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0.4 LIVE & Demo Update

Hello DeltaPhysicists! 0.4 has been pushed to public/live. Also took the chance to update the demo, see demo section below for details. Below is a summary of changes you might already know from previous patch notes.

Summary of 0.4 Changes (from previous patch notes / devlogs


New Area - Rotational Mechanics


Continuing with the physics-based inspiration, the key idea and theme behind this area is a Rube Goldberg machine that has the enemy demonstrate various rotation-based phenomena. Mechanics-wise, a new upgrade is waiting, as well as a new transportation gimmick to explore the map with!

New Upgrades & Icons



New progression upgrades have already been implemented and mostly tested, just waiting for the respective level designs to implemented for highlighting their capabilities. New icons have been added along with the upgrades, and the existing icons have been redone to better fit the game's style. NOTE: The later 3 "super"-upgrades are designed to highlight the interactions between the 3 earlier upgrades, and require the corresponding upgrades before taking effect. For example, the new upgrade in 0.4 requires both the Spin and Rope upgrades. NOTE2: The existing rope icon has been repurposed to a later upgrade.

Patch Notes


Air Particle Changes


  • smoother wind trail by decreasing distance between vertices
  • adjusted force field for smoother and more consistent path

Audio


  • rolling SFX now also factors in linear speed; will sound quieter at lower speeds
  • decreased range for some SFX, to be less audible when off-camera

Misc.


  • added trigger to de-spawn certain objects in the Loop, to help restabilize the simulation
  • slightly decreased size of some collision hitboxes, to prevent unintended physical interactions
  • adjusted some more loading zones, to prevent player from seeing unloaded map parts
  • fixed some misaligned graphics

Demo Update


To better reflect the current state of the game, the demo has been updated with the new graphics and bugfixes. The previous version can still be accessed through Steam Branches/Beta.

What will be changed


  • Spin and Rope maps are replaced by their corresponding redesigns
  • updated Graphics and Audio
  • bug-fixes and Physics tweaks made after the previous demo
  • new save system (full-version saves are NOT compatible and can break)

What will NOT be changed


  • new maps and mechanics introduced in 0.4
  • later maps also will not be added; minor map tweaks may happen Enjoy exploring the new area and mechanics!


    [ 2025-02-22 02:24:15 CET ] [ Original post ]

  • (Beta) 0.4 -> 0.4.1 Patch Notes

    Hey DeltaPhysicists, mostly polishing tweaks for this one. No significant bugs discovered, so will be pushing 0.4 to main/public branch next week.

    Air Particle Changes


    • smoother wind trail by decreasing distance between vertices
    • adjusted force field for smoother and more consistent path

    Audio


    • rolling SFX now also factors in linear speed; will sound quieter at lower speeds
    • decreased range for some SFX, to be less audible when off-camera

    Misc.


    • added trigger to de-spawn certain objects in the Loop, to help restabilize the simulation
    • slightly decreased size of some collision hitboxes, to prevent unintended physical interactions
    • adjusted some more loading zones, to prevent player from seeing unloaded map parts
    • fixed some misaligned graphics


    [ 2025-02-15 00:41:39 CET ] [ Original post ]

    0.4 Beta - Rotational Area and Upgrade

    Hey DeltaPhysicists! Thank you for the wait - you can now play 0.4 via Steam beta/branches! The build should be relatively softlock-free, but the content is still under testing and has minor bugs. The plan is for 0.4 to be out of beta in 2 weeks (the branch will remain playable).

    New Area - Rotational Mechanics


    Although many of the design ideas are already mentioned in (DevLog #3, the layout have become very different with the implementation of a few additional ideas:
    • a wide open, zero-danger area for the player to experiment with a wider range of motion
    • without the correct upgrades, the player should be discouraged from getting the new upgrade
    • incorporate level design for a certain new mode of transportation
    The details are up to you the players to explore and discover! This area is massive in comparison, so getting lost is entirely reasonable - be sure to leave feedback in Steam discussions and/or the Discord.

    New Known Bugs


    • new mode of transportation does not work well with tight spaces - please report screenshots!
    • launcher glows even without the new upgrade


    [ 2025-02-08 20:17:20 CET ] [ Original post ]

    Devlog #3 - 0.4.0 Sneak Peek

    Hello, hope everyone's having a great holiday (or day in general). The promised progress update is here, to showcase some things you can look forward to! (no game update - will still take a while).

    New Area


    Rotational Mechanics



    Continuing with the physics-based inspiration, the key idea and theme behind this area is a Rube Goldberg machine that has the enemy demonstrate various rotation-based phenomena. If you remember the spin area from the NextFest demo version, the spinning blocks are also planned to be brought back as platforming challenges. As with typical game development, the design you see will undergo even more changes: not because of the incomplete parts, but because of how unstable the enemy path is - the second enemy already fails the loop-elevator jump (not to mention the number of invisible forces in place to move enemies along).

