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Magitech Requiem
Mercurial87 Developer
Mercurial87 Publisher
Q3 2025 Release
Game News Posts: 4
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
2 user reviews (2 reviews)
Public Linux Depots:
  • [0 B]
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Alpha Release 0.1.2 - First Look at ProcGen

Today I am finally bundling together Alpha release 0.1.2! This update took much longer to develop than I anticipated.

ProcGen


The main feature of a0.1.2 is a new procedural generation system for scenes, which replaces the placeholder scene from prior versions. Without getting too technical, it is a tile-based system which generates levels from one or more layers, which can be customised with rules. These generated maps are automatically synced to all clients with very little data transfer (only the seed + a basic ID is sent). The new map is currently created from 'roads' and 'filler' layers, to simulate a sort of destroyed city environment. Below are in-editor screenshots of some generations. They definitely wouldn't pass the approval of a city planner, so I plan on implementing several changes in the next few days to make the layouts less nonsensical.


Here is a screenshot of what it looks like in-game:

Other Changes


  • Several parts of the codebase have been refactored, which should allow me to integrate new features faster.
  • 9 new perks have been added (many taking advantage of the above change).
  • Improved the camera by further extending FOV, and adding an auto-adjustment feature.
  • Rebalanced some weapons, and increased overall Magitech damage.

What's Next?


In the coming updates I plan to move from minor additions and polish, to actually tying the game together such that it resembles an actual experience, rather than a vertical slice. The first part of this will involve adding new enemies and enemy variants, so you can put your abilities and perks to good use. After that, I'll begin implementing the strategy layer, which will basically allow you to choose a path through multiple levels. Cheers, Jack V. [hr][/hr] Full changelog:
  • Added new perks: Adrenaline Surge, Rebound, Gambit, Heart of Stone, Auspice Catalyst, Bloodlust, Abyssal Charge, Sleight of Hand, Sharpshooter.
  • Added procedural generation.
  • Added new level, based on proc-gen.
  • Adjusted various perks.
  • Considerably increased Magitech damage.
  • Increased projectile speed of all weapons (shotguns affected the most).
  • Increased range of all firearms slightly.
  • Adjusted other stats of various weapons.
  • Enemy health has been slightly increased.
  • Further increased FOV slightly.
  • Added a feature where the camera will rotate to a better angle when the player is obscured by geometry.
  • Adjusted several aspects of collision to prevent player getting stuck on level geometry.
  • Changed visual effect of Ballistic Overcharge.
  • Misc. visual adjustments.
  • (ALPHA ver. only) Added a one-time popup asking the player if they want to change their loadout before starting, since it's currently the main feature of the game.
  • (ALPHA ver. only) While spectating/dead, players can now change their loadout.
  • Improved brute hitboxes.
  • Fixed issue where entities could incorrectly spawn with the states of previous entities.
  • Fixed audio settings not saving.
  • Improved the 'FRandom' algorithm, resulting in more accurate/varied randomness with things like damage spread.
  • Improved error handling when a player is spawned incorrectly, such as in cases of extreme packet loss, lag, or corrupted data.
  • System for how players connect and initialize their game session has been refactored, likely fixing and/or causing various bugs.
  • Disabling "Advanced Meshes" will now hide some small geometry details, which improves performance on low spec machines.
  • Reduced memory usage of shaders.
LOC: 47,877


[ 2025-04-10 17:49:01 CET ] [ Original post ]

Discord Server & Source Code Release

Here's a quick news update. There's now a Discord server! https://discord.gg/HfbpjvmR I also released the source code for OathFramework, the underlying layer which powers Magitech Requiem, as well as the code for the game itself: https://github.com/Gitspathe/OathFramework-Reference-Source Note that the source code release is reference only, and is not a complete project. Despite that you're free to use the code however you wish.

Update Coming Soon


I hope to release version a0.1.2 in a few days. It contains the initial procedural generation system, several new perks, and many internal changes.


