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Patch 0.3.2 + Our Next Steps


Greetings, dear friends! Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing. The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.
As an example of this, here's an explanation of what your feedback influence crafting-wise: The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness. Of course, your feedback will be the defining factor in this. Balance will take a bit longer to completely level out, but we're getting there. First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts. More content is planned for Balanceand ultimately, funincluding ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback! NOTE: Viltyb is not a bug. Trust us on this one :-) A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that. The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for longtrust us! Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:

  • the option to switch units of measurement from imperial to metric;
  • broader camera rotation speed slider;
  • hotkeys for speeding up or slowing down battle animations;
  • more HUD sizing and font sizing options;
  • weapon switching;
  • the not always intuitive location of the weapon technique menu;
  • more sorting options.

Honestly, there are more good ideas than we can list here, or this thread will grow to abhorrent size =) We are thankful to each and every one of you for all the great ideas. We will keep working non-stop until most issues are dealt with, and parallel to that we will be continuing the development. A major update will come in 1.5-2 months, and there you will get a large new chunk of content, including resolutions to quests you may have started in this version, new quests, new characters, dungeons, weapons, armours and items. A much more thorough summation of what to expect from the first big update will come out later. Patch notes:
  • Optimized pathfinding;
  • Cursor visibility fixes;
  • Main menu save-load UI bug fix. Turning off gamepad during loading no longer wrecks control scheme;
  • Optimized FPS in dialogue screen and story screen;
  • Improved localizations;
  • Lockpicking bug fixedlockpicks no longer disappear on success;
  • Added new painted minimaps;
  • Updated forest, water mill, Aldar's house musical tracks;
  • Ability points now granted per level (temporary);
  • Fixed unending attacking animation in real time;
  • Scrolling in text encounters fixed on gamepad;
  • Nulki questline fixed;
  • Experience farm via Nulki fixed;
  • Grainhold fence fixed. Now he buys stolen and illegal goods;
  • Manual targeting in RT combat during pause fixed;
  • Fixed wolf dodge sound effects;
  • Improved real time combat flow and speeds;
  • Mendog questline flags fixed;
  • Localized pins for minimaps;
  • Fixed pathing to certain containers that was inaccessible before;
  • Fixed freezing during panic;
  • Optimized texture sizes;
  • Highlight object improved for higher resolutions;
  • Fixed visual settings for Grainhold village (black water, wrong tree textures, etc);
  • New item icons;
  • ESC closes move item menu;
  • Added tooltips for gamepad during sorting;
  • Fixed combat freezing in Grainhold;
  • World Map colours adjustment;
  • Fixed Skink stun animation;
  • Proofread English texts;
  • Fixed the attack behavior of all goats;
  • Vibration bug fixed (controller no longer jumpscares players).
Thank you for a great start to Swordhaven's story! Stay tuned for more. Yours, Atom Team


[ 2024-12-15 11:41:47 CET ] [ Original post ]

Swordhaven begins the Early Access stage of development

Greetings, friends! We have finally reached a major milestone for our game: Swordhaven has been released into Early Access. [previewyoutube=nK27-JQ6MII;full][/previewyoutube] Of course, the game is not yet fully developed content-wise, and some mechanics that are already in place may require further refinement. But thanks to Early Access, we can communicate with you directly and consider your ideas and suggestions as we progress, truly designing Swordhaven in the way our players envision it. This, however, is only possible if we receive feedback. Please feel free to contact us in any way you see fit to share your opinions. We will evaluate your feedback and implement it into the game before our full release.
So, what comes now? First and foremost, we're planning updates to the game, with major ones hitting roughly once every couple of months. We will provide you with all the necessary information to keep you in the loop about what's been implemented and what the next big addition is. One area we will focus on is the Real-Time with Pause battle mode, which is currently available for testing in the game. Swordhaven already provides a variety of settings for the AI, including the option to turn it off completely, and we will continue to make improvements in this regard. Animations are also a priority; we already have a lot, but there's much more to come! Compatibility, optimization, and bug fixing are also top priorities for us. We're doing everything we can to test the game on all available devices, but a small team cannot cover every configuration out there. If you encounter a bug (such as launch problems, graphics issues, or freezing), please send us a report at support@atomrpg.com. Our new Bug Tracker feature will help us track your problem, and you can check the resolution status at any time. Thank you very much for being with us, and let's hope for a smooth ride towards the biggest milestone yet: the full release!
Stay cool, as always! Yours, Atom Team


