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To Kill a God
Glitch Factory Developer
Glitch Factory Publisher
1970-01-01 Release
Game News Posts: 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Demo Update - v0.0.6.6

Hey Guardians! We've just rolled out a quick hotfix to address some immediate issues you might have encountered and to implement a few small but important tweaks. Thank you very much for your ongoing feedback and support it helps us iron out these wrinkles quickly! We believe these changes will improve your gameplay experience. As always, please continue to share your feedback with us on the Steam Forums or Mad Mushroom Discord. - Glitch Factory Heres whats included in this update:

Patch Notes - Hotfix v0.0.6.6 - June 1st, 2025


Tutorial System:
  • Replaced the old tutorial with a comprehensive in-game glossary for easier reference.
Enemy Adjustments:
  • The explosive enemy has been temporarily removed (don't worry, they'll be back with a vengeance soon!).
NPC Interaction:
  • Added a popup notification for NPCs that are currently unavailable.
Economy:
  • Implemented Gold as the primary in-game currency.
  • All item prices have been updated to use Gold for purchases.
User Interface (UI) / User Experience (UX):
  • Reworked the merchant UI for better clarity and fixed several UX issues.
  • Fixed an issue where the "Back to Main Menu" button would incorrectly send players to the hub area after their first death.
  • Resolved a bug where the "Quit" button was not properly exiting the game.
  • Corrected the "Defeated" screen UI, which was not displaying all player stats.
Gameplay:
  • Fixed a huge random change to hardlock trying to enter the boss node.
  • Fixed the Fierce Support Skill.
  • Fixed losing Battle Remnants when the player beat the demo.


[ 2025-06-02 05:06:10 CET ] [ Original post ]

Major Demo Update - Patch Notes v0.6.5

Greetings, Travelers!


Weve been hard at work on a huge update to the To Kill a God demo that just went live.


Your feedback has been incredibly useful, and we hope that this update addresses much of your feedback. The two biggest things we wanted to address in this update were difficulty and duration. To these ends, we have slowed boss aggro and extended the length of the demo from 20 rounds to 40. Weve also made adjustments to level maps, boss stats, skill modifiers and crafting, and more to up the general difficulty. Thats in addition to tons of fixes and tweaks to gameplay, systems, the SkillMap, and UI. Check out the full list of changes below. Thanks a ton for all of your feedback here and on the Discord. Please keep it coming! - Glitch Factory Gameplay Fixes & Balancing
  • Fixed incorrect damage progression for melee character (was gaining extra passives due to a bug)
  • Skill: Arrow Rain damage reduced by 50%
  • Removed strike VFX from Imbued Strike
  • Adjusted how the game applies Armor, Evasion, and Energy Shield
  • Fix: Explosive Enemy was immortal
  • Fix: Explosive Enemy behavior improved; increased Battle Remnant drop chance
  • Fixed stun animation getting stuck when enemy was stunned twice
  • Enemy shard drop chance increased (from 0.2 to 0.4)
  • Battle Remnant drop weight increased (from 80 to 500)
  • Battle Remnant description added
Totem of Immortals System
  • Fixed the Totem of Immortals gameplay flow now integrates with the run loop more meaningfully
  • Totem buttons fixed for smoother navigation
  • Completed the buff list for the Totem (WIP)
Skill & Recipe Creation System
  • Reworked skill creation:
    • Now unlocked via a character in the hub using Battle Remnants (persistent currency)
    • Players can only create skill supports (not skills themselves)
  • Fixed skill creation flow:
    • Buttons now work with controllers
    • Prevents resource loss
  • Adjusted recipe creation list to handle melee character skills
Inventory & Item Drops
  • Fixed inventory UI for better controller support
  • New feedback system for unlocking inventory items:
    • One in the proper intel
    • One in the skill tree
  • Fixed item drop UI:
    • Drop name only appears when player is far
    • Text now appears behind characters on the ground layer
  • Items now move toward the player on room clear
  • Added "Wipe Save" button to settings screen
Combat & Battle Systems
  • Fixed Unknown Event bug that led to a battle without hiding the map
  • Fixed Battle Remnant counter
  • Fixed skill binder behavior with mouse
  • Fixed buff icon behavior (now shows at the right time)
  • Fixed buff UI not showing
  • Hold interaction now used for skill cutscene trigger
Map & Progression
  • Map generator changed: progression increased from 20 to 40 levels
  • Removed the merchant node
  • Adjusted descriptions of tree nodes
  • Fixed demo ending flow:
    • Game no longer forces ranged character selection on Retry or Hub access
  • New Save Game and Continue button on main menu (for clean saves)
UI & UX Overhaul
  • Complete UI revamp for:
    • Totem of Immortals
    • Skill Enhancer
    • Skill Creation
    • Recipe Creation
  • Added flask counter to HUD
  • Fixed pre-alpha UI warning sound being triggered during gameplay
  • A lot of UI gamefeel improvements
  • Skill tree nodes now have hover and click feedback for mouse
  • PlayerCam snap added at the start of battle
  • Returned a small area map to the flow
New Features & Improvements
  • New Character Selection Screen
  • Added camera confiner to the HUB
  • Improved inventory usability: easier to move and place items
  • Added feedback for unlocked items
  • Added proper skill point availability text UI