[ 2025-04-08 11:01:42 CET ] [ Original post ]

Alpha Release 0.1.1

The first patch is here! My focus with this patch was to overhaul a few aspects and mechanics of the game, and to add a layer of polish before I move onto adding sizable chunks of new content. Below I will summarize the most important changes:

  • 2 new perks have been added - Finesse and Gunslinger. These are geared toward a skilled play-style where enemies are killed very quickly.
  • 3 new weapons have been added - Spez-12, J&W Model 19, and the Sawed-off.
  • The first new enemy has made it's appearance - the Brute. As it's name suggests, it is a large beast capable of dealing tons of damage. It's main method of attack is to charge at it's foes. Two key weaknesses were incorporated into it's design. I'll leave it to the defiers to figure them out!
  • Collision has been added to enemies. This means you will need to be cautious, so as to avoid getting cornered.
  • The visual style of enemies has been overhauled, putting them more in-line with my vision for what they will ultimately be as I further develop this project. Their visuals are still a work in progress, of course.
  • Friendly-fire is now a consistent mechanic, with different values possible for each damage type (explosive, bullet, etc). Please see the full changelog for precise details.
  • Several aspects of the game have been rebalanced, with the goal being to make playing Magitech Requiem fairer.
  • Many bugs have been fixed, and performance has been increased in key areas.
(New enemy visuals)

What's Next?


Within the coming weeks I hope to begin development of the "progression update". This will add higher-level systems to the game, meaning you'll be able to start different runs with varied levels, routes, and modifiers. Very soon I'll try to write an actual announcement going over what exactly the progression update is. While working on the major update, I also plan to develop one or two more minor patches. These would be focused on more bug-fixes and general polish. Cheers, Jack V. [hr][/hr] Full changelog:
  • Added new miniboss: Brute.
  • Added new perks: Finesse, Gunslinger.
  • Added new weapons: Spez-12, J&W Model 19, Sawed-off. (sawed-off animations are WIP)
  • Friendly-fire is now a consistent mechanic:
    • Self: Projectiles 0%, Melee 0%, Explosive 50% (33% stagger)
    • Allies: Projectiles 0%, Melee 0%, Explosive 33% (0% stagger)
  • Added audio settings.
  • Added sounds to UI.
  • Added collision to enemies.
  • Overhauled the visuals for enemies.
  • Slightly reduced the movement speed of enemies.
  • Increased field of vision (camera distance from ground).
  • Range and accuracy has been increased for all weapons, while pellet spread has been reduced.
  • Adjusted action input buffer timings.
  • Decreased amount of time ragdolls are visible (prevents dead enemies from clogging the environment).
  • Fixed issue where visual effects would not appear under certain circumstances.
  • Fixed issue with scroll rects snapping to the bottom upon selecting an item in the Loadout menu, when using keyboard+mouse control scheme.
  • Fixed possible internal issue with entity states.
  • Fixed internal issue with entity team/hostile flags.
  • Fixed potential issue where player and enemy animations could be incorrectly 'queued' and played at the wrong time.
  • Fixed issue where enemy attack animations would incorrectly loop.
  • Fixed a bug where sounds with a very short duration would occasionally fail to play correctly.
  • Fixed issue where attack animations could fail to play on clients in certain cases.
  • Fixed issue where client-side validation of hits would fail to notify the instigator of said hits, causing desync of health values.
  • Improved timing of firing weapons after reloading.
  • Small improvements to weapon audio.
  • Small misc improvements to enemy attack animations.
  • Optimised main menu performance.
  • Optimised callback performance.
  • Optimised ragdoll performance.
  • Small optimisations to projectile spawning and handling.
  • Reduced memory usage in some areas, mostly VRAM / textures & shaders.


[ 2025-03-20 12:56:17 CET ] [ Original post ]

Alpha Release 0.1.0-dev7

Hello! Today I've released the first publicly available version of Magitech Requiem, Alpha 0.1.0-dev7. This release is obviously very early, and is only a prototype of the final game. Importantly, the release is centered around the implementation and testing of core features including builds (weapons, perks, etc), and overall controls/gameplay. To facilitate easier testing, you automatically unlock all build options from the start (available in 'Loadout'), aside from attribute levels. Note that in the final release, there will be actual progression systems. Below is a rough outline of planned upcoming versions:

  • 0.1.1 - Miniboss enemy, new perk, and a few new weapons.
  • 0.2.0 - Early progression update, enemy variants, character customisation? (currently researching my options for this)
  • 0.3.0 - Melee weapons / melee combat for players
  • 0.4.0 - Mid progression update and first boss
There will be a lot of news to come. Thanks to anyone who follows development of Magitech Requiem! Cheers, Jack V


[ 2025-03-13 06:41:57 CET ] [ Original post ]

Magitech Requiem is a modern evolution of classic arcade shooters. Build your character through leveling, perks, and Magitech. Take up arms and fight the forces of uncreation, be it alone or with up to two friends.

