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A game inspired by the style and setting of Space Rangers.
Endless dangers of space open up endless opportunities for development:
  • 5 starting factions to choose from
  • Raids, bosses, wars
  • Economics, trade, market manipulation
  • Asteroid mining, smelting, crafting
  • Simple but at the same time complex system of modifications and interconnections of ship sub-systems

Many systems

Hundreds star systems await exploration and colonization. In remote reaches of space, wormholes occasionally open into unknown sectors, where both dangerous enemies and huge loot can be found.

Soft PvP

You do not lose equipment if you are destroyed by another player or NPC, only items that were in your cargo hold. Thanks to your personal fighting skills, you can overcome even strong opponents. And to prevent constant murders, you will be protected by patrols and military personnel in their systems, while the sectors themselves are divided by strength, preventing strong players from approaching weak ones.

Stations

Create your own flying fortress. Engage in trade and collect taxes for the use of station space by other players. Factories, shops, mining facilities, warp gates for long-distance flights - dozens of different buildings will make the station even more useful. In addition, stations are necessary for the colonization and terraforming of captured planets or the construction of space megastructures.

Modifications of equipment and ships

Spaceships are a platform for installing weapons, systems, devices, and drones. Ships are upgraded using collected resources, allowing you to choose your development style.
In addition, each race has its own unique pieces of equipment, and their ships have different strengths and weaknesses: shields and energy, speed and repairability, damage and armor, hull and regeneration, and many others.
Weapons and systems are easily transferred between ships. Therefore, it always makes sense to strengthen your favorite equipment.

Weapons can have module slots. Hundreds of different effects allow you to make each gun unique and adapt to any battle scenario.

Cooperative game

Groups of players are needed to coordinate boss battles and clear out certain locations.
Many players unite into clans, which simplifies access to stations, storage facilities, hypergates and all other clan property.
Shattered Void
yyy1505yyyDeveloper
yyy1505yyyPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (84 reviews)
Public Linux Depots:
  • [0 B]
  • [0 B]
0.9.18.0.0 Elite mobs changes. Modularity. Dreadnoughts

Eliteness

  • Eliteness in the system now increases over time and from the number of killed mobs.

    [list]
  • The increase directly depends on the time when elite mobs start to appear, and therefore depends on the sector.

    [/*]
  • To prevent weaker players from being hindered by the sharply increasing difficulty, the increase is also tied to the number of killed mobs.

    [/*]
  • Along with the increase, more items drop from mobs.

    [/*]
  • The higher the eliteness is increased, the greater the chance of an elite mob appearing.

    [list]
  • The chance of eliteness gradually increases along with the strengthening of mobs. Starting from a base chance of 10%, it will become 20% after 1 hour, 35% after 2, 50% after 3, etc.

    [/*]
[/*][/list][/*]
  • Changes in the application of effects:

    • Structure

      [list]
    • Now gives 1.5 times less health increase.

      [/*]
    [/*]
  • Armor

    • Minimum armor value has been reduced from 20 to 16, but is now increased by the strength modifier.

      [/*]
    • At low modifier values, the ship is also given resistance to armor strip for a more gradual increase (up to 50% of resistance if armor is 0 after the boost).

      [/*]
    [/*]
  • Rate of Fire

    • Now instead of a direct decrease (4 sec - 50% = 2 sec) there is an infinite decrease (reload / acceleration (4 sec - 100% = 2 sec)).

      [/*]
    • The mob now receives as much energy generation as the reload acceleration on guns requires.

      [/*]
    • The effect now also applies to droids.

      [/*]
    [/*]
  • Base Damage

    • Damage modification now takes into account only half of the modifier (if previously the base damage would have risen by 100%, now 50%).

      [/*]
    • The mob loot modifier (for difficulty) remained unchanged.

      [/*]
    • The effect now also applies to droids.

      [/*]
    [/*]
  • Speed

    • Now also provides a minor damage increase effect for the attack radius.

      [/*]
    [/*]
  • Sniper

    • In addition to increasing the radius, the mob receives full resistance to slowdown and a decrease in flight speed.

      [/*]
    • The effect now also applies to droids.

      [/*]
    [/*]
  • Random Items

    • For every 100% of difficulty, mobs can carry 1 more item.

