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Duelists of Eden is a card-grid-fighting game set after the events of One Step From Eden. Build your custom deck and battle online in real-time action! There are over 14 unique characters with strengths and weaknesses to encourage creative spell combinations and synergies. Will you combo slashes, fire, or even use bombs to eliminate your competition?

Deckbuilding

Fight in a mix of strategy and real-time action! Create your own unique combination of spells to take down the competition.
Save and edit an unlimited amount of decks in the editor!

Dynamic cardtridge and combo system

Create combos on the fly, adapting the scenario and what spells you and your opponent have.

Tutorial and training mode

Learn the ropes in the tutorial mode and deep dive into the mechanics via training mode.
Training mode includes hitboxes, character states, quick deck edits, speed modifiers, and more!

Custom rollback netcode

The game was completely rebuilt to support custom rollback netcode, for the smoothest experience possible.

Replay mode

Review your matches in replay mode!

Local multiplayer may require a controller.
Duelists of Eden
Thomas Moon KangDeveloper
Thomas Moon KangPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive (842 reviews)
Public Linux Depots:
  • [0 B]
Patch 2.80 - Balance, Bugfixes, Custom Sleeves/Modding

**Patch v2.80:**

Bugfixes:
Fixed a bug where you could Shield while wrapped
Jackhammer - recovery info fixed
Skewer - no longer uncounterable
Tetra - all hitboxes now match the active frames of the main spell
Unleash - no longer has center sweet spot
Whiplash - tipper now matches normal hitbox timing

Modding:
Added an Effect "SoundUnpitched"
Added support for custom Sleeves
Added Target - All and Owner
Added generic counter =, <, > and parent generic versions. They all check using BattleUtils.GetRoundedAmount(efApp.checkAmountApp)
Added = checks for Status, ThisDamage, HitHealth, HitStatus, Opponent, ManaCost, and Frame


**Patch v2.79 Back on Main:**

Maypul - w1 - Vine Whip - startup 7f->6f, recovery 11f->10f, fixed vfx timing
Shiso - w1 - Six Shooter - recovery 12f->14f

Barricade - recovery 19f->17f
Combust - intro delay 0f->1f, shot delay 9f->8f
Flurry - recovery 15f->19f (keeping range not as plus anymore, so you can't just combo out of hitting it at 4 tiles away)
Meteors - recovery 23f->15f
Snowfall - range 5->4 tiles
Step Reverse - startup 4f->3f
Vine Pull - snare dmg 2->3


Bugfixes:
Fixed Vinewhip/Whiplash visuals
Selicy w2 now dodgeable/defuseable
Can no longer act while wrapped in certain cases
Fixed barricade/beam crystal damage
Startup loading screen fps should be capped now


**Patch v2.77 PBE:**

Queen w1 - recovery 12f->9f
Flurry - recovery 9f->15f, shot interval fixed
FrostBarrage - dmg 4->5
Hailstone - active frames 2->4
Heatseekers - shots 2->1, Frost 1->2
Missiletow - recovery 16f->12f
Monsoon - now anchors for 12f (bugfix)
Stinger - startup 0f->1f
Toxicross - recovery 20f->14f
Vortex - dmg 4->5


**Patch v2.76 PBE:**

Backslash - startup 14f->13f
Barricade - dmg 4->5, recovery 20f->19f
Boomerang - 16f->13f
Crackroots - dmg 2->4, now has half hit
DoubleTeam - subspell intro delay 18f->16f
Reaper - now spawn 2 spears on player hit
Spear Wave - removed center spot bonus dmg
Transmute - active frames 6->4, startup 11->13, now only generates 1 spear
Unleash - center spot now deals 3 dmg instead of 2

Following spells now auto adjust onto field in back column:
Gunner - w2
Maypul - w1
Apprehend
BeamCrystal
DoubleTeam
FireBreath
FrostSlash (might be too strong?)
Ice Pick
LastLetter (might be too strong?)
Punch Cannon
Push Slash
Shotgun
SnowCone
Toxicross
Whiplash

Bugfixes:
Needler now stops when spears run out (added a new effect EndSpell to end spells gracefully)
Fix flurry subspell timing


**Patch v2.75 PBE:**

To access PBE, in Steam right click Duelists of Eden > Properties > Betas > beta participation: public-beta

Perilla - w1 - web now applies hitstun if target is already stunned
Reva - w2 - invincibility duration 14f->12f, recovery 8f->12f, cooldown 58f->70f
Terrable - w1 - dmg 1->2

Acid Rain - active frames 4f->8f
Align - recovery 22f->20f
Crevasse - recovery 20f->14f
Crossfire - recovery 18f->16f
Dimension Sword - hitbox 4->5 tiles
Double Team - dmg 4/4->5/5, recovery 28f->24f
Flurry - startup 6f->10f
Gust - recovery 16f->12f
Hyper Beam - dmg 4->5
Ice Pick - no longer adjusts in back column if off field
Lasso - travel time 17f->16f
Needler - now drains spears with shots
Rake - hits no longer move if player moves during spell
Sacrifire - initial hitbox is taller
Spear Wave - dmg 3->4
StepBlaze - hitbox 1x1->2x1, dmg 5->4
Swallow Spear - shot interval 12f->10f
Tailwind - recovery 14f->12f
Toxicross - no longer adjusts in back column if off field
Transmute - spears on player hit 1->2, shot interval 4f->2f
Whirl - recovery 15f->20f
Whiplash - tipper dmg 10->11
Windburst - recovery 16f->15f
Zenith - dmg 11->12

Statuses:
Poison - no longer resets duration on application, min and max durations changed from 30f->25f and 60f->45f

Bugfixes:
Fixed Clockwise lerp pattern for modding
Added missing tooltips to some spells

