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1.3.5 Patch

This build should fix the broken stairs in the Planet Archive Repository. Sorry for the inconvenience. We missed that issue during testing for 1.3 release.


[ 2025-04-02 01:59:28 CET ] [ Original post ]

3/19/2024 - Minor patch for 1.3

Fixed an issue that was preventing Disarm Trap from working correctly.


[ 2025-03-20 02:53:19 CET ] [ Original post ]

Get Passageway of the Ancients for 30% off during the Steam Spring Sale!

Hi Everyone! Were thrilled to share that Passageway of the Ancients will be 30% off ($13.99) during the Steam Spring Sale (March 13th to March 20th). If youve had Passageway of the Ancients on your Wishlist and have been looking for the right opportunity to get the game, this Spring season would be a great time to do so! As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media! Passageway Games


[ 2025-03-13 23:35:39 CET ] [ Original post ]

Update for 1.3 for some errors

  • Fixed an error with monster attacks.
  • Fixed an error with quickslots.


[ 2025-03-08 22:55:00 CET ] [ Original post ]

Minor update for UI scaling

  • Prevented UI scaling on Character Creator to ensure all fields remain accessible.
  • Adjusted player inventory section of Shop Window to have scroll capabilities when the interface is unable to scale correctly.


[ 2025-03-04 23:46:17 CET ] [ Original post ]

Small patch 2/25

Small update: Removing penalty on damage output from Strategic and Expert modes when not using the monster's special combo. All damage bonuses from the combo will remain.


[ 2025-02-26 02:54:56 CET ] [ Original post ]

1.3 Update

Hey Everyone! Hope everyone enjoyed themselves so far! We are excited to announce a new major patch (1.3)! With this update, we primarily focused on UI scaling, streamlining the pathfinding, tying combat mode to weapon sheathing, fixing many melee vs magic issues, as well as some enhancements throughout the game. You can find the full list of changes down below. In addition, we are already working on the next few major patches, so here is a rough timeline of the major changes to expect (subject to change depending on other things such as fixing problems as we learn of the issues):

1.4 (ETA: early spring)


  • Dungeon mechanics and loot rebalance
  • Better quest hints (primarily in the form of visual cues, as well as better journal entries), story progression improvements
  • More rewards for thorough exploration
  • Updates to existing maps to make them feel more alive, primarily via flavour text

1.5 (ETA: late spring-early summer)


  • TBD enhancements to gameplay As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media! Passageway Games

    1.3 Bugfixes


    Dungeons


    • Ensured access to a chest on Family Chapel and Shrine which was needed for an item set.
    • Making sure NPC minimap icons correspond to their position.
    • Ensure some objects are in the correct position versus their displayed position.
    • Fixes to some locked double doors causing inconsistent lockpicking behaviors.
    • Fix tooltip for the Family Chapel and Shrine being too aggressive.
    • Improve the Dragonkindt Church portal to remember the completion instead of losing the open state.

    Game settings


    • Remove a deprecated performance option which caused problems.
    • Prevent autosaving during combat.

    Pathfinding


    • General improvements to pathfinding.

    UI


    • Auto-heal icon indication is now based on pending skill rather than currently casting.
    • Improved correspondence of hidden chest appearance with automatic highlighting.
    • Improved responsiveness of automatic highlighting.
    • Improved correspondence of QuickSlots with the object status of the items slotted.
    • Corrected the percentage value for Heal skills.
    • Ensure dialogue options past '9' respond to their hotkeys.
    • Update Combat options when Combat AI automatically changes them.
    • Only show monster dots on map if they are visible to the party.
    • Various updates to ensure shop window updates prices correctly.
    • To prevent losing an enchanted item, the enchantments are blocked if the inventory is full.
    • Making sure players interacting with items works as expected in some cases where distance prevented it.
    • Prevent unintended spoilers from certain NPCs.
    • Make sure NPC name plate wasn't appearing inside their model.
    • Only list monsters the party has seen in the Target listing.
    • Fix an armor set that didn't generate a glow correctly.

