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Patch: Acquitted on all Charges #99828


Greetings Contestants! Spring has officially sprung and new life is beginning to bud. That means that change is afoot, and The Culling isn’t excluded in nature’s plans. There are a lot of exciting things coming to the island in the near future and hopefully you’ve had a chance to check out the latest Roadmap Update. This week’s patch is no exception. Contestants can look forward to a multitude of improvements at all levels of gameplay and we’re beyond thrilled to share them with the cullmunity. Servers will be down on Wednesday March 22nd at 8AM EST and maintenance will continue for up to four hours. With that said there is one thing we need to address. With any change comes a certain level of uncertainty. We’ve run into some last-minute bugs while implementing the filtering system. Rather than pushing these live in this state, we’ll be working on them for a little bit longer to make sure the system works as close to intended as possible once live. This means that Filters will released after this patch. We do not predict a long wait and we will keep you updated in the coming days as to the highly-anticipated feature’s arrival. On the bright side, much like BShar at a donut eating contest, we were able to cram a few more items into this patch than we expected. We’re looking forward to seeing the reception to these new changes and look forward to reading your constructive feedback. See you on the island! Changes Combat

  • Charged melee attacks can no longer be charged indefinitely. Charged attacks execute automatically. There is an Overcharge period during which an attack can be held after it is fully charged. This period varies based on a weapon’s speed rating:
  • Fast (***) weapons execute the attack immediately after reaching full charge
  • Normal (**) weapons have an Overcharge period of 0.2s
  • Slow (*) weapons have an Overcharge period of 0.5s Dev comments: The ability to hold a charged attack indefinitely led to stalemate situations where one player held a charged attack while the other held block. The charged attack state (coupled with the ability to quickly cancel into a block) was incredibly powerful - a brief mistake by a blocking opponent could be punished heavily. Why are we forcing the attack to execute once it has been initiated? Using the rock, paper, scissors paradigm, it’s important that players commit to an action when they take it. The system includes a minimum block time and a long shove animation so that players who take those actions are at risk if they made the wrong choice. Attacks are no different. If you choose to charge an attack, you’re taking a risk and your opponent deserves the opportunity to capitalize on a mistake. Our goal is for the neutral state to be the default during combat - forcing players to make predictive and reactive decisions based on their opponent’s patterns and actions. An added benefit of this change is to make weapon speed ratings more meaningful in terms of combat mechanics.
  • Melee attacks can no longer be canceled by blocking. Dev comments: While many players enjoyed the ability to cancel an attack into a block (and subsequently into a shove), this mechanic contributed to the power of the charged attack state. Attacks can still be canceled by switching weapons, but that leaves the player vulnerable. This change improves the value of blocking and makes charging an attack against a neutral opponent more risky.
  • The duration and intensity of the “micro-stagger” imparted at the start of a Weakness or Feeble wound has been increased Dev comments: In the previous iteration of Weakness/Feeble, a blocked player could reliably turn and run from the blocker without taking damage from a follow-up attack. This meant that successfully blocking an attack did not create an adequate window of opportunity for the blocking player. Our goal with Weakness and Feeble is for the blocking player to have a meaningful advantage - they can disengage from the fight, they can land a charged attack (that partially bypasses the Weakened player’s block), or they can read the opponent’s actions in the hopes of successfully shoving or blocking them again.
  • Volume of melee attack charging sound has been reduced Dev comments: Without the ability to hold a charged attack to pursue a backstab against an unaware player, we chose to reduce the volume of this sound effect. If a player is crafting, looting a FUNC barrel, or recycling, it should be possible to charge your backstab in close proximity without giving away your presence.
  • Being struck with a thrown item causes a brief stun Dev comments: This functionality was present for quite some time but was removed several patches ago. Based on community feedback we’ve reintroduced it - the goal is to allow a chasing player to have a skill-based method (i.e. picking up a rock or stick and throwing it) to gain ground against a fleeing player.
  • Being struck while shoving no longer results in a mini-stagger Dev comments: This functionality was introduced some time back to combat a trend where players would shove repeatedly. With the current state of combat we do not expect shove spam to be a problem and the mini-stagger was confusing when it happened. Perks
  • Leg Day has been removed Dev comments: Movement speed perks are tricky when so much rides on your ability to maneuver, give chase, or escape. Ultimately we felt that Leg Day was too appealing compared to other Movement Perks and at the same time put players at risk if they chose not to take it.
  • Speedy Spear now increases sprint speed by 5% (previously 7%) Dev comments: We’ve brought Speedy Speer’s bonus down to match where Leg Day was previously. Since Spears are relatively weak in the early game (when many players don’t have armor) and carrying a spear gives opponents a clue that you might have a speed advantage, we feel that it’s in a good place.
  • Dig Deep provides 10HP (previously 20), properly plays sound effect when it triggers Dev comments: Dig Deep’s ability to mitigate a massive amount of what would have been killing-blow damage and restore player's’ health to the point where they could sustain multiple additional jabs made it compare favorably to the other Survival perks. It is still valuable, but players should now feel extremely vulnerable after Dig Deep triggers. Airdrops
  • Early Match Airdrops have been removed (Bait Crate is now treated as a free utility airdrop) Dev comments: As mentioned in the big picture update, we have several bigger changes coming to Airdrops and match progression, but the removal of Early Match airdrops represents an important first step. The primary goal here is to make scavenging and crafting viable and necessary during the early stages of the match. Networking
  • Optimized several systems in terms of the amount of network traffic they were generating
  • Increased server tickrate from 36 to 65 updates per second Dev comments: Finding the right balance between new features, bug fixes, and optimization is always tricky, especially for a small team during Early Access. These changes should improve responsiveness of the online experience. It is difficult for us to thoroughly test these changes under the wide range of network conditions experienced in a live environment, so we’re interested to hear from users about their experience with this change. Misc Changes
  • Fixed several bugs related to taunting during other actions
  • Changed default mouse sensitivity to 100 from 200
  • Changed default FOV to 90 from 74
  • Fixed discrepancies with wound intensity on throw for some weapons


