TUXDB - LINUX GAMING AGGREGATE
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I would be grateful for your reviews on the game's page!


I feel awkward asking you for this, especially since you already invest so much and do so much for the project. However, I really need your objective reviews on the game's page, as there are currently many old reviews from versions 0.6.00.8.0 that wont even be updated because those users requested refunds. On top of that, the game is getting reviews from people who leave negative feedback on every game, even iconic ones. What do they even expect? This is completely ruining the games Steam page, and I cant do anything to fix it. So, I would be immensely grateful if you could write a small review!


[ 2024-12-22 17:21:20 CET ] [ Original post ]

0.9.0 - Trade, Routes, Strategic Pacts, Diplomacy, Objectives, Events & Waves

Hello everyone! I'm thrilled to share this fantastic update! In it, I managed to finalize most of the planned mechanics, and their implementation is as close to ideal as possible! For example, I prototyped the trade mechanic about eight times over two years, but now it's finally perfect! Interestingly, your feedback in discussions about routes played a huge role. Essentially, I just created routes with other factions! It's simple yet brilliant, and, most importantly, easy for players to understand, as visually, these are almost two identical mechanics.

Foreword and Gratitude


Right now, the game looks better than ever! I can hardly believe I developed it alone, inspired by your feedback! Without your input, the game would have turned out very differently, so I want you to appreciate the value of your contributions! I see that some things still need polishingnew maps, ships, and modules need to be addedbut the main pool and core mechanics are ready. Perhaps I could also add area-based active abilities.

Strategic Pacts


These are essentially powerful laws and decrees that affect the entire colony. Some pacts provide temporary improvements, while others offer permanent benefits. Certain pacts have negative effects to balance them out. Their key strength lies in how they subtly allow you to control the pace and gameplay, crafting your own story and game modes. At the same time, they add a role-playing element to managing your colony!

Strategic Objectives


These are goals presented to you at random for you to choose from. They allow you to take on situational tasks that bring additional rewards, enhancing variety and immersion.

Routes


A much-requested feature by many players! You can now configure routes between storage facilities and set conditions for resource transportation. Amusingly, I implemented it almost exactly as you described in the discussions! Ships make transport decisions based on the settings you provide!

Trade


I used the route pattern to create a trade system with other colonies. Essentially, its a similar system to routes, but it involves ships from the outside world, with your trade partner located off-map.
You can purchase trade routes and configure them to maximize profitsor even become a trade company yourself, earning by reselling resources!

Events


I replaced pop-up notifications with Events. Initially, its still a pop-up, but now it requires opening, and sometimes you can make situational decisions based on your economy. Events will occur in a different order in every playthrough, ensuring unique challenges and opportunities for adaptation each time.

Engineer Departures


Engineers now leave the colony in a controlled manner, and you can even bribe them to stay! Every 15 minutes (approximately two in-game months), they decide whether to leave or remain. The lower the morale level (starting from 30), the higher the chance they'll leave. When they decide to go, youll encounter an Event that gives you one last chance to convince them to stay.

New Wave and Hacking System


These systems have been improved to make them more predictable and to allow interaction with other systems, like pacts or events. The core mechanics remain the same, but the design and technical implementation have been enhanced, making them suitable for longer gameplay sessions.

Ship Memory


Ships now remember where theyve been sent before and can recall objects. For instance, theyll associate themselves with a specific storage for loading items or a specific mining site for ore. Target icons have also been added to action buttons, making it clearer what and where a ship will perform its task.

Other Improvements


  • Save system enhancements
  • Interface optimizations
  • Improved sound design
  • Fixed interface bugs
  • Fixed a rare issue where models would flicker
I hope you encounter as few bugs as possible, but if you do come across anything, please report it in the discussions!


[ 2024-12-19 18:30:40 CET ] [ Original post ]

0.8.5 - Steam overlay, improve fog, improve ui, Geforce Experience, fixes

In this update, Ive finally completed the integration and testing of the Steam Overlay for Windows and GeForce Experience. I hope this will help grow the games community and encourage sharing screenshots on Steam!

