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DeadWire is a top-down tactical hacker-shooter game set in a neon-soaked dystopian city of the future. As the operator only known as ‘Wire’, make your way through the brutal streets of this crime-ridden metropolis, hack the environment, and take down the armed enemies out to stop you.

Chain Reaction Carnage - In DeadWire's cyberpunk world of dystopian hi-tech and omnipresent violent crime, Wire can use his Rewiring skills to hack and link enemies to seemingly harmless objects, turning the world into a chain-reaction sandbox of carnage and death.

DeadWire combines its unique rewiring gameplay mechanic with fast gunplay and power-ups, to take down enemies and reach your goal.

High-Octane 'Hacktion' - Wire's skills go beyond their leet hacking abilities, they're also deadly with an arsenal of weapons.

Side-objectives & Time Trials - Overcome missions in various creative ways to complete different side-objectives, and beat time trials to collect trophies along the way.

Epic Synthwave Soundtrack - Lose yourself in DeadWire's immersive cyberpunk soundscape that evokes a future world of dystopian technology and burgeoning rebellion.

Become the ultimate operator - Unravel DeadWire's tale of dark web deceit and treachery in a neon-soaked dystopian city.

Wishlist and join the Discord; keep up to date with the Deadwire experience!

DeadWire
Shotgun AnacondaDeveloper
The CoLabPublisher
Q3 2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (15 reviews)
Public Linux Depots:
  • [0 B]
V1.5 - The Armory

As always, thank you for playing and sending your feedback through various channels. As a thank-you, I wanted to create a free content update to expand the replayability of the game. Big, big thank you again. While the game didnt reach as many people as I hoped, Im grateful that people still play it and seem to enjoy it.

The Armory update gives you new ways to replay the content, hopefully creating more fun.\nBig points are:

  • 6 new weapons

    [/*]
  • New weapon drop game mode

    [/*]
  • 3 new difficulty modes

    [/*]
  • Expanded Score Attack mode with offline leaderboards

    [/*]
  • Russian, Japanese, and Simplified Chinese localization

    [/*]

Weapons

Ive added new weapons to spice up your runthroughs. You can access these guns from the new Armory menu by enabling \"random weapon drops\". This feature gives enemies a random chance to drop a weapon from the pool of available guns.

Since these new weapons can break the flow of the game, they only work in levels youve already beaten, and they disable time trials. Mostly because some of these new guns are really overpowered, which leads me to...

Hard Modes

In the Armory menu, you can enable up to 4 different difficulty modes.

  • Normal: Your regular experience as youre used to.

    [/*]
  • Hard: Doubles enemies HP and armor values. This has actually become my favorite way to play, and part of me wishes it was the default at launch. It forces you to hack enemies and use the environment. If youve been playing without linking enemies for multi-kills or breaking armor, youre in for a rough time.

    [/*]
  • Overclck: Enemies double their values again, and everyone has armor now. Youll need to use hacking abilities and powerups to gain the upper hand.

    [/*]
  • G1itch: The hardest mode doubles HP and armor values, gives everyone armor, and doubles their damage. Boost mode and slow-mo in hack mode will be your best friends here.

    [/*]

Each difficulty also awards a new badge in the level select, depending on what difficulty youve beaten the level on. It forces you to play Deadwire the way its meant to be played and ties directly into the enhanced score mode.

Score Mode

With all the new weapons and difficulty modes, Ive also expanded Score Mode. If you didnt notice before, you can toggle it on in the level select. Eliminating enemies now gives you score, and performing different actions or hacks gives even more. Combos and accuracy increase your multiplier, and with the new update, you can get even higher multipliers depending on the selected difficulty.

Each level now has an offline leaderboard that keeps track of your top 3 scores across all difficulties.

Languages

This update adds localization for Simplified Chinese, Russian, and Japanese. Enjoy!

