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Lords of the Void
BoargamesStudio Developer
BoargamesStudio Publisher
Q2 2025 Release
Game News Posts: 7
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Demo Patch Notes - 06.04.2025


Welcome Lords! A new patch is here. Today a new object has been added to the game Town Portals on map. It will send your hero back to your capital or to your nearest town. It was an object requested by one of the players, so here we go :) Town Portals are added to the two maps for now: Rudrigs quest and Dragon hunters.
Bug fixes:

  • fix for saving short tutorial progress. The game didn't store short tutorial progress in the save file because, well, I forgot about it. Lol. Now it's fixed
  • small improvement to Bot player pathfinding
  • there was a bug when Paralyze didn't work (when it was used against a hero with Art of survival skill)
  • small fixes here and there
That's all for now. Feel free to comment, thank you for playing Lords of the Void, take care! Mateusz from Boargames.


[ 2025-04-06 14:07:31 CET ] [ Original post ]

Gameplay update

Greetings, Lords!


This time, we're rolling out some significant changes designed to enhance the gameplay experience. Heres the full changelog: [olist]
  • A new, concise tutorial
  • No more unit limits outside the players faction
  • Game speed options
  • Tooltips for unit statistics
  • Screen shake effect for big hits
  • Various bug fixes [/olist] Below, Ive outlined the core details of this update.

    New and Shorter Tutorial


    The previous tutorial was long and highly detailed, perhaps a bit too much so? :) I've now created a new, shorter tutorial that focuses on the essentials. With just 10 popups, it highlights the most important aspects of the game. A well-crafted tutorial is key to ensuring players understand the mechanics, and this one should get you up to speed quickly. You can find the new tutorial here:

    No More Limits on Units Outside of Players Faction


    When I first implemented this restriction, I thought it would provide a more immersive experience, encouraging players to rely mainly on faction units, with just one unit from outside their faction (such as a Neutral monster). However, after testing and reflection, I now see this was a misguided choice. This game offers a wealth of creatures with unique abilities, and the most enjoyable part is combining these units in creative ways during battles. So, Ive decided to remove that limit! Now, team compositions only have two restrictions: [olist]
  • You can have a maximum of 3 Elite units
  • No more than 3 identical units in one team (for example, no more than 3 Footmen) [/olist] With this change, you can conquer a Kobolds Dwelling and recruit up to 3 Kobolds in one team. These creature has the unique ability to summon reinforcements during battle. Now, your Kobolds can call even more Kobolds! Kobolds everywhere!
    Additionally, the Ambassador hero skill, which was previously used to bypass this limit, has been reworked. The new version of this skill reduces the Diplomacy Food cost with Neutral creatures to 0. That means you can recruit Neutral units for free if you have a hero with the Ambassador skill.

    Game Speed Options


    Is the game running too slowly? Or perhaps too fast? Not anymore. In the game options menu, youll now find an adjustable game speed setting. This allows you to fine-tune the pace of the game to your liking. Available speed options: [olist]
  • 75%
  • 100%
  • 125%
  • 150%
  • 200%
  • 250%
  • 300% [/olist] By default, the game will be set to 125%.

    Tooltips for Unit Statistics


    I've added a handy new feature to enhance your gameplay experience! Now, when you open a unit card, you can simply hover your mouse over any statistic you're interested in, and a tooltip will pop up with detailed information. This also works for checking the current status effects on a unit.
    Additionally, the bonuses provided by Glyphs or auras are now visible directly on the unit card, giving you a clearer view of how these enhancements affect your units.

    Screen Shake Effect


    To make high-impact hits more satisfying, the screen will now shake slightly whenever a unit deals more than 100 damage with a single attack or area ability. This adds a nice bit of flair, letting you feel the power of your high level heroes and units. If youre not a fan of this effect, dont worry, you can turn it off in the settings.

    Bug Fixes


    Bugs are a constant challenge, but Ive squashed several major ones in this update: [olist]
  • Fixed an issue with the Charge ability, where it sometimes activated even if the Cavalier or Knight hadnt moved at least 2 tiles
  • Resolved a glitch that allowed players to move through the Portal without spending a move point
  • Academy shows all abilities to buy, even if some units that use these abilities are blocked in the mission (that is mostly important in the campaigns)
  • Fixed a bug where loading a save would activate all hostile teams on the map, even those that should have remained inactive while waiting in their Dwelling to recruit more units [/olist] Several minor bugs also have been addressed.

    Whats Next?


    Looking ahead, I plan to focus on visual improvements. Perhaps some lighting and shadow enhancements, weather effects, or contrast and color corrections. As a programmer, I dont have much experience with visuals, but Ill give it my best shot. Thats all for now. Take care! Mateusz from Boargames


    [ 2025-03-30 10:02:54 CET ] [ Original post ]

  • Heroes of the Void

    Greetings, Lords!