    Miscellaneous


    • Disable stamina regen during sprinting due to this being a potential exploit.
    • Improved reporting of current status on some quests.
    • Rework shop values to be more sensible on enchanted items.
    • Dropping items in a shop now properly triggers a sale.
    • Combat casting for recently used single enemy targeted attack spells will repeat if no other auto-cast skill is setup and casting is possible. This should help magic based players keep fighting as much as possible in these cases.
    • Re-checked skill tree dependencies to make sure they are consistent.
    • Delay "attack" command changing to melee mode until attack target is selected.
    • Don't highlight the shadows of selected creatures along with them.
    • Improved highlighting of corpses at the edge of visible areas. ("Fog of War")
    • Better handling of hiding pieces of various creatures when they shouldn't be visible.
    • Prevent unequipping items while moving to prevent animation issues.
    • Terminate invisibility when attacking.
    • Fixes to save/load logic to avoid various errors.
    • Fix combat glitch where extra damage was dealt to nearby enemies despite not being a valid situation.
    • Fix cases of spell selection areas not clearing when appropriate.
    • Allow combat spells to break barrels and crates.
    • Fix some cases where potions weren't working right.
    • Adjusted speed of sheathing/unsheathing. Combat mode calm was slowing this intentionally, but having this mode may no longer be necessary and may disappear in future versions.
    • Better retention of health on enemies when transitioning levels.
    • Improvements to spells being able to connect with their targets.
    • Better handling of expended traps in a level to prevent retriggering them.
    • Ensure spells intended to give status effects to melee targets on hit actually work.
    • Prevent area spells from sometimes breaking pathfinding.

    1.3 Enhancements


    Character creator (new game screen)


    • Removed some unnecessary restrictions on model customization.
    • Added negative adjustments to model customization options.
    • Added the ability to set the slider values numerically.
    • Handle escape key closing the exit dialog.

    Dungeons


    • Removed unnecessary highlightables on various levels.
    • Improved interactions with some chests that were harder to select.
    • Various dungeon visibility ("Fog of War") fixes.
    • Fix a boss who was respawning.
    • Fix bosses to auto-scale to party level as intended.
    • Disable shadow gate usage during combat to prevent exploits.
    • Fix various issues in the tutorial.

    UI


    • Colorize by element and aggregate attack damage types in the Combat Log.
    • Show how close resource points are to being exhausted. (NOTE: Exhausted resources can still produce but their success chances are much lower)
    • Remove boss enemies from the targets pinned to the top of the screen on their death.
    • Icon for quest item that was missing.
    • Feedback messages when party members have died to encourage players to resurrect them.
    • New color on town and wilderness maps to mark unvisited newly discovered locations.
    • Better handling of UI scaling on various interface pieces. Note: Shops and Character Creation may still be problematic. You may need to turn this feature off before using these screens.
    • Handle trap icons so they can show up consistently when the detect traps spell is cast.
    • Scrolling speed of enchantment drop-down.

    Controls


    • Limit sprint command to affect only selected members.
    • Add control-Click to move items from players into shop cart and vice versa.
    • Added context menu option to move items to sell cart from player.
    • New command "Context Action" which applies the "Take All" button in containers and sets the Lockpick command.
    • Handle spamming of QuickSlots more gracefully.
    • Handle mob selection more reasonably if there are fewer enemies to avoid some party members remaining idle.
    • Enter in the search for Bestiary or Spellbook now trigger the search.
    • Using sprint toggle again deactivates when already sprinting.

    Miscellaneous


    • Improved error trapping and detection of errors.
    • Making sure achievement logic actually fires correctly.
    • Prevent pushing around shop NPCs.
    • Tweaks to lockpick breakage chances.
    • Attempted to improve healer's automatic selection of targets.
    • Added dummies to the Guild hall for combat skill testing.
    • Summons also are teleported by a Shadow gate.
    • Rollback change preventing mana/stamina regen during combat. The excess this allows will be the target of a future rebalance.
    • Prevent Helia from returning to the Gatehouse door every time the player returns.