[ 2025-03-31 21:50:07 CET ] [Original Post]
Patch 2.70 - Big Balance Update

**Patch v2.70:**

Characters:
Chiretta - w2 sewture - startup 3f->5f, shot interval 12f->13f, recovery 27f->28f | can be shield walked now
Harissa - w1 - startup 9f->10f, cooldown 30f->34f | was pretty spammable in front rows
Harissa - w2 - airtime 19f->21f, changed warningd ot to paint colors
Maypul - Wrap no longer triggers through Shield/Deflect | I think this is how it was intended
Perilla - w1 pounce - web dmg 1->0, web mana restore 1->0.5, web duration 180f->120f
Perilla - w2 snatch - range 9->4, now counts as a "hit" for dropping shield early
Queen - w2 execute - startup (for column dmg) 4f->6f
Reva - w1 ricoshield - now pierces again
Reva - w2 shield bash - shot 3->1, dmg 1->3, now pushes on hit, now hits 2 tiles in front, startup 13f->14f, cooldown 48f-> 58f
Saffron -> w2 sparktex - startup/travel time 10f->12f, recovery 25f->24f
Shiso - w2 center mass - shot interval 8f->6f
Shopkeeper - w2 gravitas - recovery 26f->22f, cooldown 36f->40f
Terra - w2 dark matter - impact dmg 3->2, summon hp 3->2, no longer hits self, purple.
Terrable - w1 comet - dmg 2/2->1/2, cooldown 40f->66f | covered too much area too often
Terrable - w2 dark wave - cooldown 56f->58f
Violette - w2 charm - dmg 1->2, recovery 26f->25f | puts it more in line with other weapons

Spells:
Acid Rain - active frames 2f->4f
Auto Slash - dmg 4->3 | slight nerf
Back Slash - dash distance 2->1 | should make it a bit more useable while increasing the range by 1 tile
Bomb - dmg 11->12 | reverting dmg to make it more rewarding and unshieldable
BowSnipe - dmg 14->16
Double Team - dmg 5/5->4/4, second hit startup 16f->18f, recovery 24f->28f | too much dmg for how strong it was for combos
Escalation - shot interval 5f->4f
Flurry - now alternates hits between 1 and 2 tiles away (3 close, 2 far) | hopefully increases the utility without making it too strong
Frost Slash - mana cost 3->2, dmg 7->5, startup 11f->13f
Harrier - shots 6->8
Harvest - startup 11f->9f, dmg 3->2, recovery 35f->30f
Kinetic Wave - mana cost 1->2, startup 2f->4f, shot interval 12f->13f, recovery 26f->32f | was too cheap, can be shield walked now
Lasso - travel time 17f->19f, now pulls and roots instead of dragging to front
Last Letter - dmg 5/10->4/10, startup 4f->5f, 2nd hit startup 12f->13f
Miasma - shots 4->6, recovery 12f->9f
Northwind - startup 11f->14f | too cheap and wide
Ragnarok - dmg 20->22
Rake - recovery 38f->36f
Shield Throw - shield pickup now lasts on ground for 60f
Snowfall - now lands 5 tiles away, dmg 6->7, active frames 3f->4f | differentiates it more from Paragon, can be move->combo'd out of if it triggers frost
Spear Wave - dmg 4->3, now deals 4 dmg in center | may be too much of a nerf but figured I'd try this first
Step Slash - dmg 4->3
Swallow Spear - mana restore 2->1 | mana restore should be less extreme now, and a way to get spears out of the front column
Transmute - hitbox now wider to prevent walking through
Tremor - shot interval 5f->4f, hitbox now wider to prevent walking through
Turret Gun - startup 14f->17f, recovery 28f->25f (also affects Hazel upgrade) | startup was too fast for how long it lasted
Whiplash - hitbox changed to include an extra tile at the bottom left
Whirl - shots 7->8, recovery 20f->15f

Frost:
Frost dmg is now shieldable, will inflict 19f stun on shield

Spear:
Generated spears now land in the front column, randomly, prioritizing moveable tiles | this should increase the interaction when picking up spears

Modding:
Added a parameter laserRange to control length of Laser spells
Added a check HitCastRow/HitNotCastRow to check if the hit target is in the same row the spell was cast
Added lerp patterns (for modding):
SavedTile
TrackerPathing
RelocateHalfFieldPathing

QoL:
Capitalized first letter of spell descriptions
Hit catch spears now have a warning dot
Music now has a 25% chance to play a random character's theme

Bugfixes:
Moves no longer trigger if moving to the same tile (including being against off field)


**Patch v2.71:**

Chiretta - startup (reverted) 5f->3f | other changes were probably enough, also in line with kwave
Perilla - w2 snatch - range 4->5

Double Team - recovery 28f->26f
Flurry - startup 4f->6f, recovery 6f->12f | the low recovery was so it wouldn't be punishable if hit, but it's no longer needed and should not be very + if not setup with a broken tile/summon
Kinetic Wave - startup (reverted) 4f->2f, recovery (reverted) 32->26f
Lasso - travel time 19f->17f (reverted)
Rake - recovery 28f->36f
Shotgun - startup 10f->6f, recovery 14f->10f
Skewer - now applies half stun on shield
Snowfall - mana cost 2->1, dmg 7->4, active frames 4f->8f | trying to give it a new role different from paragon,
possibly more niche
Spear Wave - bonus dmg 4->5 per hit
Brushfire, Combust, Eruption, Tremor, Transmute - increased active frames 2f->3f or 3f->6f to decrease framewalking
Whiplash - dmg 6->8, active frames 4f->6f

Spears:
Now lands in front two columns

Bugfixes:
Fixed a bug where spells would not get countered if player was already in hitstun (usually shielded hitstun->shieldbreak)
Fixed some descriptions and character animations for certain weapons/spells


**Patch v2.72:**

Saffron - w2 sparktex - recovery (reverted reverted) 25f->24f
Violette - w1 misericorde - recovery 17f->16f
Flurry - recovery 12f->9f
Rake - recovery 36f->35f

Bugfixes:
Fixed skewer normal hit stun duration
Stinger - fixed mana cost


**Patch v2.73:**

Chiretta - w2 - shot interval 13f->12f
Maypul - w1 - recovery 13f->11f
Perilla - w2 - range back to full
Shiso - w1 - dmg 5->4, Pistol Whip dmg 2->3
Shopkeeper - recovery 22f->26f, cooldown 40f->36f
Terra - w2 - health and dmg back to 3

Kinetic Wave - mana cost 2->1, dmg 2->1, shot interval 13f->12f
Monsoon - mana cost 2->1, waves 6->2

Bugfixes:
Shiso - w2 center mass - fixed frame data on bottom hit
Toxicross base poison


"|" = developer note

[ 2025-02-01 23:45:54 CET ] [Original Post]
Patch 2.60 - Holiday Banner and Minor Balance Changes and Bugfixes

Game Description Image
Happy Holidays! Login to get a free holiday banner!
Thanks to everyone for playing Duelists.