    Last week, we discussed the unit classes in the game, and now its time to share some insights about the heroes. The design of heroes in Lords of the Void was guided by two main principles: [olist]
  • Breaking the norm of having a single main hero while maintaining the sense of progress and growing strong.
  • Ensuring that heroes are intrinsically tied to the faction they belong to, meaning there is no scenario in which a barbarian, for example, becomes a master of magic.[/olist] In Lords of the Void, heroes continue to level up, enhance their stats, and unlock new talents. However, each hero can be defeated if forced to battle multiple armies in a single turn.

    Hire Many Heroes, Not Just One


    A player with only a single hero will most likely lose the game. Even if this hero is the most powerful in terms of levels, they will inevitably face attacks from multiple armies, overwhelming them in the process.

    Synergize Hero Talents with Your Units


    Do you have heroes in your faction with auras? Consider recruiting units that will benefit most from these abilities. Does your hero have a spell that paralyzes an enemy unit? Perhaps your strategy should involve including a unit with mana restoration skills, allowing your hero to continuously paralyze powerful foes. There are numerous synergies like this in the game, and leveraging them can be the key to victory.

    Heroes from Other Factions


    There are special locations in the game known as Ruins, where you might find a Prison with a hero from a different faction than yours. Releasing such hero can introduce new tactical opportunities and catch your opponent off guard. Who knows? There may even be more such locations in the future.

    An Important Request


    Outside of the main topic, I have an important request: please share your feedback on the game, even if you havent played much. The game is still in the early stages, even before Early Access, and many of the games mechanics are subject to change. This is the perfect time to provide your input if you're interested in a fresh and unique turn-based strategy game. As a solo developer, managing a project of this scale is challenging. Im preparing for another round of gameplay and visual improvements, and your opinions would be incredibly valuable. Probably a new tutorial will also happen, with a lot less reading :) Thats all for now. Take care! Mateusz from Boargames


    [ 2025-03-16 19:38:56 CET ] [ Original post ]

  • With a hammer, arrow, spell and skill

    Greetings, Lords!


    Welcome to the very first developer's log for Lords of the Void! Through these logs, well keep you updated on the latest news about the game, including completed features and what were currently working on. It all began with the concept of unit classes. The most common approach in games is to divide units into two categories: melee and ranged. Lords of the Void takes a different approach, offering four distinct types of units: Warriors (melee), Shooters (ranged), Magicians (spellcasters, as long as they have mana), and Barriers (units that dont perform standard attacks but have unique and useful abilities).

    Warriors


    Warriors are typically the toughest units with the highest health points and damage output. However, they can only engage in close combat. Every unit in Lords of the Void has its own set of abilities, and mastering their use is key to victory.

    Shooters


    Shooters are effective at range, but they deal only half damage in melee combat, so its crucial to keep them protected in the backline. A shooter's range stat is essential, as it determines their effectiveness at various distances. Attacks within the unit's range deal full (100%) damage, but if the target is outside that range, the damage is reduced to 60%. Interestingly, if an enemy is within two tiles of a shooter, the damage is significantly increased to 140%!
    However, shooters cannot attack if an enemy is adjacent to them. The bonus damage is powerful, but positioning is key.

    Magicians


    Magicians cast spells using mana points. Depending on the type of magician, their spells can deal damage to single or multiple targets, summon creatures, block sections of the battlefield, polymorph enemies, teleport allies, and more. While these abilities are potent, they come with a limitation: mana points. Each spell has a mana cost, and if youre not careful, your magicians can quickly run out of mana.

    Barriers


    Barriers cannot attack or counterattack, but each one has a unique and valuable ability. Some may explode, damaging all adjacent units. Others can transfer their own hit points to heal an ally, while some can block certain areas of the battlefield or even swap positions with a selected enemy.
    Leveling Up Each unit gains experience from battles and can level up, increasing its hit points and damage by 10%. In the end, the key to success in Lords of the Void lies in finding the right combination of units and abilities.

    Are You a Streamer?


    Do you stream turn-based strategy games, or are you interested in starting? Wed love to have you join the Lords of the Void community as a streamer! By streaming the game, youll be among the first to receive Early Access, and youll have an important influence on the development of the game. Join us on our Discord channel and become Lords of the Void streamer! Thats all for now. Take care! Mateusz from Boargames


    [ 2025-03-08 18:39:23 CET ] [ Original post ]

    Demo Patch Notes - 19.02.2025


    Welcome Lords! A new patch is here. Updates:

    • increased sounds limit to avoid audio chaos, when area ability is used
    • unit's status effects are grouped (previously there could be only one, single effect on a unit)
    • first Prologue/Tutorial mission update after feedback: there was a moment when game expected from player to hire few units into Capital's garrison, to have at least 3 units there. The player couldn't play until this condition was fulfilled. At this point, the game might seems to be bugged, but it was not a bug, it was a feature! Anyway... the game is not blocking the player anymore there
    • Prologue has been renamed to Tutorial and moved outside of Campaign panel
    Bug fixes:
    • fix for portal pathfinding: game automatically finds paths with considering portals and town portals. It's a tricky mechanism and it likes bugs... there was some rare situation when it didn't worked correctly and now it should be fixed
    • bug fixed that crashes battle result panel, in case when Sorcerer was a last enemy and he kills himself with his own spell
    • Sparks spell was using same sound effect as Energy Bolt spell, by mistake
    • small fixes here and there
    Few words about Early Access:
    • all four factions are ready
    • Map Editor is also done and ready. In our plan that tool was going to be released a month or two after Early Access, but! I have finished it already so it it will be available since day 1
    • first mission of first campaign is now in progress. This is the last chapter to do for Lords of the Void! (I was waiting for this moment for a looooong time)
    That's all for now. Feel free to comment, thank you for playing Lords of the Void, take care! Mateusz from Boargames.


