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In Powerplay, you will manage the economy and the military strategy of an industrial nation. Make sure to defend your assets and conquer new lands. Define your way to survival in the finite, merciless world of Powerplay.

Build, equip, and deploy huge armies using the resources and technology you've developed. Expand your territory or defend your strongholds. Every decision matters, from choosing which weapons to produce to leveraging terrain and supply lines.

Building efficient supply chains is the backbone of Powerplay. Design and optimize networks of conveyor belts to transport raw materials to factories, where they’re transformed into intermediate resources and weapons. The challenge lies in balancing resource allocation and space management.

Extract and refine uranium to unlock game-changing weapons. This is a long process in which you are vulnerable to fatal disruptions. Still, if you can efficiently control your nuclear production you will have a massive advantage in the end game.

A core feature in this game is resource locality. There is no global inventory. You must strategically extract, process, and transport resources to expand your base. You must create supply lines and protect them to maintain control of the land.

Features

  • Classic RTS combat featuring hundreds of units

  • Isometric camera

  • Conveyor belts

  • Fog of war mechanic

  • Terrain editor with elevation support

Game modes

  • Global Dominance (PvE)

  • Deathmatch (PvE)

  • Sandbox

Military

  • Build guns using the surrounding resources

  • Build tanks to breach hostile settlements

  • Nuclear weapons

Transport

  • Short range using workers and conveyors

  • Medium range using vehicles

  • Long range using trains

Powerplay
FranticDeveloper
FranticPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Major Update

We added a ton of things to the game since the last update, and we can confirm that the core redesign that went on in early October has provided the right foundation for a solid Factorio RTS experience.

Building dependency system

Introduced a building dependency system. This makes the early game more straightforward, as you need to build some core buildings first, and then decide what to build depending on your play style and priorities.

Improved logistics

[olist]
  • We added a \"Connect\" targeted ability to some buildings, that allows you to automatically create and configure the conveyor / inserter infrastructure between two buildings. As long as you have the necessary conveyors and inserters in the inventory. This dramatically reduces the cognitive load required to build your industrial chain.

    [/*]
  • Production buildings can now directly output into the global inventory, instead of forcing you to manually collect the output. This further reduces the cognitive load required for base building, without removing the incentive for automation.

    [/*][/olist]

    New building: The logistics bay

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e4bf8a5c139d6e7d178f2555380e4161887c07a8.gif\"][/img]

    New structure: Walls

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/5a0c44e591051f2c0f325c353abf8a8cf63cc909.png\"][/img]

    New building: The shipyard

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/c9303811965553949a88ad09efd612d40f4c3efd.gif\"][/img]

    New building: The oil derrick

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/84cf9daff157a8432e97a8b1fdbedb0ddf72404a.gif\"][/img]

    Updated core buildings

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e0f01f5e024947e190da1024c54f546a1ff88436.png\"][/img]

    Updated resource buildings

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/e3ae2e6044cb13651aab934d90a40ba2b29d83fa.png\"][/img]

    Updated units

    We updated all the units to a more stylized look. Workers will now be referred to as \"Engineers\". Their importance will grow in the game beyond resource extraction: they will be able to repair buildings and mechanical units. More on this soon. We also finalized the unit draft and will be implementing them swiftly over the next couple of weeks.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/434a83abcf7ad66091b4b674ec86f73687f1cd45.gif\"][/img]

    New terrain shader

    We have a new terrain shader that supports u to 8 texture channels. This enables a slightly more realistic look and a wider range of environmental elements. We can have a mix of natural elements (sand, rock, snow etc.) and human made elements (pavement, concrete, etc.)

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/270f696b488402df02893b4cb3aa030b7fad9bc2.gif\"][/img]

    Plateaus and Ramps

    We support elevation plateau with ramps. This enables us to design maps and missions with more strategic depth. We support up to 4 levels of elevation, with ramps between each level

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/f0833667acd563d66bb775dccc53cff07055e9b5.png\"][/img]

  • [ 2025-12-07 01:17:41 CET ] [Original Post]
    Major Update: Core Redesign & Live Playtest

    Weve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play. The biggest source of frustration we identified was early base building, which used to be unnecessarily complicated

    Global Inventory & Crafting

    Natural resources are no longer local: they now feed into a global inventory.

    Many players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.

    This lets you focus on harvesting and building without worrying about logistics at first.\nAs you progress, automation becomes the natural next step. Reducing the manual workload by introducing infrastructure that automates extraction, resource flow, and unit production.