    [ 2025-02-25 01:09:33 CET ] [ Original post ]

  • Passageway of the Ancients 1.2 Patch is now here!

    Hey Everyone! Hope everyone had great holidays and we wish you all the best going into the new year! We are excited to announce a new major patch (1.2); we primarily focused on fixing many of the reported issues, in addition to some enhancements. You can find the full list of changes underneath this post. In addition, we are already working on the next few major patches, and here is a rough timeline of the major changes to expect (subject to change, and in addition to other things such as various fixes as we learn of the issues):

    1.3 (ETA: end of January/beginning of February)


    • More UI scaling fixes (we are aware of a few windows, primarily the shop, that are still not behaving as expected with high UI scaling)
    • UI improvements (spellbook rework, more quickslots, quality of life in general)
    • Pathfinding and movement improvements

    1.4 (ETA: early spring)


    • Dungeon mechanics and loot rebalance
    • Better quest hints (primarily in the form of visual cues, as well as better journal entries), story progression improvements
    • More rewards for thorough exploration
    • Updates to existing maps to make them feel more alive, primarily via flavour text
    As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media! Passageway Games

    1.2 Bugfixes


    Dungeons


    • Monster spawners would always reset with no grace period (e.g. teleporting to town and back to the dungeon would reset all monster spawns); a grace period of 6h-24h in-game time (based on difficulty) is now applied.
    • Monster shadows were always visible even if the monster itself was not revealed.
    • The Witch's Barrier in the Planet Archive Repository may not always block entry, bypassing having to do the quest to dispell it.

    Game settings


    • Several settings (quality, target framerate, vsync and a few others) did not persist and would reset to defaults after restarting the game.
    • A few game settings like sound effect volume would not apply correctly when the game is restarted (e.g. resulting in sound effects always playing at 100% volume after restart until the volume slider was re-adjusted).

    Quickslots


    • Items assigned to character's quickslots could disappear from the quickslots if that character's inventory was sorted using the right-click inventory context menu.
    • Using the hotkeys for the quickslots (1-4) would often fail to activate the relevant quickslot.

    Character creator (new game screen)


    • Spamming the escape key while loading into the character creator screen could result in character stats failing to load and be forced to zero; characters created this way would start with all stats at 1.
    • Pressing the escape key inside the character creator screen could disable all the UI actions on the screen.

    UI


    • Right-clicking inventory items, bringing up the context menu and immediately dismissing it could create an invisible ghost UI element that would partially block interactions with the rest of the UI, or the game world.
    • Several UI elements like the minimap could have incorrect scaling at some specific resolutions or even go completely off-screen.
    • Continuous fast pressing of the escape key in-game could cause the game to get permanently stuck in paused state until a different save file is loaded.
    • Clean up presentation of character journals so they group the entries more sensibly with better spacing.

    Miscellaneous


    • Tooltip for the gatehouse in the Ithgar region map screen would always refer to the player character as Caledon, despite the player's chosen name.
    • Some effects like enchant weapon/armour were missing status icons, showing up as a question mark icon above the player's HP bars.
    • Sprinting could be enabled by continuously pressing the R key and would allow some party members to keep sprinting, even if they could not afford the stamina cost to keep sprinting.
    • Some damaging effects such as poison would display their damage done to party members as "Unknown's Poison hits X for Y damage" in case the effect owner was no longer alive.
    • Some buff spells had incorrect auto-recast conditions and would continue re-casting.