[ 2024-12-12 04:06:20 CET ] [ Original post ]

Early Access 12/12/2024

Greetings and salutations, friends! Today, we are very excited to share our final update before Swordhaven is released into Early Access. This long-awaited milestone is scheduled for December 12, 2024, when the game will finally arrive on both Steam and GOG.
There is still a lot of work to be done before we achieve the desired build quality, and everything is continually being tweaked, updated, and bug-fixed to provide the best experience possible. Here are some of the features we are currently working on.
First of all, let's discuss the stealth mechanics. As you know from the demo, we aimed to make stealth a more active and influential system than in our previous games. Now, stealth includes the ability to see enemies' detection zones and features a covert strike mechanic that allows you to land the first blow in combat for double damage.
We've added many more diverse special encounters to the world map, including additional battles, hunting and foraging options, and text-based adventures. They not only serve as a distraction from your main goals in the game but also provide special items, experience, and loot. New locations are also in the works. We have added an extra layer of polish to the background-specific dungeons and improved those that every player will encounter.
We have also introduced new mini-bosses and enhanced the existing enemies with new skill sets and animations to provide a better overall combat experience.
Ironing out kinks is as important as introducing new content, so we've improved several features of character creation. We also added new combat and mundane animations, weapons, armour, crafting recipes, and much more. See you on the 12th of December 2024! Yours truly, Atom Team And let there be Swordhaven! [previewyoutube=d3mH75y-N6o;full][/previewyoutube]


[ 2024-11-10 17:41:03 CET ] [ Original post ]

October Update

Hello, friends! Today, we decided to conduct a little experiment by making a short video about what weve been up to over the past month. What do you think of this format? Would you prefer us to make the next update in a similar fashion, or do you think a text format would be better? Let us know in the comments! [previewyoutube=-RSebccoPv8;full][/previewyoutube] Stay as awesome as always, Yours faithfully, Atom Team


[ 2024-10-11 18:23:34 CET ] [ Original post ]

September Update

Hello, friends! Autumn has arrived, and so has our monthly update on development progress. So, without further ado, let's get started!
Work in Progress.
Work in Progress. Quests are a driving factor in many RPGs, and we are working on quite a few of them. Some are common to everyone, while others are exclusive to a specific background. Here, we are showcasing two screenshots from background quests. Please note that both characters will sport their own portrait in the future. It goes without saying that each quest introduces new NPCs, items, monsters, and much more!
Of course, new quests require new locations. Here is one of themnote the verticality. And what would locations be without secrets, hidden loot, and monsters to hunt down? Well, they would probably still be locations... but boring ones!
Talking of monsters, look at this bad boy: the demonic Red Bog Roostertoken animal of the dark god Velns, champion of wicked violence, adultery, and selfishness. You can find this beast (or rather, it can find *you*) in the swamps of Nova Drakonia.
Now, it's all fine and dandy, but what's the point of confronting enemies if you don't look your best? Speaking of 'dandy'here is one of the new outfits. As a rule, your starting clothes will depend on your background, but you can change them freely in the Appearance tab.
Segueing onto backgrounds: at the start of Early Access we will introduce a new background (though it won't be the last one) in addition to the Noble and Bandit options. We won't go into details about it in this update, but here is the background picture that will accompany it during character creation. [previewyoutube=2VOXDUrPBJY;full][/previewyoutube] Oh, and in keeping with the spirit of secrecy, here is a short video from the game. Where is it used? Why are we showing it without sound? These are questions we will leave for you to discover ;) [previewyoutube=2A8hsBYa_ao;full][/previewyoutube] [previewyoutube=Ah8R-zGzQuA;full][/previewyoutube] Work on new animations is also ongoing. Like these two specimens for one-handed swords and halberds. [previewyoutube=DF5mTBe1364;full][/previewyoutube] Work in Progress. The animation is not final. Another problem we've tackled at this time is the lighting issue in several of the dungeons we're currently working on. The solution? A torch, of course! Craft a few, stick one into your shield slot, and take the plunge into the darkness without fear.
To wrap up this update, here is one of the new tracks for the game. Give it a listen and let us know what you think! Whew! That's all for today! We will be heading back to the developers' cave until the next update. In the meantime, feel free to visit us on Steam or join our Discord server. Keep on truckin', cool cats, Yours truly, Atom Team