Improved Ship HUD Display


- Added health and energy indicators for enemy ships. - Enhanced visual grouping of HUD interface elements for ships.

Camera and Fog Improvements


- Removed camera angle restrictions; maximum view distance increased by 25%. - Enhanced fog rendering formula, with new fog lighting adding extra depth to the image and improving overall visibility.

Fixes and Improvements:


- Fixed a save game error that occurred if there was an unfinished water or oil extractor in the game. - Corrected overlapping issues with some windows. - Fixed an error in the help section. - Fixed color correction on the map boundary with the background.


[ 2024-11-25 19:40:44 CET ] [ Original post ]

Announcement 0.9.0! Strategic Pacts, Objectives, Global Abilities, and Events!

Hello everyone! Thank you so much for your support, and a special thanks to StellarWolf for your incredible involvement in testing! Im excited to announce the start of development on Patch 0.9.0! In this update, Ive taken into account players feedback and issues, and Ive come up with ways to make the game even better. It will follow Patch 0.8.5, which will focus on fixing existing bugs. The goal of this update is to make the gameplay more personal and unique! Shape the story to fit your own style!

Strategic Pacts and Objectives


Inspired by tabletop games and recent strategies like Dune and Against the Storm, Ive developed the mechanics of Pacts and Objectives. These are powerful abilities that can dramatically change the course of the game! Pacts, objectives, and their slots will be unlockable through the abilities tree. A pact slot will require a LONG cooldown but deliver a POWERFUL effect, which can be either passive or active. An objective slot will require specific conditions to activate and recharge. For example, you can drastically reduce the threat of ship attacks, but at the cost of bonuses to your economy, factories, engineers, or research speed!

Economic Events and Engineer Resignations


Currently, economic events and engineer resignations often happen in the background, with little player involvement. In the new version, I plan to give players more control and options. Each event will come with multiple crisis management decisions. Youll also gain an overview of colonists planning to leave and be able to persuade them to stay by offering counter-proposals.

Money and Global/Orbital Abilities


Engineers will generate income through taxes. This money can be spent on orbital strikes, support ships, supplies, summoning trade ships, and more.

I cant wait to share this update with you in December!


I hope it all comes together just as I imagine!


[ 2024-11-23 14:15:53 CET ] [ Original post ]

0.8.4 - Help Center (Tutorial)


This update introduces a detailed help center for the captain, with descriptions of the core game mechanics. A critical save game issue has also been fixed.


[ 2024-11-18 15:40:59 CET ] [ Original post ]

0.8.3 - Landscape Optimization, Bug Fixes, UI Enhancements


Landscape Optimization


Increased game loading speed and reduced memory usage by optimizing all landscape operations.

Fixed Ship Collisions


Ships now have priority based on their tonnage. If ship tonnages are identical, the ship with the higher internal ID is prioritized.

Ship Hull Information


A short summary of the ship hull is now displayed in the technology tree.

Other Improvements:


- Fixed an issue with repainting newly created ships and color reset after exiting the shipyard. - Fixed the disappearance of ship rolling animations upon exiting the game and loading a level. - Added a loader after saving the game.


[ 2024-11-09 14:28:57 CET ] [ Original post ]

0.8.2 - UX and Audio Improvements, Balancing, RAM & loading optimizations

This update significantly reduces VRAM and RAM usage, resulting in improved rendering speed responsiveness. It also fixes some loading issues with certain textures and objects.

Difficulty and Intensity Adjustments


In new games, the intervals before the first wave of hacks and enemies, as well as between waves at all difficulty levels, have been increased by 30%. This adjustment makes it easier for players to manage time and eases the early game experience on lower difficulty levels.

Playlist Intensity


The playlist is now divided into three groups: low, medium, and high intensity, with tracks selected based on in-game events to match the atmosphere.

Energy Network


The logic of the power networks has been fixed. Now, battery charge can reach 100% if energy generation is sufficient to cover the last cycle's operational costs of the factories.

