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Progress Report #140 - February 2025

Hey lads! It's already been 2 months since the year started, huh? Seriously, it feels like time speeds up like crazy the older I get. Anyway, if anyone's wondering - I'm doing fine. No big changes here, nothing worth mentioning; it was a very typical and average month. Life & kids are kicking me about the usual amount, so no abnormalities there, and work is progressing as expected. All the snow has recently melted, I havent seen negative temperatures in a while, and the nights are getting shorter, so I can feel my favorite season approaching - Spring. Not too hot, not too cold - everything balanced. Definitely enough to put a man in a slightly better mood.

Now, as usual, I'll start with some info:


First, I know I previously announced that v43 would be the last update with actual content, but I just cant let go of it so easily. So, expect more sex scenes in future updates. However, for now, Im putting more effort into UiTC:R rather than UiTC, so dont expect v44 too soon, as I likely wont be working on UiTC in March. Also, I wanted to let you know that the game is unofficially compatible with the Steam Deckwhile Im still waiting for official verification. From what I understand, it might take weeks, if not months, since my game isnt popular enough to get verification priority (which is totally understandable). Huge thanks to everyone who contributed to testing and provided feedback! Here's a more detailed Steam Community post about it. If you have any questions or issues related to Steam Deck, please check it out, as it'll be easier for me to keep everything in one place:https://steamcommunity.com/games/2532340/announcements/detail/498314610455085666?snr=2___ Ive decided to sign up for Steam Next Festin either June or October 2025 with UiTC:R. Its a major Steam event where players can test demos of various upcoming projects, and each developer can participate only once, so Ill need something polished & playable for it. Im not sure if well be ready by June with something I can be proud to showcase, so most likely October. Ill keep you updated in the coming months.
I know youre all eagerly waiting for the remastered version, and Im putting my heart & soul into making sure its playable for everyone still in 2025- whether on Patreon, SubscribeStar, Steam, itch, or the free public version. However, this project is significantly more challenging than its predecessor because were improving and expanding virtually every aspect of the game. Every single dialogue is being rewritten by an actual writer, all characters & animations are being redone by skilled artists, events are being expanded with more choices, the UI is being rebuilt from scratch, and were adding more RPG elements, features, mini-games, and other content. And despite doing my absolute best, Im not going to rush this time - I want to fine-tune the details properly. You know, to quote a classic: A delayed game is eventually good, but a rushed game is forever bad. That being said, there wont be a February UiTC:R demo, as most of the work has been focused elsewhere. We also lost about a week due to a major issue with one of the upcoming character features that took time to identify and fix. Since the February demo wouldnt differ much from the January one, weve decided to focus on releasing something more substantial in March. More details below.

Regarding UiTC:R plans:


