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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
    Passageway Games Developer
    Passageway Games Publisher
    Coming soon Release
    Game News Posts: 20
    🎹🖱️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

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