      [/*]
    • The loot boost modifier per item has been reduced by 25%.

      [/*]
    • Removed items that allow mobs to reset a target\'s defense/block attacks from the possible items. All such items will only spawn on ships of the factions that own them.

      [/*]
    [/*]
  • [/list][/*]
  • Changes

    • Removed the disregard for the last player who entered the system to block the reset of the elite time.

      [/*]
    • Instead, any entry into a location removes 10% of the elite time in it, plus the start time of elite mobs.

      [/*]
    [/*]
  • Fixes

    • Eliteness on Damage no longer worsens the stats of ships\' weapons with each new boost.

      [/*]
    • Weapons/droids that were added by elite now correctly use ammo if they need them

      [/*]
    [/*]
  • [/list]

    We are looking for feedback on the difficulty of the new elite and any ideas for improving the difficulty.

    \n\n

    Modules

    • Module \"Targeting CPU-core\" received an increase to its main stat by 1.

      [/*]
    • Added the following types of changes to modules:

      [list]
    • Projectile speed (both absolute and percentage values).

      [list]
    • Many modules received this effect.

      [/*]
    • Added 4 new speed-related modules.

      [/*]
    [/*]
  • Weapon type requirement

    • Received 3 new modules.

      [/*]
    [/*]
  • [/list][/*][/list]

    \n\n

    Dreadnoughts

    • Added Dreadnought ion engine upgrades.

      [list]
    • Each level adds +50% thrust and reduces relative energy consumption (increases productivity) by 5%.

      [/*]
    [/*]
  • Fixed an issue with the Dreadnought\'s position when taking off from a station if the station was created later then Dreadnought.

    [/*]
  • Stickers on the Dreadnoughts now load correctly.

    [/*]
  • You can no longer board a Dreadnought without landing access.

    [/*]
  • Fixed an issue where the player was offline when the Dreadnought jumped and was not teleported to the system where the Dreadnought is now located.

    [/*]
  • Dreadnoughts can now travel through taxable portals.

    • Price depends on the size and weight of the Dreadnought.

      [/*]
    [/*]
  • Added station access, allowing Dreadnoughts to dock at a shipyard.

    [/*]
  • You can now enter the Dreadnought directly from a station, without going through the \"build station-module internals-enter\" sequence.

    [/*]
  • [/list]

    \n\n

    New

    • Added a droid flight animation.

      [/*]
    • Added the ability to charge the \"accumulators\" item at the station.

      [list]
    • Charging costs 10,000 energy and is done in the \"accumulator\" station module. This creates a \"charged accumulator\" instead of an accumulator, which can be used as energy source for the station\'s reactor.

      [/*]
    • There is a 1 in 1,000 chance that the accumulator will break after use.

      [/*]
    • The accumulator module at the station charges \"accumulators\" once every (10 - module level) seconds.

      [/*]
    [/*]
  • The station reactor has received the ability to overload itself.

    • This operating mode exponentially increases damage to the module and energy consumption of the fuel (in the case of using accumulators, damage and consumption are slightly lower).

      [/*]
    • Overdrive does not work on energy cells from the donation shop.

      [/*]
    [/*]
  • Added a catalog of crafts.

    [/*]
  • Added a booster for the reputation block.

    [/*]
  • Unique mobs now have personal and visually modified ships.

    [/*]
  • Added the ability to reflect stickers along the X/Y axes for greater ease of applying asymmetrical stickers.

    [/*]
  • Added a new sticker.

    [/*]
  • [/list]

    For the entire 12th month, a unique mob will fly throughout Sector 3, which scatters resources across locations and will give significantly more resources when killed.

    Catch it in time!

    Changes

    • The math for approaching ship\'s target has been changed.

      [/*]
    • Viewing the station modules catalog has been closed without a fabricator to reduce the number of tabs that are difficult to understand for the player at the beginning of the game.

      [/*]
    • Removed the hint about boosters when opening the tab with them in the donation shop.

      [/*]
    • The cost of the spawn changer in the donation shop has been reduced from 40 to 30.

      [/*]
    • Removed the possibility of spawn changers dropping from Xeno BC, Caan Palaven, and Infiltrators.

