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In this dark visual novel series, each Chapter follows a new protagonist, caught in the crossfire of conflicting powers — human and inhuman alike. Their stories are separate, but the choices you make in one Chapter will twist the next in ways you won’t see coming.

  • Six connected Chapters, each with their own lead.

  • A branching narrative that remembers everything.

  • Voice acting, dark arts, and a world being undone.

You’re the leader of a mercenary squad on a routine job: find a bioengineer, extract him, and get out. But things go sideways when you encounter strange people bearing the same mark. As the full moon rises, it becomes clear you’re no longer the hunters. You’re the prey.

  • 5 playable characters

  • 6 possible endings

  • Choices made here affect all future Chapters

  • 100+ hauntingly detailed scenes, hand-drawn in comic book art style.

  • Animated characters, intense cutscenes, and pulse-pounding combat.

  • Directed and designed by Soh, the original artist behind the SkullX setting.

  • Turn-based combat woven into the dark heart of the story.

  • Each character comes with their own unique set of skills.

  • Relentless, ghastly opponents that will claw at your sanity.

Find others. Share what you’ve seen. Compare what you remember.

SkullX: Aibohphobia
SkullXDeveloper
SkullXPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (66 reviews)
Public Linux Depots:
  • [0 B]
Update 1.1.0

Hey everyone!

Weve got a lot to share today, so grab a snack.

Soundtrack Release

The Official SkullX: Aibohphobia OST is out!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45583291/e9015d894fc9223cd57c94d5eee881abe7a45959.png\"][/img]17 instrumental tracks50 minutes of gloom, despair, and a dash of electrochemical shock courtesy of our Mysterious Wandererall composed by the talented Arthur Farrakhov.

You can check it out right now on https://store.steampowered.com/app/3958130/SkullX_Aibohphobia__Official_Soundtrack/\"" style="color:#bb86fc;text-decoration:none;">Steam , Spotify and all major streaming platforms.

Chinese Localization

Were excited to announce that SkullX is now fully localized in Simplified Chinese!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45583291/9745e1da73afe2a82b937a6316f33aa3f51ac2b3.png\"][/img]Huge thanks to our translation partners WeMavin Languages who wrestled with BBCode monsters and occult riddles to make this possible.

Writing Updates

Weve combed through community feedback and made a round of text and writing edits across the game.

Nothing major was rewritten but certain scenes are now sharper, smoother, and closer to the tone we always wanted.

Whats Next in Localization

Were not stopping with Chinese. Russian, French, and Polish localizations are already in the works.

Well share progress updates as we go and yes, Russian is being handled in-house by our writer.

Thats the news for now.

As always, thank you for playing, sharing, reviewing, and generally being the fuel that keeps our merc squad alive!

Keep your eyes peeled release date for Chapter 2 will be revealed soon. This is a deal well seal the only way we know how hellbinding.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45583291/62886370218efc2875873e2c6c4318c312f67430.png\"][/img]

[ 2025-09-11 13:39:32 CET ] [Original Post]
Steam Deck Compatibility

Hi everyone!

Since the release of SkullX: Aibohphobia, weve received a couple questions regarding the games compatibility with Steam Deck, so we have decided to make this brief overview.

SkullX: Aibohphobia was developed with controllers in mind, to provide the best user experience for every playstyle. Even before release, the game was [u]thoroughly tested and optimized for Steam Deck[/u] by our developers. \n

Heres what you can expect when playing on Steam Deck:

  • Performance: The game runs at a stable 90 FPS, even on the highest settings.

    [/*]
  • Readability: The text and UI elements are fully readable and easily distinguishable on the display, both in the visual novel and combat parts of the game.

    [/*]
  • Smaller text: Some in-game writing pieces (mission brief file, notes) are meant to appear smaller on the screens for immersion. To simplify reading, weve added a zoom-in feature for those elements. Just use the stick to adjust the text size.

    [/*]
  • Resolution: Because of the nature of our hand-drawn art style, rescaling directly to 1280x800 was tricky. The game currently runs at 1280x720, resulting in slight letterboxing, so expect an artsy cinematic touch to your playthrough!