[ 2024-09-10 19:22:20 CET ] [ Original post ]

August Dev Update


Hello, friends! Another month, another update. Today, we have some hopefully interesting news to share with you. So, enough with the introductionslet's dive in! [previewyoutube=Esd0lTpZlr8;full][/previewyoutube] We are adding new animations to the game, primarily focused on different fighting techniques. But that's just the beginning :) In any event, with these animations, the battlesboth real-time and turn-basedwill be much more visually interesting; the hits will feel meatier, and the heaves will feel heavier!
The land of Nova Drakonia is not only sunshine and lush, almost tropical greenery. It is also dotted with various ruins and dungeons, both recent and as ancient as the hills. Here is a screenshot from one such dungeon we are currently working on. This mysterious place is well hidden, and not many adventurers will discover it. However, those who do will receive a truly 'serpentine' welcome...
But enough about the doom and gloom of the dank crypts. Here's a new locationan entrance to a cave situated near the western mountains. Its inhabitants may surprise you, and vice versa ;)
Traveling in Nova Drakonia (*cough, cough* World Map) is a risky endeavor, but it can also lead to pleasantor profitablesurprises. Along the way, you'll encounter merchants who are always eager to make a few dinars by dealing with passing adventurers. However, be very cautious if you decide to attack them.
We also wanted to share a revamped version of the loading screens. Early Access will feature several beautiful images (currently, we have two, and a third is actively being created), and we will continue to add new artwork with each subsequent update!
To stay on track with the 2D art, each inventory item receives its own icon. There are *many* different items in Swordhaven, but we promise that in the final game, every one of them will have its own picture.
We want to thank each and every one of you who added Swordhaven to your wishlist on Steam. This really helps us determine which languages to prioritize for translation. And, as you might have guessed, work on some translations has already begun. [url=https://soundcloud.com/atom-rpg/cave-entrance style=button][Cave Entrance - Listen on SoundCloud]
Last but not least, here's one of the new music tracks for the game! Give it a listen and let us know your thoughts in the comments! That's all for this month. We didn't cover a lot of the development happening behind the scenes, but we'll share more when we feel it's more or less ready. Stay cool as a cucumber, Yours, as always, Atom Team


[ 2024-08-10 12:04:32 CET ] [ Original post ]

What We Were Up To

It's the middle of the summer, and we believe it's high time we update you on Swordhaven's progress towards Early Access. Many things are made, added, tweaked and changed on the daily, but the main features we feel comfortable telling you about are:
New locations and Random Encounter maps are a high priority, as they bring the world map to life. We have created multiple maps for every biome where you might encounter something, such as swamps, farmland, mountains, forests, and more. Additionally, we are working on Grainhold village, which will allow you to continue quests from the first village, as well as discover new ones.
Take note that the shadows and colours are not yet final! New enemies! The horrible feathered raptors of Nova Drakonia have been added and tweaked to massacre entire parties if not taken seriously. And there are even more enemies coming soon!

