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Horripilant
Alexandre Declos Developer
Pas Game Studio Publisher
1970-01-01 Release
Game News Posts: 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Version 0.4.5

Whats new?


Ive heard from quite a few people that theyd like to have shortcuts to quickly change between locations, you now can use the num keys (rebindable) to change between locations. - You can now use num keys to switch to specific locations on the map while the map is open. - Backroom location on the map.

Combat


- Better feedback for getting hit. ---- Player getting hit SFX ---- Flashes for healing + damage taken - Familiar now has a scratch animation instead of the basic swipe.

Changes


Ive heard quite a bit that progression feels slow and that mat gain should be easier, and that clicking should be more rewarding. With this balance patch, Im hoping to make progression feel more rewarding and promote investing in individual upgrades.

Materials


- Now adds 1 of the effects base value extra every 10 upgrades: ---- eg: Click 0.2 base. on 10 upgrades bought Click Upgrade = 0.2 + 0.2 = 0.4 ---- base effect + (floor(owned/10) * base effect) - Upgrade buttons now show the full effect theyre adding - including multipliers from material level and prestige skills! Finally! - Changed the name of some upgrades to make it reflect monsters actually in the dungeon instead of random names that were there from the beginning of dev that didnt really make sense.

Click upgrade


- Base effect: 0.1/c 0.2/c

Prestige


- Comitting to prestige now has a different color panel. Which should make differenciating between preview and prestige mode clearer. - When you have spent hemalith on certain skills, they now show up more clearly in yellow.

Equipment


- Leggings regens effect is now (1.4^leggings_level)*mults which should make it much more effective. - Health Potions price calculation changed : 10% of max health ((1.00205^level) + (level/2)) ---- This should make the potion much more affordable at first, making it exponentially expensive as you gain more levels.

Localization


- Updated Strings

Bug Fixes


- Fixed not being able to heal after giving up the fight while picking a boon. - Panel styling for unaffordable potion - Fixed stutter while opening the settings menu.

Whats next?


I intend on changing how the different materials work. As it currently stands, each material is kind of acting as another wood, simply used to fulfill the increasing cost of equipment. In the future, Id like to make it useful for different stat upgrades: eg: Sword: Wood Damage, Rock Crit Chance, Iron Crit Mult. Other things I want to add: - A way to sacrifice your familiar. - A minigame that gives you some extra material once in a while, kinda like golden cookies in cookie clicker. - Maybe new potions? Temporary speed boost, damage boost, defense boost? And of course, all the puzzles and things to do in the dungeon in the full game. Keep the feedback coming! Thanks for trying out Horripilant!


[ 2025-06-02 04:00:13 CET ] [ Original post ]

Version 0.4.4

Whats new?


Combat


- Abandon combat button that lets you instantly die and get out of the dungeon.

Materials


- Different clicking sounds for Wood and Iron

Changes


- Material Upgrade Buttons and Equipment Upgrade Buttons now have clearer red/green colors to show when theyre unaffordable instead of all being orange. - The map icons now have a bigger hitbox that cover the text as well.

Materials


- Made unlockable materials more prominent when affordable, they now flash.

Combat


- Boons screen no longer flashes for a split second when auto-pick is enabled.

Mouse


10% evasion is brutal at the start of the game when you only attack every 3 seconds. Im removing the mouses evasion so it doesnt feel as painful to start. - Evasion 10 0%

Localization


- Updated strings.

Misc


- End of demo now saves after exiting the dungeon, which should prevent you from finishing the demo, coming back and dying.

Bug Fixes


- Hemalith is now tracked as a float when entering the skill tree, prevents reset from losing decimals. - Now tracking how much material you spend in the equipment updates - Clicking the lowest floor to exit button now saves it as the default value. - Give the creature some meat? is now correctly localized - Linux build not launching.


[ 2025-05-31 20:05:17 CET ] [ Original post ]

Version 0.4.3

Changes


Localization


- Updated russian strings. - Map onboarding should now be translated all the time even if you change language mid run.

Other


- Calling Steam.steamShutdown() api before leaving the game manually to hopefully fix the game not being detected as not running anymore by Steam. - Made jumpscare auto-click detection less sensitive and only happens once.

Bug Fixes


- Meat & Exp Gain are now properly displayed with your prestige multipliers in combat end of run.


[ 2025-05-29 21:09:16 CET ] [ Original post ]

Version 0.4.2 [Beta Playtest]

Bug Fixes


  • Incoming damage is now properly split amongst you and your familiar in combat.
  • Made modifications to mouse detection to prevent skill tree descriptions from popping in on hover.
  • Buy the full game and see... end of demo is now localized properly.