Patch v2.60:

Bugfixes:
Fixed BreakShot location
Moves no longer trigger if moving to the current tile

Modding:
Added file path when json has errors
Added Sounds readme to mod folder
Added AmountTypes: SubtractMultiplier and DisplaySubtract


Patch v2.59:

Added Battle Coliseum Banner
Added Harissa Vision Palette

Bugfixes:
Vertical pushes will now properly order targets regardless of side/facing direction
Break Shot will now always Break and Fire shots from the same tiles even during step spells
Removed an extra color from Gunner's downed animation
Fixed Linux build


Patch v2.58:

Fixed a missing palette color in Terrable's vfx for cast 1

Windburst - mana cost 2->1, dmg 3->2
Whiplash - recovery 18f->16f

Bugfixes:
Keybindings ui will no longer hide when cycling through UI modes in training
Cracked tiles will only break if they are the closest tile being moved over (fixes Compactor + Pull interaction)
Terrable w2 animation no longer sometimes cancels animation of next spell

Reduced matchmaking limits


Patch v2.57:

Added Japanese localization for new content
Added new palettes, courtesy of cwolfcommander
Adjusted Random character sprite
Changed only lobby owner can change message
Crackroots - now works on cracked/broken tiles and hits in a column


Hotfix v2.56:

Fixed Perilla's web not spawning

Optimized some steam/login related stuff
Fixed a bug when disconnecting players
Perilla's w1 no longer places a web if dodged
Shiso ammo default reset to 6 for all players
Terrable w1 - "outside grid" trigger increased until entire hitbox is outside of the grid (explodes a couple frames later), also added a vfx outside the grid
Jackhammer startup 0f->4f to match other mortar spells
GolfBomb - dmg reverted to 10

[ 2024-12-23 18:20:08 CET ] [Original Post]
Patch 2.49 - New Characters Perilla &amp; Terrable! Season 2 starts Now!

Season 2 Starts Now!
Game Description Image

Patch v2.49


New Spells:
Wind Burst - 3x3 knockback spell
Rake - double pull melee spell

Chiretta w2 - cooldown 46f->52f, recovery 27f->28f

Harissa w2 - cooldown 36f->46f
Maypul w1 - startup 8f->7f, recovery 14f->13f
Seed duration 360f->300f

Neera w1 - startup 13f->12f, recovery 25f->23f, active frames 5f->6f
Neera w2 - recovery 16f->15f, added shadow warning

Reva w2 - shots 3->2

Selicy w2 - hailblade touch dmg 2->3

Shiso - reworked

Terra w2 - summon dark matter dmg 2->3

Amplifier - now only fires in the casted direction, hp 7->6, now triggers off of damage instead of hit
BombToss - explosion dmg 12->11
BowSnipe - startup 24f->28f, recovery reduced to match, dmg 17->14, now pierces
BreakShot - velocity 8->7, tiles now break on frame 6 instead of frame 1
ColdMedicine - velocity 8->9
Collapse - startup 22f->24f, adjusted visual
Crackroots - startup 13f->12f, now hits horizontally instead of vertically, dmg 3->2
Crevasse - dmg 9->13
CrystalRifle - now +1 dmg for frost dmg on summons, +2 if player. dmg cap 14
Dark Grasp - mana cost 2->1, dmg 4->2
Fadeaway - dmg 12->11
FreezerBurn - num shots 1->3, adjusted frame data
FrostSlash - startup 13f->11f
Glitter - dmg 7->8, tiles 11->12
GolfBomb - dmg 10->9
Harrier - shots 5->6, recovery 3f->9f
Harvest - recoveyr 40f->35f, mana restore 4->5
HyperBeam - startup 14f->12
Jackhammer - recovery 6f->9f
Knife - changed to melee
Kunai - poison 5->4
InfinityBeam - dmg 4->5, mana 2->1
Innervate - mana cost 4->3
Inverter - recovery 3f->9f, dmg 4->3
LastLetter - Z slash startup 16f->12f
Lockdown - startup 16f->18f, dmg 10->11, updated sfx
ManaCatch - active frames 12f->9f
Meteors - recovery 26f->23f, increased summon hp by 1
Miasma - changed to hit two back rows, shot interval 24f->20f, shots 6->4
Needler - recovery 3f->9f
Perforate - recovery 19f->18
PunchCannon - changed to a 3x1 and fires piercing hitboxes
Sacrifire - self dmg 3, dmg 10->9
Salvo - shot interval 13f->11f
ScatterSpear - mana cost 2->1, num spears 3->2
SentryTurret - mana cost 3->2, laser dmg 4->5
Skewer - range 4->5, self stun 60f->55f
Snowfall - dmg 5->6
Slowball - dmg capped at 20
Starburst - hitbox sizes increased, no longer framewalkable
StepLance - 1st hitbox startup 6f->5f
Study - duration 45f->40f, mana cost 1->0
SwallowSpear - mana restore 1->2
Tailwind - recovery 16f->14f
Tremor - also cracks on hit
TurretLux - now dmgs self for 4 dmg instead of full hp
Twinferno - recovery 34f->32f
Unleash - recovery 36f->32f, startup 16f->15f
Venoshock - dmg and poison removal capped at 16
Vivisection - dmg 5->4
Volley - pellet interval 6f->3f
Vortex - travel time 30f->28f
Whirl - shots 6->7, shot interval 5f
WreckingBall - dmg 3->2, airtime - 20f->22f
Zenith - dmg 10->11

Poison - no longer cures during hitstun

Removed:
Fling
SD Turret

Ranked ratings have been soft reset

QoL:
Hitstop now extends buffered inputs
Improved vfx for some spells
UI Cycling - PlayerName text moved down one stage, health numbers moved down one stage
Mana number on cardtridges is now smaller and transparent
Added fx for blocked summon from broken tile
Added 2nd color to Terra's hair for palettes

Japanese Localization is placeholder for now. I can make changes but official localization should be done within a couple weeks.