    1.2 Enhancements


    Dungeons


    • Added a new NPC to the Tavern to give hints about where you actually are in the game's main plot.
    • Added a special present from the main player's mother in the Family Chapel and Shrine which can be accessed after finding the special ring.
    • Added a hint to the Witch's Barrier in the Planet Archive Repository, in case the player misses the dialogue hint about the barrier.
    • Added a hint to the blocked staircase in the Dwarven Fortress, in case the player misses the dialogue hint about finding an alternative way.
    • Enhance the puzzle to find the special plot critical ring in the Dwarven Fortress I with a more sensible prelude puzzle to find the hint and moved the puzzle to the door itself.
    • Add Lever puzzle to Dwarven Fortress II portal to Dwarven Mines.
    • Added puzzle to Family Mausoleum and Crypt to make it more relevant to explore the area a bit before going to the next level.
    • Add artifact puzzle to Alonoi Citadel Underground.
    • Move artifacts to central room in Dark Keep Top and add puzzle pieces to various levels in the Keep needed to open it.
    • Change the Cerberus fight to not be tied directly to the portal. Instead, you need to visit the Warden's room and open it using the Lever.
    • Add some special flavor goodies that can be found in Dark Keep Underground.
    • Implemented a mini-quest to enhance Lishen's Fang and unlock its true potential.
    • Flavor narration added to Kobold Commander and one other location in the Gatehouse.
    • A new link back to Mansion is opened from Ancient Ruins of the Shadowkindt after defeating the final enemy in them to make returning easier.

    UI


    • Added an option to change the UI scale; default is still auto-scaling, but this can be disabled in the interface settings and a custom scaling ratio can be applied via the slider.
    • Added a hint about using CTRL+click to move items into the shopping cart in the shop UI.
    • Scrolling large containers (such as large corpse piles, or character corpses) with the mouse wheel was very slow; increased the rate the mouse wheel moves the scrollbar in those screens.

    Controls


    • Added hotkeys for selecting party members; F1-F4 to select individual members and equals (=) to select all party members (can be remapped in options).
    • Reworked the "highlight nearby treasure" option (by default bound to the C key) into a toggle, so that it does not have to be held down continuously.

    Performance


    • Improved performance of monster and player movement and their physics calculations especially in large rooms.
    • Added an option to disable dynamic shadows in graphics settings (this can can result in 10-20% FPS increase on some systems).
    • Greatly improved the performance of the "highlight nearby treasure" option (enabled via C key by default).

    Miscellaneous


    • Added a third option to the Shadow Gate artifact UI screen, which is always a fixed point in the Gatehouse (primarily to prevent scenarios where players could get stuck if they overwrite both recall points to the same location).


    [ 2024-12-30 00:03:49 CET ] [ Original post ]

    Update patch for 1.1

    Changes included: Fixes for international issues with settings. Prevent unintended resetting of level objects on loading save files. Fix for a soft lock on a hint in the Gatehouse Cellar. Turn off some unneeded logging from development on shields.


    [ 2024-12-21 00:07:12 CET ] [ Original post ]

    Get Passageway of the Ancients for 30% off during the Steam Winter Sale!

    Hi Everyone! Were thrilled to share that Passageway of the Ancients will be 30% off ($13.99) during the Steam Winter Sale (December 19th to January 2nd). If youve had Passageway of the Ancients on your Wishlist and have been looking for the right opportunity to get the game, this holiday season would be a great time to do so! As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media! Passageway Games


    [ 2024-12-19 18:01:10 CET ] [ Original post ]

    Join us for a Steam Autumn Sale Livestream | Friday, November 29th

    Hi Everyone! To celebrate the 25% discount ($14.99) on Passageway of the Ancients during the Steam Autumn Sale, our team is hosting a special livestream on Friday, November 29th just playing more of the game, connecting with the community, and answering any questions. It will be from 2 - 4pm PT | 4 - 6pm CT | 5 - 7pm ET, so please stop by! Passageway Games


    [ 2024-11-28 18:00:49 CET ] [ Original post ]

    Get Passageway of the Ancients for 25% off during the Steam Autumn Sale!

    Hi Everyone! Were thrilled to share that Passageway of the Ancients will be 25% off ($14.99) during the Steam Autumn Sale (November 27th - December 4th). If youve had Passageway of the Ancients on your wishlist and have been looking for the right opportunity to get the game, nows a great time :) We also wanted to share that our team will be live here on Steam this Friday, November 29th showing off more of the game and answering your questions. Stop by at 2 - 4pm PT | 4 - 6pm CT | 5 - 7pm ET to check it out! As always, if you have any feedback, dont hesitate to let us know here on Steam, our official Discord server, subreddit, or on social media! Passageway Games


    [ 2024-11-27 18:01:14 CET ] [ Original post ]

    Join our livestream on Thursday, November 14th!