    [/*]

To conclude:

In our testing, SkullX: Aibohphobia performed great on Steam Deck, with image quality on par with PC and no technical setbacks.\n

However, if you run into any issues or want to share your Steam Deck playthrough experience, dont hesitate to drop us a message on Discord . Feedback is greatly appreciated!\n

Thank you, and stay tuned for more updates!

[ 2025-08-18 18:34:27 CET ] [Original Post]
Patch 1.0.10

Bug Fixes:

  • Fixed a bug where a specific branch of the story-line didn\'t \\[spoiler] properly apply sanity loss to your mercenary companions \\[/spoiler] as intended.

    [/*]
  • Fixed shadow rendering in combat scenes on macOS.

    [/*]
  • Adjustments and changes Reduced the required hold time to skip cut-scenes.

    [/*]
  • Adjusted rendering parameters for Windows to improve performance.

    [/*]

[ 2025-08-16 01:53:32 CET ] [Original Post]
Patch 1.0.9

Patch 1.0.9 is live!

Bug Fixes:

  • Fixed an issue where the game would skip a scene when [spoiler] the player was putting Adam\'s body aside. [/spoiler]

    [/*]
  • Fixed a rare bug that prevented players from selecting the 4th skill after [spoiler] finishing the game with the true ending. [/spoiler]

    [/*]

Improvements:

  • Minor performance optimizations.

    [/*]
  • Added an option to make combat sprites static useful for systems that struggle with animated combat sprites.

    [/*]

Known Issues:

  • We\'re aware of a launch freeze affecting some systems with AMD processors and integrated graphics. If you\'re affected, try launching the game with --rendering-driver d3d12 in your launch options.

    [/*]

Coming Soon:

  • We\'re actively working on adding translations to the game. These will be carefully integrated to fit naturally within the comic bubble system. You wont see these changes just yet, but we wanted to keep you in the loop.

    [/*]

[ 2025-07-30 14:15:12 CET ] [Original Post]
Update 1.0.8

Updates:

  • Bug fix: Fixed a rare issue where \\[spoiler]a combatant with Spiral continued to receive debuffs in the next cycle\\[/spoiler].

    [/*]
  • Bug fix: Fixed a rare issue where the game could get stuck when trying to skip extremely fast in certain branches.

    [/*]
  • Visual tweak: Adjusted the display of Trust and Self-Control bars in the Squad Manager.

    [/*]
  • System change: Reworked the dialog log system to support future translations.

    [/*]

[ 2025-07-18 16:18:09 CET ] [Original Post]
Update 1.0.7

Updates:

  • Bug fix: \\[spoiler] Fixed a rooftop fight rarely ending not as intended. \\[/spoiler]

    [/*]
  • Bug fix: Fixed non-appearing question button \\[spoiler] in Adam segment. \\[/spoiler]

    [/*]
  • Fix: Fixed typos in some scenes.

    [/*]

[ 2025-07-12 13:17:54 CET ] [Original Post]
Update 1.0.6

Updates:

  • Stability fix: Fixed crashes that occurred at the start of combat on systems running integrated GPU.

    [/*]
  • New feature: Added links to socials in the main menu.

    [/*]

[ 2025-07-11 00:05:20 CET ] [Original Post]
Update 1.0.5

Updates:

  • Bug fix: The team no longer mysteriously disappears from squad manager after certain branches.

    [/*]
  • Visual update: Slightly updated the information on Matthews file page.

    [/*]

[ 2025-07-09 20:14:06 CET ] [Original Post]
Update 1.0.4

Updates:

  • Bug fix: \[spoiler]Cursed gadgets\[/spoiler] now correctly lead to the scene where the \[spoiler]case was unlocked\[/spoiler].

    [/*]
  • New feature: Added a \[spoiler]"Get rid of suitcase" button to the case inventory scenes\[/spoiler].

    [/*]
  • Dialogue fix: Trevor now says the correct line when \[spoiler]healed in the office if the MC had already dealt with Trevor's paranoia\[/spoiler].

    [/*]
  • Tutorial tweak: The option to skip the tutorial now depends on the selected profile slot.