    In short:

    Base building and logistics now feel more like Factorio, while the military side remains closer to Command & Conquer.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/bbc2f967a45dca15de2a92cd9d5fd3856cf57fb3.jpg\"][/img]

    Resource Harvesting

    Workers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, youll still want to automate harvesting through dedicated structures to scale efficiently.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/d091e48cbd39fc66547b95082194aa190ba6e254.gif\"][/img]

    Liquid Resources

    Liquid resources such as Water and Oil can no longer be gathered by workers. To access them, youll need to build a Pump, adding a strategic layer to how you plan your infrastructure.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/b68bb4a8dbd740d464e6b4ecee54c539be270946.gif\"][/img]

    Automation and Inserters

    Automation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.

    Inserters are a brand-new tool that let you control and fine-tune resource flow between buildings. The heart of your automation system

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/fc2d128e11d6fa955fff12ef43766fbc5d9d484a.gif\"][/img]

    New Depot Building

    The Depot has been redesigned. Its no longer a central hub for resources, but rather a resource sink: Any resource reaching the Depot is added to the global inventory and becomes available for crafting.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/c6970a53f03c7aeb1654abe2b2a5d331d601564a.gif\"][/img]

    New Infantry Units

    The weapon and soldier system has been reworked. You can now spawn fully armed infantry directly, instead of creating workers and equipping them separately. This greatly simplifies army management and keeps the focus on tactics rather than micromanagement.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/3a908647c8f2b7f441194d78701838251d9daf04.jpg\"][/img]

    New Building: The Quarters

    The Quarters building acts as your new barracks. It can produce workers, AK-47 soldiers, and RPG soldiers, giving you all the essential units to start building your army.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/38e4631be0f6bdf53af65c55fa8edefc30e5a52d.gif\"][/img]

    Unit Clash Mode

    Weve added a brand-new mode: Unit Clash. Here, you can draft and pit units against each other in quick battles. Perfect for testing and balancing unit strengths and weaknesses.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/f5db332d6ea6993cc17f9262b6bba85a18b3cc0d.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45047671/bc5a6942125fdf9533d56c89d7c4f713d684d939.jpg\"][/img]

    Playtest Is Live!

    The Playtest version is now public and regularly updated! Youll find the Playtest button on the games Steam store page. Wed love to hear your feedback. You can submit it directly through this form (also accessible in-game): https://tally.so/r/mV2qKg

    [ 2025-10-08 20:06:13 CET ] [Original Post]
    New Units + Demo Update

    New Unit: The Fighter

    The air supremacy unit. Only it can stop the B2 Bombers. Can also do targeted ground strikes.Game Description Image

    New Unit: The Corvette

    It's fast and good against naval units and ground targets. But very vulnerable to air.Game Description Image

    New Unit: The UBoat Submarine

    Crushes naval units and is invisible to airGame Description Image

    New Unit: The Chinook Transport

    Provides transport across land and seaGame Description Image

    Game Scripting

    We have a global map script with different hooks, an initial api for interacting with the game state, and also per-unit scripts. More on this coming soon!Game Description Image

    New features

    • Support deep water areas
    • Attack move
    • New grid-based pathfinding system, faster and more stable than the navmesh-based system

    Demo Update

    We are confident that making a good single player campaign is the right direction, to properly introduce and enjoy the game. But we need more time to put everything together, so we will post-pone the demo until May. We are sorry for the delay and we can't wait to have you try it. Please bare with us :)

    [ 2025-04-25 08:21:46 CET ] [Original Post]
    Steam workshop and LUA scripting

    Steam workshop

    This week, we added Steam workshop support. This will significantly improve our ability to iterate on the map and mission designs.
    Game Description Image

    You can instantly share full custom games and discover others that the community makes. We will invest more in this aspect and hope to have a strong modding community around this game.
    Game Description Image

    LUA Scripting

    Game Description Image
    We added a new tool to improve our mission design workflow: LUA scripting. This will allow us to create the tutorial, campaign, and skirmish missions much faster. As we gradually build the Game scripting API, we aim to create a powerful and friendly experience for RTS modders.

    Objective System

    We have a new, revamped objective system that is fully scriptable using LUA. We will soon publish a reference to the Game API. Stay tuned!
    Game Description Image

    Reopening the Demo

    We are working hard to stabilize the demo for immediate release. We are tentatively aiming for April 1st, but we will most likely delay it by 1 or 2 weeks for a much better tutorial and mission one flow.

    Thank you for your support!
    The Powerplay RTS Team

    [ 2025-03-30 00:11:48 CET ] [Original Post]
    Game Update

    We are working on a new demo that will be accessible in early April.
    This week, we added new air units and mechanics.