    Hi Everyone! Our team is so thrilled about the latest patch and were eager to hear your feedback about it! Join us as we play Passageway of the Ancients and discuss the latest patch on Thursday, November 14th at 6pm PT / 8pm CT / 9pm ET right here on Steam. Hope to see you there! Passageway Games


    [ 2024-11-13 17:46:03 CET ] [ Original post ]

    Passageway of the Ancients 1.1 Patch is now here!

    Hi Everyone! We cant thank you enough for the feedback weve received since Passageway of the Ancients launched on Steam. There were a number of issues our team needed to address were happy to share that we just pushed through Patch 1.1, which fixes most of the items brought to our attention so far. Please check it out and let us know what you think! Its our top priority to make Passageway of the Ancients the best game it can possibly be.

    PATCH NOTES


    New Features: New artifact items have been added to the game. Character inventory can now be sorted by name and type. Traps can now spawn in all levels. The frequency of these increases as players progress through the story. Enchantments can now be upgraded. They can also now be applied to unique armors. Many new achievements have been added. Fixes & Adjustments: Changed potion use rules during paused combat. Potions will now be applied when the game is unpaused, preventing multiple potions from quickly being used on the same character. Changed Helia's starting weapon to be a better fit for her class. Reduced the amount of loot generated from containers and corpses. Lowered the spawn rate of lockpicks. Changed camera lock settings to remain as set when moving to a new area. Reduced initial gold players start with to 25. Fixed several missing container name issues and added new validation logic to prevent this issue. Adjusted occurrence of status effects to be more common. Adjusted weapon and armor tool tips to better reflect enchantment changes. Moved an instance of a Gatehouse nightstand so that it can be accessed. Adjusted the Amulet of Minor Stamina. It now correctly grants stamina instead of mana. Fixed Review Videos not showing as watched after viewing them. Fixed Linux save icons to show the correct image. Tweaked the price formula for plus enchantments. Lessened the effects of a few absurdly high reagents. Adjusted monster damage to be more survivable on higher difficulties without using potions. Adjusted item generation to make enchantments a bit more common. Adjusted item generation to sometimes give gems, including raw diamonds. Addressed a freeze that occurred when equipping some armors. Increased trap base damage by additional levels based on party level at higher difficulties. Adjusted status effect text and icon positioning. Fixed status effect icons for effects that didn't have them. Fixed the prerequisite needs for Fashion Key's second upgrade gem. Fixed resolution logic that was causing user settings to revert in unintended cases. Fixed flagging issues with previously viewed empty containers. Fixed status effect duration calculations. Previous builds had incorrect times applied. Fixed video player UI on some problematic resolutions and aspect ratios. Fixed spelling issues in Journal entries. If you catch anything else our team needs to work on, dont hesitate to let us know in the Steam Community Hub, on Discord, and on Reddit. Passageway Games


    [ 2024-11-06 20:25:12 CET ] [ Original post ]

    The Passageway of the Ancients OST is now available!

    Hi Everyone! Were happy to announce today that the official soundtrack for Passageway of the Ancients is now available to purchase on Steam! From ominous dungeon vibes to epic combat themes, theres plenty to enjoy in this atmospheric soundtrack. Check it out here! Let us know what you think in the Steam Community Hub, on Discord, and on Reddit. Passageway Games


    [ 2024-10-30 16:53:20 CET ] [ Original post ]

    Passageway of the Ancients is now available on Steam!

    Hi Everyone! Todays the day: Passageway of the Ancients has now been officially launched. Explore the city of Ithgar to solve your parents murder and uncover the truth. Its a dream come true for us to share the game with you all after all these years :) Let us know what you think in the Steam Community Hub, on Discord, and on Reddit. Passageway Games


    [ 2024-10-16 17:00:17 CET ] [ Original post ]

    Passageway of the Ancients (finally) launching Wednesday, October 16th!