    Other Areas


    The designs are being implemented at various speeds, but will definitely not make this update.
    • The area near the windy area will be a significant platforming challenge compared to current areas - the general layout is implemented, with finer details tuned for difficulty.
    • The remaining major area still has implementation challenges to solve, with a possibility of redesigning the area gimmick. (Spoiler: [strike]Really hoping we can get planetary gearsets as a controllable gimmick[/strike])

    New Upgrades & Icons



    New progression upgrades have already been implemented and mostly tested, just waiting for the respective level designs to implemented for highlighting their capabilities. New icons have been added along with the upgrades, and the existing icons have been redone to better fit the game's style. NOTE: the existing rope icon has been repurposed to a later upgrade. That's all for this devlog, and thanks for reading!


    [ 2024-12-24 00:34:24 CET ] [ Original post ]

    DeltaPhysics (Minor) Update 0.3.0 -> 0.3.1

    Hey all, just a small polish update to improve immersive-ness and consistency. Going to start work on new map content, but no promises on delivering before the year ends - will aim to post a devlog within a month. Happy holidays, and enjoy the update!

    Additions


    • Turrets launchers are now animated and display reload, similar to player launcher
    • Different SFX and particle FX color to green, when hitting bouncy (green) objects
    • Added SFX to "bumper cars", pulleys, and rope

    Fixes / Adjustments


    • Adjusted volume balance (with some behind-the-scenes code changes)
    • Fixed unexpected stretch on ropes (rope-swinging is affected as a result)

    Known Issues Introduced This Patch


    • rope sfx contains crackle/grainy noise


    [ 2024-11-26 01:20:52 CET ] [ Original post ]

    Early Access Releasing NOW

    Very excited to announce that you can now purchase DeltaPhysics! As mentioned in the Early Access description, please note that the price will increase as more content are released. Have fun!


    [ 2024-11-15 18:21:06 CET ] [ Original post ]

    DeltaPhysics Releasing NEXT WEEK + Devlog #2

    Hey everyone, very excited to announce that DeltaPhysics is now set to release into Early Access (EA) next week, on November 15! Here's a bit more sneak-peeks into the updates between the NextFest demo and EA release version:

    General Tweaks


    • fixed some movement boosts that were missing from the demo - should help controls feel more responsive
    • aiming with a mouse is now continuously updated (compared to only when the mouse moves) - aiming should be more consistent (but will still have gravity-affected trajectory)
    • keybind UI now have icons for controllers; KB+M will be updated later
    • a few graphics tweaks to help art consistency and immersion

    Map Updates


    • Sequence breaking is now more difficult and punishing: requires 0% movement tech and knowledge to hopefully block players to getting lost in a difficult area
    • Spin area changed to really focus on teaching the spin mechanic (aka Magnus effect)
    • Rope / Plinko area has been redesigned and expanded to improve exploration

    Other than that, there are some backend updates such as the save system shown in the "Next Fest Wrap-Up & Roadmap" post previously. As for timeline, updates are planned to focus on feedback and existing content for the first month, then a short holiday break, before adding pieces of new content. Hope everyone's also excited for the release, and looking forward to all the feedback!


    [ 2024-11-11 01:37:51 CET ] [ Original post ]

    Next Fest Wrap-Up & Roadmap

    First of all, big thank you to all the players that participated and also to those who joined before then too! It's great to see so many players sequence breaking, but the confusion afterwards also showed the need for a few more iterations before the game is ready for Early Access. NOTE: The demo is planned to stay, but will be outdated during Early Access. Demo saves are unlikely to be compatible, but the new save system should prevent save resets (not including exceptions).

    (Tentative, subject to change) ROADMAP:


    Before Early Access


    • more robust save system, particularly the item-respawning bug
    • redesigning the spin area, to hopefully better tutorial for that ability
    • other movement tweaks, including preparation for more abilities (includes locking some movement options from the demo, sorry :) )

    Early Access Launch


    If all goes well, the hope is to launch within a month. That said, delays will most likely happen, but the plan is to still release before the year ends.

    During Early Access


    Many features are planned, but here are a few from the list
    • new areas/upgrades
    • mini-map system
    • better audio

    After Early Access


    Reminder from the Early Access info: Early Access is planned to last six months to a year, but there are still lots of content planned for post-1.0. However, that is still too far in the future to confirm the details.
    Thanks for playing, and be sure to leave feedback and comments!


    [ 2024-10-21 21:12:12 CET ] [ Original post ]

    DeltaPhysics
    MacroTree Games Developer
    MacroTree Games Publisher
    Coming soon Release
    Game News Posts: 8
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    No user reviews (0 reviews)
    Public Linux Depots:
    • [0 B]

    Two drums and a cymbal fell off a cliff: Physics. A ball knocked over a triangle: DeltaPhysics.

    Explore and help restore balance to the world of DeltaPhysics as you master physics-platforming - featuring clean, fluid platforming in a dynamic, interactive environment with puzzle elements.

    Game Features

    • Physically-simulated ability upgrades

    • Nonlinear map of interconnected puzzles and challenges

    • Physics-inspired level design

    Note: The game is still in development, and some footage may not accurately reflect gameplay experience.


    MINIMAL SETUP
    • OS: Mint 21.3+ or Equivalent
    • Processor: Intel Core i5-2410M 2.3GHz or EquivalentMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 100 MB available spaceAdditional Notes: Lowest tested specs. Performance may vary.
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