    New Unit: The Chopper

    Choppers can be attacked by all ranged units and have splash damage. They are effective against ground units but more vulnerable and less devastating than tanks.Game Description Image

    New Unit: The Bomber

    Bombers are the most powerful air unit. They cannot be attacked by any ground unit. Only rocket pods can attack them. Game Description Image

    New Mechanic

    When a bomber falls, it still hurts units on the ground!Game Description Image

    New Demo

    We want to ensure a tutorial mission that will adequately introduce the game mechanics, along with a good batch of campaign missions. In addition, the mission editor will be almost complete, and you can contribute new missions to the game via Steam Workshop.

    We are tentatively aiming for April 1st as the release of the new demo.

    Thank you for being so supportive, and see you soon!

    [ 2025-03-21 00:14:52 CET ] [Original Post]
    RTS Fest Demo is Live!

    Game Description Image
    We are excited to reveal The Powerplay demo during the Real-time Strategy Fest.
    We hope you have fun and are looking forward to your feedback!

    New building: The Wood Extractor

    The goal of this building is to make wood extraction automatable.
    Once you have a mine, a pump, and a wood extractor, you have achieved full automated extraction of raw resources and you can use your units to focus exclusively on base building and combat.
    Game Description Image

    New Command System in the Mission Editor

    We implemented a command system to define enemy waves.
    You can define a sequence of units, their group sizes, and the interval between their spawns.
    You can also define which resource or weapon each unit group is carrying.
    Game Description Image

    Improved conveyor feedback

    We added many features to control the flow of resources, and to understand what is going on with conveyors (whether they are blocked, or not accepting certain resource types, etc.)
    Game Description Image

    New UI (in progress)

    Game Description Image

    General improvements and polish

    * Ability to set rally points on buildings
    * Units are no longer blocked by conveyor belts! This was very popular during playtesting, as it was very frustrating to control units when conveyors are blocking their path

    New building: The Radar Tower

    Reveal enemies by dispelling the fog of war. Can be used both for defense and attack.
    Game Description Image

    New building: The Defense Turret

    A reliable companion for defending your base. Cannot attack air units.
    Game Description Image

    New building: The Rocket Pod

    Obliterates ground units and can attack air units.
    Game Description Image

    New building: The Plane Factory

    We are cooking a unique aerial gameplay mechanic, stay tuned!
    Game Description Image

    Thank you all for helping us make the best RTS. We really appreciate your support!
    The Powerplay Team


    [ 2025-01-22 21:37:59 CET ] [Original Post]
    Closed beta has started!

    The closed beta has started! Here are the latest updates based on player feedback.

    New building: The Pump

    The pump can automate the extraction of liquid resources such as Water or Oil.
    Game Description Image

    New unit look

    We updated the units' look to match the game's theme more closely. No more guys wearing T-shirts and cargo pants!
    Game Description Image

    New mechanics

    Units can equip weapons more easily by right-clicking on depots.
    Since the right-click is also used for depositing resources into depots, this feature was implemented contextually:
    • If a unit is carrying something, it will deposit it
    • If a unit is carrying nothing, it will be equipped if a weapon is present
    • If a mixed group of multiple units is selected, the deposit action is prioritized (so you would need to double-click to ensure your units are equipped)
    Thank you, Strauss, for suggesting this to our Discord server!

    Better resource flow control

    • It's now possible to control the granularity of which resources go on a conveyor connected to a building with multiple outputs.
    • Conveyors that can't output a resource stop rolling instead of destroying the resource
    Game Description Image

    New Main menu

    Game Description Image

    Thank you to everyone who is supporting us in making the best RTS. We hope to see you in our closed beta. To get access, please register on our website: powerplayrts.com

    [ 2024-12-19 12:58:36 CET ] [Original Post]
    Closed Beta Info + Major Update

    Closed Beta

    Last week, we started sharing the demo among friends. We are ready to share it among a wider group of players through the Steam Playtest feature. Our playtest has been approved by Valve and we are in the process of setting up a Discord server to interact with the community on a more direct basis.

    We want to limit the closed beta initially to 100 players max, so if you are interested make sure to register on our website: powerplayrts.com

    New Buildings

    We completely revamped the buildings in the game
    • Factory - Resource Processing
    • Assembly - Vehicle Production
    • Incubator - Worker Production
    • Depot - Resource Storage
    • Mine - Resource Extraction
    Here is the before/after comparison. We hope you like the new buildings!
    Game Description Image

    Terrain Painting

    We implemented terrain painting. Our new terrain shader has a palette of 4 colors, that can be used to represent different biomes. Here is how the painting looks in sandbox mode:
    Game Description Image

    New Biomes

    Here are the different biomes we created using the terrain painting feature:
    Game Description Image

    Uranium and Nuclear Silos

    We implemented the full nuclear production cycle. Uranium is a new resource type, that can only be extracted through mines. We also added Nuclear silos, that are used to launch Nukes. When you have enough Uranium, press the Nuke button!
    Game Description Image

    Thank you and see you soon

    Thank you to everyone supporting us in making the best RTS. We hope to see you soon in our closed beta so if you are interested make sure to register on our website: powerplayrts.com

    [ 2024-11-17 13:21:44 CET ] [Original Post]
    Last Update before the closed beta!

