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0.9.7 Colony Overview, Production Limits, Balance & Gameplay Fixes

Hello everyone! In this update, Ive added a Colony Overview and production limits, along with a dozen fixes and improvements!

Colony Overview



I received a lot of feedback requesting a colony overview, and now its finally here in this patch! The overview is generated from buildings connected to the Storage Network, so if you have two bases, youll see reports for each one separately. It includes details such as:
  • Colony storage with production limits
  • Energy networks
  • Engineers overview, including average values and resource consumption
  • Income, research progress, and spare parts production

Production Limits


In the colony overview, you can now set a resource limit for specific storage facilities. Each cycle, every factory checks whether the resource limit has been reached. If the limit is exceeded, the factory skips the cycle, freeing up engineers to work elsewhere.

Engineer Improvements


  • Improved engineer profilesstats are now clearer and more intuitive.
  • Morale recovery algorithms have been optimizedonce morale reaches the max limit, resources are no longer wasted.
  • Fixed bugs in game logic and production multipliers that caused excessive resource production in buildings with multiple engineers.
  • Increased motivation decay for engineers from 0.65 per rank to 1 per rank (on medium difficulty). Now, keeping engineers motivated is more challenging!
  • Balanced and added display of consumed resources in units.
  • Optimized internal algorithms for better performance.

Combat System Updates


  • Decreased the interval between enemy waves.
  • Accelerated the arrival of the first enemy wave.
  • Increased weapon costs at the shipyard.

Other Gameplay Improvements


  • Removed free containersthis mechanic disrupted storage logic, so now destroyed ships will consume resources instead.
  • Economy update interval set to 9 seconds (3 sec in x3 speed). Previously, I increased it from 6 to 12 seconds, but in practice, it felt too slow.
  • Multi-placement for blueprintsyou can now place multiple buildings at once. Exit construction mode using right-click, Esc, or clicking the menu again.
  • Tech tree progression rebalanced for a smoother development curve.
  • Water factory construction costs adjustedit now requires aluminum and ore instead of steel, as the previous cost made it significantly less viable than the basic factory.
  • Fixed research order for the large Shipyard.

Bug Fixes


  • Added a network availability check for buildings after generators are destroyed.
  • Fixed a bug where the oil generators fuel consumption per cycle was missing from its description.
  • Correct display of resource production in the built buildings' card.

Whats Next?


Ill be testing the game for critical bugs over the next few days. If nothing major comes up, Ill start working on update 0.10.0! Its expected to take 3-4 weeks, as it will introduce new resources, buildings, and larger maps. Ill keep you postedsee you soon!


[ 2025-02-03 07:28:03 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: 34
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (52 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

[ 5803 ]

16.79$ (16%)
2.36$ (92%)
26.69$ (11%)
13.19$ (18%)
16.97$ (15%)
12.59$ (16%)
16.99$ (15%)
8.27$ (17%)
21.24$ (15%)
50.39$ (16%)
16.79$ (16%)
11.04$ (15%)
17.19$ (14%)
31.89$ (20%)
24.87$ (17%)
61.54$ (12%)
8.37$ (16%)
8.49$ (15%)
12.42$ (17%)
8.39$ (16%)
11.04$ (15%)
24.89$ (17%)
26.69$ (11%)
41.47$ (17%)
26.09$ (13%)
20.65$ (17%)
33.97$ (15%)
26.09$ (13%)
8.25$ (17%)
8.89$ (11%)
GAMERSGATE

[ 1209 ]

11.99$ (60%)
2.55$ (83%)
3.59$ (40%)
3.5$ (65%)
8.99$ (55%)
20.0$ (50%)
10.0$ (75%)
1.49$ (85%)
7.83$ (74%)
9.37$ (63%)
1.5$ (62%)
0.9$ (92%)
34.99$ (30%)
9.99$ (50%)
4.0$ (60%)
10.0$ (75%)
8.99$ (55%)
4.19$ (40%)
17.99$ (40%)
1.62$ (91%)
14.0$ (60%)
0.74$ (63%)
3.4$ (83%)
3.95$ (74%)
7.5$ (75%)
1.13$ (62%)
7.92$ (74%)
2.5$ (50%)
3.26$ (78%)
3.75$ (62%)

FANATICAL BUNDLES

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