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Stellaris 2.2.3 patch released, and 2.2.4 beta now available


Note Checksums are as follows: 2.2.3 = 746c 2.2.4 = f25b --- Hi all. After a good chunk of time in public beta, we are rolling out 2.2.3 as the official live version today. It's got a lot of improvements over 2.2.2 that we don't want to gate behind the beta wall forever, and we'll continue to iterate on it as we progress with post launch support for 2.2/MegaCorp. Thanks to your help in the beta were were able to correct a few issues with it, and also get a ton of new fixes that we want to try out in the new 2.2.4 beta (more on that in a bit) ################################################################# ######################### VERSION 2.2.3 ########################### ################################################################# ###################### # 2.2.3 Le Guin Free Features ###################### * Added a new decision to stop or continue Robot, Droid, and Synthetic Pop assembly, and made this work independently of organic population controls * Added Nanite Actuators edict, which increases research speed * Null Void Beam now has its own icon ################### # Balance ################### * Zro is now significantly more likely to appear in the galaxy, although still being very rare * Planetary modifiers now affect the district cap for mining/farming/generators if they affect its output * Nexus Districts now provide 1 tech drone job and 1 maintenance drone job * Machine empires no longer start with a maintenance depot * Maintenance Drone effect on amenities reduced from 5 to 4 * Fanatic Purifiers can no longer draw the Uplifting or Xenomorph Armies techs. Devouring Swarms still can, because sapience enhances the flavour of your food * Set minimum market fee to 5% * Removed bulk discount on Internal and Galactic Market * The dense urbanization of city planets is repellent even to the Worm, and it will no longer take them into its nuclear embrace (Ecumenopolises excepted from Tomb Worldification) * Fixed Tomb Worlds created by the Worm not having any planetary districts at all, as harsh and brutal and heavy metal awesome as that was ################### # UI ################### * Fixed superfluous line break in technology power number in federation view, if over 4 digits * Fixed truncation of fleet capacity display when it gets to 4 digits * Fixed incorrect doubled amenities value displayed when viewing the tooltip of a strata * Fixed missing description in market fee tooltip * Fixed stability tooltip for Gestalts * Fixed Deviancy stat being listed as "Crime" when a Criminal Heritage empire views the worlds of Gestalt * Fixed pop status icon being misaligned in Resettlement view * Fixed trade value text not being wide enough to display 1000+ trade value * Fixed so that monthly trade resources don't overlap with the amount box ################### # Performance ################### * Made some changes to trade calculations that should improve performance ################### # Modding ################### * Added define for minimal trade fee on market * Added define for max base amounts that can be traded in one single trade ################### # Bugfixes ################### * Xeno-Zoo no longer wrongly available for nonstandard empire types *Disabled replacement of buildings the planet cannot currently support * Fixed missing flavour image on the completed Strategic Coordination Center * Fixed martial law decisions staying permanently activated on planets captured in war by empire types that cannot use the martial law decision * Exalted Priesthood civic now properly increases unity output for all priest jobs * Fixed some Planetary Features getting deleted when terraforming to Gaia World * Fixed superfluous line break in technology power number in federation view, if over 4 digits * Fixed truncation of fleet capacity display when it gets to 4 digits * Added missing localisation for Voidspawn planet rift deposits * Fixed broken "go to" option for the Enigmatic Cache * Added a missing response text for enigmatic cache interaction * Fixed literally unplayable typos and grammatical/formatting errors * Fixed egalitarian faction "free movement" issue referring to a concept that no longer exists ("Core Worlds Access") * Fixed a nasty one where you could start building an ecumenopolis, then have all the progress lost and no resources refunded if the planet gained an extra district by event/tradition/etc * Fixed Nerve Stapled not giving the correct 10% bonus to resource job production * Fixed the weight of the Mega-Engineering tech not being increased by having any of the new megastructures within your borders * Added a more robust fix for galactic market buy and sell exploits * Fixed a wrongly appearing monthly trade deficit alert appearing if you max buy price was set lower than the current market price * Fixed misleading phrasing of claims opinion modifiers that swapped the places of the claimant and the claim...ee? Is that even a word? * Fixed restoring an Interstellar Assembly not granting the intended opinion modifier * Underground trade zones now give drone jobs for gestalt empires, and the Portal research zone now correctly switches job types if the planet changes hands between gestalt and non-gestalt empires * Fixed an issue introduced in 2.2.3 beta where building a Ministry of Culture would remove itself on every monthly tick We've been in full force debugging mode since we got back, and today are also ready to roll out the next batch of fixes to the stellaris_test beta branch. The objective is to expose them to field conditions before flipping the switch to make this new version, 2.2.4, fully live. If you want first access to the fixes therein, read on. It's got a ton of fixes, balance tweaks, AI and performance improvements. We got a good jump in YPH (average years per hour) in our overnight test games, and are interested to hear your results. Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:
stellaris_test/2.2.4 contains all the fixes from 2.2.3, and is required if you want to crossplay between Steam and other release platforms. ################################################################# ######################### VERSION 2.2.4 ########################### ################################################################# ###################### # 2.2 Le Guin Free Features ###################### * Added the new "Legion" flag set, with 6 new flag emblems * Added some missing localization for new 2.2.2 features/fixes * You can now choose not to care about brain implant problems ################### # Balance ################### * 50 years must now pass before the Galactic Market can be founded * Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general * Increased delay before Caravaneer fleets start roaming the galaxy * Increased Alloy production for relevant Branch Office buildings from 2 to 3 * Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs * Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy * Lowered Tidal Locked modifier on total available planetary districts from -50% to -30% * Syncretic species do not increase xenophile attraction * Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered * Changed the size of all sectors to be 3 hyperlane jumps * Drone Storage building now increases amenities instead of adding a maintenance drone job * Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs * Drone Storage building effect on housing reduced from 5 to 4 * Priest job weights have been tweaked * High Priest jobs now also provide 2 society research * Reduced Devastation needed to destroy Contingency Worlds to 50% * Debris Analyzed research points per component increased to 20 x level * Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights * Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology * Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology * Gene Crops technology no longer requires Colonial Centralization technology * Several planetary modifiers now force a good mineral or energy deposit to spawn ################### # UI ################### * Added missing modifier icons for Improved Code Standards and Production Quota Surpluses * Fixed incorrect colony type icon on industrial worlds * Fixed slight visual spillout of the Hive Nexus and Hive Core building