[ 2025-05-28 19:54:52 CET ] [ Original post ]

Version 0.4.1 [Beta Playtest]

Changes


Localization


  • Updated strings.

Bug Fixes


  • Added extra prevention to shop buttons to hopefully prevent them from letting you buy twice.


[ 2025-05-27 19:12:36 CET ] [ Original post ]

v0.4.0 - Familiars, Boons and Balance! [Beta Playtesting]

Version 0.4.0 is now LIVE for playtesters! This is a big update that shakes up the games progression quite a bit. YOU WILL START OVER! I have refactored saving/loading code to make it easier to handle in the future. And I havent created a way to port older saves since theres so many balancing changes that progression does not make sense with an old save. This patch aims to rework how progression works. I made the enemies get a lot harder much faster, as the level cap is 1000. Material upgrades are cheaper to let you buy more equipment to face these new challenges, and changed some prestige prices to incentivize more prestige. You can also now get familiars to fight alongside you which will aid you in your fight. Share your thoughts on how the new progression feels! Too easy, too fast, too hard Some upgrades too cheap, expensive? Let me know! I will try and rebalance considering the feedback I get. Ive implemented systemt to help refunds for stuff youve bought if it changes its price if I do big changes.

Whats new?


- Added language onboarding for first time users. - Qubec Language Localization (fr_CA) - Spanish Language Localization

Gameplay


- You can now get familiars to fight alongside you for some meat. - Incoming damage is split amongst the both of you. - The familiars health does not regenerate HP. It has one life. - Added initial game onboarding. - Added an autoclicker prevention. - Lamp now shows up and works in the UI when bought. - Doors in the camp now are functionnal - You can now spend some meat to extinguish the campfire. - Now gives you 10% of your mat production of offline gain. - You can increase this percentage in the skill tree. - Level 1000 cap.

Settings


- Keys are now rebindable. - New text size accessibility option. - Disable flashing panels accessibility option. - Disable numbers pop up particles option. - Disable particles options for potential users getting lag at high attack speed.

UI


- Pausing the game actually pauses combat. - There is now a pause button in the right GUI panel! You no longer need the keyboard to play the game if you just want to use the mouse. - Main Menu animation - You can now hold click to auto buy in the shop. - More buttons have hover and click sounds to them. - Prestige items now display more clearly when maxed out instead of just using the number being blue. - Added a You are here icon to the map. - You can now use arrow keys to up/down the spinbox to select which level you want to start at. - Dropped items show up as new in inventory - Changed Languages in drop down from locales to fully translated names and their percentages.

Combat


- Fancier death screen with stats on your run. - Enemy health bar is now animated to show the damage you do to it. - You can now pick up boons between levels. They only last for your current run. - Damage Percent Bonus - Attack Speed Bonus - Defense Percent Bonus - Regen Percent Bonus - Evasion Percent Bonus - Double Attack Chance - Crit Hit Chance - Vampire HP - Percent of damage dealt. - Chance of reflecting some damage. - Meat Gain Boost - Exp Gain Boost - Heal Familiar for 10 % - Heal Self for 10% - New Enemy: Undead Rogue.

Other


- You can now press i ( and rebind that key ) to toggle open the inventory, alongside Tab - Added a feedback button to the game that opens a form that is linked to the discords feedback forum. - Implemented Steam Rich Presence which now displays a status on your friends list - Added emojis to print messages for easier visual parsing of logs. - Updated Discord Rich Presence assets and presentation. - Tracking new stats: - Total monsters slain. - Total Deaths. - Total Familiars bought. - Last save time and date. - Total runs done. - How much materials and meat spent in current run (would be used for giving it back to you if balances changes are needed) - New loading splash screen. - Added a stats screen to see your stats in your current save. - Now saves combat entrance level in save file.

Demo


- Created a demo mode, caps at lvl 10. - Added an end of demo screen.

Changes


Prestige


- Changed max level look of skills. - Prevents you from prestiging with 0 hemalith. - New Skills: - Familiar HP mult - Familiar XP Mult - Offline Gain - Removed: - Lamp Skill (It now drops as an item) - Changed some code logic with how Im handling materials and multipliers, should be easier to tweak and create less errors in code.