Bugfixes:
Dodging while moving will no longer sometimes get stuck in animation
MagicClaw no longer hit regens twice
Venoshock now hitregens
Adjusted step blaze preview to show hitbox
BladeHitCatch can no longer be countered
Pushes will now properly push based on closest tile even when hitting a step slashing target and their destination is behind an object
Harissa's telepad will no longer sometimes be in the wrong place when countered
Fixed palette overlap with violette jrock guitar
GolfBomb no longer unstunnable
Dodge opacity goes away 1 frame sooner to match actual invincibility
Changed some logic for Pyroblast and MagnaFlare, they should be less buggy now. Magnaflare will now fire all it shots even if it's target is dead (in case that didn't happen before)

Modding:
Added "AnchorOverride" effect. This cancels the anchor ending effect of the spell (Assuming a child spell will handle it) Shiso's Pistol Whip uses this.
Added "Knockback" effect. Pushes away from the spell's "touched Tile." Wind Blast uses this.

Hotfix v2.53:


Perilla w1 frames adjusted to match normal step spells
Amplifier now triggers off hits only

Fixed an issue with hitstepping pulls
Chiretta w2 recovery reverted to 27f
Perilla palettes now appear properly in store
Perilla's web no longer sometimes cancels stun
Perilla's w1 idle frames adjusted to all be after the web shot
Shiso's bullets now strong push
Shiso w2 no longer snaps to top/bottom rows
Shiso w2 - dmg 1->2
Some description fixes
Stuns no longer go through Invincibility
Strong Pushes/Pulls now snap X to closest tile (to prevent collisions that aren't visually there)
Added difficulty ratings for Perilla/Terrable
Fixed unredeemable palettes for terrable/perilla
Fixed a bug where BouncingBlade catch was not counterable
Offline mode fixed
InfinityBeam - dmg 5->4
MagicClaw - recovery 20f->17f

Hotfix v2.54:


Flame tile pattern order is now based on facing direction
Lockdown recovery 26f->28f (to match startup change)
Reva w2 shots reverted to 3, interval reduced 8f->4f
Perilla's w2 now stuns for shield stun amount on shield
Shiso's w2 bottom half now does 2 dmg
Stuns now interrupt dodges
WindBurst knockback directions fixed for step reverses

Game Description Image

Had a great time going to some local events recently! We even gave away some Saffron plushies to the winners!

Thanks for all the support so far!

[ 2024-09-04 17:12:13 CET ] [Original Post]
Patch 2.39-2.42 - Balance changes and Bugfixes

Patch v2.42


Shopkeeper - w2 - now hit-steppable like other push/pull spells

Collapse - dmg 5->7
Dark Grasp - mana cost 1->2
FireBreath - recovery 26f->28f
Lockdown - dmg 11->10
Sacrifire - self dmg 3->5, dmg 11->10, now always spawns behind player (originally intended to be used with summons behind, should reduce how free it can be thrown out with shield/parry)
Triple Barrel - mana cost 2->3 (it lasts pretty long which lets you regen a lot of mana)

Other:
Added timestamps to chat messages

Discord:
Added !modbattle and !nomodbattle commands to #matchmaking

Patch v2.41


DarkGrasp - dmg 4->3 for both hits
Salamander - now has half hit

Visual updates to match hitboxes for:
FrostSlash
Hailstone
Snowfall

Adjusted overriding buffered input to be more lenient (now only disables overriding attacks while ending a movement)

Updated multi keyboard branch to v2.41

Patch v2.40


DarkGrasp - second hit is now always in front of first hit
Sacrifire - dmg 12->11
Whiplash - active frames reverted to 1f->4f since multihit bug is fixed

Other:
Queued actions can no longer be overridden if they are a spell/weapon (should solve some rollback flashes of spells)

Bugfixes:
Fixed a bug with replay saving
Whiplash can no longer be avoided inbetween hitboxes, no longer can multihit with tipper
Crossfire now deals bonus damage in one hit
Unrated/Ranked lobbies should now show up properly
Infinity Beam and other generating spells should no longer occasionally cause crashes

Modding:
Added amount type for GenericCounter
Added a parameter for useParentCastGuid, where the spell will use the parent's cast guid for checking single hits (whiplash fix)

Patch v2.39

Whiplash - active frames 4f->1f to reduce multi hits

Other:
Made queen's dark chess pieces a bit lighter

Bugfixes:
Hitstop movement adjustments no longer occasionally skip parts of the movement
Fixed a bug with joining custom lobbies while they are starting
Replays will now get saved when players have incompatible characters in their names
Fixed character unlocks number display to be accurate
Gauntlet no longer flashes white between battles
Harrier is now non-lethal with spellpower
Seed status no longer gets stuck if applied during Wrap

[ 2024-06-07 16:28:19 CET ] [Original Post]
Patch 2.38 - Six New Spells and buffs

**Hotfix: Patch v2.38**

Bugfixes:
MagnaFlare no longer anchors on projectile hit
Harrier with Spellpower no longer stuns, dmg display number fixed
Fixed a bug in training mode where opening/closing deckbuilder would cause errors occasionally (that old Queen training bug @windfall had)


**Patch v2.37**

New Spells:
Collapse - pull to center in a wide column
InfinityBeam - shoot a laser, on hit teleport to a random tile and recast (yes, infinite times)
Harrier - non-lethal 5 shots
MagnaFlare - fire a shot that teleports target to random tiles, prioritizes Flame tiles
Miasma - hit 4 back center tiles and Poison
Whiplash - hits in a hook shape, bonus dmg at tip