New Ship Ability - Cargo Drop


Drop the ship's cargo into a container to clear the overloaded compartment. This is useful in case the compartment is blocked due to unnecessary resources piling up early in the game.

Other Changes


- The base radius of industrial ships has been slightly increased to avoid issues in hard-to-reach areas. - Building construction is canceled when the construction menu is closed. - Improved sound design for some UI elements.


[ 2024-11-05 13:07:39 CET ] [ Original post ]

0.8.0 - Firewall, Rise of the Machines, Rework colonist system

In this update, Ive added combat mechanics with resistance to the machine uprising and completely reworked the colonist system! Additionally, I've introduced the option to choose a backstory, which unlocks certain blueprints available in later stages of the game.

Oblivion Network Uprising


Once launched on a quantum supercomputer, a certain neural network instantly surpassed all known learning curves and managed to gain control over all known security protocols. Bits in quantum processors can be in a state of superposition, representing both 0 and 1 simultaneously, which enabled the AI to achieve an instant and human-uncontrolled rate of learning and spread across the network. You will need to protect your fleet and colonies using the Firewall network to prevent losing control and withstand waves of machines led by the Oblivion network that has rebelled against humanity.

Firewall


Oblivion enslaves the systems of your ships and buildings. Build antennas, radars, servers, and stations to protect your colonys territory, but keep in mind that Oblivion constantly increases its power and finds new ways to attack.

Oblivion Attacks


Oblivion sends enslaved ships to your colony. Youll need to assemble your combat fleet to resist these attacks.

Economic Crises


Global crises and cataclysms now trigger specific events that impact your colony and the motivation of your engineers. During these moments, your economy will face a true test of endurance.

Reworked Colonist System


  • Engineers now have their own backstory and morale level, which can be replenished by consuming water, various supplies, and medicine.
  • Engineers arrive at special hubs, from where they need to be assigned to residences.
  • Likewise, engineers may choose to leave the colony via a transport hub and refuse to work. Your ships will need to transport them to the hub, otherwise, unemployed engineers will consume resources.
  • Engineers lose morale while working and return to the residence when it reaches 0.
  • If an engineer has to work without rest, the chance of them leaving the colony increases proportionally.

Backstory Selection


When starting a game, you can now choose your governing backstory, as well as the difficulty level of economic crises and resistance against Oblivion.

1 Map - 1 Game


A tough decision was made to disable map transitions within a single session, to focus on a cohesive gameplay experience within one map and deepen the game mechanics.

Other Improvements


Dynamic Quests Tasks are now issued dynamically, based on the state and pace of your colonys development. New Generator Generates energy from oil. Repair Module For repairing ships and buildings, but it cannot repair itself. Improved Material Loading Fixed some stuttering during material and shader loading. The game and map loading algorithms have been improved. UI Design The main menu, quests, ship, item, and building cards have been redesigned. Minor improvements have also been made to other elements. Map Design New resource spots have been added, and the environment and lighting design have been improved.


[ 2024-10-22 08:57:33 CET ] [ Original post ]

0.7.4 - Energy network, UI improves, fixes


Energy Network


  • Buildings that generate energy are now connected into a unified energy network.
  • A new building, "Energy Distributor," has been added, featuring a large energy reserve and area of effect.
  • The radius of generators has been significantly reduced.

Short notifications


They inform and guide the player about important events.

Ship collisions


Now ships push each other when crossing paths.

Other changes:


  • Added an error message if the game doesn't have access to the save folder;
  • Fixed an issue where unfinished buildings would disappear after loading;
  • Ships now remember a mine if you manually send them there;
  • Added a list with descriptions of abilities in the shipyard;
  • Added information about energy consumption to the module descriptions.


[ 2024-09-20 12:29:05 CET ] [ Original post ]

0.7.3 - New ship automation ability "Auto-logistic", Improve UX and UI

In this update, I have improved ship automation and fixed gameplay and technical issues that players encountered. The goal of this update is to enhance the player experience and address issues that disrupt the player's flow.