    Hi Everyone! Were thrilled to announce that Passageway of the Ancients will be releasing next Wednesday, October 16th! We cant thank you enough for all the support weve received over the years. Your feedback has been more than welcomed we took it to heart while we polished the game for launch. Make sure to also join our official Discord server and subreddit to connect with other members of the community :) Passageway Games


    [ 2024-10-09 19:37:29 CET ] [ Original post ]

    Passageway of the Ancients: Behind the Curtain #3

    Hi Everyone! Heres another development update on Passageway of the Ancients. As you may recall, our previous post announced completion on enhancements such as the games real-time special/particle effects, the comparative inventory feature, and various UI updates. These have all been added to the Steam demo and we hope youve had a chance to check them out! Since then, we have moved on to address quality control issues. A third party has provided feedback on all aspects of the game and we are working diligently to incorporate their suggested changes. These quality control efforts are time consuming and at times frustrating when fixing one bug breaks something else, but its worth the effort! Regardless, we have made excellent progress and are confident that we will soon close everything out. Were emphasizing quality control because we know that you have many choices and were determined to reward those who choose Passageway of the Ancients with a high-quality game at a fair price. Along those lines, we estimate that the average playthrough ranges from 35 - 40 hours, taking considerably longer at harder difficulty levels. We greatly appreciate your interest in the world of Aieryon and will continue to update you on our progress towards launch :) The Team at Passageway Games


    [ 2024-07-26 15:23:03 CET ] [ Original post ]

    Passageway of the Ancients: Behind the Curtain #2

    We are pleased to report significant progress on major enhancements to Passageway of the Ancients as we ready it for launch. In our previous post, we were at the five-yard line in terms of putting finishing touches on the game. Now we feel we are at the two-yard line, with strong forward momentum! When we last posted, our primary focus was creating the games real-time special/particle effects. For example, we were creating a visual cue that indicates when weapons, armor, and shields receive a stat enhancement or elemental magic bonuses. We have successfully achieved these special effects goals and believe they will significantly enhance the game. We have also upgraded the comparative inventory feature. You can now compare weapons and armor across all party members at the same time, allowing for a more streamlined approach when equipping your characters. New keyboard shortcuts, an updated right-click menu, and quicker methods to sell items in shops also make overall inventory interaction even easier. The UI has also been significantly improved. We adjusted several aspects for balance and clarity, such as optimizing and consolidating the character window and redesigning travel menus. We also overhauled the combat options window to give players more detail and granular control over spell casting. The quest log has been revised to make it easier for players to track their progress and view helpful quest information. The new real-time special/particle effects, inventory feature, and UI upgrades have been added to the current Steam demo. Please check it out and tell us what you think! Sure, this polishing phase has slightly delayed the release of Passageway of the Ancients, but we felt it was a worthwhile endeavor. As stated in our previous post, we are committed to quality in all aspects of the game from the storyline and graphics to (of course!) the gameplay. Thank you for your interest in the world of Aieryon. We greatly appreciate it and will continue to update you on our progress towards launch. The Team at Passageway Games


    [ 2024-04-17 20:00:47 CET ] [ Original post ]

    Passageway of the Ancients: Behind the Curtain

    Wed like to thank all of you who have downloaded the demo version of Passageway of the Ancients. We appreciate your constructive feedback and are hard at work on implementing your suggestions. After nine years of development, our small team is at the five-yard line in terms of putting finishing touches on the game. Development-wise, our main focus right now is enhancing the real-time special/particle effects. For example, we want a visual cue that indicates when weapons, armor, and shields receive a stat enhancement or elemental magic bonuses. In todays isometric CRPG environment, theres a tendency to increasingly shrink the size of player characters on screen, which makes the implementation of special effects ever more challenging. You want the effect to be eye-catching and believable, but not totally obscure the detailed texture of the underlying surface. Above all else, we remain passionately committed to quality in all aspects of the game from the storyline and graphics to (of course!) the gameplay. Passageway of the Ancients is a large game with 34 levels and numerous story branches, shops, quests, and puzzles, so maintaining quality is a major challenge but its one we take very seriously. We have never believed in words like mediocre or good enough! As we continue our march toward launch, we promise to update this blog periodically. Again, thank you for your interest in the world of Aieryon. Your response to the demo has been truly gratifying not to mention helpful! We greatly appreciate it. The Team at Passageway Games