Balance Changes:
Dreadwyrm - w1 - recovery 24f->22f
Dreadwyrm - w2 - recovery 13f->12f

Harissa - w1 - recovery 17f->16f
Harissa - w2 - recovery 15f->14f

Neera - w1 - recovery 26f->25f
Neera - w2 - dmg 1->2

Compactor - dmg 8->10, recovery 32f->26f
Crackroots - all hitboxes now come out at the same time, startup 14f->15f
Earthquake - dmg 6->7
Escalation - shot interval 6f->5f
Flurry - recovery 10f->6f
FreezerBurn - overall a bit faster
Glitter - tiles 10->11
HyperBeam - recovery 44f->40f
Innervate - mana cost 5->4
Knife - dmg 3->4
Lasso - dmg 1->2, travel time 18f->17f
PowerDrain - dmg 4->5, startup 9f->7f
PunchCannon - dmg 7->9
QuadClaws - startup 10f->7f
Reaper - recovery 8f->6f
Rocket - mana 2->1, recovery 18f->22f
Sacrifire - dmg 9->12
Salvo - recovery 30f->26f
Snowfall - dmg 4->5
Starfield - hitbox duration 4f->2f (to reduce multihits during movement)
StepBlaze - now has a 1x1 hitbox that deals 6 dmg
Strangle - dmg 3->4
Sweeper - recovery 30f>28f
Tremor - dmg 6->7, recovery 16f->15f
TriThunder - now always hits 3 tiles even during stepslashes, interval 5f->3f
Vinepull - dmg 3->4, snare dmg 2->4 velocity 3->4
Volley - startup 8f->5f, dmg 6->7

Other:
Win/Loss stats are now tracked for custom and unrated matches, behind the scenes

Bugfixes:
Flame and poison damage no longer interrupt dodges
Going from Local to Learning no longer bugs the ui out
Spectator replays will now autosave

[ 2024-05-01 19:19:14 CET ] [Original Post]
Patch 2.32 - Crack/Break adjustments, balance, and QoL/Bugfixes

Patch v2.32


Reva - w1 - dmg 3->2, now "fades" after hitting something and can now be caught
Flamberge back to single hit

Frost dmg no longer shield-able

Not doing anymore balance changes for a while so don't complain, thanks.

Added a yellow diamond icon for playing gauntlet for the first time

Bugfixes:
2nd part of pyroblast can no longer be countered
Starfield hitbox is now properly delayed by 2f
Lobby browser no longer shows matches above lvl 10 for players under lvl 10 and vice versa (unless it's a custom lobby)

Patch v2.31 Hotfix


Bugfixes:
Fixed a bug where mortar spells might not get countered (mostly in the tutorial)
Fixed a bug where ranked rating might get messed up with joining custom lobbies
Fixed counter tutorial
Can no longer join ranked lobbies before lvl 15 in browser
Can now properly leave replays mid-game
Mine travel time properly increased to 56f+4f startup
Diag beam and other lerping projectiles no longer disappear when dodged on creation

Patch v2.30


Neera - w1 - cooldown 40f->44f
Neera - w2 - total travel time 20f->22f, recovery 18f->20f active frames 6f->1f (active frames were accidentally too long, it left an empty gap and made the hitbox linger longer than intended especially since blocking summons still cause a hit now)
Reva - w1 - dmg 2->3, now destroyed on hit, adjusted visuals, added a visual for cooldown ending (it was confusing when the opponent could walk through after being hit)

Crackroots - dmg 2->3, recovery 28f->24f
Combust - dmg 7->8
DiagBeam - dmg 3->4, shots 3->2, now travels about 10% slower
Flamberge - now half hit instead of single hit
Guillotine - dmg bonus changed to +6 when 20hp or less. added crit sound
Mine - total travel time 50f->56f (it felt a bit weird allowing shopkeeper to combo into the landing of the mine which should be used for setplay, now there is a bit of a mixup involved or at least more spells required from SK)
TurretLux - hp 8->10, laser dmg 11->12

Cataclysm - increased hitbox height to reduce stepping through vertically, shot interval 4f->3f, dmg back to 5->6
Eruption - dmg 10->12
GolfBomb - dmg 1->3, explosion dmg 9->10, travel time 16f->18f, recovery 16f->18f
Starfield - travel time 12f->14f, added warning vfx, now counterable while traveling
WreckingBall - recovery 18f->22f

Most mortar spells - 4f of travel time moved to startup (so they are counterable for the first 3 frames)
Mortar spells no longer get countered if the hitbox will spawn
Crack/Break Changes:
Damaged tiles will now scales with number of damaged tiles while there are more than 4 damaged tiles on a side of the field (20% faster restore per damaged tile over 4)
Broken tiles now have up to 25% of their duration reduced based on how long the tile was cracked for before being broken.

These changes should help make playing against Break decks feel more interactive. Playing around a few Broken tiles is cool, having your field constantly broken can get annoying. Ideally this results in the Breaker's mana running out + the tiles being restored faster, so there are more times where you have an unbroken field. I don't think Break is too strong at the moment and I wanna keep it's overall power level in roughly the same spot.

