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Habitat v0.6 is Now Live!

Commanders - presenting Habitat v0.6! We know it’s been a while coming - here's what's available in the latest version:

New Features


NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here: PC: UsersAppDataLocalLow4gencyHabitat_EarlyAccess_HabitatSaves MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Three Levels - Earth, The Moon, and Mars As a preview of the game’s multi-level campaign mode we’ve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with. Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice! The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc. Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.* As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early! Elemental Damage System - Fire, Ice, Electricity and EMP As part of branching out Habitat’s combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds. Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
  • Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
  • Has 5% chance of spreading to another connected node every second
  • Can be extinguished by freezing
  • Causes fuel consumers to consume fuel 2x faster if on fire
  • Can be extinguished by engineer repair
  • Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
  • Chance of spreading to other nodes if colliding with them
Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.
  • Causes physical damage to be 2x more deadly to a frozen node
  • Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
  • Fuel producers affected by freezing produce no fuel while frozen
  • Extinguishes fire
  • Can be extinguished by fire
  • Can be extinguished by engineer repair
  • Goes away on its own eventually
Electrical Overload - high-voltage bleed of current causes systems to go haywire.
  • Turns on activate-able nodes including turrets, booster rockets, and more
  • Rotates turrets around automatically
  • Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
  • Any electrical consumer consumes 2x if electrified
  • Can be extinguished by EMP
  • Extinguishes EMP
  • Goes away on its own eventually
  • Chance of spreading to other nodes if colliding with them
Electro-Magnetic Pulse - all circuits burned out, leaving systems dead and vulnerable.
  • Deactivates any node that it hits for a period of time. Can't use the node.
  • Electrical producers produce nothing while affected by EMP
  • Can be extinguished by Electricity
  • Extinguishes Electricity effect
  • Goes away on its own eventually
Look for the multi-colored nebulas as you explore; be careful about flying through them or sending in your engineers. Some more notes on elemental damage:
  • All nodes have resistance values to each type. Greater than 0% is shielding, causing effects to accrue slower and drain faster, less than 0% is weakness which causes effects to accrue faster and drain slower.
  • Elements have opposites. Ice and Fire cancel each other out, and Electricity and EMP cancel each other out.
  • You might notice a biohazard symbol in the interface suggesting a fifth element. The International Prosperity Coalition assures us there are no biohazards in orbit. Absolutely none. So the very fact there’s a biohazard symbol for a type of space plague or infection is completely irrelevant and ridiculous. Pay it no attention.
  • Elemental nebulas aren’t the only way to take and give out damage. Some weapons deal elemental damage too, and as we build out the combo system non-elemental weapons can be upgraded to do elemental damage.
  • Be careful about putting objects behind operating booster rockets. You may end up with explosive results!
  • There’ll be more facets and functions to the elemental damage system as we go, including potential benefits to offset the costs. We want this system to really make a difference in combat and exploration!
Keeping it Snappy - Physics Tweaks! We’ve been monitoring acceleration and speed values on your flying creations, Commander. We felt like giving you a boost.
  • Engineers move and drag items faster
  • Less drag and higher acceleration on habitats and booster rockets
  • Stronger physics joint connections holding your habitat together
  • Engineers may still die in the process of flying with your station, but they should no longer create an “immovable wall” that blocks you from moving if you hit them.

Watch the Roadmap!


Remember, we are tracking features and taking feedback on our Habitat Roadmap powered by Trello. Check it out here: https://trello.com/b/HBFLCdhi/habitat We hope you enjoy the new features! Keep on spacing! - The Team at 4gency


[ 2015-03-17 14:25:37 CET ] [ Original post ]


Habitat v0.6 is Now Live!

Commanders - presenting Habitat v0.6! We know its been a while coming - here's what's available in the latest version:

New Features


NOTE: Many aspects of the game have changed. Not all of the new systems are present in the Tutorials. Read about the details below to familiarize yourself with the changes. NOTE: Saved game data file formats have changed from v0.5. Your previous save games are not guaranteed to work with v0.6. If you wish to remove or edit them, they are plaintext JSON files here: PC: Users\\AppData\LocalLow\4gency\Habitat_EarlyAccess_\HabitatSaves MAC: /Library/Caches/unity.4gency.Habitat (Early Access)/HabitatSaves LINUX: Home/.config/unity3d/4gency/Habitat_EarlyAccess_/HabitatSaves Three Levels - Earth, The Moon, and Mars As a preview of the games multi-level campaign mode weve introduced three levels you can now jump among via Gateways. Each level has a different backdrop, size, hazards and specific space junk types. Each map also has a city that you can interact with. Earth - the starting level, small size in order for Commanders to get familiarized to the environment. Light on hazards, but the space junk types are, in general, whatever the Union of Orbital Constructors could send your way on short notice! The Moon - an industrial way station out of the local inner half of the system. Heavily populated with asteroids towed in for mining operations. Heavy scatterings of industrial equipment great for wreaking havoc. Mars - something has gone wrong here. Nanomachines from terraforming operations have been running amok, spawning copies of famous relics and destroying any ships that approach. *Enter zone with extreme caution.* As we go, we'll add more levels that you can jump between, and the final version of the game will feature each location prominently as part of a connected campaign. Get familiarized with each location early! Elemental Damage System - Fire, Ice, Electricity and EMP As part of branching out Habitats combat and crisis system, player and enemy habitats and their components can now take - and dish out - elemental damage of multiple kinds. Fire - nuclear heat from stars, burning hydrazine, local fusion cores gone runaway.
  • Does 10 damage per second to whatever it's on (more if it has a weakness to fire)
  • Has 5% chance of spreading to another connected node every second
  • Can be extinguished by freezing
  • Causes fuel consumers to consume fuel 2x faster if on fire
  • Can be extinguished by engineer repair
  • Burns out if not fully lit, but does not go away once lit - has to be put out by engineers or freezing
  • Chance of spreading to other nodes if colliding with them
Freezing - endothermic nanomachine reactions that draw away heat at a dangerous speed.
  • Causes physical damage to be 2x more deadly to a frozen node
  • Any booster or weapon that does Fire status effect is inoperative (the fuel freezes)
  • Fuel producers affected by freezing produce no fuel while frozen
  • Extinguishes fire
  • Can be extinguished by fire
  • Can be extinguished by engineer repair
  • Goes away on its own eventually
Electrical Overload - high-voltage bleed of current causes systems to go haywire.
  • Turns on activate-able nodes including turrets, booster rockets, and more
  • Rotates turrets around automatically
  • Electrocutes any engineer that tries to tether to the affected node (engineers won't auto-tether to these nodes, they know better)
  • Any electrical consumer consumes 2x if electrified
  • Can be extinguished by EMP
  • Extinguishes EMP
  • Goes away on its own eventually
  • Chance of spreading to other nodes if colliding with them
Electro-Magnetic Pulse - all circuits burned out, leaving systems dead and vulnerable.
  • Deactivates any node that it hits for a period of time. Can't use the node.
  • Electrical producers produce nothing while affected by EMP
  • Can be extinguished by Electricity
  • Extinguishes Electricity effect
  • Goes away on its own eventually
Look for the multi-colored nebulas as you explore; be careful about flying through them or sending in your engineers. Some more notes on elemental damage:
  • All nodes have resistance values to each type. Greater than 0% is shielding, causing effects to accrue slower and drain faster, less than 0% is weakness which causes effects to accrue faster and drain slower.
  • Elements have opposites. Ice and Fire cancel each other out, and Electricity and EMP cancel each other out.
  • You might notice a biohazard symbol in the interface suggesting a fifth element. The International Prosperity Coalition assures us there are no biohazards in orbit. Absolutely none. So the very fact theres a biohazard symbol for a type of space plague or infection is completely irrelevant and ridiculous. Pay it no attention.
  • Elemental nebulas arent the only way to take and give out damage. Some weapons deal elemental damage too, and as we build out the combo system non-elemental weapons can be upgraded to do elemental damage.
  • Be careful about putting objects behind operating booster rockets. You may end up with explosive results!
  • Therell be more facets and functions to the elemental damage system as we go, including potential benefits to offset the costs. We want this system to really make a difference in combat and exploration!
Keeping it Snappy - Physics Tweaks! Weve been monitoring acceleration and speed values on your flying creations, Commander. We felt like giving you a boost.
  • Engineers move and drag items faster
  • Less drag and higher acceleration on habitats and booster rockets
  • Stronger physics joint connections holding your habitat together
  • Engineers may still die in the process of flying with your station, but they should no longer create an immovable wall that blocks you from moving if you hit them.

Watch the Roadmap!


