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v1.2.0

[olist]

  • Add multiple main and branch characters, scripts, and related props, and corresponding map scenes [olist]
  • Lord Of Inadvertent
  • Envy experts
  • Junk Dreamer
  • Practitioner
  • King of the one
  • Chamberlain
  • Guard Chief
  • Mr. Aloof
  • Etc. [/olist]
  • Improve the UI related to health bar and time index
  • Improve the interaction frame effect, cancel the interaction frame design above the head, and use click units to trigger interaction
  • Use the replacement staff to replace the original emotional attack design, also use the right button to trigger, the usage method is similar to that of long-range weapons
  • Greatly improve the target selection logic of AI, AI will tend to select a target that is easy to reach
  • Enhance the field of view effect, more refined
  • Add some terms for aiming to long-range weapons
  • Greatly enhance the operation experience of long-range weapons, and the action becomes smoother
  • Improve the interaction effect with objects in the scene, including but not limited to: tall grass, doors.
  • Added some treasure chests with fixed dropped items on the map (some of the contents are random)
  • Further refined the collision bodies in the map, checked for omissions, as of 1.2.0a (the initial version of 1.2.0, there are no known collision body defects).
  • Some defects that cause AI to get stuck in a certain state under certain circumstances.
  • Improved AI wandering logic && Adjusted and ensured that all creatures in the main map will not get stuck in the corner due to improper configuration of the birth point.
  • Some animation goofs, such as when rolling.
  • Improved the field of view occlusion effect of some scenes.
  • Some defects in the generative map, including crash errors when generating creatures under certain circumstances
  • Improved AI's change logic, and will not change after hitting
  • Translated and polished and supplemented some missing texts.
  • Slightly increased the drop rate of the second jealous eye
  • Use racial values to correct the drop rate of items and weapons. In general, the higher the racial value, The higher the drop probability (the color of the name text can roughly show the racial value), note that the drop probability of characters such as merchants who sell fixed items is usually relatively low.
  • Added guardian mode. Some creatures will appear in guardian mode. When any creature touches it, it will attack the creature. All creatures will enter this mode when facing a weaker opponent.
  • Persistence of scene destruction (destroyed scenes, such as bushes and doors, will be saved and can be read)
  • Modified some scene elements of the terrain, such as adding or deleting some bushes, tall grass, slightly changing the terrain, etc.
  • Bushes now have a blocking effect, and will also hinder the player's progress
  • The defect that the mouse cannot be automatically displayed after automatically hiding
  • Fixed the defect that some operations cannot be performed on the spot when just entering the game
  • Fixed the defect that the unit is stuck in the corner and recovers blood crazily after escaping
  • Improved the target calculation logic of AI in leadership mode, Avoid the situation where the target vision is lost due to some "shaking"
  • Streamline the design of the status bar (put the health bar in the upper left corner of the game interface)
  • Streamline the design of the weapon system. The first weapon in the backpack will be considered as the equipment, and the first item will be considered as the one to be used
  • Improve the swinging and stabbing effects of weapon actions, which look more coordinated
  • Stabbing actions can now be triggered by sliding the mouse
  • Add a dominance staff, which can specify targets for units
  • Fix data errors when pressing Shift for comparison
  • Adjust the rewards in dungeons and various generated maps. There is a probability that newly added staffs will appear. The specific relationship can be understood through the plot
  • Merchants no longer sell items such as Tail amaranth, Book of Greed, and Snowdrop, and distribute them in dungeons
  • Reduce the font size of the log panel, and put some prompts in the scene
  • Beautify the texture detail effect of the mountain
  • Modify the default weapons and props of some units, Samurai and Ninja carry and equip a katana by default, and enhance the item drop reward of treasure chest monsters
  • Modified the values of some units, especially the field of view values. For example, the field of view of flying units will be higher than that of non-flying units, and the field of view of cats is better than that of ordinary animals, etc., which is more in line with intuition.
  • Improved the AI logic of priests and shamans. These units tend to add blood to units that are more friendly to them
  • Greatly improved the stuttering phenomenon in a few scenes, especially when the dominant unit summons followers
  • Minor improvements in the performance when switching scenes
  • Updated the encyclopedia to 1.2.0, and also updated the tutorial
  • Weakened the Troll watchman
  • Fixed some subtle details in animation and art
  • Added team play. Players can hire followers in some scenes. Followers can follow and assist players in battle, and may also advance certain plots
  • Added several units in Wild Forest, Passionate foothills and Flower Basin && increased the drop rate of "Book of Greed"
  • Increased the upper limit of the initial time index and reduced the difficulty [/olist]


    [ 2025-01-28 13:49:19 CET ] [ Original post ]

  • Discrete Heart -
    leakart Developer
    leakart Publisher
    Q1 2024 Release
    Game News Posts: 7
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    1 user reviews (1 reviews)
    Public Linux Depots:
    • [0 B]
    Discrete Heart is an emotion-building game in a 2D pixel style from a top-down perspective. Joy, trust, fear... Each initial emotion corresponds to different initial attributes and props. "Inject" and control the characters to build 8 basic emotions, looking for the answer named "Unintentionaler".