    Nuclear weapons


    We finally worked on nuclear weapons. They are an important part of any military strategy. Whether you use them aggressively or guard against them by investing in defensive infrastructure is up to you.

    Investing in nuclear weapons requires collecting uranium and building the industrial chain to make it weapon-grade. This is a long process in which you are vulnerable to potentially fatal disruptions. Still, if you can efficiently control your nuclear production infrastructure you will have a massive advantage in the end game.

    New Animations


    We added new worker animations for when they are collecting mineral resources. We are not ashamed to admit that this is inspired by Age of Empires!
    Game Description Image

    New Interactions


    We added new interactions that make it easier to manage logistics. Using trucks, it is now possible to transport huge amounts of resources over long distances.
    Game Description Image

    Closed Beta


    We are releasing a demo of the game (closed beta) towards the end of October. We would love to hear your feedback, so please sign up on our website to get a demo link as soon as it's ready.

    [ 2024-10-03 23:32:50 CET ] [Original Post]
    Game Update

    Game Description Image

    We are officially registered for the Real-Time Strategy Fest! Participating in this event is an important milestone for us, and we're eager to showcase our game to a wider audience. We look forward to engaging with the community and receiving feedback during the festival.

    Combat polish

    Game Description Image

    We enhanced the visual effects in combat, particularly the muzzle flash, gunshot effects, and death animations. These updates make encounters more engaging while trying to avoid overwhelming players with visual noise. We think we strike a nice balance this time but are open to more feedback.

    New indicators

    Game Description Image

    We also focused on improving the feedback indicators. This includes adding motion indicators and action loop indicators. These improvements aim to make the game more intuitive and responsive to player commands.

    New Biome

    Game Description Image

    We're introducing a new spring biome. This environment brings a fresh aesthetic. We will experiment further with other biomes. This will make the sandbox mode more interesting and allow players to create more visually appealing worlds.

    Next Demo

    We are working hard on making a new demo. I can confirm that it will include sandbox mode and you will be able to create your own maps. But my main goal is to nail the single-player experience. This is the next big milestone for this game. We are excited about it and we will try to share more development updates along the way. Thank you all for your support. Please wishlist the game and if you want to get the upcoming demo, signup on our website

    [ 2024-09-17 22:28:28 CET ] [Original Post]
    Powerplay Development Update

    Early Demo

    We presented an early demo at the MGE expo beginning of summer. It was very well received and we got plenty of feedback that kept us busy all summer. We are getting ready to release another demo to a wider audience. If you are interested, don't hesitate to sign up on our website Game Description Image

    Goodbye ThreeJS, Hello Unity steamhappy

    Everyone who saw the demo assumed that the game was made with Unity. The game has always been in ThreeJS. Things were great when I was prototyping. However, as the game became more complex, I spent much time working on tools and the game engine. I built an entire editor from scratch, and many tools to support prefabs and ECS workflow. I worked a lot on the engine, in particular for pathfinding, but also on things that people take for granted, such as particle systems and collision detection.
    Game Description Image

    This is no dunk on ThreeJS, which is a fantastic and reliable framework for graphic programming. But video games need workflow tools and a whole set of features which a graphic framework is simply lacking. So In June, I made the difficult decision to switch to Unity. I'm happy to report that things went very well! At this point, I'm 100% back to working on gameplay. steamhappy
    Game Description Image

    Gameplay Update

    I worked on making the conveyor belt mechanic more accessible. During the MGE expo, many people struggled to build their industrial chain, which is a shame. We had a free-form definition of conveyors and it was difficult to control the flow of resources once the conveyors were in place.

    The new conveyor system uses pathfinding to generate optimal connections between buildings. It's also possible to filter which resources go on a conveyor and to start/stop a conveyor. My wife thinks this new system is good, which is a great sign!
    Game Description Image

    Next Demo

    We are working hard on making a new demo. I can confirm that it will include sandbox mode and you will be able to create your own maps. But my main goal is to nail the single-player experience. This is the next big milestone for this game. We are excited about it and we will try to share more development updates along the way. Thank you all for your support. Please wishlist the game and if you want to get the upcoming demo, signup on our website

    [ 2024-08-29 11:37:03 CET ] [Original Post]

    Minimum Setup

    • Memory: 4 GB RAMStorage: 2 GB available space
    • Storage: 2 GB available space
  • Memory: 8 GB RAMStorage: 2 GB available space
  • Recommended Setup

    • Storage: 2 GB available space
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