March's Demo main focus is on diner.Of course, we will work on other stuff as well, like character creation, UI, overall improvements etc., but we would like to start adding minor content alongside game development. You know, there's no fun in showring progress and releasing demos if there's nothing "cool" in them, right? Because of the game's scope and early development being more prone to issues, I can't promise monthly updates, but I'll still try going for demo every month if possible, although if not, then at least bi-monthly, but still with actual content. It's too early to provide any roadmap, but after diner I would like to focus some on mini-games, if they gonna be part of the gameplay loop in UiTC:R. I've been thinking a lot about core concept & replayability, and decided to go with an "unlockable" approach.If you throw hundreds of traits, perks etc. at new players before they even understand the games system and mechanics, it becomes overwhelming. At that point, players often stop reading entirely (because its too much), pick random stuff just to start playing, ruin their playthrough, and then complain that X, Y, or Z is too hard or unbalanced, because I failed as a game dev. So, the gameplay conceptIm pursuing in UiTC:R is as follows: Many options from character creation, like backstories and traits, will initially be locked and will require players to fulfill certain conditions while playing to unlock them. For example, getting addicted to alcohol will unlock the Alcoholictrait, allowing you to start the game with a permanent alcohol addiction. Similarly, some very miserable or extremely overpowered backstories will require completing a task or quest to unlock, especially if they offer significant gameplay advantages or unique experiences. So, can you turn the game into a real survival challenge or start with a huge body count & high sex skills?Yeah, but not on your first playthrough. Jane earns Perk Points(the main currency for unlocking permanent bonuses) by doing virtually anything (just like Trait Experiencein UiTC). A portion of these points, around 8-12% of their base value (depending on game difficulty, with higher difficulties rewarding more), will carry over to all future playthroughs and stack.This system remains unaffected by special effects, so you wont feel pressured to grind them in a specific way and you can simply focus on enjoying the game. For example, if you earn 1000 PP, then in your next playthrough, youll start with 100 PP(on Normal difficulty). If in that playthrough you earn 3000 PP, youll have 400 PPin the next one (100 from before + 300 new), and so on. There will be a lotof perks, with the final ranks being quite expensive. The game isnt designed for you to unlock them all (because you wont need to), but this small starting bonus helps reduce grind, allows for better specialization, or softens certain gameplay mechanics. Of course, a system like this will require testing and balancing, so Im counting on you, lads, once its out! Ill be honest - Im not really an achievement guy. I never cared much about unlocking them on Steam, aside from the occasional self-imposed challenge with friends. But I know many people do care, and since Im treating the Steam release as seriously as any other, I want UiTC:R to be a full-fledgedSteam game with all the expected features, like Steam Cloud, Steam Deck support, Achievements,and maybe even Steam Trading Cards(if possible). Ive learned from my mistakes with UiTCs release, and I dont intend to repeat them. In UiTC:R, I want stats to interact meaningfully, creating synergy between different builds and playstyles so that your choices feel unique. For example: Action Speedaffects how quickly you complete mini-games or slows the timer down. Stealthreduces the rate at which the Crime/Suspiciongauge accumulates. Luckinfluences loot quality, critical success/failure chances, and other stuff. In addition to their default use cases, of course. I also want choices to matterwithout completely locking out contentwhenever possible. Every character will have access to core abilities like stealing, lockpicking, or cooking, but different builds will handle them differently - One character may find certain tasks easier. Another may have more forgiving failures. While someone else may get more rewarding successes. Most quests will offer multiple solutions, so if you lack a particular skill, youll usually have alternative ways to progress. For major quests, I plan to include even more varied approaches, ensuring that different builds feel meaningful. But even simple side questsshould be influenced by your stats, skills, and items in some way. And since this is a porn game, most content can also be resolved through sex (if stats permit)- just as in combat-oriented RPGs, problems are often solved with violence. Regarding mini-games, I've lost count of how many times I've said this, but I reallydislike mini-games in most games. They often feel disconnected from the main gameplayand exist purely to artificially extend playtime. So, my approach to making mini-games more engagingis by integrating porn elementsthat blend naturally with both the gameplay loopand the mini-games themselves. Of course, these bonus situationsare double-edged, so they can be rewarding but also have consequences. Examples provided with each mini-game below.

As for the work done in February:


Despite it being a really busy month, I dont have anything particularly exciting to show this time. Ive been working on UiTC v43, reworking the save system, setting up the Steam page for UiTC:R, fixing shaders, and handling other core (and somewhat boring) tasks. Ive also been working on the logic for mini-games, mainly stealing and lockpicking, but also some diner cooking mechanics. For UiTC v43, I rewrote the games saving and loading functions to be so fastthat you shouldnt even notice them happening. I also restored and fixed auto-saves. I tested it on Android, and even with auto-saving happening every time Jane interacts with an NPC, there was still no noticeable delay. And naturally, Ill be using the same saving system for UiTC:R. The UiTC:R Steam pageis pretty much done, but they requested a demo with more content before approval. So, Ill be resubmitting it once the March demo is released. Previously, I mentioned an issue where the new character shader kept breakingwhenever we updated character art. Weve now found a workaround, so features like nipple and nail coloring, as well as dirt on the body/clothes, will be functional in the March demo. Were also experimenting with additional features, such as multi-color hair, so we should have something to show soon, hopefully. Regarding mini-games: The mechanics for the stealing mini-gameare mostly finished, but the artwork isnt done yet. Right now, Im working with colored squares made in MS Paint, so Ill spare you the visuals for now :P The concept is inspired by Skyrims lockpicking mini-game, but with added pressuretheres a time limit (since the NPC wont stand there forever), and suspicion will increase based on the players choices. Youll need to be careful rather than blindly grabbing wallets. If time runs out, Jane might be a bit disappointed and waste some time, but if she gets caught, the consequences will be much harsher. Once the game is further developed, Ill add more variables, like richer targets awarding more money, stealing being easier in crowded areas, and stationary NPCs giving more time than those walking around. There will also be a few simple abilities (likely earned as rewards) with limited uses per encounter/day to lower suspicion or increase the time limit. As mentioned before, Im also adding an NSFW element - Jane will have the option to distract the NPC by caressing his dick. But if she gets caught like that, things might escalate. This distraction could either be a cut-in view in the corner of the screen or a fully animated scene - it's still undecided yet. For lockpicking, Im kind of stuck.Ive prototyped a few ideas - something similar to TES: Oblivions mini-game, or a timing-based system where you have to click at the right moment, and a memory-based puzzle with steps, colors, or shapes - but none of them feel quite right. I dont want to add anything frustrating that people will just want to skip. If Im putting effort into making it, Id rather you actually enjoy it. For the NSFW part, I plan to add an animation where Jane crouches or bends over in an exposed way. If an NPC sees her, instead of calling the cops, he might have a better idea, making lockpicking even trickier. The diner mini-gameis nearly finished, and my background artist and I have already started working on the UI. Our goal is to complete it alongside the Character Creation UI, as well as the stealing and lockpicking mini-games, by March (if possible). The mechanics were already explained in the previous devlog, but for the NSFW element, Kevin will sometimes check on Jane, interrupting her by touching her butt etc. Letting him continue will increase their relationship and lust but will also make preparing orders more difficult. Like the stealing mechanic, this could be shown as a cut-in view or a full character animation. After the dish is prepared and Jane delivers it to the customer, a scene will play based on success/failure, stats, and choices. Heres a preview of the concept and overall feel of the diner mini-game.
The side-view character models are almost finished, but we still need to integrate them into the game, add animations, and polish everything. March is going to be a busy month.
We've merged Science Street with Oldtownto streamline gameplay, making it easier to handle more in one place while reducing unnecessary locations and excessive clicking. From left to right, the locations are: Town Hall, Police Department, Prison, Hospital, and University. Town Hall & Hospitalwill be added early since they play a crucial role in gameplay. Police Department & Prisonwill come later, once the crime system is implemented. Universityis the lowest priority for now, as its a massive feature, so dont expect it anytime soon. Ill go into detail about each locations role once we start adding them to the game.
I've beenexperimenting with and prototyping some upcoming features, but it's too early to announce or showcase anything, as they might not make it into the final game. For example, Ive been working on a Lie System, which I really want to include, and Ive already designed some mechanics around it. However, Im still unsure how to implement it properly. The original idea was for it to be the only skill check that could fail, always resulting in either success or failure - both with different outcomes. In some cases, failing would even lead to bonus scenes. But this created a dilemma - if a player had a 100% success rate, they would miss out on contentfor being too good, which I dislike. So, whats the alternative? An RNG roll with a chance to fail?That would just encourage save-scumming dozens of times to try seeing different outcomes - hate that idea.Right now, Im considering a simple mini-game, but Im not entirely sold on it either. Sigh...Ill figure something out sooner or later. As mentioned in previous devlogs, in UiTC, NPCs spawned when their requirements were met upon entering a location. This meant their schedules were artificial and could lead to inconsistencies, like the same NPC appearing in two different places at oncefor the sake of an event. In UiTC:R, all unique NPCsnow have actual schedules, and Ive already finished scripting the system. My goal is to make the world feel aliverather than just revolving around Jane. In the future, thanks to this system, Ill even be able to add NPC trackingon the world map. The initial schedule systemis done, but it still needs improvements, such as better UI & toolsfor designing schedules. Im also considering minor details, like having NPCs physically walk out of locationswhen their schedule updates instead of just teleporting instantly. However, Im hesitant to touch this right now, as Im unsure if it might overcomplicatethings in the future. I've been working on translation supportfor quite some time now.I revisit it every few months, making slow but steady progress. Its not an easy or quick processand has given me multiple headaches, but I dedicated a significant chunk of time to it in February, so I figured it was worth mentioning. Since were on the topic, Ill share the current state of things - Adding a new languagecurrently duplicates all dialoguesin the original language (English) while syncing existing variables and commands. It also automatically syncs any new dialogues or variables added later. However, some things still dont sync properly.For example, if I create a new dialogue or variable from a translated file(instead of the default English one), it doesnt sync correctly. Switching languages at runtime is another issue - right now, I can start the game in the desired language, but swapping languages mid-gamedoesnt work. There are still various details to fix, like handling expanded dialogues, adding text in between lines, and translating UI elements, item descriptions, and other non-dialogue text. Once those issues are addressed, Ill need to - Finish exporting .json files to .txtfor easier translation (doing it manually via Unity editor is a no-go!). Implement importing .txt back to .json. Sync everything with Google Sheetsso I can upload & download all translation changes with a single click. Make the system foolproof, so translators can work easily without breaking anything. Even though Im getting closer, theres still a lot of work left.Ill probably take another serious crack at translation once UiTCs major work is doneand UiTC:R has more content, aiming to finish it by Autumn(but no promises!). And even then, I still need to find translatorsand wait for them to finish their work. Once the UiTC translation system is complete, Ill port it to UiTC:R, since the dialogue tool hasnt changed much. Little by little, were getting closer, but theres still a shitload of work to do. As always, thanks for reading, and see you next time! Cheers!