Frost - dmg and stun is now shieldable (stun amount will be half of FrostStun duration (36f->18f), like how shieldstun is normally half of Stun duration (24f->12f))


QoL:
Leave Button for Ranked/Unrated will now "forfeit" the game instead of "disconnecting" (you can still leave with no penalty for the first 5 in-game seconds of the match)
Added an option to offer a Draw which will end the game with no results for either player
Added shadows to a bunch of mortar spells
Adjusted Dreadwyrm w1 vfx to be higher up again, now have slight shadows
Added weapon/subweapon prompts to RevaBot weapon sparring tutorial
Adjusted shopkeeper w2 vfx
Can now look at ranked info while searching for match
Changed "Custom" button to "Lobbies"
Added warning circle for Zenith
Can now hover over rank info button and it will animate size a bit
Lowered auto-disconnect match threshold
Loser rating inflation now scales from rating 300->2000 (with 25% inflation at 300 and 0% inflation at 2000)
Added frame data for startup and mid for step spells, recovery might come later
Shield bar now restores + half max shield after shield break stun is over instead of when shieldbreak happens

Bugfixes:
Mark damage now triggers the deflect animation, smoothed out end of mark vfx timer
Fixed a bug where local deck would use player 1 deck
Step slashes no longer get stuck in training mode with quick shuffle
Fixed locked lobby name after change
Y Axis closest tile calculations were off by 0.1f, making sacrifire shoot on the wrong tile sometimes
Local matches no longer show jitter
Sacrifire will no longer mess up in previews and possibly replays
Match found should no longer appear against self or empty players? Maybe.
Fixed a bug where dodges would not get canceled if hit with status damage
Fixed a queue where ratings would sometimes get mixed up between queues, possibly. If you run into it just dm me on discord and I can reset it for you.
Ties no longer show default 24HP in replay history
Can no longer join unrated/ranked lobbies with invalid deck
Can now navigate to copy deck buttons in replay history
Game Description Image

[ 2024-03-27 19:27:38 CET ] [Original Post]
Patch 2.29 - Lobby Fixes, and 500 Reviews Reward Banner

Patch v2.29


Bugfixes:
Fixed a bug where turrets would keep shooting after death
Fixed a bug where training queue would not resume if cancelled
Training mode no longer restarts sometimes when stepping back
Running from pinned taskbar should now startup properly
Fixed some lobby issues
Keyword tips should no longer cover decklists
Lobby refresh time actually increased now

Patch v2.28

Game Description Image

Thank You for 500 Reviews:
Added a thank you banner and title on login for the next couple weeks. You guys are awesome!

Hazel w2 - widened hitbox to match other wave spells

Cataclysm - dmg 6->5
Jackhammer - shots 6->5
Reaper - dmg 7->8
Snowfall - changed to hit in a small column, shots 3->1, dmg 2->4
Transmute - dmg 7->8

QoL:
Can now recast spells while they are still ongoing, they will just stop and restart when casted again. (Notably affects Monsoon)
Added palette names to character info screen
Peak rating is now shown on rank info screen (Peak rating tracking starts now, sorry if it's late!) May swap leaderboard to use this later on.
Improved quality of japanese characters and added support for more text symbols
Slightly reduced rating loss multiplier (finally, inflation.)
Battle loading panel now shows flags
Slightly darkened ice bg
Ties now give slightly more rating

Bugfixes:
Fixed a bug where buffered inputs would sometimes not be cleared
Fixed a bug where Frost damage wasn't stunning at the end of Shields
Deflecting Frost damage should work properly now
Replays should now save for spectators
Battle loading banner no longer flipped for opponent
Fixed an issue with distance filter sometimes not working for custom lobby list

[ 2024-03-22 21:46:56 CET ] [Original Post]
Patch 2.27 - Trading Cards, Soundtrack, and Random Title Box

The Duelists of Eden - Original Soundtrack by STEEL_PLUS is out now!

Includes high quality .wav files
https://store.steampowered.com/app/2880260/Duelists_of_Eden_Soundtrack/?beta=0

You can listen to the soundtrack on STEEL_PLUS' YouTube channel!

Patch v2.27

Fixed a bug where summons could not be teleported

Patch v2.26

Fixed a bug where Harissa could teleport to the enemy field

Patch v2.25


Features:
Added random title box to the shop, this is basically for after you buy everything in the shop. I'll probably add a bunch more titles later on! (there's like 50? now, collect them all! lol. no please dont. then I have to add more...)
Added Autosave Replays option to settings. Replays can still be saved if they are favorited on the victory screen.

QoL:
Reduced last played opponent cooldowns to 180s for matches and 120s for plays
Cancel match found in training is now a hold to press

Bugfixes:
Input history now accounts for swapped sides, and shows held inputs separately
Trying to join a no longer existing lobby ends more gracefully
Fixed a bug where teleporting would stop shield or freeze player on opponents field
Expanded mid rating range
Blank lobbies should no longer show up in browser
Fixed jitter icon color

Patch v2.24

Teleport bugfix

Patch v2.23


Lowered rank rating thresholds to better match player distribution
Upper rating for matchmaking 800->1100
Slightly lowered rating change scaling per match
Reverted dreadwyrm's beam visual

Bugfixes:
Teleport spells no longer occasionally causes movements top stop
Fullscreen display now grays resolution text instead of display text


Sorry about all the teleport issues. It arose from me trying to fix the stuttery movement when a moving target was teleported, but there were a lot of niche cases I missed!

[ 2024-03-20 17:26:32 CET ] [Original Post]
Patch 2.22 - Custom Lobby Browser!

**Patch v2.22**

Dreadwyrm - adjusted vfx to make it more obvious what rows her weapons are hitting

Barricade - health 6->9 (this should help it last a little bit longer for trap plays)
HydroPump - mana cost 1->0 (might not even be worth 0 mana)
Jackhammer - shots 4->6 (didn't update with some recent crack/break changes)
ScatterSpear - tiles 4->3 (I'll try to buff spear in some other way soon)
Toxicross - spear gain 2->1

Features:
Added Custom Lobby Browser (includes ranked and unrated lobbies)
Game Description Image

Other:
Added palette sets Neon A (char lvl 45), Low Bit (char lvl 55), Pal Swap (shop). Order is now char lvl 65 reward.

