

    ANTONBLAST is coming in 2024!


    First and foremost, were announcing that ANTONBLAST will not be releasing in 2023. However, while we realize it isn't what everyone would want, this is actually phenomenal news for a few reasons. Last year, as we were preparing to roll back into production after our Kickstarter campaign, we were met with an opportunity to work with a partner on expanding the resources available to the game, and it was an offer we could not refuse. It took some time after that to negotiate and square things away, but together with a new financial partner, we were able to add an extensive amount of time to the games schedule. Thanks to this, we were able to commit more time to a second pre-production phase of sorts to really nail down everything we wanted to accomplish with ANTONBLAST. While we had a very clear vision of a specific type of game on our Kickstarter pitch, and we knew that the version of the game we would have released this Fall would have been an excellent homage and spiritual successor to its influences, and ultimately a pretty dang good game the thing this phase really allowed us to do was question everything, scrutinize everything, and come out the other side with a fundamentally better game foundation. Importantly, it also let us zero in on what the game is and is not. What felt wrong, what felt right. It allowed us to be significantly more confident in our vision and our ability to deliver on it. We were able to let the game evolve itself naturally and become more than it could ever have been with one year of production.

    What that means:


    Were now able to deliver better animations, better environments, better game feel, better levels, better spectacle, better everything. Bigger bosses, crazier set pieces, overall just a much more complete experience in the ANTON universe. Weve been able to bring on additional staff, as well, making sure every part of the game gets its individual attention and care to the fullest.

    What that does NOT mean:


    DLC and other stretch goals being added retroactively. We made the decision very quickly after signing with our partner to focus our additional resources on creation and polish of the features and modes that we finished our campaign with in 2022. This does not mean that DLC may not be possible post-launch, but after a hefty amount of consideration, we decided it was best to funnel the funds into the core experience. Our plans for potential future DLC are essentially full sub-campaigns for those characters, and we want them to be full experiences of their own, not have the main game and the DLC compromise each other.

    What else this doesn't mean:


    Answering to a publisher. That's right we don't have a publisher. One wonderful thing about the partnership we've forged is that SUMMITSPHERE will remain the owner and publisher of ANTONBLAST! We own our characters, our worlds, our game, and our IP. We make the decisions on launches, features, timing, and control the whole thing. Our partner is just crazy enough to support us financially and make sure we have the runway to do all the dumb stuff we want to do, and that we have the resources and time to make the best game for you. Really though, the best part of all this is that it has allowed ANTONBLAST to evolve into something that is truly its own beast, born both of its inspirations and our disgusting crazy minds. Without fail, at our recent floor shows at PAX East and PAX West, folks are realizing that the games they played as kids (or the indie darlings theyve played this year) traveled a pretty different path than we ultimately chose to travel ourselves but they also realize how crazy, fun, and frenetic ANTONBLAST truly is. Were thrilled with the reception to the game at these live events, and hope youll join us at other events in 2024 to play for yourself! So, youre probably wondering do we have a set release date yet? Well, not quite yet! However, we can tell you that we are on track for a 2024 release, and with our new staff and our capable partners, were excited to nail that date down and let you know as soon as possible. You will hear more about the specific timing next year. In the meantime, we're going to be really ramping up our visibility going into 2024, showing more features and content than ever before, and additionally ramping up our studio presence in fun and exciting ways as well. That reminds us!

    Bigger Resources, Louder Voice


    One of the other key benefits to having our partners is that we are able to put more eyes on ANTONBLAST going forward. In fact, their assistance has already shown big dividends for the fan community, allowing us to do big conventions like PAX West last month. It also allows us to create more things like our DYNAMITE DEMO Trailer this past June at the Guerrilla Collective Showcase, and the Dynamite Demo itself. We're pleased to announce that it also looks like fans can look forward to more Live Action Anton in 2024, as well. As soon as we nail down his contract. He wandered off set that day and has only been communicating via booze signals. They're like smoke signals but instead of using fire and smoke, he just drinks a lot and screams. Sometimes we hear it and sometimes we don't. He doesn't seem to understand how sound works. We'll also be appearing at some of your favorite floor shows next year, and we may just pop up on some live shows as well. Who knows? Either way... the question remains: What kind of wild and wacky shenanigans can SUMMITSPHERE get up to next year to promote ANTONBLAST? I guess you'll just have to find out! Now... let's get down to some NEW REVEALS from the game!

    It's finally time to MEET THE BOSSBUSTERS!