New Ability: "Auto-logistic"


Ships with the "Auto-logistic" ability enabled will monitor the needs of buildings and automatically transport resources to the nearest storage. This opens up automation possibilities if you have two or more bases.

Automation of Resource Collection for Construction


Now, ships with the construction ability enabled will independently locate the required resources in storage and follow them.

Improved Technology Tree


The technology tree is now vertical and more user-friendly, and it has been divided into two sections: "Ships" and "Colony."

Improved Camera Behavior


Camera shaking has been fixed. The zoom strength is no longer limited, with only protection remaining to prevent the camera from going underground.

UX: Improved Logic for Opening and Closing Windows


Now, the cursor for an open window of an active ship or building always resets when you select another object or construct a new building.

UX: Fixed Interface Layer Order


Now, 3D windows do not overlap fixed elements on the player's screen.

UX: Task Icons and Building Descriptions Displayed


To compensate for misunderstandings in cases where task descriptions and building names differ.

Other Improvements:


  • Automatic ship abilities when loading the game;
  • Fixed UI errors when switching between maps;
  • Corrected icons in some places;
  • Improved interface and interaction with the shipyard;
  • Improved translations in some areas;
  • Fixed some save game errors.


[ 2024-09-16 16:17:24 CET ] [ Original post ]

Thank you for the stream, CookieDGarp! Check out his stream; its really cozy!

Thank you so much, CookieDGarp! You had such a heartfelt stream despite the issues you encountered during the game!) Ive noted down all the problems and will be working on fixing the bugs and improving the gameplay experience! And of course, look forward to a big update for the game next month! [previewyoutube=CaaVS0ZxQhg;full][/previewyoutube]


[ 2024-09-14 14:00:02 CET ] [ Original post ]

0.7.2 - Shadows quality, building rotation and hotfixes

Rotation of the building on the 'Z' and 'X' keyboard keys has been added. Settings now include render shadow resolution quality control:

  • Low - 1024 * 4 (artifacts may appear, requires minimal memory)
  • Medium - 1024 * 6 (default)
  • High - 1024 * 8 (soft yet precise shadows, recommended)
  • Ultra - 1024 * 10 (sharp and most accurate shadows, requires a lot of memory)
Tooltips have been added to items in the shipyard. Some 3D models of ships have been optimized and corresponding LODs have been added. Fixed a bug where the natural environment was duplicated if you loaded without closing the game.


[ 2024-09-12 13:20:12 CET ] [ Original post ]

0.7.1 - Improve AI & Automation, Photorealistic light, boost CPU x8 and GPU 25%

In this patch, Ive implemented gameplay improvements I previously discussed, all of which won't require a save wipe. Additionally, Ive made significant strides in optimizing shaders and the UI. Thank you so much for your ideas! Ill be responding to all comments and suggestions over the next day or two.

Photorealistic Soft Lighting


Inspired by the Cyberpunk 2077 Photorealistic mod, Ive developed a similar lighting version optimized for RTS. Im still maintaining the minimum standard of 60 FPS on an RTX 4060 at 4K resolution.


Automatic Engineer Assignment


Engineers are now automatically assigned to available slots upon arrival or when a new factory is built.

Ship AI Improvements


- Added a new behavior model, "Shipping," which automatically delivers resources to the nearest warehouse, such as offloading ore after mining. The warehouses effective range for factories has been doubled to reduce early-game inconvenience. - Fixed bugs that caused ships to stop executing tasks.

Screen UI Notifications Removed


With the gameplay overhaul, screen notifications have become unnecessary. Issues such as "Overloaded Ship," "No Resources," or unassigned engineers are now resolved through automation, expanded warehouse range, and the new "Shipping" ability for ships. The size of the red beams above buildings has been increased to draw more attention precisely where needed.

Environment


- Improved environment on the very first map, adding birds and fish. - Enhanced the balance between environmental sounds and music. - Reduced the propagation distance of object sounds by 15%.

UI Optimization: 800% Reduction in CPU Load


Eliminated the background process tracking library in favor of manual management.