[ 2025-05-30 19:32:56 CET ] [ Original post ]

New Demo, New Trailer, New Publisher!

Hello, Guardians. Welcome back to the Death Spiral.


The time has come: we have a few pieces of news to share. First things first, we have a new demo now playable here on Steam! Weve been hard at work adding new systems, new characters, gamepad support, a nice tutorial and much more to the game. So, if you want to be an acolyte grab it here and jump in now into the Death Spiral. Don't forget to tell us what you think and consider leaving a review on the demo store page! You can also join our Discord to give us feedback. The same link is available on the initial menu of the demo. If you can share some ideas, thoughts, frustrations, or even how many times you died, it will mean a lot to us and will help us to shape this epic adventure! Weve also just dropped a new trailer at the OTK Games Expo, check it out: [previewyoutube=uB0KsyTbRUQ;full][/previewyoutube] Finally, were excited to share that weve teamed up with a publisher: Mad Mushroom. They've been a massive supporter of the game and will be helping us with things like marketing, QA, localization, and more. We cant wait to bring you the absolute best version of the game possible! Were aiming for a winter launch, and well have more to share between now and then. To stay informed on all things To Kill a God make sure to:

Break the Cycle. Kill a God.



[ 2025-05-25 19:09:32 CET ] [ Original post ]

What Weve Been Working On

If you played our first demo back in November, welcome back, guardian! Weve been busy since then, heres what weve been working on and whats new in the new demo:

  • New playable character (melee): meet Morwenna!
  • New system: Totem of Immortals
  • New skills for the ranged playable character (Ghassan)
  • Experimental gamepad support
  • More varied, procedurally generated levels
  • Unknown Events nodes added to the map skill tree
  • Enemies now have a chance to drop a new item: the Battle Remnant
  • A smoother and more interactive tutorial
  • Bug fixes, optimizations, polish, and more.
What were working on in the background for the full game (some of these might come to the demo later!):
  • Complete redo of the UI/UX
  • Full gamepad support
  • Meta-game progression system:
    • Research System
    • World Knowledge
    • The Collector
    • The Vault
    • Blacksmith
    • Recipe Unlocks
  • Game progression system:
    • Guardians Arcane
    • Quest system
    • Special Place
    • Cursed Location
    • End Game System
  • New playable characters:
    • New cycle enemies
    • New cycle bosses
    • End game boss
  • Story and lore elements
We want your feedback, too. Community input will be super helpful as we continue to develop To Kill a God. You can leave it here on Steam or in the Mad Mushroom Discord server. Thanks a ton for checking out our game!


[ 2025-05-25 19:08:17 CET ] [ Original post ]

Hotfix 16/10

Hotfixes 16/10:

  • Fixed a bug where relics gave way more than the intended values for specific skills.
  • Fixed bug with relics and enhancing skills. (Also works for Sucellus)
  • Fixed a bug where triggers would not properly work.
  • Changed visuals for the poison puddle left by the Throw Poison Flask skill to better reflect the actual damage area of the skill.
  • Fixed a bug where increases to AOE cause by enhancers would not reflect to a skill's visual effect.
  • Put sound effects into the SFX bus. (No more loud noises that don't respect the volume settings)
  • Adjustments to portal looks.
  • Added a new item as a reward for players who manage to beat the boss in this version of the demo.
Hotfixes 14/10: (Was only posted on discord)
  • Fixed a bug that allowed players to start multiple rooms by repeatedly clicking the travel button.
  • Players are now invulnerable once a room ends
  • Changed the level that the boss comes for the player from 20 to 30.
  • Added joystick deadzone settings internally to hopefully solve issues with the character automatically walking for some players.


[ 2024-10-16 17:26:14 CET ] [ Original post ]

Q&A / Roadmap

To celebrate the launch, we're hosting a special livestream where we'll discuss our roadmap for the game's development and answer all your burning questions. Come hang out with the devs, share your feedback on the demo, and get an exclusive look at what's coming next! Today at 21:00 UTC Steam Page Discord Server We can't wait to see you there!