    [ 2024-02-20 18:51:58 CET ] [ Original post ]

    New Updated Demo

    Hi Everyone! We hope you all are having a fantastic holiday season and are ready to bring in the new year! We just wanted to share how much we appreciate everyone who has downloaded the Passageway of the Ancients demo especially those that shared their feedback. It was a great help and we took your constructive criticisms to heart. Were excited to share that theres a new version of the demo now on Steam, which incorporates your suggested changes. Please check it out and tell us what you think! The Passageway Games team


    [ 2024-01-02 21:30:07 CET ] [ Original post ]

    The world of Aieryon

    Hi Everyone! Passageway of the Ancients did not begin as a game - it was a novel first! We developed the world, history, magic system, races, and characters over many years of writing. As it turned out, the material was a perfect match for an exploration-rich fantasy RPG.
    Magical planets are not supposed to exist, yet the world of Aieryon teems with elves, dwarves, and the mysterious Dragonkindt. At first glance, this is a peaceful world on the rise. Elves, dwarves, and humans happily coexist. Technology such as gas jets is beginning to take form. But the long-reviled Dragonkindt must remain hidden at all costs even while solving two gruesome murders This is just a sneak peek of the mystery and world that awaits. Were excited for you to experience the full game! The Passageway Games team


    [ 2023-11-30 23:22:07 CET ] [ Original post ]

    Steam Next Fest Livestreams | October 11 & 12

    Hi Everyone! Eager to learn more about Passageway of the Ancients? Well be live streaming the game during Steam Next Fest! Join us on October 11 and 12 at 4pm PT | 6pm CT | 7pm ET. We cant wait to share insights about the demo, answer questions, and more! ~ The Passageway Games team


    [ 2023-10-11 18:35:17 CET ] [ Original post ]

    Steam Next Fest Livestream | October 12

    Hi Everyone! Wed love to see you during Steam Next Fest! Join the livestream on October 12 at 4pm PT | 6pm CT | 7pm ET for the Passageway of the Ancients demo, answers, and a fun time hanging out with us. See you there! The Passageway Games team


    [ 2023-09-14 23:00:37 CET ] [ Original post ]

    Steam Next Fest Livestream | October 11

    Hi Everyone! Were live streaming Passageway of the Ancients during Steam Next Fest! Join us on October 11 at 4pm PT | 6pm CT | 7pm ET. Well be answering questions, sharing Passageway of the Ancients lore, telling war stories the sky's the limit. Cant wait! The Passageway Games team


    [ 2023-09-14 22:57:03 CET ] [ Original post ]

    Passageway of the Ancients
    Passageway Games Developer
    Passageway Games Publisher
    Coming soon Release
    Game News Posts: 25
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    Mixed (12 reviews)
    Public Linux Depots:
    • [0 B]

    Inspired by classic CRPGs from the ’90s and early 2000s, Passageway of the Ancients transports players to the world of Aieryon – the galaxy’s sole remaining magical planet – where they explore the city of Ithgar to solve their parents’ murder. An atmospheric RPG with visceral combat and complex lore, Passageway of the Ancients is being developed by Passageway Games – a three-person studio in Abilene, Texas founded by septuagenarians Jon Grierson and John Hendrick.

    Story & Gameplay

    In Passageway of the Ancients, you’ll need to not only survive ever deadlier skirmishes but also manage your party, develop and customize your character, pick locks, and solve Runic puzzles. The game’s innovative battle system employs both strategy and real-time combat – taking inspiration from historical weapons and tactics. Furthermore, the player has dual personas – a hidden Dragonkindt and a public-facing race of their choosing (Dwarf, Elf, Human) – which must be leveled up at the same time.