Changelog

Quality of Life and System

  • Pause menu now shows control keys

    [/*]
  • Fixed bug where score bonus had to be 1 or scores broke

    [/*]
  • Language now saves and loads correctly on close and reopen

    [/*]
  • Fonts now change for specific languages

    [/*]

Gameplay and Balance

  • Hard mode now includes HP, armor, and score modifiers

    [/*]
  • New weapons

    [/*]
  • Difficulty HUD icon now displays and saves correctly

    [/*]
  • Level 22 Boost Me side objective made more consistent

    [/*]
  • Level 24: \"Don\'t blow the barrels\" side objective was triggered too early

    [/*]
  • Time Trial now blocked if weapon drops are enabled

    [/*]
  • Swords now correctly get stuck on panic walls

    [/*]
  • Edited enemy placements and amount in various initial levels for smoother onboarding

    [/*]

Other tweaks:

  • Smaller bullet trails for weaker weapons

    [/*]
  • New SFX for new guns and bike explosion

    [/*]
  • New vfx for crashes, explosions and deaths

    [/*]
  • Enemy HP bar gets destroyed on bike explosions

    [/*]
  • Corpse angle correctly sets angle on explosion deaths

    [/*]

UI and Menus

  • Armory menu updated for new weapons and difficulty options

    [/*]
  • Changed L/R to Left/Right for easier onboarding

    [/*]
  • Overlay sprites now render correctly above 3D effects

    [/*]
  • Gamepad hack UI correctly hide when not overlapping objects

    [/*]

Gamepad

  • Deadzone enlarged for smoother movement

    [/*]
  • Crosshair lerps its speed and moves slower overall for smoother aiming

    [/*]
  • New icons for D-pad and sticks

    [/*]
  • Back button changed to B instead of Y (expected standard)

    [/*]

As always, thank you so much for playing! If you like DeadWire please feel free to leave a review, that really helps us solo-developers.

Until next time!

[ 2025-11-03 11:07:46 CET ] [Original Post]
Patch 1.0.2.1

Quick hotfix for some side-objectives that weren\'t consistent\n\n

    \n
  • Act 3-2 - Squishing 2 enemies should count more consistently\n
  • Act 3-4 - Stealth-ing to shotgun is less punishing\n
  • Act 3-5 - Stunning enemies now counts correctly when multiple enemies are stunned at the same time\n
  • Act 4-1 - Shotgun correctly placed\n
  • Act 4-2 - Not opening walls SO could be blocked if multiple attempts were done\n
\n\nHave fun!

[ 2025-10-07 19:16:36 CET ] [Original Post]
Patch 1.0.2 - The Lower-the-Annoyance Patch

As mentioned before, this patch focuses on making the early onboarding smoother and improving the difficulty curve. This is the first of multiple balance updates, so please forgive the lack of bug fixes or new features in this one.\n\nWhile I can personally enjoy a hard difficulty curve, the line between fun and annoying is pretty thin. DeadWire slipped into the annoying side of that line (tunnel vision is a hell of a thing).\n\nMost of the problems were in the first three levels. These are the levels where the player is still focused on learning the hacking mechanics, but some situations forced sudden decisions players werent ready for. Instead of just removing enemies or dumping more tutorial text, I wanted to do a little design exercise. The changes are mostly about enemy and object placement. Sometimes just turning an enemy to face another way can, in theory, fix a lot of what was frustrating.\n\nI hope these changes make the game feel more welcoming to new players, while also bringing back anyone who bounced off earlier. For those who already beat the game, more content is still coming.\n\n

Changes

\n
    \n
  • Level 0: Made tutorial actions clearer with the old trusty arrows. Realigned enemies in the first room to avoid a too-early shootout.\n
  • Level 1: Replaced enemies in the first room so the speaker can actually be used for distraction as intended. Also replaced a generator by the door since people kept missing it and thinking they were softlocked.\n
  • Levels 2, 3, and 6: Rebalanced enemy placement and numbers. There are fewer enemies now, but I adjusted their pathfinding zones to cover the gaps the extra ones used to cover.\n
  • Level 8: One of the few puzzle levels in DeadWire, but way too many people dropped out here. What was supposed to be a palette cleanser had the opposite effect. Players clearly dont want to spend a ton of time solving the few puzzles that exist. Ive added some new lights and decorations to nudge players more clearly toward the solution.\n
  • Backend: Tweaked how shooting works, especially with burst-fire weapons. This is groundwork for future content. Shouldnt break anything but if it does, oops, let me know.
\n\nThats it for now. Im working on more, and as always, let me know if you have feedback or find something broken. Thanks!