Lore

In an alternate history, an incredible force known as Quintessence was discovered by alchemical practitioners in 199X. Shortly after the discovery of Quintessence, novel technologies termed 'Magitech' were developed for use in the industrial, scientific, and medical industries. But before Magitech could reach its full potential, mankind's hubris invoked the hunger of an otherworldly legion.

As a Defier, you fight against entropy itself. Do you and your comrades have the grit to overcome the great filter?


MINIMAL SETUP
  • OS: Ubuntu 22.04 or 24.04
  • Processor: Intel Core i3-8300 or AMD Ryzen 3 1200Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Recent iGPU (using OpenGL)
  • Storage: 10 GB available spaceAdditional Notes: For playing on the Very Low graphics preset at 30-60 fps. 720-1080p. Tested on Ubuntu 22.04 & 24.04. and OpenSUSE 15.6
RECOMMENDED SETUP
  • OS: Ubuntu 22.04 or 24.04
  • Processor: Intel Core i3-9300 or AMD Ryzen 5 1400Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 1060 or RX 580 (using Vulkan)Network: Broadband Internet connection
  • Storage: 10 GB available spaceAdditional Notes: For playing on the High graphics preset at 60fps. 1080p. Tested on Ubuntu 22.04 & 24.04. and OpenSUSE 15.6

GAMEBILLET

[ 6084 ]

39.95$ (11%)
2.40$ (84%)
5.32$ (79%)
24.79$ (17%)
16.57$ (17%)
24.59$ (18%)
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17.54$ (12%)
7.68$ (87%)
12.99$ (68%)
4.87$ (19%)
8.39$ (16%)
4.19$ (16%)
20.72$ (-4%)
5.03$ (16%)
4.95$ (17%)
41.49$ (17%)
7.54$ (16%)
8.20$ (86%)
12.42$ (17%)
33.89$ (32%)
24.87$ (17%)
17.54$ (12%)
12.42$ (17%)
24.87$ (17%)
3.93$ (21%)
8.74$ (13%)
16.57$ (17%)
GAMERSGATE

[ 777 ]

3.0$ (70%)
9.0$ (70%)
2.0$ (90%)
1.5$ (75%)
30.0$ (50%)
2.0$ (90%)
3.0$ (70%)
1.5$ (90%)
12.0$ (60%)
1.8$ (90%)
0.68$ (89%)
0.68$ (91%)
3.3$ (78%)
5.0$ (75%)
2.25$ (89%)
8.0$ (80%)
0.75$ (92%)
6.0$ (80%)
1.88$ (92%)
1.13$ (96%)
1.5$ (92%)
0.9$ (92%)
2.64$ (82%)
3.28$ (78%)
3.0$ (85%)
13.19$ (47%)
0.56$ (81%)
3.0$ (85%)
2.0$ (90%)
16.0$ (60%)
MacGamestore

[ 4040 ]

1.49$ (85%)
2.98$ (85%)
1.99$ (90%)
18.99$ (24%)
0.99$ (75%)
2.99$ (93%)
42.49$ (15%)
0.99$ (80%)
3.99$ (90%)
0.99$ (80%)
1.19$ (76%)
1.99$ (80%)
3.99$ (90%)
1.19$ (76%)
4.99$ (50%)
1.19$ (88%)
5.09$ (66%)
0.99$ (90%)
1.99$ (89%)
6.24$ (75%)
9.99$ (75%)
38.99$ (13%)
4.99$ (83%)
2.89$ (86%)
1.19$ (60%)
42.99$ (14%)
1.19$ (87%)
18.69$ (69%)
0.89$ (87%)
2.98$ (85%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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