Gamepad controls. Our previous experiences have shown that many players prefer using a gamepad over the classic keyboard and mouse combo. With this in mind, players no longer have to wait for gamepad compatibility to be added after the game has already launched. Swordhaven will feature full gamepad support even during the Early Access stage. While we are still working out some minor details, the experience is already very promising with both XBOX and PS4-5 controllers.
Take note that the UI is Work in Progress and will change. Weapon Mods. Six different mod types have been added to allow you to customize your weapons. Make your sword lighter by attaching a hollow pommel, or enhance your ability to cut through enemies with a weighted axe wedge. Decide on the type of wrappings for your polearm or spear, and remember to select the poison to apply to the tip of your next arrow.
New character portraits. Drawing portraits is a time-consuming process, but we have already completed quite a few. In fact, we have completed more portraits than what is shown in the screenshot. Naturally, this post doesn't mention a lot of other smaller additions such as bug fixes, new characters, new dialogues, new mechanics, combat balance tweaks, updated weapon techniques, and much more. We hope you stay tuned for new updates in the near future. Stay cool and keep it funky! Yours always, Atom Team


[ 2024-07-10 16:27:46 CET ] [ Original post ]

Work In Progress + Patch 0.1.5

Hello, friends! The work on Swordhaven continues. And as we mentioned during our Kickstarter campaign, we are currently developing a new pathfinding system.
Work is in full swing. When it's finished, it should make managing your party, traversing through locations, stealth, and exploration *feel* much better! At the same time we're tackling the World Map and all of the different encounters on it. There is still a lot of work to be done on map balance, visuals, and UI, but what we have at the moment is a good start.
Attacked by dinosaurs in the wilds of Nova Drakonia. As always, please note that this is all Work In Progress and could be subject to change!
Other mechanics that we are not ready to talk about. For now. For the new quality of life features, many of you asked us to add gamepad support, and that's exactly what we are doing. While the UI features are not yet 100% finished, the controls themselves should be ready pretty soon!
Character creation.
Combat. We have also made another patch for the demo. Here are the changes:

  • Fixed bugs with death in battle;
  • Fixed bugs with shadow settings;
  • Improved visual in Isometric Mode;
  • Added starting tutorial;
  • Fixed bugs with UI disappearing;
  • Dead enemies now clamp together for more convenient looting;
  • Added equip button for arrows/bolts;
  • Fixed bugs with loading saves;
  • Fixed a tone of minor (and not so minor) bugs.
The work continues and more news is to come... so stay tuned! Yours forever, Atom Team


[ 2024-06-10 17:00:39 CET ] [ Original post ]

SWORDHAVEN: IRON CONSPIRACY - Free DEMO + AMA on Discord

Classic Infinity Engine cRPGs left you craving for more? Join our dev stream for Swordhaven: Iron Conspiracy and play the 5+ hour DEMO for free. Join developers on a special Stream and chat with us through our designated Discord server: [LINK] https://store.steampowered.com/app/2108180


[ 2024-06-06 16:56:47 CET ] [ Original post ]

DEMO PATCH 0.1.4

Greetings and salutations! We are pleased to announce the release of a new patch/update for the demo. Most of the work we are currently focused on will NOT be included in this update, but it does contain a lot of fixes and some additional visuals. Which is always nice :)

  • Fixed game freezing when trying to rest;
  • Automatic arrow and bolts 'reloading';
  • Fixed issues with UI disappearing;
  • Fixed descriptions of some effects in battle;
  • Added burning effect in combat;
  • Fixed issue with getting knocked;
  • Better performance;
  • Fixed bug with NPCs disappearing;
  • Fixed a cutscene bug;
  • Changed duration of tonics in battle;
  • Fixed movement issues after loading;
  • Fixed portraits display during battles;
  • Fixed hit chance for throwing bottles;
  • Fixed cursor bugs;
  • Added technical description for some potions;
  • Paused enemies idle sounds when in menu;
  • Fixed some movement bugs;
  • Fixed bugs with language switching;
  • Fixed price positions when trading;
  • Added new item visuals;
  • Fixed a bug with open doors and house titles;
  • Improved combat balance with certain enemies;
  • Tweaked Sole Survivor and Level Headed Leader distinctions;
  • Finished Japanese translation.