[ 2025-10-04 11:03:01 CET ] [Original Post]
Whats Coming Up

First off, thank you all for the continued feedback and playthroughs. It has been really helpful to see how you are experiencing DeadWire, and I am making adjustments based on what I have seen.

Difficulty and Level Flow

  • Easing up the first 4 levels: most players understand the core mechanics quickly, but the difficulty spike comes a bit too soon.

    [/*]
  • Levels 1 and 2: these should feel like tutorials, but too many players are getting killed before they even get comfortable with the controls. I am reworking them to be smoother introductions.

    [/*]
  • Level 3: overall too difficult at the moment, so I will be dialing it back.

    [/*]
  • Level 4: mostly fine, but there is still room to smooth out the pacing.

    [/*]

New Content

As a thank you, I am also working on a free content drop:

  • Several new weapons to play around with.

    [/*]
  • A harder difficulty mode designed to make those weapons have a place. Details will come soon.

    [/*]

Bug Fixes

A round of bug fixes is also in the works. If you run into anything, please keep letting me know as it really helps.

[ 2025-10-03 21:11:06 CET ] [Original Post]
hotfix 1.0.1.1

Fixing even more achievements.\n\n

  • Chain reaction\n

    [/*]
  • Fast\n

    [/*]
  • Faster\n

    [/*]
  • Velocity Noodle\n

    [/*]
  • Beating side objectives for each act + all of them\n

    [/*]

Patch 1.0.1 - Gamepad adjustments and fixes

This first patch focuses on addressing urgent bugs and making the first improvements to gamepad support.

QoL

  • Added a 0.2 sec shoot buffer when ReWire time runs out, so you dont accidentally fire when hacking ends.

    [/*]
  • You can now cancel wires with a single press of the scoreToggle button (default Q / X / Square), instead of holding down shoot.

    [/*]

Gamepad

I\'ve made some adjustments to improve gamepad controls. Its still not perfect, but this should be a solid start:

  • Bigger selection area for targeting hackable objects, plus a new HUD element to visualize it.

    [/*]
  • Added a small stick release buffer before the cursor auto-magnetizes to the closest hackable object. This should feel smoother and less like youre fighting the controls.

    [/*]
  • Magnetizing is now faster, letting you move roughly where you want and then release for precision.

    [/*]
  • Pressing R3/RS (right stick down) cycles between hackable objects on-screen, starting with the closest to your cursor. (Note: this ignores Line of Sight.)

    [/*]

Score Mode

  • Added a notification in level select to highlight Score Mode, which many players missed. If you havent tried it yet, its fun, give it a go! :)

    [/*]

Gameplay Adjustments

  • Act 1 Boss: reduced maximum simultaneous ads to 2 (previously 34 in some situations).

    [/*]
  • Added new spawn points to spread enemies out more evenly.

    [/*]

Side Objectives & Achievements

I\'ve fixed several broken side objectives and achievements. Some may require redoing to unlock properly:

  • Hot-Wire: Side Objective 2 now unlocks correctly.

    [/*]
  • Escape the Club Dont Blow Barrels: removed a barrel that could be destroyed by a bike.

    [/*]
  • Maximum Pain Save the Barrels: now unlocks correctly.

    [/*]
  • Office Place: Side Objective 2 now unlocks correctly.

    [/*]
  • The Stairs Pistol Only: burst pistol now counts correctly.

    [/*]
  • Wired To Death achievement now unlocks correctly.

    [/*]

Bug Fixes

  • Music transitions made more consistent (less chance of dropping to silence).