    [/*]

[ 2025-07-04 21:51:06 CET ] [Original Post]
Update 1.0.3

Updates

  • Cutscene timing fix: Adjusted the timing of Atemporal Endings cutscenes for better pacing.

    [/*]
  • UI bug fix: The back arrow is now properly visible in the Death Notes scene.

    [/*]
  • Achievement tweak: The "Thus Spoke Pix" achievement is now a bit easier to unlock.

    [/*]

[ 2025-07-03 13:37:34 CET ] [Original Post]
Update 1.0.2

Updates:

  • New feature: You can now zoom in (close-up) in the Merc Files inventory scene and the Death Notes inventory scene.

    [/*]
  • Metal case fix: Resolved a bug where the metal case entered code could remain stuck on screen until reloading the scene.

    [/*]
  • Team menu bug fixed: fixed an issue where the players team would vanish from the team menu and not appearing in combat later after exiting Part 41.

    [/*]
  • Scenes Auto-skip fix: Fixed a minor issue preventing auto-skip from being enabled in certain branches.

    [/*]

[ 2025-07-02 18:41:40 CET ] [Original Post]
Update 1.0.1

Updates:

  • Updated Save System: Save files are now separated per account to prevent conflicts and merging on shared systems.

    [/*]
  • Bug Fix: Resolved an issue where the game could get stuck in a dialogue with Nick.

    [/*]
  • Bug Fix: Fixed a rare issue causing the fight to freeze during the fight with Pix.

    [/*]
  • Balance & Text Tweaks: Minor adjustments to values and in-game text.

    [/*]

[ 2025-07-01 21:34:22 CET ] [Original Post]
Launch Day

Hey everyone,

After over a year of blood, sweat, and therapy sessions, SkullX: Aibohphobia is finally live! Its a choice-driven visual novel wrapped in hidden narrative layers, turn-based combat, and psychological horror. Youll face off against your own reflection literally and decide who walks away.

What to expect:

  • A nonlinear story full of paranoia, branching paths, and secrets,

    [/*]
  • Tactical turn-based encounters,

    [/*]
  • Multiple endings most of them regrettable,

    [/*]
  • Fully voice-acted inner demons,

    [/*]
  • A protagonist who may or may not be you,

    [/*]

This is a weird one built with love, pain, blood sacrifices, and way too many rewrites. We hope it stays with you long after the credits roll.

Now go make some questionable decisions.

The SkullX and DSTRCT Creatives Team

[ 2025-06-30 16:29:31 CET ] [Original Post]
SkullX: Aibohphobia New Release Date & Trailer

Hey everyone,

Weve got a quick update:
SkullX: Aibohphobia will now launch on June 30th instead of late May. Thats just three more weeksand in the meantime, weve prepared a brand new trailer to give you a deeper look at whats coming:

[hr][/hr]

Game Description Image

The extra time gave us the chance to further flesh out key narrative arcsand more importantly, lay the groundwork for how theyll ripple through future chapters.

Game Description Image

Aibohphobia is built around hidden contentalternate branches, layered puzzles, and decisions that may seem small at first but can set off major narrative consequences later.

Game Description Image

Developing and weaving all of this together takes time, especially as it all ties directly into the structure of upcoming Chapters.

[hr][/hr]

Game Description Image

Work on Chapter 2 is already underway.

The choices you makeand the outcomes you reachin Chapter 1 directly affect what happens next.

Game Description Image

You wont always see the consequences right away, but theyre there. And over time, the connections will become clearer. Thats where a lot of the games replayabilityand surprisescome from.

[hr][/hr]

Game Description Image

Were a small team focused almost entirely on development, so visibility is always a challenge.
If youre excited about the game, wishlist it, share the trailer, or just send a link to a friend who might enjoy this kind of madness.

Game Description Image

Were almost there. Thanks for sticking with us! The experience will be worth the wait.

Team SkullX

[ 2025-06-09 16:38:00 CET ] [Original Post]
Announcing SkullX: Aibohphobia!

Welcome, Squad Leaders.

Were thrilled to finally introduce our game to the world. A lot of blood, sweat, and tears went into itsome of which may or may not have been spilled during actual rituals.