Also, those social goals just keep on growing thanks to your support. We've recently reached the point at which we'll be adding a special Easter Egg into the game! The next goal is adding the great activity of Hunting onto the World Map of the game. Oh, yeah, World Map... more about it in the future updates! :) In the meantime, stay happy, in your lane, focused and flourishing. Yours truly, Atom Team


[ 2024-05-24 18:54:54 CET ] [ Original post ]

Demo Patch 0.1.3

Greetings, everyone! The development of the game continues, including work on the demo. While most of the progress weve made wont be included in it, there will be plenty of other smaller fixes and additions! They should make the demo experience even smoother for those who havent tried it yet, without spoiling the bigger improvements that we plan to showcase in the Early Access version.

  • Increased the minimum visibility zone when you have low Attention;
  • Optimized performance;
  • Added more item descriptions;
  • Added sounds for success and failure during crafting;
  • Fixed the number of arrows displayed on the belt;
  • Fixed item descriptions when theyre on the belt;
  • Added hotkey and tooltip for Take All;
  • Fixed predictions;
  • Added more portraits for the NPCs;
  • Added and updated icons for abilities;
  • Fixed knockdown effect;
  • Made a lot of balance changes;
  • Added new tooltips and buttons during Trade;
  • Fixed Well Rested effect;
  • Fixed bug with some cutscenes freezing;
  • Fixed many bugs with throwing items/weapons;
  • Texture optimization;
  • Updated ambient music in houses;
  • Added hotkey for selecting the whole party;
  • Fixed quest completion issues;
  • Configured spawn points after resting in the Inn;
  • Fixed stolen item display issues;
  • Added Japanese translation;
  • Fixed provocation, panic and fatigue effects;
  • Added indication when ingredients are running out;
  • Added the burning effect;
  • Updated crafting UI. WIP.
  • A lot of minor and not so minor bug-fixes.
Thank you for following the development of Swordhaven: Iron Conspiracy! Yours forever, Atom Team


[ 2024-05-04 21:35:03 CET ] [ Original post ]

Demo Patch 0.1.1


Greetings, everyone! Today we are releasing patch 1.0.1. Your feedback has proven itself to be invaluable in its creation. Thanks to you we have caught a lot of unfortunate bugs our own testing missed. We improved gameplay, performance, eradicated certain glitches all because of your support. It's very awesome and humbling to see your help with the Kickstarter campaign as well. The first day was really crazy and we never expected such support You guys sharing our project is very important, as word of mouth is the best tool our studio can afford without a proper marketer at the helm. Keep it up and Swordhaven will become the best it could ever be for sure! Thanks to your feedback about the Kickstarter page we have also added a brand new FAQ to it. Hope it covers the questions some of you may have had, and if not never shy away from dropping us a line at contact@atentgames.com we are always happy to talk. Finally, here's the latest changelog:

  • Updated loot icons;
  • Fixed a bug with ranged weapons for enemies;
  • Fixed an error in the description when creating a character;
  • Fixed the cinematic for 4k;
  • Roadsign bug fixed;
  • Updated lockpicking when two characters are selected;
  • New portraits;
  • Fixed a bug with the weight of equipped weapons;
  • Updated sounds of weapon attacks;
  • Added new animation for normal attack;
  • Updated character movement logic when inventory is open;
  • Fixed camera movement when the menu is open;
  • Fixed bug with ammo counter on belt;
  • Fixed bug with equipped shield;
  • Fixed discount icon during a trade;
  • Fixed bug with certain pop-up phrases;
  • Updated visuals for some effects;
  • Added visual effect for flying arrows and darts;
  • Added new logic of visible area display for enemies;
  • Added 3d model for crossbow bolts;
  • New battle start logic;
  • Optimized delays when creating an autosave;
  • Updated starting scene;
  • Neutral characters no longer drag PC into battle;
  • Fixed hit chance for Bullseye ability;
  • Updated music for village and cave;
  • Added double-click item equip;
  • Fixed bug with opening chests;
  • LMB or RMB now selects active slot;
  • Fixed Linux video playback issue;
  • Fixed a pre-display issue with a long-range strike;
  • Added a new drag and drop system and organization in inventory;
  • Fixed bug with quick loading;
  • Fixed freezes in combat with peaceful animals.
Yours, Atom Team


[ 2024-03-29 18:18:35 CET ] [ Original post ]

Swordhaven: Iron Conspiracy Kickstarter campaign is LIVE!