Equipment


Boots


I kind of forgot that this wasnt capped, you could easily go over 100% evasion which resulted in not getting hit at all. - Max Evasion: Uncapped 50% cap

Chestplate


The chestplate felt very strong starting off, I want to promote putting some skill points on it before it becoming too overpowered. - Max Defense: 95% 75% - Base Upgrade Effect: 1% 0.1%

Combat


- Enemy Health Calculation : Base + Current Level Value Base * Current Level Value^2 - Enemy Attack Damage Calculation : Base + Current Level Value Base * Current Level Value^2 - Enemy Exp Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2 - Enemy Meat Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2 - Combat now formats enemies attack damage numbers. - Enemy missed messages are no longer toast panels but rather spawn on the chestplate. - Log messages and names of Bosses are now rainbow!

Enemies:


- Like a bajillion changes, see the before:
and after:

Materials


Hearing from testers how progression felt slow in the beginning, Im lowering the prices of the upgrades to make early progression a little bit more fast, and to let you gain more material later on as you will need more of it with the harder enemies.

Material Level


Cost Multiplier: 100x 50x

Click Upgrade


- Base Price: 7.5 1

Mouse Upgrade


- Base Price: 1 0.5

Rat Upgrade


- Base Price: 50 25 - Effect: +0.5/s +1/s

Zombie Upgrade


- Base Price: 500 250 - Effect: +2.5/s +5.0/s

Skeleton Upgrade


- Effect: +5/s +10/s

Brute Upgrade


- Base Price: 500 000 250 000 - Effect: +25/s +50/s

Golem Upgrade


- Base Price: 5 000 000 2 500 000 - Effect: +75/s +100/s

Prestige


Meat Gain Mult


Cost Multiplier : 5x 6x Max Level: 50 5

Death Loss Reduction


Cost Multiplier : 5x 2x

Hemalith Gain Mult


Max Level : 50 5

Exp Gain Mult


Cost Multiplier : 10x 2x Max Level : 50 10

Level Health Mult


Cost Mult: 10x 2x Max Level: 50 10

Base Storage Mult


Max Level : 10 3

Material Global Gain Mult


Cost Multiplier : 100x 2x Max Level : 10 5

Material Click Value Mult


Cost Multiplier: 100x 10x Max Level: 10 5

Global Equipment Multiplier Skill


Base Cost: 5H 0.5H Cost Multiplier: 100x 2x Max Level: 100 15 Effect: +1.0x +0.2x

Material Production Multiplier


Max Level: 100 5

Material Level Cap Upgrade


Base Cost: 100H 10H

Sword Multiplier Skill


Base Cost: 5H 0.5H Cost Multiplier: 100x 2x Effect: +1x +0.5x Max Level: 100 15

Helmet Multiplier Skill


Cost Multiplier: 100x 20x Max Level: 100 5

Chestplate Multiplier Skill


Cost Multiplier: 100x 7x Max Level: 100 5

Leggings Multiplier Skill


Leggings have been feeling a bit underpowered so Im raising its effectiveness and lowering the price to encourage its use. - Effect: 1x 10x - Cost multiplier: 100x 2x - Max Level 100 10

Boots Multiplier Skill


Boots get very powerful very quickly which is why Im capping the skill. Cost Multiplier: 2x 10x Max level: 100 5

Misc


- Refactored Saving/Loading code. - Meat loss on death is now formatted. - Prestige, game reset state and Saved Settings now save in a different folder, this way they wont be saved by Steam Cloud. This should prevent the game from loading a higher resolution from your computer to your steamdeck, for example. - Russian font change and sizing now is better handled, text is now clearer and scaled correctly across the game. - Changed how prestige hover info works, to prevent overlapping. - Prevented autosave from happening while prestiging to prevent weird saving behavior. - Updated Localization - Game build is now encrypted. - Moved stuff around a bit in the map. - Updated camp bg sprite. - Changed Health Potion styling to remove the divider which was causing issues on different text sizes at certain languages. - Changed how settings are stored and loaded. Serializing to json instead of using resources. Settings initializing to null/0 while not having values should be fixed with this! - Changed tween variable references in combat and Materials which should hopefully prevent increasing memory usage by creating new nulls every time instead of reusing one singular Tween