    Background settings:

    In the past, carriages and horses were very slow, and letters were far away. Doves connected the two ends of longing, symbolizing "love and peace";
    Nowadays, machines are noisy, people are crowded, and information is expanding. Flying doves symbolizes "betrayal and disputes."
    In a certain cyberpunk future world timeline, more and more people in a society where order has collapsed must correctly understand and process the emotions encountered at a faster speed:
    The waiter in the restaurant mistakenly captured the mood of the guest, and the office staff failed to understand the leader's thoughts in time, and they lost their jobs...
    Those who were greedy for pleasure before their lives were settled, got pregnant before marriage, had no one to take care of their offspring, those affected by the war, their emotions, and where should their future go?
    With great anticipation, AlphaMood has developed the first-generation discrete heart emotion module. One of the important functions of this module is to train participants' adaptability to the module through simulated consciousness. This test activity is now recruiting volunteers.
    "Everything is becoming faster, and so are emotions," an anonymous person commented. "It is imperative to implant electronic emotional chips."
    As a result, one after another emotionally numb characters, who have been beaten to death by life, are planning to participate in emotional module training and become the "Unintentionaler" who knows better about "relaxation", and all their worries will disappear.
    We are one step closer to becoming the best tool person who knows how to work without eating or drinking. "This is just a small step for AlphaMood, but it is a giant step for all part-time workers," AlphaMood's CEO said at the press conference.

    Main target:

    None of the above is what the player should care about, the player only needs to complete the game.
    The main goal of each game is to find 8 randomly distributed basic empathy objects from several randomly generated sub-map types within a limited time index (a value used to simulate real time) and become a "Unintentionaler". Go to the main map and hand it over to the "Guider" to complete a game.

    Main features:


    • Emotion-building is the core gameplay, which is inspired by the Plutchik-wheel
      1. Restores the main content of the emotion wheel theory, including basic emotions, combined emotions, etc.
      2. Emotions are set to increase or decrease various abilities. After obtaining the empathy formula, you can adjust this combination through empathy.
      3. You need to decide for yourself which emotions you should obtain or retain based on the situation you encounter, and...occasionally you may encounter a little accident that breaks your plan.
      4. The guider will only allow complete the game people who is "Unintentionaler".
    • There are not many system-level restrictions. Players do not have to play a certain protagonist to save the world in some way. You can deliberately play a certain role, it is up to you.
    • Interact with NPCs. The plot includes puzzle elements. There may be connections between various plots, but they do not necessarily have to be connected.
    • Simplified ARPG combat system: There are no fancy skills and magic systems, and there are several cold weapons that can be used as combat weapons.
    • Mild ROGUE: Tailored RogueLike mechanism.
      1. Players will start activities in a map with limited vision.
      2. Randomly generated sub-maps (generated once per game, different sub-maps will have different terrain and a greater possibility of encountering specific types of units).
      3. Random attribute point rewards.
      4. Encounter randomly generated units in the sub-map and choose possible plots.
      5. All units, including players, can pick up items, have independent archives and will die permanently
    • Trading system: You can trade with most NPCs and use currency to exchange for the items you want in their hands.
    • Synthesis system: items can be synthesized after obtaining the formula
    • Freely decide the life and death of all NPCs, There are no battles limited by the plot.
    • All units have the possibility of actively triggering battles (all units have no camp)
    • All units are randomly generated and grow with the growth of the player-controlled character.
    • After getting familiar with it, the game time can be controlled within 30 minutes, which is suitable for fragmented time.

      Hope you have fun and live a happy life!
      The most important thing is: remember to "relax" when you are in a bad mood.
















    MINIMAL SETUP
    • OS: Debian 11 or equivalent
    • Processor: 2 GhzMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: Integrated Graphics.OpenGL 3.3+
    • Storage: 256 MB available space
    RECOMMENDED SETUP
    • OS: Debian 11
    • Processor: 4 GhzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Discrete Graphics. 128MB. OpenGL 3.3+
    • Storage: 512 MB available space
    GAMEBILLET

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