QoL:
Added Hazel and scrolling to patch notes screen
More loading tips!
Finding a custom lobby with a version mismatch will now show a popup
Added max rollback setting to custom lobbies, you can try setting this to high if there is a bad connection
Slightly reduced the travel time for diagonal movements. (Notably affects AutoSlash and ShadowShift)
Polished icons for Dark Matter, Eruption, Seize, Shear, Skewer, Slowball, Snowfall, Starfield, Scatterspear, Hew, MechWrench, StepLance, StepLanceX, Strangle, SummonTurretLux, SummonTurretSentry, SwallowSpear, TailWind, Tetra, Transmute, Tremor, Triple Barrel, Twinferno, Ultrangle, Venoshock, Vine Pull, Vine Whip, Vortex, WreckingBall, StepBlaze
Added support for korean letters
Rematch same matched opponent time 60s->360s
Rematch same opponent time 60s->180s

Bugfixes:
Teleporting a target will now stop their movement (removing some visual stutters)
Queen's chess seekers no longer activate player weapons or hit opponents
Ultrangle visual no longer plays twice
Fixed some depth calculations for missiles
Ultrangle warning dot now shows on top of claw trap
Can no longer right click deck cases to drag
May have fixed a bug where music wouldn't play on some matches
Client leaving will now properly send a disconnect message
Local binding profiles will no longer affect UI nav
Local binding profiles shouldn't override default bindings as much, i'll have to keep working on this
Fixed icon flickering when multiple spells were countered
Fixed replay duration being inaccurate
Steam buttons on victory will now update properly for custom matches
Game Description Image

[ 2024-03-18 22:58:42 CET ] [Original Post]
Patch 2.21

**Patch v2.21**

AcidRain - dmg 4->3 (it covers a lot of area, and was a little too punishing to be caught in for beginners)
Align - startup 11f->13f, recovery 20f->22f (it was a little too unreactable in some cases)
BackSlash - dash distance 1->2 tiles, total coverage still increased by 1 tile (this makes it a bit slower and harder to hit)
Barricade - recovery 17f->20f, dmg 6->3 (this spell was meant to be used more for blocking/trapping opponents than landing a hit with, opponents should still not want to walk into it though)
Cataclysm - recovery 18f->22f
Fadeaway - recovery 12f->14f
Glitter - now has half hit (bugfix)
KineticWave - recovery 24f->26f (just a little bit slower to use in the front column for free)
Lockdown - recovery 20f->26f (this was powerful enough where it could use a bit longer recovery)
SpearWave - projectile speed 8->7 (this is now in-line with Unleash)

Eruption - no longer Breaks Cracked tiles on enemy side (it could be more oppressive and too much for a 1 mana spell)
Inverter - now teleports target based on their closest tile (should be more consistent now)

StepSpells - step in movement time increased by 1 frame (steps were still a little bit too fast for how much area they cover)
Added vfx for step spells for destination and return
Frost damage/stun no longer goes through Deflect


QoL:
Added ConnectionPriority option under Game Settings. This will prioritize connection at the expense of finding less matches if set to High.
(If you're in a populated region but getting laggy matches this setting should help, but it's still a wip)

Adjusted Twinferno icon
Rewards icons now have a slight glow animation
Replays now change side depending on preference
Cardtridges can now be mouse hovered over in Replays!
Less shuffle noises in tutorial
Adjusted evade missiles tutorial to use a Stinger based spell
Selicy starter deck - ColdMedicine->AutoSlash, Zenith->PushSlash
Terra starter deck - Earthquake->Align


Bugfixes:
Fixed poison meter on bot hp bar
Offline mode should be functional again
Brightened difficulty stars on char select
Previews not wait longer if they contain a summon
AcidRain was still hitting multiple times per wave* it's fixed now for real
Fixed difficulty text anchor on character info screen
Disconnecting from the custom lobby during a match will no longer return to a bugged screen
Search and A-Z order in Japanese should function properly now
Harissa starter now uses harissa sleeve
Tsunami, KineticWave, Sewture - hitbox duration 12f->13f (to fix a bug where it could be stepped through)
Harissa's w2 remix - now single hit per target
Dodging late during a step in spell no longer refunds mana
Leaderboard flags fixed
Game Description Image

[ 2024-03-14 18:32:27 CET ] [Original Post]
Patch v2.18-v2.10 Notes

I'll try to be more consistent with updating the patch notes on Steam in the future, but for fastest patch notes please join the Discord.gg/OSFE

Hotfix v2.18

Fixed a bug claiming rewards*

Update v2.17


Acid rain - can now only hit a target once per wave (will reduce unintended extra hits)
BackSlash - now only dashes 1 tile back and hits 1 tile further (this should improve it's neutral use)
BouncingBlade - now bounces from the correct height
BowSnipe - visual now aims up, arrow no longer launcher until 24f, total travel time still 360f (bugfix, sorry)
Eruption - added shadow warnings
Glitter - improved warning visual
Harvest - now restores 4 mana instead of based on target hp, recovery 38f->40f


Poison - slightly increased the cure rate at high amounts (this should make it less awkward when trying to cure poison)

QoL:
Added some deckbuilder sfx
Loading screen between scenes now animates slightly
Added poison bars on healthbars that display how much poison dmg will occur over time

Bugfixes:
Music/SFX vol will no longer reset to loud if alt tabbing back to window
Fixed queen chaos/mint palettes
Window will now focus on match found popup
Matchmaking now gets properly canceled when going to replay or solo modes
Timers damage no longer freeze when hit on shield
Warning sprites should now layer properly

Update v2.16 - 03/10/2024


Reva - w1 Ricoshield - cooldown 100f->106f (this is just to make it appear less like there are two on field at the same time)

SnowCone - can now only hit a target once per "wave" (max 3 hits per target), this is something I've been intending to do, the technology just didn't exist yet

Slowball - changed shot vfx

Tweaked starter decks:
Terra - Flurry->Tsunami
Shiso - Kunai->Minigun, ShadowShift->DimensionSword
Dreadwyrm - ScatterSpear->ClawTrap, SlowBall->SpearWave

QoL:
Replay file names now include player names and use start datetime instead of end datetime
Adjusted Autoslash icon color
Adjusted deckbuilder counter to show min cards until over min
ShowPlayerNames option now cycles between Both, MineOnly, OpponentOnly, None
Renamed "Custom Profiles" to "Keybind Profiles" in local lobby for clarity
Added a ShowCountryFlag to show country flag or continent icon for more privacy