    [ 2017-03-21 18:34:26 CET ] [ Original post ]

  • The Culling
    Xaviant Developer
    Xaviant Games Publisher
    2017-10-05 Release
    FREE
    Game News Posts: 73
    🎹🖱️Keyboard + Mouse
    Mixed (17470 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • The Culling Linux [4.49 G]
    Available DLCs:
    • The Culling - Original Gangster Founder's Pack
    • The Culling - FUNC Buster Starter Pack
    As a contestant in the deadly game of The Culling, you must explore, scavenge items, craft weapons, and build traps that will enable you to slay your fellow contestants and emerge victorious before the end of the round. Only with cunning, skill, and a little luck will you be able to prevail and survive the match.

    Unlike add-on modes in open-world survival games, The Culling redefines the battle royale genre by providing a tightly focused stand-alone experience that delivers incredible thrills and endless story-worthy moments.

    Features at Early Access Launch

    Game Modes

    The core of The Culling is an online 16-player battle royale, played solo or in teams of two. Matches last approximately 20 minutes, with deadly poison gas slowly constricting the arena in the final stages. The winning player (or team) is the last left alive.


    With no respawning on death, you have to make every action count. Play too cautiously and you won’t be prepared for the final clash at the end of the match, too aggressively and you might not make it past the first few minutes.

    Weapons and Combat

    The Culling focuses heavily on melee combat. Use jabs, charged swings, blocks, and shoves in a system that’s simple learn, but requires practice to truly master.


    There are 24 melee weapons in the form of blades, axes, bludgeons, and spears. There are multiple tiers of weapons, which deal different levels of damage, from the lowly crafted stone knife to the mighty Katana. Different weapons types also apply different wounds, which factors into combat strategy. All melee weapons can be thrown, adding the potential for ranged combat in any encounter.

    There is also a variety of ranged weapons, including bows, blowguns, and even highly-coveted firearms. A gun isn’t a guaranteed kill, however, as ammunition is in short supply and ranged players can be disarmed by melee strikes if they don’t keep their distance.

    Traps

    Players who thrive on outwitting their enemies can sample from a collection of traps in the form of snares, mines, remote-detonated explosives, caltrops, and punji sticks. Matches are fast-paced, so sneaky players must lay their traps in hot spots (such as near an airdrop landing pad) or use themselves as bait to lure opponents in.

    Items

    A wide range of utility items is at your disposal, with everything from backpacks to smoke bombs, run speed stims to stun guns, player tracking devices to bandages. You start each match empty-handed, so you must explore to survive. Inventory space is extremely limited, forcing you to think carefully about how you intend to play and what you want to carry.