[ 2025-03-02 21:46:29 CET ] [ Original post ]

Unaware in The City
Mr. Unaware Studios Developer
Mr. Unaware Studios Publisher
2024-07-31 Release
Game News Posts: 12
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (87 reviews)
Public Linux Depots:
  • [0 B]
Plot - Take control of a 21 years old woman, design her how you like and then dump her into the heart of a metropolis, known as The City! Decide who she talks to, what place she works at, how she performs her duties, the control is all in your hands- err, hand... Have fun with a dynamic world as conversations and situations change based on your choices, your physique, how you respond and your skills! Everything you do can have a ripple effect. Be prepared for a world that is as uncaring as the one we live in. People won't always treat the main character nice or they may be really helpful, like helping her out of a dress whether she wants to or not!

Inspiration - This project was inspired by many games, like Insexsity, Fleeting Iris and oldschool RPGs. I'm primarily focused on blending the Dating Sim and RPG genres in an immersive open-world side-scroller game. As the game expands, it will become increasingly unique.

Open World - The action unfolds in a sprawling, modern metropolis known as The City. The main character has the freedom to explore, work, and live wherever she chooses, engaging in various 'activities' at her leisure. This isn't a linear game with a predefined endpoint; instead, it offers a true free-roam experience.

It's all about the choices - You can establish relationships with the majority of characters you encounter, each with their own distinct personality and storyline. Throughout the game, you'll encounter various situations where you'll need to make choices, and these decisions may have consequences down the line. However, there's often more than one path to resolve each situation.

Character Creation & Customization - Experience a powerful character creation system like never before seen in similar games! Players can customize their character's name, body size, breast size, facial features, hairstyle, skin color, and even choose their moan type! And the options will continue to expand as more choices are added in the future!