    [/*]
  • Squishing enemies with containers should now behave more consistently.

    [/*]
  • LoS overlay on enemies now works for spawned enemies.

    [/*]
  • Fixed a memory leak when loading checkpoints (caused by bullet trails without bullets), most noticeable on Maximum Pain checkpoint 2.

    [/*]

As always, please keep sending feedback it helps a lot! /Shotgun Anaconda

[ 2025-09-23 19:52:28 CET ] [Original Post]
Patch Notes v1.0.1 - Gamepad Adjustments & Bug Fixes

This first patch focuses on addressing urgent bugs and making the first improvements to gamepad support.\n\n

QoL

\n
  • Added a 0.2 sec shoot buffer when ReWire time runs out, so you dont accidentally fire when hacking ends.\n
  • You can now cancel wires with a single press of the scoreToggle button (default Q / X / Square), instead of holding down shoot.
\n

Gamepad\n

\nI\'ve made some adjustments to improve gamepad controls. Its still not perfect, but this should be a solid start:\n\n
    \n
  • Bigger selection area for targeting hackable objects, plus a new HUD element to visualize it.\n
  • Added a small stick release buffer before the cursor auto-magnetizes to the closest hackable object. This should feel smoother and less like youre fighting the controls.\n
  • Magnetizing is now faster, letting you move roughly where you want and then release for precision.\n
  • Pressing R3/RS (right stick down) cycles between hackable objects on-screen, starting with the closest to your cursor. (Note: this ignores Line of Sight.)\n
\n

Score Mode

\n
    \n
  • Added a notification in level select to highlight Score Mode, which many players missed. If you havent tried it yet, its fun, give it a go! :)\n
\n

Gameplay Adjustments

\n
    \n
  • Act 1 Boss: reduced maximum simultaneous ads to 2 (previously 34 in some situations).\n
  • Added new spawn points to spread enemies out more evenly.\n
\n

Side Objectives & Achievements

\nI\'ve fixed several broken side objectives and achievements. Some may require redoing to unlock properly:\n\n
  • Hot-Wire: Side Objective 2 now unlocks correctly.\n
  • Escape the Club Dont Blow Barrels: removed a barrel that could be destroyed by a bike.\n
  • Maximum Pain Save the Barrels: now unlocks correctly.\n
  • Office Place: Side Objective 2 now unlocks correctly.\n
  • The Stairs Pistol Only: burst pistol now counts correctly.\n
  • Wired To Death achievement now unlocks correctly.\n
\n

Bug Fixes

\n
    \n
  • Music transitions made more consistent (less chance of dropping to silence).\n
  • Squishing enemies with containers should now behave more consistently.\n
  • LoS overlay on enemies now works for spawned enemies.\n
  • Fixed a memory leak when loading checkpoints (caused by bullet trails without bullets), most noticeable on Maximum Pain checkpoint 2.\n
\n\nAs always, please keep sending feedback it helps a lot!\n\n/Shotgun Anaconda

[ 2025-09-23 13:05:35 CET ] [Original Post]
Thank you + upcoming patch + localisation

Let me start by saying a big thank you to all players! Its been great seeing you enjoy the game and reaching out to share your feedback and thoughts.

I just wanted to write a quick update on whats coming in the first patch. The good news is that there dont seem to be any game-breaking bugs, so the focus is mostly on QoL improvements and fixing gameplay issues in secondary and tertiary systems.

Gamepad

As Ive highlighted before on the Steam forums and in a separate post, I know gamepad controls arent optimal in hacking mode. Its been tricky to get this right, but Im currently testing adjustments to make it snap more cleanly between objects, which should help avoid the cursors magnetism getting in the way. Well see how this feels.

Im also adding things like a shot buffer so you dont accidentally fire when the timer runs out (the curse of reusing buttons, haha).

Localisation

Good news! Ive asked the publisher to speed up localisation for our friends in Asia, specifically Korean, Japanese, and Simplified Chinese.