Greetings, friends! The Kickstarter campaign for Swordhaven: Iron Conspiracy is now LIVE and a playable demo is available. Check it out here: Swordhaven: Iron Conspiracy While the game is obviously a work in progress at the moment, we really hope you'll see what we're aiming for with this project and enjoy it. Every bit of feedback and support is highly important, as always. Thank you for your attention, You're all breathtaking! Humble, Atom Team


[ 2024-03-26 17:47:31 CET ] [ Original post ]

Kickstarter for Swordhaven in late March

Greetings, The time has finally come, and we're proud to announce a Kickstarter campaign for Swordhaven: Iron Conspiracy. The campaign is planned to start at the end of March and will feature a playable demo that we are working very hard on at the moment. This will allow every one of you to check out what our game promises before deciding whether to support it as a backer. Here is where you can check it out: https://www.kickstarter.com/projects/atomrpg/swordhaven-iron-conspiracy While still rough around the edges, the demo will feature dozens of attack techniques, several enemy types, the first locations of the game including a village with many quests and dialogues, several monster-infested locales, and even a pretty well-hidden secret area for the completionists out there.
More news on the developments coming soon! Yours truly, Atom Team


[ 2024-03-07 19:24:16 CET ] [ Original post ]

Swordhaven: Iron Conspiracy
AtomTeam Developer
AtomTeam Publisher
1970-01-01 Release
Game News Posts: 14
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Public Linux Depots:
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Swordhaven is a fantasy cRPG inspired by Infinity Engine titles—Baldur’s Gate 1, Icewind Dale, etc.—as well as other classics.

You take up the mantle of a lonely adventurer on their way to the barely explored land of Nova Drakonia.

During your voyage, you are met by a dying man who trusts you with a peculiar artefact that will involve you in an adventure of a lifetime, and a plot that threatens everything you’ve ever known and loved.

Some of Swordhaven’s core features include:

A flexible combat engine. Experience battle as a tactician in turn-based combat, or hasten the pace with the real-time with pause (RTwP) mode;
A classless roleplaying system: each stat combination provides a unique gaming experience, distinctive dialogues, and novel ways to solve quests;
A classics-inspired yet modern User Interface with large customization possibilities;
A vast, nonlinear world filled with unique NPCs and multi-solution quests that reward exploration, always offering alternative approaches to satisfy any character build;
Dozens of hours of exploration, from quiet village hamlets to hidden temples of the ancients, horrid crypts, bizarre dungeons, and otherworldly locales…

Please add us to your Wishlist!

Wishlisting is very important for our game's visibility, but it also helps us determine which language we should prioritize for localization. If you wish to help us translate the game to your language, consider adding us to your Wishlist.

MINIMAL SETUP
  • OS: Ubuntu 64-bit 16.04+
  • Processor: Intel Core 2 Duo / AMD Phenom IIMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 660 / Radeon HD 6670 2GB
  • Storage: 16 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 64-bit 16.04+
  • Processor: Intel Core i5 / AMD FXMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1660 / AMD RX 570
  • Storage: 16 GB available space
GAMEBILLET

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GAMERSGATE

[ 2625 ]

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9 days, 0 hours, 29 minutes


Time left:

44 days, 0 hours, 29 minutes


Time left:

33 days, 0 hours, 29 minutes


Time left:

30 days, 0 hours, 29 minutes


Time left:

38 days, 0 hours, 29 minutes


Time left:

40 days, 0 hours, 29 minutes


HUMBLE BUNDLES

Time left:

3 days, 18 hours, 29 minutes


Time left:

17 days, 18 hours, 29 minutes

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