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Teleporting for HTC Vive is here

People who followed us in the last year were aware of the effort we put in the Enhanced Edition was VR ready from day 1. We worked hard to redo the game using Unreal Engine 4 and Carlos invested countless hours stalking how people walk in order to create VR Olive, a locomotion system meant to reduce dizziness in VR when you play with a gamepad. VR Olive was not perfect for everyone, but it specially failed when you have such a different device as the VIVE is, with its controllers and the ability to move around. It’s a great technology for VR. But Mind is not a VR game, and because of this it was not easy to adapt it. As you may know we are working in new games. We released Annie Amber for GearVR last month (do I said we are running a little contest?) and now we are porting it to other VR devices and at the same time working in a new title we will announce soon. The easy way was to focus in the new projects and let MIND rest in peace. But you, our community, make us what we are and thanks to you MIND is a successful game. So thanks to your feedback we noticed that there was something wrong. You deserve a complete VR experience with MIND. In this update we added to MIND: Path to Thalamus a teleporting motion system to the VIVE users. https://www.youtube.com/watch?v=G3QYfgJt7D8 When VIVE is detected, you will see a “lantern” in the game, by using the trigger and you will see a white line ending in an sphere, point to the place you want to teleport to and if the sphere is green, you will get that point as soon as you release the trigger. Additionally, you can use the trackpad to move around WASD style. With the other hand you can grab the ball using the trigger. Additionally, if you play with only one station and 360º movement is not possible, you can click the touchpad to rotate the body 30º. Finally, we modified some parts of the game to fit this new system. Some puzzles needed some tweaking to assure you don’t teleport to places you are not meant to reach. Some others are now easier for evident reasons. We hope you will enjoy the update.


[ 2016-06-07 17:33:39 CET ] [ Original post ]


Teleporting for HTC Vive is here

People who followed us in the last year were aware of the effort we put in the Enhanced Edition was VR ready from day 1. We worked hard to redo the game using Unreal Engine 4 and Carlos invested countless hours stalking how people walk in order to create VR Olive, a locomotion system meant to reduce dizziness in VR when you play with a gamepad. VR Olive was not perfect for everyone, but it specially failed when you have such a different device as the VIVE is, with its controllers and the ability to move around. Its a great technology for VR. But Mind is not a VR game, and because of this it was not easy to adapt it. As you may know we are working in new games. We released Annie Amber for GearVR last month (do I said we are running a little contest?) and now we are porting it to other VR devices and at the same time working in a new title we will announce soon. The easy way was to focus in the new projects and let MIND rest in peace. But you, our community, make us what we are and thanks to you MIND is a successful game. So thanks to your feedback we noticed that there was something wrong. You deserve a complete VR experience with MIND. In this update we added to MIND: Path to Thalamus a teleporting motion system to the VIVE users. https://www.youtube.com/watch?v=G3QYfgJt7D8 When VIVE is detected, you will see a lantern in the game, by using the trigger and you will see a white line ending in an sphere, point to the place you want to teleport to and if the sphere is green, you will get that point as soon as you release the trigger. Additionally, you can use the trackpad to move around WASD style. With the other hand you can grab the ball using the trigger. Additionally, if you play with only one station and 360 movement is not possible, you can click the touchpad to rotate the body 30. Finally, we modified some parts of the game to fit this new system. Some puzzles needed some tweaking to assure you dont teleport to places you are not meant to reach. Some others are now easier for evident reasons. We hope you will enjoy the update.


[ 2016-06-07 17:33:39 CET ] [ Original post ]



MIND: Path to Thalamus Enhanced Edition
Pantumaca Barcelona
  • Developer

  • Talking About Media
  • Publisher

  • 2014-08-05
  • Release

  • Indie Strategy Singleplayer
  • Tags

  • Game News Posts 43  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Mixed

    (841 reviews)


  • Review Score

  • http://mindpathtothalamus.com/
  • Website

  • https://store.steampowered.com/app/296070 
  • Steam Store

  • The Game includes VR Support

    Oculus

     1 

     

    SteamVR

     1 

     

    Standing

     1 

     

    Seated

     1 

     

    Mind_Linux_Content [7.54 G]

  • Public Linux depots

  • Change the entire environment!

    Wrapped in a mind-bending tale, the gameplay of “MIND” focuses on changing the very weather in order to solve puzzles: the player will cycle between day and night, modify the levels of fog and rain and even travel in time between seasons, changing the environment to advance the gameplay-driven story —indeed, the mechanics are directly related to who the protagonist is, what has happened to him and everything he is doing: a man trapped in his own mind, he must use all the tools at his disposition to escape to reality. Accompanied by the snarky yet heartfelt narration of this comatose patient, the player will guide him through fantastical forests, dark caverns and deceptive worlds of water and ice that directly relate to his emotional state at each point in his journey.

    Enhanced Edition Features

    • Play the game in Virtual Reality for a full immersive experience. Oculus and Vive compatible, including dk2 and Vive dev hardware.
    • Integrated VR Olive control scheme: more immersion, less dizziness.
    • Powerfull new Unreal Engine 4 engine gaining even 70% more performance in almost every level.
    • Steam controller, keyboard, gamepad and VR controllers 100% supported and configurable.
    • 4 secret levels, redesigned interactive ending, narration and also an alternative ending.
    • More than 40 different, creative puzzles seamlessly integrated into the environment.
    • 6 ways to affect the environment in order to solve the puzzles.
    • More than 25 distinct landscapes into with which you will be able to interact.
    • Turn day to night, make it so everything is covered by a blinding fog, summon incredible storms, travel to the past and make use of even more as of yet unknown mechanics.
    • More than an hour of voice acting that, while integrated into the gameplay itself, will tell you a whole story that is not about saving the world but about living through the pain of a father broken by his mistakes.
    • Face down imposing enemies by using your creativity and everything you have learnt along the way.
    • 22 achievements full of Easter eggs and references.
    • OST and Artbook included.

    Who are we?


    Developed by Carlos Coronado Carlos Coronado, Dani Navarro y Luka Nieto. Aditional code by Jose Ladislao. Voice by Greg Nugent.
    MINIMAL SETUP
    • OS: Debian compatible
    • Processor: Core 2 Duo E4300 1.8GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 GS
    • Storage: 2 GB available spaceAdditional Notes: Proprietary drivers required
    RECOMMENDED SETUP
    • OS: Debian compatible
    • Processor: Intel Core i5-3570K 3.4GhzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 660
    • Storage: 2 GB available spaceAdditional Notes: Proprietary drivers required
    GAMEBILLET

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    15.0$ (62%)

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