Heres the announcement trailer, in case you missed it:


If your first reaction is something like:
What the hell am I looking at?
What is this game even about?
Whats so scary about palindromes?
then good. Weve done our job.

Im Grim, the Project Lead of Aibohphobia, and Id like to share how this project came to lifeand what kind of experience awaits you.
Game Description Image

The world of Skullx was brought to life by our visionary artist, Soh. Characterized by its distinctive dark art and skeletal inhabitants, this haunting realm laid the foundation for what would become Aibophobia.
Game Description Image

This world's setting has been taking shape since 2021, originally emerging as a collection of striking artwork. But as it began to draw attention, it became clearthere was more to this world than just cool designs. A deeper story was waiting to be told.
Game Description Image

Something about Sohs world wouldnt let go of me. I kept turning it over in my mind, until I started building in it myselfsmall games at first, just experiments. Some of them are still floating around on itch.io.

They were passion projects, born from a love for the setting and its characters. But the response from those who stumbled upon them was way more positive than expected. Naturally, the next step was to go bigger: build a proper visual novel grounded in this world.

But not just any visual novel.
We wanted it to be occult in nature. At every level.
Game Description Image

The most important question we asked ourselves was:
How should this game feel?
That broke down into four core things:

  • How it looks
  • How it reads
  • How it plays
  • How it sounds
Game Description Image

We were lucky to have Soh join as Art Director early on, just as we were exploring different styles. His input made all the difference.
Game Description Image

We eventually locked in a comic book art style inspired by Mike Mignola and other legendary names in the field. Soh delivered the concept art, and our incredible illustrators brought those characters to life.
Game Description ImageGame Description ImageGame Description ImageGame Description Image
Game Description Image

Aibohphobias narrative is designed to reward attention and curiosity. It plays the long game: subtle hints, layered meaning, and revelations that dont announce themselves. Youll find traces of something larger in throwaway lines, background details, or moments that feel like coincidenceuntil they dont.

That design approach was shaped by years of tabletop sessions with friends around the world. Our DM had a gift for planting seeds early and letting them bloom when you least expected.

That same philosophy runs deep through this game.
Game Description Image

Aibohphobia is fully choice-driven, but no decision is ever strictly wrong. Some paths lead to revelations. Others lead to fortune. Or death. Or both. But none of them are boring.
Game Description Image

Story is the heart of this game. But its a story steeped in tension, violence, and chaosso we needed gameplay that could carry all of that weight.
Game Description Image

Enter our custom-built turn-based combat system, inspired by games like Darkest Dungeon, Iratus, and Star Traders: Frontiers.
At least when it comes to mechanics.

But visually? We werent pulling from anything that existed. We knew exactly what we wanted: a living comic book. Thats not something you can copy. We had to invent it.
Game Description Image

Combat isnt separate from the story.
The narrative keeps moving during fights. Youll make choices mid-battleand live with the consequences.
Game Description Image

The same goes for our point-and-click sequences. Youll investigate scenes and objects to find answers which usually lead to more questions.
Game Description Image
Game Description Image

The music and sound design of Aibohphobia play a huge role in setting the tone.

The process was intense. We wanted to create more than just background noise; the music needed to be part of the experiencescreeching, haunting, and bone-crushing when it mattered.
Game Description Image

And, well, lets just say we stopped asking how certain sounds were made. Its probably safer that way.
Game Description Image

Aibohphobia is currently planned for release this May.

Were still implementing a few tricky sequences and finalizing the voice work. More importantly, were running focused playtests to make sure the experience hits exactly how it should.

In the meantime, well keep sharing updates, behind-the-scenes looks, and cursed glimpses of whats to come.

Make sure to wishlist the game if you havent already.

And heystay away from palindromes. Theres always a reason to be afraid of them.

[ 2025-04-17 03:15:34 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 18.04+ or equivalent
  • Processor: Dual-core 2.0 GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.3 compatible GPU
  • Storage: 4 GB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 20.04+
    • Processor: Quad-core 2.5 GHzMemory: 4 GB RAM
    • Graphics: Dedicated GPU with Vulkan support
    • Storage: 4 GB available space
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