    Dragonkindt

    “Part angelic being, part shapeshifter, and part Dragon. These creatures were thought to be merely the phantasms of some eastern poetic genius, inspired prophet, or demented scholar.”

    Key Features



    Blended Combat System: Use both strategy and real-time elements – drawing on real medieval weapons and tactics.


    Dual-Persona Character Development: Develop your character’s two personas simultaneously – the hidden Dragonkindt, and a public-facing race of your choosing.


    Powerful Magical Items: Equip items carefully; they affect intelligence, will, and other character attributes.


    Complex Decision Trees: Manage battle spoils, solve puzzles, adjust the frequency of special activities, choose interactions, and gather clues.


    Fully Customizable Characters: Choose your character’s alternate persona, appearance, and gender as Dwarf, Elf, or Human.

    MINIMAL SETUP
    • OS: Ubuntu 12
    • Processor: Intel or AMD running at 3.40 GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 970
    • Storage: 30 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12
    • Processor: Intel or AMD running at 4.80 GHzMemory: 32 GB RAM
    • Memory: 32 GB RAM
    • Graphics: NVIDIA GeForce GTX 3060
    • Storage: 60 GB available space
    GAMEBILLET

    [ 5975 ]

    16.54$ (17%)
    4.19$ (16%)
    43.99$ (12%)
    11.04$ (15%)
    16.79$ (16%)
    16.96$ (15%)
    8.46$ (15%)
    7.11$ (11%)
    33.97$ (15%)
    8.89$ (11%)
    39.95$ (43%)
    16.96$ (15%)
    8.47$ (15%)
    12.44$ (17%)
    11.56$ (11%)
    10.00$ (60%)
    4.12$ (17%)
    8.39$ (16%)
    21.22$ (15%)
    5.06$ (16%)
    15.27$ (15%)
    52.19$ (13%)
    8.25$ (17%)
    16.97$ (15%)
    17.39$ (13%)
    16.57$ (17%)
    16.90$ (11%)
    5.94$ (15%)
    17.54$ (12%)
    8.75$ (65%)
    GAMERSGATE

    [ 1742 ]

    4.0$ (80%)
    5.4$ (82%)
    7.5$ (50%)
    2.55$ (91%)
    11.89$ (41%)
    0.77$ (89%)
    2.55$ (87%)
    5.0$ (50%)
    25.0$ (50%)
    0.51$ (83%)
    0.43$ (91%)
    6.38$ (57%)
    0.43$ (91%)
    21.59$ (46%)
    1.91$ (87%)
    0.9$ (92%)
    1.28$ (91%)
    3.4$ (91%)
    16.0$ (60%)
    6.99$ (30%)
    0.56$ (81%)
    5.0$ (75%)
    10.58$ (47%)
    0.85$ (91%)
    1.28$ (91%)
    5.0$ (90%)
    0.43$ (91%)
    10.04$ (50%)
    23.99$ (40%)
    20.0$ (50%)
    MacGamestore

    [ 1755 ]

    64.99$ (7%)
    27.99$ (7%)
    28.49$ (5%)
    2.99$ (85%)
    22.39$ (10%)
    69.99$ (18%)
    15.99$ (16%)
    55.39$ (38%)
    5.49$ (45%)
    43.99$ (27%)
    3.99$ (87%)
    17.69$ (12%)
    26.49$ (12%)
    20.99$ (16%)
    2.49$ (88%)
    20.99$ (16%)
    45.99$ (8%)
    55.89$ (7%)
    1.19$ (70%)
    13.49$ (10%)
    33.99$ (15%)
    9.99$ (50%)
    41.49$ (31%)
    24.49$ (18%)
    1.19$ (60%)
    10.99$ (27%)
    1.19$ (80%)
    25.99$ (13%)
    42.49$ (15%)
    30.99$ (11%)

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