Bugfixes:
Keybinds will now update in online matches if you are client and using controller!
Navigation to decklist in deckbuilder works now
Ties will now show the same ranking on the leaderboard
Fixed a bug where empty strings would cause leaderboard and other things not to load
Training bot can now be controllable and have an OutOfStunAction set
Fixed a bug where players would be unable to start matches after Timing Out once
Fixed a bug where client player would still cast spells when closing battle pause menu

Update v2.15 - 03/09/2024


QoL:
Country flags are now shown on match found
MatchFound timer increased from 5s->9s
Difficulty stars added for each character, if you're just starting out try the easier ones!
Added option to hide player names in Game Settings

Matchmaking:
Matchmaking should no longer put low MMR (< 800) against high MMR players (>= 800) even with long queues
Adjusted some search parameters, including reducing matches against the same person
Clicking cancel on a match will now stop matchmaking until restarted

Previously the climb to even just Silver felt way too long.
Adjusted rank elo values to:
0, // Iron
600, // Bronze
800, // Silver
1100, // Gold
1500, // Platinum
2000, // Diamond
2600 // Master

Bugfixes:
Fixed replay preview durations
When at exact rank bounds, proper rank will display
Closing the pause menu in battle will no longer cast a spell assigned to the same button
Fixed some issues with cancelling matchfound
Default in local mode now follows hold move setting in settings
Bot name will no longer show Test2
Instant recovery spells like Inverter no longer cancel the recovery of spells cast right after
Fixed some Gauntlet ui issues

Update v2.14 - 03/08/2024


Barricade - hitbox duration 1f->3f
SummonCrevasse - startup 5f-9f, hitbox duration 1f->3f
These are mostly to match the new visual and for consistency

Multi-keyboard is now supported in a beta branch "multi-keyboard"
Regional pricing should now be set for latin america. (Sorry for the delay)

Matchmaking:
Increased delay before matching with larger rating gap
Rating pools changed to match player pool's current ratings (this should mean you get matched with closer rated players more often)
Rating minimum changed from 500->300

QoL:
Adjusted beam crystal sprite to show direction better
Improved ice summoning visuals
Adjusted mini dialogue box sizing in tutorial
Play SFX on unfocused now defaults to Off to prevent confusion
Polished Neera's weapon sfx/vfx
Slightly reduced size of Flame vfx
Last OutOfStun Action now saved in training mode

Bugfixes:
Achievements should now unlock mid-game instead of at end of game
"Rewards complete" text changed to "More rewards coming soon"
Profile reward preview will now display properly!
Fixed a bunch of controller navigation bugs, including gauntlet mode button
Hid battle loading status text
Screen should no longer be slightly darkened in battle
Tutorial complete! message should now pop up
Music will no longer restart every tutorial
Wins/Losses on ranked screen now only show ranked matches

Thank you all for the bug reports, and the kind reviews on Steam! Reading them makes me feel like all the development was actually worth it


Update v2.13 - 03/08/2024


QoL:
Adjusted some flame-related spell icons to differentiate them

Bugfixes:
All achievements working! I think!
Student achievement - now unlockable (if already completed, can be unlocked by just opening Learning tab)
Duelist and Competitor achievements - now increment properly
Character achievements should unlock now
Gauntlet achievement now unlocks on win
Tourney mode text now updates when switching modes
Music is now in stereo instead of mono (it may be louder now, default volumes adjusted)
Ranked leaderboard now updates more often
Non-existant character decks should no longer cause the game to crash (from alpha testing)

Update v2.12 - 03/07/2024


Keybindings will be RESET once on startup. This should fix bindings for new players.

First boot on launch will have decks set to default on start (backed up in save data folder).

Bots will no longer get stuck in training (Selicy will no longer go easy on you)

Disabled multi-keyboard for this build temporarily to enable raw input for all controllers.
There will be a tournament/locals build in the future with multi-keyboard enabled. If you need Multi-keyboard support, please DM me.

Achievements are enabled!
Deckbuilding should be a bit less stuttery now

Update v2.11 - 03/07/2024

Fixed crashing on second match
Unrelated: Battle loading screen will no longer show the same tip every time

Update v2.10 - 03/07/2024

should fix matchmaking crashing and custom lobbies
Please verify files to update the game on steam
Game Description Image

[ 2024-03-11 22:20:14 CET ] [Original Post]
Duelists of Eden is OUT NOW!

Plaese go try it out, maybe even find some friends to help you learn along the way.
https://store.steampowered.com/app/1664200/Duelists_of_Eden/ Game Description Image

Thank you to everyone for testing and supporting the game during development. There has been so much help to get the game to where it is today! I really hope you enjoy the game.

-Thomas

[ 2024-03-10 15:34:13 CET ] [Original Post]
Duelists of Eden is releasing on Steam! Thursday, March 7th 3PM EST!

Duelists of Eden is officially releasing on Steam! Thursday, March 7th 3PM EST!


It's been a long journey, thanks to everyone for the support and alpha testers for helping shape the game.

I appreciate you sticking with us! Drop us a follow and we'll see you next week!
-Thomas

[ 2024-02-27 20:52:19 CET ] [Original Post]
Duelists of Eden - Open Playtest is Live! April 13th - 17th

Steam Public Playtest from April 13th - 17th!

As part of the Indie Fighting Games Festival Duelists of Eden is doing an open playtest on Steam

You can play right now by clicking "Request Access"

Game Description Image
Store Page: https://store.steampowered.com/app/1664200/Duelists_of_Eden/ You'll be automatically accepted!


[h2]North America - Open Playtester Tournament
April 16th - 6pm EDT![/h2]

Prizes:
1st Place: Saffron Plush and Unique in-game Title!
Top 8: permanent alpha access

North America and new players only!
Sign up here:https://www.start.gg/tournament/duelists-of-eden-ifgf-2023/

If you wanna chat or leave feedback please join the discord.gg/osfe

Don't forget to follow and wishlist Duelists of Eden on Steam!


Good luck!

[ 2023-04-16 15:37:09 CET ] [Original Post]

Minimum Setup

  • Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAMStorage: 1 GB available space
  • Memory: 2 GB RAMStorage: 1 GB available space
  • Storage: 1 GB available space
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