Remember, we are tracking features and taking feedback on our Habitat Roadmap powered by Trello. Check it out here: https://trello.com/b/HBFLCdhi/habitat We hope you enjoy the new features! Keep on spacing! - The Team at 4gency


[ 2015-03-17 14:25:37 CET ] [ Original post ]



Habitat
4gency
  • Developer

  • Versus Evil
  • Publisher

  • 2016-01-26
  • Release

  • Action Indie Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 49  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Negative

    (169 reviews)


  • Review Score

  • http://jointhe509th.com/
  • Website

  • https://store.steampowered.com/app/299340 
  • Steam Store

  • The Game includes VR Support



    Habitat Linux Universal Depot [1.43 G]Habitat Linux Universal Depot - PRESS EMBARGO [1.43 G]

  • Public Linux depots

  • Earth is doomed and our only hope is getting a survivable habitat up in space using whatever resources are scattered in orbit. You’re left with debris, junk, and other oddities to use for humanity’s survival. Build, upgrade, and control the Habitats that you create as you see fit. The main Campaign will take you through narrative-driven missions while Sandbox mode will give you a blank slate and pure creative control to build and explore at your leisure.

    Leading your team of engineers, you will have to build and fly your space stations in a zero gravity setting. Learn to scavenge and thrive with whatever you find floating around in space, or go on the hunt to take what you need from other factions trying to survive. In the event of a threat, get creative and turn your space stations into deadly weapons using pieces of debris you pick up such as rockets, lasers and particle accelerators, to fight with. Crisis is guaranteed; your only chance of survival is to get creative and to be decisive in the face of disaster.

    Features


    • You are in control: build a fleet of Habitats or combine them all into one massive Habitat.
    • Explore procedurally generated space around the Earth, the Moon, and Mars
    • Experiment with various space debris such as leftover weaponry and unusual space junk, and hunt for rare pieces of debris to help build and expand your Habitat including a militarized T-Rex Head complete with flame thrower!
    • Physics based gameplay using weight, thrust, and zero gravity.
    • Embark on Campaign missions and lead your engineers and citizens to safety.
    • Get creative in Sandbox Mode. Build and experiment at your leisure.
    • Hundreds of building blocks for you to create and customize whatever you can think of.
    • Help humanity thrive in space, with civilian rescue, engineer combat, and even space zombies!
    • Fight with the elements - manage fires, ice storms, electrical and EMP bursts
    • Soundtrack by Alexander Brandon (Deus Ex)
    MINIMAL SETUP
    • OS: Ubuntu 12.04 LTS. 32-bit (Linux machine configuration not supported)
    • Processor: Dual-core 2 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Intel HD3000. Nvidia GeForce GT8600 or equivalent. supporting Shader Model 3 equivalent
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 LTS. 32-bit (Linux machine configuration not supported)
    • Processor: Dual-core 3 GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 550 ti 1GB ram or or ATI Radeon HD 6XXX or higher
    GAMEBILLET

    [ 5951 ]

    16.52$ (17%)
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    19.80$ (67%)
    18.72$ (46%)
    9.79$ (30%)
    8.25$ (17%)
    33.19$ (17%)
    2.00$ (80%)
    42.49$ (15%)
    5.00$ (75%)
    8.47$ (15%)
    12.42$ (17%)
    16.52$ (17%)
    10.62$ (65%)
    24.78$ (17%)
    12.38$ (17%)
    17.39$ (42%)
    12.95$ (19%)
    15.99$ (20%)
    8.79$ (12%)
    3.29$ (18%)
    10.66$ (73%)
    2.22$ (78%)
    2.85$ (81%)
    6.68$ (81%)
    16.79$ (16%)
    22.23$ (56%)
    10.74$ (73%)
    4.14$ (17%)
    33.17$ (17%)
    GAMERSGATE

    [ 3154 ]

    3.67$ (47%)
    1.35$ (92%)
    11.99$ (52%)
    0.38$ (92%)
    2.88$ (59%)
    5.0$ (80%)
    20.09$ (33%)
    11.99$ (20%)
    5.25$ (74%)
    2.25$ (89%)
    6.8$ (66%)
    1.84$ (74%)
    2.5$ (50%)
    0.94$ (81%)
    0.34$ (89%)
    9.99$ (50%)
    0.38$ (92%)
    5.63$ (81%)
    13.99$ (30%)
    10.13$ (22%)
    3.0$ (70%)
    3.9$ (70%)
    1.5$ (92%)
    2.25$ (77%)
    4.8$ (76%)
    8.77$ (51%)
    5.0$ (75%)
    15.0$ (62%)
    2.5$ (50%)
    9.0$ (77%)

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