      [/*]
    • In case of a login error, caused by a blocking of incoming data on the client side, a window with recommended actions and a way to contact technical support is displayed.

      [/*]

    Quests

    • The frame for quests has become animated for greater visibility when completing.

      [/*]
    • The quest \"Caan 1\" has been moved from Sector 1 to Sector 2, and its auto-skip upon reaching level 12 has been removed.

      [/*]
    • Quests now show one of the types of ships needed to be destroyed in the image window.

      [/*]
    • When switching pages in quests, the frame for quests is no longer forcibly turned off.

      [/*]
    • Multiple minor changes to quests to better match their importance and racial component.

      [/*]
    • Modularity quests have received a small help in the form of tutorial panels.

      [/*]

    Appearance

    • When registering, the arrows for switching the race selection now blink for their visibility until the first press.

      [/*]
    • The chat icon now also has an animated frame when private messages arrive.

      [/*]
    • Dropping an item while in a group now shows the dropped item to everyone in the group with a message.

      [/*]
    • Station module levels are now displayed in their name.

      [/*]
    • Dreadnoughts now show the station\'s name when you hover over them.

      [/*]
    • Showing energy for the droid\'s deploy or using a device now outputs data taking into account the reduction energy from the \"Electronics\" skill.

      [/*]
    • New ships are now separately allocated in the storage.

      [/*]
    • In simulations, the goal of the simulation is now shown (survive/destroy all targets/...).

      [/*]
    • More icons have been added to the general menu in the top left.

      [/*]
    • The minimum size threshold for low-hp asteroids has been increased.

      [/*]

    \n\n

    Fixes

    • The size of effects now changes correctly using the ship\'s skin.

      [/*]
    • Fixed bugs related to the display of skins.

      [/*]
    • Fixed an incorrect change in the ship\'s exhaust from equipped skin.

      [/*]
    • Fixed drops from Monitors and Carriers (was lower than intended).

      [/*]
    • Messages can no longer use \"\\\\n\" to indent to the next line.

      [/*]
    • The quest block in the tracker now correctly closes the tracker if it was the last one in the list.

      [/*]
    • Removed a bug that caused item icons to remain on the screen forever when leaving a group and the item was simultaneously outside the radar.

      [/*]
    • Cannons that use ammo now correctly display firing for bots in 1 Sector.

      [/*]
    • Starter ships now have the correct energy generation effect. The previous one completely removed the ability to generate energy with generators.

      [/*]
    • Devices are no longer cooldown due to be pressed by people in the same location at the same time if both devices have the same ID.

      [/*]
    • Explorers have been moved from the T2 branch to the T2.5 branch in the catalog of ships.

      [/*]
    • Reputation boosters now correctly give an increase to their percentage, instead of reducing the result when the value is below 100%.

      [/*]
    • Projectiles are no longer dropped to the standard position upon reaching the target on the last frame.

      [/*]
    • When trying to fly into a system with active capital ships/bosses - it will now correctly display an error about blocking the external warp, instead of simply not doing anything.

      [/*]
    • The display of required systems to visit in achievements is now correct.

      [/*]
    • Energy no longer appears out of nowhere when taking damage and in the absence of crystal plates due to an error in the formulas.

      [/*]
    • Fixed errors when two people enter the same simulation at the same time.

      [/*]
    • No longer shows numbers in the auction outside the window.

      [/*]
    • If it is impossible to upgrade a station module, the corresponding window will appear now.

      [/*]
    • Corrected some descriptions of effects/items.

      [/*]
    • Numerous minor changes and localization changes.

      [/*]
    • Asteroid fields have been optimized.

      [/*]

    [ 2025-12-03 11:20:00 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 12.04
    • Processor: Any Dual-coreMemory: 1 MB RAM
    • Memory: 1 MB RAM
    • Graphics: GT210 / Radeon HD 3300 with 512Mb VRam
    • Storage: 175 MB available space
  • Memory: 2 MB RAM
  • Recommended Setup

    • OS: Ubuntu 12.04
    • Processor: Any 4+ coreMemory: 2 MB RAM
    • Graphics: Radeon R5 230 / GT440 with 1GB VRamNetwork: Broadband Internet connection
    • Storage: 200 MB available space
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