    Crafting

    The Culling utilizes a unique crafting system that is very simple to use (no bulky UI-heavy inventory management) but still offers a wide range of recipes. Players can craft rudimentary weapons, a wide range of traps, and a handful of useful items, including bandages, satchels, and even body armor.

    Perks

    Each contestant chooses 3 perks before the start of a match. There are dozens of perks available, and they range from combat bonuses (increase the duration of bleed wounds you apply with blade weapons) to crafting skills (reduce your trap placement time), to general utility (begin the match with a tracking device in your inventory).


    All of the perks are available to all players from the start with no unlocking required. You can use perks to define and enhance your personal play style, whether it be focused on ranged, melee, or trap-based strategy. Advanced players will find helpful synergies between their perk load-out and their airdrop selection.

    Airdrops

    Players select a personal airdrop to call in during the match. Air drops are deadly care packages containing a predefined variety of weapons, traps and items. Be careful, because calling in an airdrop draws attention to you and can be stolen by other players (especially if they manage to shoot it out of the sky before it arrives).


    New airdrops are unlocked by opening the container, so finding a random airdrop during a match or stealing another player’s airdrop will unlock it in your list.

    Game Show Events

    The Culling is the most popular game show in the history of the world, and for good reason. The show’s producers have devised events that take place at random during the match. If you choose to participate in these events, the rewards can improve your chances of winning, but don’t be surprised when other players arrive to challenge you.

    FUNC

    Flexible Universal Nano-Compound, or FUNC, serves as the primary in-game currency. You spend FUNC to craft, call in personal airdrops, and open certain types of item chests. FUNC is gained through combat and exploration.

    Character Customization

    Players start the game with a variety of hairstyles, tops, pants, and skin tones at their disposal. Through playing matches, new customization items can be unlocked. There are over 100 items available to unlock, with many more planned.

    Audio

    The Culling places a heavy gameplay emphasis on audio. Making noise by sprinting through the jungle crafting items, slamming doors, and engaging in combat will draw the attention of other players far and wide.


    Using audio cues to locate opponents and using the crouch mode to conceal your movements add tremendously to the game’s suspense and immersion.

    Map Exploration

    The Culling ships with one map set on a tropical island. The map size has been carefully tuned to provide just enough space for 16 contestants, but also to ensure than no one is safe for long. The map is populated with landmarks, buildings (full of lockers and crates containing items), hidden caches, and hazards.


    Many of these elements are random, meaning map knowledge is important, but offers no guarantees. When the match starts, you can choose to immediately set about crafting some basic survival tools, or sprint to the nearest building in the hopes that it will contain valuable items.

    Tutorials and Offline Training Mode

    The Culling can be intimidating for new players, so we’ve included basic and advanced tutorials that will help you learn all of the game’s mechanics.

    If you’re still not ready to face players online, there is an offline practice mode against basic AI-controlled bots that will allow you to practice in a low-pressure situation.

    Steam Items

    No contestant leaves a match of The Culling empty-handed. Cosmetic items (hats, hair styles, shirts, and pants) are awarded at the end of each round, with rarer items rewarded for better performance. These items are tradeable on the Steam Market.

    MINIMAL SETUP
    • OS: 2.7 or higher
    • Processor: Intel Core i5 4th Gen (4xxx)Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: DX11 GPU with 1GB VRAM: NVidia GTX 460/ AMD Radeon 5850Network: Broadband Internet connection
    • Storage: 8 GB available spaceAdditional Notes: SteamOS is supported. other Linux distributions will have minimal tech support
    GAMEBILLET

    [ 6133 ]

    26.69$ (11%)
    41.99$ (16%)
    13.57$ (15%)
    17.79$ (11%)
    4.24$ (15%)
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    33.97$ (15%)
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    4.24$ (15%)
    24.89$ (17%)
    GAMERSGATE

    [ 1851 ]

    0.94$ (81%)
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    1.04$ (48%)
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    1.58$ (77%)
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    2.0$ (80%)
    21.59$ (28%)
    1.69$ (81%)
    10.49$ (48%)
    4.8$ (76%)
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    10.2$ (66%)
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    5.95$ (65%)
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    1.95$ (90%)

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