Bug Fixes


- Base Combat Exit at Spinbox value is now 1 instead of the default 100 which was leftover from when I used to calculate depth in 100m increments. - Helmet mini prestige (x10 damage, reset attack speed.) Is now tracked and reset correctly on prestige. - Now checks to set the chestplate upgrade back to available if its under the cap (Should hopefully fix the prestiging issue where you cant purchase the chestplate upgrade until game is restarted.) - Player panic state is now correctly happenning at 10% health as opposed to 30% health. - Player Health gets recalculated when launching a new save instead of keeping last value. - Changed how prices were calculated, from ((cost * cost_multiplier) * level) to cost * pow(cost_multiplier, level) which should give the desired price calculation. - Fixed boolean settings not being loaded correctly. - Saves now show correctly translated strings for lvl after changing the language. - Removed focus modes from buttons which should prevent the buttons from eating click inputs on deck. - Fixed item display logic which made it incorrectly display certain items as other ones. - Fixed campfire not turning back on after exit to menu. - Save buttons No data found is now localized. - Changed way of setting vsync setting. Should work better. - Level on the combat screen is now localized correctly. - No longer toggles map, inventory and lamp inputs if youre in the settings menu or in main menu. - Stairs first time description going by too fast. - Stairs String not translating after first time. - Exit to main menu is now prevented while in dialogue to prevent weird overlapping. - Now caps max player health every frame instead of every second. - Starting level input is now set while typing instead of having to un-focus it for it to be set. - Material max level is correctly calculated now. - Fixed quit to menu button styling while disabled.


[ 2025-05-25 05:51:40 CET ] [ Original post ]

[DEVLOG] Making a Niche Game with No Experience

Heya! I've recently uploaded a devlog on YouTube going through my backstory, how I found the game idea, and how I built the game up until what it is today! If you're interested in how games get made and is interested in Horripilant, it's worth a watch! Want to keep up with dev? Join the discord! [previewyoutube=jOLf-VFfcmw;full][/previewyoutube] Follow our socials down here!


[ 2025-04-25 05:31:41 CET ] [ Original post ]

Version 0.3.1 & Linux Support! [Beta Playtesting]

Version 0.3.1 is now LIVE


A small update but one that adds support to Linux! If anyone runs Linux please give it a shot!

Whats new?


- Linux Support! Please let me know how it runs and if there are any issues! - Mute when not in focus setting.

Bug Fixes


- Settings are now checked to see if they are null before loading - preventing settings getting set to 0/null/false if they dont exist - requiring players to modify all settings to set them again. - Volume Settings get initialized correctly If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!


[ 2025-04-16 02:05:18 CET ] [ Original post ]

Version 0.3.0 [Beta Playtesting]

Once again a polish update adding a lot of QOL stuff. Next up with 0.4.0 is a big rebalancing of general progression, keep an eye out for that. Then with 0.5.0 I want to implement the general puzzles and progression of the game. Before this Ill work on a devlog to push the store page out, go wishlist the game!

Whats new?


- Game now has music! - Combat now displays how far along you are on a certain floor. - Main Menu rework! - You can now have 3 different save files. - New SFX! - When opening/closing map. - Fire crackle in camp. - Gulp while using a potion. - Reverb is now applied across the game. - Let me know your thoughts if its too much or not! - New pause/settings menu! - New V-SYNC setting. (Doesnt uncap FPS, kind of useless for this game but its there in case it creates any issues.) - New FPS cap setting. - New Music and SFX individual volume sliders. - Added a credits tab.

Equipment Upgrades


- Different new SFX when upgrading equipment. - New sparkles particles when Upgrading Equipement

Changes


General


- Player Panic mode (low bit-depth, shaking) is now triggered at 10% health or lower instead of 30%.

Bug Fixes


- Formatter setting now saves correctly. - Map is no longer able to be opened while in combat via GUI button. - Base mat max level is now correctly 3 instead of 4. - Materials no longer get capped by storage on loading requiring loading multiple times. (for real this time!!) If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!


[ 2025-04-14 16:50:36 CET ] [ Original post ]

Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. Gather resources, battle unholy creatures, and unravel the mysteries of the abyss. With each step you'll grow stronger, but beware; every boon has its cost.

Story

You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.

As you stir, a strange tree sprout catches your eye. You hit it, for the voice demands it of you; a twig breaks off onto the ground. With your newfound resource, you seem to be able to ameliorate your equipment. Distorted moans echo from an empty staircase. The voice calls to you again, beckoning you. You must go down. It is your purpose...

Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?

Features

  • Incrementally gain and collect materials.

  • Combat horrific foes in the dungeon.

  • Solve puzzles and explore the depths of your camp.

  • Upgrade your gear to venture deeper.

  • Meet god and gain strong boons.

Repeat, adapt, and survive. The depths need you, and you need it.


MINIMAL SETUP
  • OS: Linux distribution released after 2016
  • Processor: x86_64 CPUMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Integrated graphics with full Vulkan 1.0 support
  • Storage: 200 MB available space

GAMEBILLET

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MacGamestore

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