Hitbox and Ship Route Optimization


Optimized hitbox analysis and ship pathfinding, reducing CPU load by 20-30 times and improving movement trajectories.

Rendering Optimization


Reduced GPU load by 25% and improved frame rendering request flow on the CPU side, reducing the number of missed frames.

Z-Fighting Resolved


Completely resolved Z-Fighting issues using a logarithmic buffer, which previously caused textures to overlap incorrectly.

Game Loading Improvements


Reduced required RAM and CPU tasks, speeding up game loading times.

Other Changes:


- Increased wind generator range by 50%. - All generators now produce 50% more energy. - Fixed an issue where the ship icon didnt change when swapping hulls.


[ 2024-09-08 13:57:13 CET ] [ Original post ]

Self review, ideas and gameplay grooming


Thank you very much for your feedback, support, and responses! Recently, the game received the necessary number of reviews for the recommendation system, and I am incredibly grateful to you! In this review, I want to share general feedback from players and ideas that will improve the game:

Too Many Notifications with Warnings


The overly noticeable design of notifications in the UI disrupts the game flow. Additionally, there can be an overwhelming number of notifications. I've found a few solutions to this problem:

Automatic Assignment of Engineers


Is it really necessary for the player to manually assign each engineer? It seems that automatically assigning engineers could eliminate the unnecessary "Engineer Not Assigned" notification.

Insufficient Resources and Overfilled Cargo Holds


Some factories require resources on a regular basis, while overfilled ships simply stop mining ore. Clearly, mining ships should automatically deliver resources to the appropriate warehouse. This would eliminate two types of notifications: "Overfilled Cargo Hold" and the recurring "Insufficient Resources."

Low Ship Energy


It might be better to reduce the ship's efficiency in a more immersive way, without special notifications. Perhaps add some indicators on the ship that attract attention, such as red lights.

Resource Logistics and Ship AI


I want to place more emphasis on logistics and resource transportation, creating a situation where the player establishes "logistics routes" for the ships. To achieve this, the ship AI will need to be improved so that the player can set resource transportation patterns for them.

Bugs with Ship AI


Currently, there are unfortunate situations where ships lose their tasks and remain idle, which will be fixed.

Conclusion


Before the next major update, I want to address these issues and release several improvements to the graphics and engine. As early as next month, I plan to start implementing combat encounters, which will bring new depth to the existing mechanics!


[ 2024-09-06 15:33:54 CET ] [ Original post ]

A small update with 2 new maps and new biomes

Two new maps have been added to the game, "Island" and "Frozen Steppes". On these maps, you can encounter two new tree assets and a new bush asset. These maps are designed for the late game when you have access to a wide range of technologies.


[ 2024-08-31 09:53:16 CET ] [ Original post ]

Massive Update 0.7.0! All game mechanics and systems have been improved!

Im thrilled to announce the release of our most significant update yet: Version 0.7.0! This update brings a comprehensive overhaul to all game systems, introducing new features, improvements, and refinements to enhance your gaming experience! Of course, such a major update needs to be released with a new game trailer featuring the updated key mechanics! You can watch it on the games page or on YouTube: [previewyoutube=HQ4k2dP5drk;full][/previewyoutube]

Updates:


  • Improved save and load system:
    • Progress is now saved for each map, allowing you to develop multiple colonies simultaneously
    • Moving between maps is now transition within the game
  • Photo mode
  • Interface and UX Improvements:
    • Complete redesign of the games interface for a more intuitive user experience.
    • Refactoring of the editor and its areas to streamline design and editing processes.
    • New click-action with the right mouse button on objects, making interactions quicker and easier.
    • In-game display of the technology tree with a redesigned layout for better visibility and navigation.
  • Shipbuilding and Resource Management:
    • Introducing the Shipyard where you can now build new ships, utilizing quantum cores as a primary resource.
    • Expansion of shipyard levels and blueprints to support the construction of advanced vessels.
    • Removed unnecessary game item storage from corporations and cargo ships, streamlining inventory management.
    • New universal laser tool and updated ship-to-ship transfer system for more efficient resource handling.
  • Missions and Quests:
    • Enhanced mission selection and ship customization, ensuring smooth transitions between tasks.
    • Reworked quest system with blueprint quests and mission-specific saves, providing a more focused and rewarding gameplay experience.
  • Mining and Construction Overhaul:
    • Infinite mining introduced, with a rework of mining mechanics and clearer resource identification.
    • Construction system rework, including notifications for insufficient resources and energy block refactoring.
    • New models for ore and aluminum mining shafts, alongside small and medium factories for parts, medical supplies, bots, and special uniforms.
  • Additional Features:
    • Steam Cloud integration for seamless progress saving across devices.
    • New global map presented as octagons with screenshots for a visually engaging navigation experience.
    • Enhanced photo mode, sound effects for building interactions, and color grading with LUTs for a more immersive visual experience.
This update marks a major step forward in the evolution of our game, providing you with new tools, systems, and challenges to conquer. I excited to see how youll leverage these upgrades to build, explore, and dominate the universe! Update your game now and dive into the massive changes brought by Version 0.7.0!


[ 2024-08-26 18:04:20 CET ] [ Original post ]

Announcing the Massive Update 0.7.0 Coming Next Week!


This update enhances nearly all game systems and addresses all issues players encountered in the previous version! The update will require a save wipe as almost everything in the game has changed.

New Building Types:


  • Shipyard - Allows you to create and upgrade ships.
  • Ship Parts Factory - Produces parts for the shipyard.
  • Science Center - Produces points for the technology tree.

New Technology Tree:



The shipyard and the creation of new ships. After unlocking equipment in the technology tree, you'll be able to install it in the workshop.



Revised Mechanics and Improved Design:



And more updates that I'll share when the update is released!



[ 2024-08-13 07:32:35 CET ] [ Original post ]

0.6.5 - Instance & Audio Compositor. New ship cargo UI. Performance improvement


An extensive improvement has been made to the game engine "Instance & Audio Compositor." This is a compositor for 3D scenes and audio environments operating in an independent CPU thread. This significantly reduced latency and load on the main process, making the visuals smoother and increasing FPS. Audio assets have been added for buildings, the rustling of leaves, and laser sounds when the camera zooms in.

Other improvements:


  • Optimized camera movement, reducing CPU load.
  • Display of cargo contents in the cargo hold above the ship.
  • Optimized ship rendering.
  • Added highlight for the ship under the cursor.
  • Improved display of building action areas. Now circles do not overlap but merge into one zone. The rendering pipeline for areas has been optimized.
  • Fixed a bug where selecting ships and buildings did not work in the first few seconds.
  • Removed erroneous requirement for building on groundwater for the "Plant food factory."
  • Reduced stuttering due to rendering pipeline optimization.
  • Added a button to the game menu: Exit to Desktop.
The next update will likely be 0.7.0 and will touch many aspects of gameplay, including the complete overhaul of the following:
  • Complete overhaul of mining.
  • Complete overhaul of ship modifications.
  • Complete overhaul of research.
  • Overhaul of maps and missions.
  • This will lead to a save wipe.


[ 2024-08-04 08:17:36 CET ] [ Original post ]

0.6.4 - Tactical pause & Game speed (1-3x), Resources changes summary


This patch is dedicated to improving gameplay control!

New Features:


  • Tactical Pause: You can pause the game and continue giving orders.
  • Game Speed: The "~", "1", "2", and "3" keys adjust the game speed.
  • Resources changes: After collecting and using resources, a small notification now appears above the warehouse indicating the net changes. If 10 units of a resource are added and 5 units are used, +5 will be displayed. These notifications can be disabled near the new building selection menu.
  • Internal economic algorithms have been improved, increasing the accuracy of calculations and their optimization.
  • The camera now moves in the corresponding direction when you hover over the edges of the screen.
UI copywriting has been revised in some places. Thank you for your support and feedback!