    This week, we launched our "MEET THE BOSSBUSTERS" Trailer on all socials, and additionally launched a new soundtrack upload. What soundtrack? Well, the BOSSBUSTER THEME, of course! (Word of warning: This is probably Tony's most insane track yet.) [previewyoutube=vcPxHhwdkZk;full][/previewyoutube] [previewyoutube=mbQGvGOvLAM;full][/previewyoutube]

    So, who are the BOSSBUSTERS?


    The Bossbusters (known officially as the Bucket Brigade) are an elite squad of four: they're the Ballbusters every Ballbuster wants to be! They're also Satan's most trusted moles in his Ballbuster Army. Not that that means he trusts them a LOT... it's just he trusts them the most. Initially revealing themselves to the player in the first level by pursuing them on their Bucket Brigade Blimp, these highest tier moles will cause Anton and Annie a lot of grief over the course of the adventure.
    TALLBUSTER is the newest recruit to the Bossbuster Brigade, and he really isn't too invested in the outcome, honestly. In fact, when Anton and Annie confront him, he initially doesn't even want to fight! Content to just sit in his custom hot tub and chill, it isn't until our Dynamite Duo cast the first stone that Tallbuster reveals his true potential. Some say he's really just here to hang out with Smallbuster. What's their deal anyways?
    SMALLBUSTER may be the smallest bodied of all the Bossbusters, but she's also the biggest brained. It's all relative, though. Faced with defeating Anton and Annie, Smallbuster realizes her small frame will likely get her quickly eliminated, so she turns to her truest love trash. Living in a dimensional dump between the realms, Smallbuster uses the discarded belongings of the universe to create powerful mechs that do all the heavy lifting of battle for her. As long as she's got her garbage, she's unstoppable! She's never far from Tallbuster on group missions. Seriously, what's their deal?
    MAULBUSTER is the Matriarch of the Bossbuster Brigade. A cultured, classically trained actor whose mind is a steel trap, she keeps the entire Ballbuster Army in check. Her only problem is her complicated and to-the-letter plans sometimes go awry, so when Anton and Annie refuse to follow the script, she just might get caught flubbing her lines. Eh, they're all in Mole language anyways.
    BRAWLBUSTER is a BIG SUMBITCH. A pumped up powerhouse of a pro-wrestler who missed the memo that it's a staged performance, Brawlbuster is ready to throw down with Anton and Annie and hit 'em for real! Can they stop his hulking mass, BROTHER, or will he secure the 1-2-3? Yeah!

    OH, ONE MORE THING


    Remember how we mentioned demoing ANTONBLAST on show floors? Well, some of you whove been following along extra closely may have realized that convention goers were able to play an updated version of the demo that better represents our vision for the final game. This week, we brought The Dynamite Demo: Part 2 to Steam! Its live now, waiting for you to play it. Go on, try it out! Tell your friends! Its just that much better than Part 1. Some of the changes you can look forward to include:
    • Increased clutch boost window
    • A more reactive camera
    • Tighter physics
    • Less hearts, more checkpoints (trust us, its great)
    • New voicelines for Anton and Annie
    • Refurbished level design
    • And more!

    Conclusion


    Whew! So that was a lot of new information. We thank you for your continued patience as we work away on the game, and we thank you for your continued support! Without your help, ANTONBLAST and SUMMITSPHERE wouldn't be where we are today. We continue to make strides to grow, and ANTONBLAST looks to be the best game it can be as a result. Look forward to our next update probably sooner than you think!


    [ 2023-10-08 01:16:27 CET ] [ Original post ]

    ANTONBLAST
    Summitsphere Developer
    Summitsphere Publisher
    Coming soon Release
    GameBillet: 19.99 €
    Game News Posts: 17
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    No user reviews (0 reviews)




    ANTONBLAST is a fast-paced explosive action platformer that's all about destruction. Play as the enraged Dynamite Anton (or his cranked-out coworker Annie) and use your Mighty F’n Hammer to demolish bizarre worlds, tussle with screen-filling bosses, and steal your Spirits back from Satan!

    That's right: Satan himself has stolen Anton's prized Spirit collection, and he'll stop at nothing to get it back. Thankfully, the local disgraced casino owner, Brulo, has his own beef with Satan, and he's willing to put aside his differences with Anton to make that devil pay.

    Your mission in every level is simple: SET Brulo's Detonators, FIND Anton's Spirit, and ESCAPE before Happy Hour ends!

    • BLAST through a unique powertrip of a platformer!
    • INDULGE in an urban graffiti-inspired art style!
    • DEMOLISH massive destructible environments!
    • BATTLE brutal, earthshaking bosses!
    • EXPERIMENT with a totally dynamic playstyle; rush through for the best time or explore at your own pace!

    Find out where it all began!

    https://store.steampowered.com/app/1382320/Antonball_Deluxe/

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