[ 2024-10-14 19:09:35 CET ] [ Original post ]

The Steam Next Festival Update

Patch Notes:

  • Once a room is cleared, a portal will appear, allowing players to return to the skill tree. You can interact with this portal at your own pace, giving you time to collect any loot left behind from the fight.
  • Notable and Active Skill nodes now have local modifiers that apply only to the room associated with that node.
  • Support Skills are now called Skill Enhancers to better fit the game's context. As a result, all descriptions of enhancers have been updated to reflect this change.
  • Many enhancers have been buffed.
  • All notable skills have been reworked. There are now 419 notables available in the drop table.
  • Enhancers that previously provided reduced damage now apply decreased damage instead. (Reduced damage subtracts from base damage, while decreased damage only affects increased multipliers.)
  • Added a new exotic bow.
  • Added a new active skill.
Bug Fixes:
  • Fixed Riyadh's behavior; he was missing his projectile phase.
  • Fixed Elite Archers not dealing damage.
  • Fixed damage calculation for increased damage applied by enhancers.


[ 2024-10-14 06:55:42 CET ] [ Original post ]

Demo Update Patch Notes

Hey everyone, We've been working hard this week and are finally ready to bring you this update! Our team is thrilled with all the love you've shown us on Discord and the Steam Community Hub. Thank you! Here's the changelog for the latest build:

  • Improved energy shield display on enemy UI.
  • Merchant items now reset only when reentering the HUB.
  • Enhanced flasks system.
  • Resized UIs for Inventory and Skill Map.
  • Added colorblind options.
  • Riyadh's Burst and projectiles now deal 50% physical damage and 50% lightning damage, allowing players to better utilize armor.
  • Rebalanced various items.
  • Updated shard icons.
  • Added 20+ new items to the game.
Bug Fixes:
  • Fixed a bug where settings would not persist after exiting the game.
  • Resolved issues with Inventory and Skill Map UI on resolutions other than 1080p.
  • Fixed flasks tooltips not displaying correctly in the HUB.
  • Addressed an issue where the game could incorrectly complete after the first room when the boss was not defeated.
  • Renamed characters internally to address naming inconsistencies.
  • Fixed Riyadh's Lightning Call targeting issues.
  • Improved spawn location issues when entering a room. These issues now occur much less frequently.
  • Fixed a bug where reduced area of effect would unexpectedly remove skill cooldowns.
  • Resolved an issue where Crossroads connections would disappear over time.
  • Fixed a soft lock caused by the Trigger On Kill ability.
  • Corrected disappearing world modifier text in the node info panel.
  • Fixed an issue where the game would not properly return to the main menu.
  • Added missing flask descriptions.
Known Issues (Under Investigation):
  • An issue where removing items from the crafter and enhancer by exiting the screen can cause the items to get stuck on the cursor.
  • VFX layering issues.


[ 2024-10-10 00:55:15 CET ] [ Original post ]



An immersive action roguelite experience with a groundbreaking skill system that allows you to craft your own skill tree.
unlock the true potential of your character, delivering an ever-evolving experience.

To Kill a God is a standalone action roguelite set in the same immersive universe we meticulously crafted for No Place for Bravery.
While No Place for Bravery delved into the aftermath of the downfall of the guardians, To Kill a God transports players to the illustrious era of the Order's heroic exploits. The Player embarks on a captivating journey, recounting the trials and tribulations faced by aspiring guardians.

SKILL MAP TREE


Each player can forge their own skill tree, unleashing limitless creativity and unparalleled replayability. The game features a navigation system called the "Skill Map System". This system is structured as a map, similar to the game Slay the Spire, where players choose points on a path to progress towards a goal. However, in this game, the map the player navigates also serves as the character's skill tree. Navigating the map and the paths players choose directly affects how the character evolves. After several turns traversing the map, the exit will appear. At this point, players can attempt to fight the final boss if they believe they have enough resources.

SKILL CRAFTING SYSTEM


The skill crafting system is not just a mere game mechanic but an immersive journey of self-expression and strategic mastery.
Forge your own unique skill tree.
Unleash boundless creativity.
Unparalleled replayability.

COMBAT


To Kill a God's combat is frenetic, fast-paced, and immersive. The visual effects of each skill create a special dynamic in the gameplay. Create unique synergies between the built skills and the path taken on the skill tree to face hordes of increasingly intense and difficult enemies.

MINIMAL SETUP
  • OS: Any linux distribution that runs steam client
  • Processor: 2.8 GHz Dual Core CPUMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: GeForce GTX 660. Radeon R7 370 or equivalent with 2 GB of video RAM
  • Storage: 1 GB available space

GAMEBILLET

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MacGamestore

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