[ 2024-07-27 07:58:08 CET ] [ Original post ]

0.6.3 - Rework building UI, 3D UI & performance fixes


The building interface is now displayed in 3D, integrated with the buildings, and this has been achieved without any loss in performance! This significantly enhances the gaming experience by:

  • Improving the player's understanding of which building they are interacting with.
  • Reducing the number of clicks and windows when interacting with buildings.
  • Allowing the UI size to be adjusted using the overall map zoom.
  • Providing better immersion in the gameplay.
  • Freeing up a large area of the screen on the right.
Additionally, interactions between ships and buildings have been improved, as well as the quality of UI elements related to buildings.

Other new features and improvements include:


  • The ability to disable factories.
  • Training notifications have been moved to the right side of the screen.
  • Viewing information about placed building blueprints.
  • Canceling the construction of placed building blueprints.

Fixes:


  • Clicking on an unfinished building blueprint now displays the required resources.
  • Translation improvements.
  • Fixed an issue with upgrading ships and items.
  • Fixed a bug where building blueprint projections were rendered outside the camera's view.
  • Reduced frame rendering delay by optimizing the rendering pipeline for the CPU.
A roadmap has also been added to the game and will be duplicated on the Steam page!


[ 2024-07-24 06:40:11 CET ] [ Original post ]

0.6.2 - Pause and ESC events. Improved performance and fixed bugs

Continuing to enhance game performance and work on feedback!

Improvements:


  • Enhanced camera control responsiveness with the keyboard.
  • Improved landscape rendering performance when moving the camera.
  • Reduced video memory requirements by 300 MB.
  • Decreased CPU load.
  • Improved laser rendering quality and performance.
  • Special cursor for ship movement.
  • Display of action areas for built warehouses and generators when selected.
  • Pause when opening full-screen windows.
  • ESC handling to close windows such as Upgrade, Tutorial, Building menu, Trade, Selected ship, Ship Equipment.

Fixes:


  • Fixed an issue where right-click wasn't registered.
  • Minor UI fixes.
Thank you for your support!


[ 2024-07-18 07:57:13 CET ] [ Original post ]

0.6.1 - Tutorial, improved performance, enhanced gameplay experience, fixes

The first patch for Oasis Mission based on your feedback! Thank you so much for your engagement! I am immensely grateful for your support and sincere interest!

New Features:


  • Tutorial teaching the basic game mechanics and controls!
  • Improved camera control with arrow keys and WASD.
  • Zoom in and out using R(+) / F(-) keys.
  • Eye-catching link for quick ship-to-storage exchange display.
  • Indication of insufficient resources during building construction.
  • Added notification when the ship is overloaded.
  • Added notification when the ship is out of power.

Performance:


  • Zero-copy - increased speed of memory exchange between CPU and GPU.
  • Native GPU Memory - enhanced memory performance.
  • CPU performance increased by ~40% when rendering the landscape while moving the camera.

Bug Fixes:


  • Fixed industrial expedition issue where task completion wasn't credited.
  • Fixed construction error when two ships build nearby.
  • Correct display of building names.
  • Corporation balance check when purchasing new ships.
  • Fixed display of the resource volume occupied in storage.
  • The quality of copywriting and translations has been slightly improved.
I will be grateful for your reviews and feedback!


[ 2024-07-13 16:14:18 CET ] [ Original post ]

A slight delay in early access release


Hello everyone! Unfortunately, preparing the build for early access and polishing the mechanics took more time than I expected, so the game's release is delayed for a while. I am working hard to ensure the game is of high quality at launch and have taken this time to refine the gameplay and engine. I apologize for the delay in the game's release! Best regards, Lunar Pug Studio (Alexander)


[ 2024-05-29 15:46:47 CET ] [ Original post ]

New description on the Steam page!

Significantly shortened and improved the description of the game's atmosphere and basic mechanics. Now the game page gives a better understanding of the fun and challenges the player will face!


