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Survey Says: Attack and Shove Speed


Greetings Contestants! Yesterday, we shared our findings related to shove spam becoming a “thing,” and took you down the rabbit hole explaining how we intend to make some small tweaks to help you escape the grasp of a nasty shove sandwich in duos. As it turns out, the rabbit hole goes quite a bit deeper. Some of you have noted that combat still feels a little off compared to Day 1. You’ve given us the feedback that fast weapons are too darn fast and that the meta is evolving into something generally spammier than it used to be. One intrepid community member even took the time to create a side-by-side video that illustrated some differences. As a result, we’ve taken a deeper dive and we’ve found a couple of likely suspects. In the Day 1 build a bug with the weapon speed system resulted in all weapons jabbing at the same rate (once every 0.67 seconds), regardless of their speed. The attack animation played faster for fast weapons, but was followed by a brief pause after the animation before you could take another action. With slow weapons, however, you could take another action before the attack animation completed, which felt so margarinely-smooth that you wouldn’t believe it’s not butter. In the Origins build, this bug is rectified, which means that you are able to take another action immediately after your jab is finished. For fast weapons, this means an action every 0.57 seconds. For slow weapons, every 0.8 seconds. These may seem like a matter of only tenths of seconds, but the net result is that fast weapons have a significant mechanical advantage in Origins vs. Day 1, and slow weapons are at a significant disadvantage. Furthermore, with a fast weapon you can engage in far spammier behavior than you could in Day 1. But wait, there’s more! We also took a closer look at Shove, and found that the Origins shove animations last 0.67 seconds (which matches the base jab time). In Day 1, the Shove duration was 0.8 seconds. Again, only about a tenth of a second, but it can make a big difference in terms of feel, risk, and spammability. So what are we going to do about it? Here’s the thing: This sucks and it represents a pair of major oversights on our part. We worked hard to deliver Origins to you in a timely manner and these deviations from Day 1 were not intentional. Moreover, they are definitely not in keeping with our commitment to preserve Day 1 combat. At the same time, a big motivator for sticking with Day 1 combat is to prevent players from having to re-learn combat because we keep making changes. Making changes now, as always, risks alienating players who like combat in Origins just the way it is. The only good answer, in our humble opinion, is to remain committed to Day 1 parity and fix these issues. Our plan is as follows:

  • Weapon speed will no longer scale attack animation speed. This means all attack animations will be consistent across all weapons (at 0.67 seconds) and weapon speed will only impact charge time. From a gameplay standpoint, this will match Day 1, but from a feel standpoint it represents a small improvement over Day 1, as fast weapons will no longer force you to wait for a fraction of a second after the animation completes before you can take another action. This is how the system should have been implemented in the first place.
  • Shoves will return to their Day 1 timing of 0.8 seconds.
How did this happen and how can we be confident there aren’t more issues like this lurking? We did a good job of returning all the timings and variables back to Day 1 settings across the combat system, but we failed to recognize how important it was to “unfix” the Day 1 weapon speed bug. In the case of the shove animations, we like the look of the new animations better so we decided to keep them, but we failed to check the timings to make sure they matched. The bottom line is we screwed up. It’s hard to admit, but it’s true. Are there more issues like this out there? It’s possible. We’re keeping our eyes peeled and we’re counting on you all to continue reporting the issues that you find. We suspect that after this round of changes things will stabilize considerably. We are currently targeting this Friday for a patch that addresses these combat fixes along with some other important items. We’ll get a preview of our patch notes out ASAP. In the meantime, how do you feel about this plan? Please fill out the survey and let us know. Until Next Time, We’ll see you on the Island.


[ 2018-09-19 19:03:53 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 ]

5.94$ (15%)
4.09$ (18%)
21.19$ (15%)
21.22$ (15%)
29.74$ (15%)
3.32$ (92%)
31.32$ (55%)
25.79$ (14%)
1.69$ (15%)
37.29$ (25%)
42.46$ (15%)
21.22$ (15%)
0.71$ (64%)
3.00$ (80%)
16.79$ (16%)
11.30$ (13%)
6.67$ (56%)
2.54$ (15%)
5.00$ (75%)
33.96$ (15%)
5.94$ (15%)
5.21$ (13%)
17.79$ (11%)
4.25$ (79%)
17.59$ (12%)
6.92$ (77%)
24.87$ (17%)
0.85$ (91%)
16.94$ (15%)
9.90$ (67%)
GAMERSGATE

[ 1851 ]

2.21$ (83%)
1.5$ (90%)
27.99$ (30%)
27.99$ (30%)
8.99$ (55%)
3.05$ (69%)
0.9$ (92%)
4.35$ (78%)
1.28$ (74%)
5.0$ (75%)
12.0$ (60%)
3.04$ (70%)
1.8$ (90%)
4.0$ (80%)
3.92$ (74%)
0.61$ (80%)
14.99$ (25%)
1.5$ (85%)
19.8$ (67%)
9.37$ (63%)
17.99$ (40%)
11.24$ (55%)
10.13$ (77%)
19.99$ (20%)
0.37$ (63%)
14.87$ (40%)
0.68$ (77%)
21.99$ (45%)
9.37$ (63%)
2.48$ (77%)

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