icons * Removed unnecessary and confusing close button from the caravaneer GUI * Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders * Fixed Branch Office value not displaying if over 99.9 * When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown * Made the Build Megastructure menu a bit less cramped * Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world ################### # AI ################### * AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard * Fixed it so AI can now attempt to counter piracy even when at war * Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war * Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war * Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad) * Fixed AI not repairing ruined buildings when it had the resources to do so * AI will now actually follow through on its well-intentioned desire to upgrade buildings * Tweaked alloy budget for fallen empires to better match their needs * Stopped the AI from spamming redundant colony ships * Fixed Gestalt empires not building colony ships * Tweaked budgeting to make the AI less reticent about hiring leaders ################### # Performance ################### * Performance improvement when computing pop factions * Performance improvement on modifiers using a hybrid array * Threaded some fleet calculations * More pops threading for better performance * Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates * Optimization: Improved job counting * Parallelized fleet looking for combat for slight performance increase * Added more threading to planet handling * Optimized population calculations some more, reduced unnecessary calculations * Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists * Adjusted amount of extra rendering for micro and daily ticks ################### # Modding ################### * Ecumenopolises now have properly-set graphical cultures * Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes * Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) ################### # Bugfixes ################### * Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster * Fixed democratic election lacking candidates due to leaders having no mandates * Fixed being able to purchase some unique Numistic Order products more than once * Fixed the terraforming swaps for the Geothermal Vents planetary feature * Fixed a crash that could occur when giving fleet patrol orders in late game * Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet * Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation * Fixed figuratively unplayable typos * Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly * Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000 * Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen * Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers * Fixed event-based buildings wrongly being buildable on Thrall-Worlds * Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon * Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples * Fixed duplicate text in mechanized mining technology description * Removed a bunch of formatting/line break errors all over the place * Fixed Clone Vats being buildable on Resort Worlds (reluctantly...) * Fixed habitability wrongly being displayed for unsurveyed worlds * Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power * Devouring swarm tooltip now correctly shows Biology research bonus * Wrongly applied culture shock modifier has been removed for Gestalt empires * Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed * Added missing description for the deposit added by the "Of Transmissions Decoded" event * Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing * Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free * Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name * Fixed planets with anomalies showing the resources from them before being surveyed * Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution * Fixed a crash on autosave * Fixed Economic Policy modifiers affecting a country's total income rather than just job output * Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead * Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected * Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet * Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well * Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources * Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features * Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15% * Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill * Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands) * Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it * Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting * Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take * Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources * Fixed Pops continuing to grow while under occupation by Crises * Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you * Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists * Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them * Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them * Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant * Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights * Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool * Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones * Fixed broken graphical assets for the Contingency crisis * Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed * Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits * Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building * The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost * Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts * Removed obsolete reference to tiles in Docile Migrating Forests modifier * Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons * Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers * Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch * Fixed not being able to form research agreements with fellow Federation members * Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly * Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other * Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons * Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building * Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features * Fixed tooltip for purges of non-organic species wrongly referring to food production * Fixed AI using the Market causing prices to always increase, even when it was selling and not buying * Fixed Nomadic trait not reducing resettlement cost * Fixed Shipyard construction speed modifiers not being applied to civilian ships * Fixed the Chthonian Planet modifier not adding a Mineral planetary feature * More traits are checked when evaluating pops for Merchant and Manager jobs * Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch) * Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but... * Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3 * Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead" * Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits * Fixed a crash when hovering over empire comparisons in observer mode * DLCs are being sent at the start of a MP game. Fixes instant OOS as well * Fixed potential CTD when loading market and certain empires no longer exist * Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age * Fixed total wars creating empty sectors * Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected * Mardak Vol now spawn as a Stone Age civilization as described in the event * Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension * Fixed crash on load when a planet you had a branch office got destroyed * Fixed a couple of literally unplayable typos regarding the Kilik Cooperative Also, I can give you a bit of clarity on what we're continuing to work on. Performance and AI improvements are the continuing biggest priority. We also plan usability and readability improvements to the planet management screen, as well as the usual bug fixes and polish. Stand by for more of those, but in the meantime please give this beta a spin. We'll keep at it and watch for your feedback. Thanks for your support. Please note stellaris_test is an opt-in patch. You have to choose to activate it. Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"