Backstories, Traits & Perks - Select from multiple background stories, traits, or even blood types, and unlock more traits or new perks as you play! Background stories offer different starting clothes, items, stats, experiences, unique effects, and some new dialogues. Choose from dozens of positive and negative traits that make certain aspects of the game either easier or harder, depending on your taste and desired playstyle. Unlock numerous perks and gain buffs that award you with various permanent or temporary effects.

Stats & Skills - The main character has a few different stats. The two main ones are Charm and Lewdness. These stats measure what kind of person our character is, and more doesn't always mean better. A charming person might have it easier in life and be better at seducing people or getting what she wants, but they might also attract more thugs or molesters. Having too much Lewdness can open some dirty paths for the character, but it can also change how she perceives the world and her dialogue choices. Another two stats are Cleanliness and Energy. These stats can be depleted, and you might face harsh consequences if they reach 0, so it’s always best to pay attention to them and keep them as high as possible. Then we have Luck, which affects literally everything, such as the chance of triggering events or getting tips while working. There are also a few minor stats, like sex skills, that can unlock new sex positions or alter dialogues.

Dialogues - I'm aiming for something more ambitious with dialogues and choices, rather than just "let's fuck" and "yes/no". I won't be throwing tons of text at you; it's not a Visual Novel, after all, although the game (as of v30) has over 15,000 dialogue lines. With 0 Lewdness, your character will act as an innocent girl with no sexual experience, while with 100 Lewdness, she will behave like a slut. All stats, in some way, affect dialogues. Even choices like opting for larger breasts or not wearing panties might prompt certain characters to make remarks about them. Whether the character is a virgin or not also influences existing dialogues and events.

Reputation & Fame - Most of the important characters have their own reputation system, which affects how they perceive the player. Actions the player takes affect her Fame, making her either famous or infamous in The City - and whether it's a good or bad thing, it's up to you to decide.

Animations - These are really important in these kinds of games, and I try my best to make them as smooth and realistic as possible. So expect something more than typical "left, right, left, right" animations. Additionally, there are bouncing boobs and moving skirts and hair!

Quality over Quantity - I prefer to create one big game with lots of content where everyone can find something for themselves, rather than releasing small games every few months. So, expect long-term support!

Humor & Easter Eggs - I'm not a very serious person, so you'll see some funny stuff from time to time, but it won't turn into a comedy. You'll encounter references or tributes to games, movies, books, and songs I admire for various reasons.

Clothes & Items - Of course, you can dress your character in many ways. There are 8 changeable parts: shirt, bra, pants, panties, shoes, glasses, earrings, and hats. Bras and panties are visible under clothes. Additionally, there are usable items like condoms, vibrators, energy drinks, aphrodisiacs, and more.

Voice Acting - Exclusively recorded by Miss Maia for this project, featuring moans and expressions! Choose from several moan presets, which adapt based on the current animation speed or whether the character's lips are closed or open!

Bugs - As an ambitious open-world project developed by a single person, expect a lot! However, with each update, I'll do my best to minimize bugs and ensure saves remain compatible with previous versions.

MINIMAL SETUP
  • OS: Ubuntu 16.04+
  • Processor: 4 coresMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 2 GB of VRAM
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 16.04+
  • Processor: 4 coresMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 3 GB of VRAM
  • Storage: 500 MB available space
GAMEBILLET

[ 6078 ]

34.79$ (13%)
17.79$ (11%)
3.10$ (84%)
20.99$ (16%)
16.96$ (15%)
2.43$ (80%)
21.49$ (14%)
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25.49$ (15%)
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16.96$ (15%)
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1.67$ (16%)
8.99$ (10%)
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5.94$ (15%)
8.46$ (15%)
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GAMERSGATE

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32.0$ (60%)
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0.74$ (63%)
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19.49$ (35%)
19.8$ (67%)
4.0$ (90%)
5.63$ (81%)
14.4$ (64%)
1.17$ (91%)
0.61$ (85%)
0.83$ (92%)
6.0$ (70%)
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14.0$ (60%)
3.48$ (83%)
0.37$ (63%)

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