[ 2024-02-08 11:59:01 CET ] [ Original post ]

Oasis Mission: Sci-Fi Economic Colony Sim
Lunar pug studio Developer
Lunar pug studio Publisher
2024-03-27 Release
Game News Posts: 24
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (19 reviews)

Create your colony in the world of corporate punk


Take on the role of CEO of a corporation and develop a colony and its economy in remote territories and extreme conditions.

You will need to explore and develop various biomes, including snowy mountains, deserts, canyons, islands, rocky shores, volcanoes, and much more!

Assemble your fleet of levitating ships and construct bases, merging them into an ecosystem and creating production chains. Modify the equipment of buildings and ships, and unlock new technologies!

A well-thought-out economic system responds to every action you take and offers numerous development options:

  • Build a network of residential complexes;
  • Provide people with essential goods;
  • Create a fleet for resource extraction;
  • Construct conveyors and extractors;
  • Get involved in green energy;
  • Engage in resource delivery and trade;
  • Explore the territory;
  • Combine these options or come up with your own strategy.

Resident AI


Artificial intelligence of citizens forms a realistic and responsive economy, where the cost of resources depends on supply and demand. The happiness of people depends on their wealth and the surrounding environment, and unhappy people may go to your competitors.

Be prepared for economic shocks and crises!

Corporation AI


The artificial intelligence of competitors takes into account the preferences of the corporation and seeks the most advantageous conditions for development. Through their actions, they are capable of completely changing the economy in your region.

Choose the optimal level of AI difficulty and enjoy the economic struggle!

Replayability

You will be able to experiment with different strategies, maps, technologies, and random events.

Map Editor

Create, share, and download new maps. Create a unique biome by combining basic biomes, change the landscape and environment through terraforming, and distribute resources to create unique game scenarios!

GAMEBILLET

[ 6089 ]

49.79$ (17%)
12.29$ (18%)
10.00$ (50%)
2.83$ (81%)
26.39$ (12%)
4.22$ (15%)
14.66$ (51%)
13.29$ (34%)
6.61$ (17%)
17.59$ (12%)
8.63$ (86%)
7.67$ (62%)
2.20$ (80%)
17.99$ (10%)
8.39$ (16%)
25.47$ (15%)
2.48$ (81%)
8.49$ (15%)
8.25$ (17%)
5.00$ (75%)
3.79$ (81%)
8.47$ (15%)
15.29$ (15%)
33.59$ (16%)
20.00$ (50%)
8.27$ (79%)
33.99$ (-127%)
16.79$ (16%)
10.39$ (31%)
14.95$ (25%)
GAMERSGATE

[ 3241 ]

0.51$ (83%)
11.99$ (20%)
0.77$ (74%)
13.59$ (20%)
6.37$ (36%)
12.79$ (20%)
3.0$ (85%)
4.4$ (78%)
55.99$ (20%)
4.25$ (75%)
9.89$ (34%)
14.18$ (68%)
2.0$ (80%)
1.5$ (85%)
0.53$ (95%)
3.4$ (83%)
6.25$ (75%)
26.99$ (46%)
3.61$ (82%)
3.38$ (77%)
12.0$ (60%)
3.28$ (84%)
0.85$ (91%)
3.92$ (74%)
3.92$ (74%)
5.0$ (75%)
9.0$ (85%)
5.0$ (50%)
2.75$ (45%)
4.0$ (90%)

FANATICAL BUNDLES

Time left:

7 days, 15 hours, 47 minutes


Time left:

13 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

10 days, 15 hours, 47 minutes


Time left:

35 days, 15 hours, 47 minutes


Time left:

15 days, 15 hours, 47 minutes


Time left:

7 days, 15 hours, 47 minutes


Time left:

42 days, 15 hours, 47 minutes


Time left:

31 days, 15 hours, 47 minutes


Time left:

28 days, 15 hours, 47 minutes


Time left:

36 days, 15 hours, 47 minutes


Time left:

38 days, 15 hours, 47 minutes


HUMBLE BUNDLES

Time left:

2 days, 9 hours, 47 minutes


Time left:

16 days, 9 hours, 47 minutes

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