[ 2019-01-18 16:49:27 CET ] [ Original post ]

Stellaris
Paradox Development Studio Developer
Paradox Interactive Publisher
2016-05-09 Release
GameBillet: 10.50 €
Game News Posts: 542
🎹🖱️Keyboard + Mouse
Very Positive (119848 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux [153.28 M]
Available DLCs:
  • Stellaris: Infinite Frontiers eBook
  • Stellaris: Plantoids Species Pack
  • Stellaris: Leviathans Story Pack
  • Stellaris: Utopia
  • Stellaris: Nova Edition Upgrade Pack
  • Stellaris: Galaxy Edition Upgrade Pack
  • Stellaris: Anniversary Portraits
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars Story Pack
  • Stellaris: MegaCorp
  • Stellaris: Ancient Relics Story Pack
  • Stellaris: Lithoids Species Pack
  • Stellaris: Federations
  • Stellaris: Necroids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Aquatics Species Pack
  • Stellaris: Overlord
  • Stellaris: Toxoids Species Pack
  • Stellaris: First Contact Story Pack
  • Stellaris: Galactic Paragons
  • Stellaris: Astral Planes
  • Stellaris: Expansion Subscription
  • Stellaris: The Machine Age
  • Stellaris: Cosmic Storms
  • Stellaris: Grand Archive
  • Stellaris: Rick the Cube Species Portrait
Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.

Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.

Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?

Main Feature
  • Deep & Varied Exploration.
  • Enormous procedural galaxies, containing thousands of planets.
  • Explore Anomalies with your heroic Scientist leaders.
  • Infinitely varied races through customization and procedural generation.
  • Advanced Diplomacy system worthy of a Grand Strategy Game.
  • Ship Designer based on a vast array of technologies.
  • Stunning space visuals.

MINIMAL SETUP
  • OS: Ubuntu 20.04 x64
  • Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
  • Storage: 12 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 20.04 x64
  • Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
  • Storage: 12 GB available space
GAMEBILLET

[ 6085 ]

26.09$ (13%)
15.74$ (37%)
18.39$ (8%)
16.79$ (16%)
11.99$ (20%)
2.00$ (80%)
3.11$ (91%)
8.39$ (16%)
3.35$ (16%)
10.00$ (60%)
11.99$ (70%)
3.00$ (85%)
12.74$ (15%)
0.88$ (82%)
33.99$ (15%)
16.24$ (35%)
6.75$ (73%)
14.07$ (65%)
12.44$ (17%)
26.24$ (25%)
1.24$ (79%)
1.67$ (16%)
5.72$ (81%)
8.39$ (16%)
0.90$ (82%)
21.95$ (56%)
15.19$ (62%)
5.03$ (16%)
8.47$ (15%)
33.17$ (17%)
GAMERSGATE

[ 3241 ]

2.5$ (50%)
0.45$ (85%)
0.86$ (57%)
0.58$ (92%)
29.99$ (25%)
4.0$ (80%)
2.0$ (75%)
0.45$ (85%)
3.26$ (78%)
19.99$ (20%)
2.55$ (87%)
11.67$ (27%)
9.89$ (51%)
6.96$ (83%)
6.0$ (90%)
0.75$ (85%)
3.33$ (76%)
4.95$ (67%)
0.87$ (71%)
10.04$ (33%)
0.88$ (82%)
4.34$ (71%)
4.4$ (82%)
8.49$ (58%)
0.45$ (85%)
4.5$ (82%)
8.7$ (65%)
5.0$ (75%)
31.99$ (20%)
0.89$ (87%)

FANATICAL BUNDLES

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