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What we are currently working on No2 Mid August - September

How are things going fellow gamers? Another what we are working on post is here and we have some [strike]AWSOME[/strike] excellent stuff coming up in the next update which should be in our grubby mitts around the 27th August. Towards the bottom of this page, you will find our current sprint, where you will find the whole list of all the additions and fixes we are working on, as well as what we have completed. Some of these you may have already seen in-game. We shall start with what we think are the most [strike]EPIC [/strike]exciting additions. Sticky feet have already been released (19th Aug), Nick had shown off some sort of sad looking stick insect with eight legs on Discord a while back, already walking with no issues. I think I may finally start to make some land mechs and tanks :) Totally intrigued atm :D No stick insects were harmed in the making of this. Walking straight
Cluster Crams! After a joke that got a little out of hand in Discord, we bit the cram shell and started working on these little babies :D Cluster Crams should work as follows: once the shell is launched and reaches x distance to the target, it would split into x amount of smaller shells inheriting the flavours of the Cram. Unfortunately, for now, we do not have any figures in terms of how many clusters would spawn and if that would depend on guage or shell HP/both and how frag would be divided among them, and if they will also be able to use the pendepth fuse. Abyay, has also been tweaking up our Crams
You can check out all the talk on the Cram changes here and also view the current idea in terms of material cost changes here. In short, Abyay is generally reducing the cost of Crams, so if your tetrising is up to scratch with autoloaders surrounding pellets, you would use fewer pellets - therefore a cheaper turret. A few adjustments will be made to heavy barrels as well as buffing frag pellets and other tweaks. These changes will not be detrimental to the current setups. Trying to stick to all things projectile, APS will be getting a rate of fire stats to the UI.
We have also started to integrate most of Rheas simple weapons, which look absolutely [strike]AWESOME[/strike] wondrous! Stats are subject to change Introducing the 94mm 'Type A' Heavy AA gun, which has a good elevation, uses APS shells.
The 'R Class' Very light MG fires very fast but doesn't do a lot of damage, and is best used for destroying exposed components or players. 600 rpm and a 30 round magazine.
The 'Mk-H' 40mm AA gun fires explosive shells, accurate and good against small and wooden aircraft. 200 explosive damage, 750m/s shell velocity, 2.6km range.
'Type-E' 60mm grenade launcher fires once per second, deals explosive damage in a fair area and fires relatively quickly. 700 explosive damage, 1.5 seconds reload 20 round magazine.
'64 pdr cannon' low tech is short-range but quite high damage if it hits. Good against wood at close quarters. 9,000 KE damage, 1 armour piercing, 1km range.
'Rokkits Revolutionary Revolving Blast Gun' is a 6 barrel invention of the DWG. A revolving automatic shotgun. 250 damage per shotgun fragment, 20 fragments per shot, 120 rounds per
We will also be seeing the first few changes to steam and also additions such as Steam engine parts are a little stronger now Steam jets for propulsion and turning. These will be able to work above and below the waterline once they are attached to the system via piping. We will also be changing the steam engines to be self-regulating. Regulation would depend on our chosen steam pressure, which will be adjustable via ACB and perhaps in future via Breadboard. The custom battle will also be ready for the next update, so I hope you have a few blueprints to send to friends and challenge them to a duel :D Lately, we have been making tweaks and changes to the UI. This update also brings more artsy stuff and we have arranged the retrofitting UI. However in addition to these UI changes, we have also spruced up and released the Prefab and Subobject page earlier on the 19th of August, we now have unlimited slots to save all our good stuff in :) We had a very nice suggestion on Steam by Ai, where a number of points were brought to our attention with regards to the starting fortress. From that post, we shall be seeing some changes to the starting fortress in the Neter campaign, such as

  • The refinery now has more flare stacks. This is going to help new players so they wont be shocked out of their seats when something randomly explodes :D
  • AI has been moved away from the ammo storage, some material storage has also been moved.
  • Fortress has a starting altitude of 7m, which of course we can change in-game.
  • Missiles had some love and were changed up a bit, giving them more range around the 3k mark and the fortress can generally keep up with firing the missiles with no issues.
  • Fuel engine has been changed; it only puts out about 1500 power and it's built to where we can upgrade the engine and It's also more fuel-efficient at lower RPM.
  • As well as some eye candy tweaks.
On the subject of eye candy, we have done some small tweaks to the mimic block by increasing the traversal range by 10m :D and rail decorations no longer block detection systems. During September we shall be seeing the changes to the campaign. The whole garrison system will be removed and replaced with a new and more lively Neter, including toggleable AI personalities (I would like a sadistic White Flayer one but I doubt that will be a thing :( ) We shall also be seeing the new 1x1 custom jet engines, a drill setup using steam, god mode for constructs in designer and the ability to automatically refill all ammo clips. This will save us time when we are testing out new ways of putting holes into White Flayer test subjects (Marauder lives matter!). The ability to enter battle with hot engines for steam-powered constructs, steam engines to burn more efficiently when the burn rate is low, and efficiency will also be affected by the size of the steam setup. Our pic of the week: This was created by ThinkingShobe which was posted on Discord. Very well done looks mighty epic, and I am sure a lot of time was put into this.
Sprints end of August and through September, which is subject to change. (We accept no responsibility for strained eyes)



[ 2019-08-20 15:16:27 CET ] [ Original post ]



From the Depths
Brilliant Skies Ltd.
  • Developer

  • Brilliant Skies Ltd.
  • Publisher

  • 2020-11-06
  • Release

  • Action Indie Strategy RPG Adventure Simulation Singleplayer
  • Tags

  • Game News Posts 197  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (9442 reviews)


  • Review Score

  • http://www.fromthedepthsgame.com
  • Website

  • https://store.steampowered.com/app/268650 
  • Steam Store

  • The Game includes VR Support



    From The Depths Linux 64 [973.8 M]

  • Public Linux depots

  • From the Depths - Steel Striders Anime Girls character pack
    From the Depths - Gone to Sea DLC
  • Available DLCs

  • Summary

    In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
    • A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
    • A campaign waged over hundreds of islands against eight unique factions.
    • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
    An expansive multiplayer and co-op element is planned for the coming months!

    Key Features

    • Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
    • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
    • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
    • Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

    Customisable Components

    The customisable components in From the Depths allow a unique level of engineering customisation:
    • Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
    • Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
    • Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
    • Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
    • Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.

    Workshop

    MINIMAL SETUP
    • Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
    • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
    RECOMMENDED SETUP
    • Memory: 8 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
    • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
    GAMEBILLET

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    1.64$ (59%)

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