    [ 2025-02-19 22:12:13 CET ] [ Original post ]

    Demo Patch Notes - 31.01.2025


    Welcome Lords! A tiny update this time. Most of the work goes now into Early Access version. Bug fixes:

    • another one in the Marketplace
    • AI Biogolem was healing a summoned creature, even when the creature had full hitpoints
    • Determined status had a case when it didn't work properly
    • Protection effect sometimes didn't show up
    Have you seen "How to play?" video on our YouTube channel? If not here is the link: https://www.youtube.com/watch?v=Ioez70ag6UE Thank you for playing Lords of the Void, take care! Mateusz from Boargames.


    [ 2025-01-31 09:52:25 CET ] [ Original post ]

    Demo Patch Notes - 25.01.2025


    Welcome Lords! We would like to share information about today's update. Updates:

    • Prologue, mission 1: now finishing an optional quest with taking control over Patatuf Dwelling will add Patatuf to Adalbert's team (if his team has less than 6 units)
    • Dwellings now have a greater variety of units with template: two creatures from Dwelling + one random, basic unit (this way battles with Dwellings creatures should be more interesting)
    • autosave has been expanded to five autosaves
    • visited Ruins are not marked as a special places anymore
    • all texts about a reason why an action cannot be performed got a shadow to the font, to make them more readable
    • tile section graphic is now above map object graphic (so it will be easier to see that Team can reach a Capital)
    • Province will be unselected now when game has to show Team's move range
    Bug fixes:
    • Prologue, mission 1: bug fixed that allow player to have more than 6 units in Adalbert's team
    • bug fixed that shows recruit icons on Neutral/enemy Teams
    • screen changes bug fixed
    • bug fixed that allow player to cheat in Marketplace
    • in some cases, game didn't check if there are any actions left, so the end turn button was not marked with green color properly
    • bug fixed that was blocking Neutral-Hostile from attacking Neutral Structures
    • bug fixed that was blocking player from attacking Neutral Structures if they were previously allied
    • bug fixed that allowed player to get Mechagolem from Laboratory (Ruin), even if there was no place for a new unit in the Team
    • Ruins texts corrections
    Coming soon: "How to play?" video that presents core features of the game. Feel free to add any comments and share your opinion with us. With your help, the game might be even better :) Thank you for playing Lords of the Void, take care! Mateusz from Boargames.


    [ 2025-01-25 20:59:30 CET ] [ Original post ]

    Lords of the Void is a turn-based strategy game set in a fantasy world on the brink of extinction, shattered by a devastating magical Calamity. Lead your people to victory through tough battles, uncovering unique stories behind each faction.

    New take on a turn-based strategy

    Made by a true enthusiast of turn-based strategy games, Lords of the Void, brings a twist to the genre. The goal was to create something different, with fresh ideas, easy to learn but hard to master.

    Four asymmetric factions

    Take command of the last remnants of humanity, mistical magicians, wild demons inspired by Slavic mythology, or steam-powered lizards. Each faction offers a different gameplay experience, with diverse units, heroes, and unique abilities that defines tactical aspects of the game.

    Campaings and story

    Dive into the immersive story of the world's end. Lead the heroes of the four captivating campaigns, each dedicated for each faction. Every mission, from the campaigns, is crafted to deliver a different gameplay experience, with distinct challenges.

    Hotseat (local multiplayer)

    Just like in the classic games of this genre, you play together with friends using local multiplayer. Up to 8 players can face off in free for all matches, team-based skirmishes, or against AI opponents.
    In the near future, online multiplayer will be added as a free update.

    Early access

    The game will be released in Early Access. Why is that a good thing? Because it gives you, dear Player, the opportunity to shape the game itself. Join our Discord, share your thoughts, and maybe your ideas might just become a part of the final version!

    Our roadmap:

    2025

    • early access release, with all planned game mechanics and features

    • online multiplayer

    • map editor with dedicated triggers system

    2026

    • final version release

    • new game mode

    • ?


    MINIMAL SETUP
    • OS: Ubuntu 24.04 LTS release or latest
    • Processor: i5 Dual Core or Ryzen 5Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with full OpenGL 3.3 support (Example: Intel HD Graphics 2500 (Ivy Bridge). AMD Radeon R5 Graphics (Kaveri))
    • Storage: 1 GB available space
  • Memory: 8 GB RAM
  • RECOMMENDED SETUP
    • Graphics: Integrated graphics with full Vulkan 1.0 support (Example: Intel HD Graphics 5500 (Broadwell). AMD Radeon R5 Graphics (Kaveri))

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