Bug fixes

A bunch of fixes are in progress. The most annoying one: some levels have music transitions that randomly switch to silence, which really takes away from the fantastic soundtrack Remancer has made (oh, and the OST is coming soon too!).

I\'m also fixing side quests and a handful of smaller UX issues here and there.

Hoping to roll out either the full patch or parts of it mid-week. As always, feel free to reach out!

[ 2025-09-21 10:06:24 CET ] [Original Post]
DEADWIRE IS OUT

Holy shit, I cant believe the day is here.

DeadWire is finally out for you to enjoy.

DeadWire started as one of six different prototypes after my last game (Velocity Noodle). I had played Dishonored and wanted to replicate the Domino ability, which basically allows you to kill two enemies in one attack. After I did that I wondered what else I could do and added a barrel, then a door, and it continued from there. It was all quite basic until I started experimenting with combining these hacking abilities with real-time action. Very similar to the now-famous story of how Diablo 1 wasnt real-time at first, this change is what made the game come to life.

There are obviously other inspirations, but Ill let you figure those out. I hope the mix of tactics and shooting makes it fun for you! Its been super cool to see playtesters evolve and play in different styles. Some go all out on the action, some sneak and hack everything, and the top players mix playstyles for some serious John Wick/Matrix hacky hacky shooty shooty action.

The game is mostly self-made, but I had some great help, especially with music and some additional art. And of course The CoLab, who are my small and scrappy indie publisher.

The biggest thank you goes out to you <3, who bought the game and is about to play, or played, it. If you liked it I would appreciate a review. If you have any feedback on things that can be improved feel free to share it on the forums, twitter @shotgunanaconda or email shotgunanacondadev@gmail.com and Ill do my best to fix it. I get anxious as hell but I usually read everything lol.

I have some future plans for free content updates but for now

HAVE FUN!

[ 2025-09-18 11:50:09 CET ] [Original Post]
About Steamdeck and gamepad

Hey Operators!

Just a quick update on gamepad and Steam Deck support: Im happy to share that DeadWire supports both, with cross-platform saves between PC and Steam Deck.

While the game was originally designed for keyboard and mouse, gamepads are supported. Ill be the first to admit, it works well but because of the hacking system, its been tricky to get it feeling perfect. There are a couple of different ways to play with a controller that arent fully explained in-game, so I wanted to walk you through them.

Shooting

  • Works like any other twin-stick shooter: move with the left stick, aim with the right, and fire with right trigger.

    [/*]
  • In Options youll find an aim/bullet assist setting. I recommend setting it to Medium (or at least Low), but its up to you. This determines how much magnetism helps your bullets angle toward the nearest enemy when you aim within a certain range.

    [/*]

Hacking

When you enter hacking mode, the crosshair turns into a cursor. To link objects, you can use:

  • Right Stick: Move the cursor directly, with some auto-correction to help target hackable objects. Releasing the stick snaps the cursor to the nearest target.

    [/*]
  • D-Pad (Recommended): Pressing in a direction will move the cursor straight to the nearest hackable object or enemy in that direction.

    [/*]

Ill continue tweaking this over time based on your feedback. Its not perfect yet, and I apologize for the rough edges, but I hope youll still have fun playing whether you use controller or KB+M.

See you soon!

[ 2025-09-16 11:01:53 CET ] [Original Post]
Deadwire - Launch Approaching.

> \\\\\\[NDL_LINK INTERFACE v0.1.9]

[p align=\"start\"]> jackin://ghostwire<.node//WIRE.ndl[/p][p align=\"start\"]> Access Granted.[/p]

We are in the final straight, the longest mile, the sprint finish, the end run. Just over a week now until Deadwire goes live and you get to experience the game in all its glory. Quality Assurance has been performed. Bugs are identified and squashed. Localisation has been implemented. \'T\'s have been crossed, \'I\'s have been dotted.

We are playtesting and reviewing and whilst feedback is coming in, mostly its all to do with how much fun people are finding the game. That and the fact that it\'s a real challenge for even the most ardent reaction gamers.

I also like that people are finding the odd Easter Egg and reference to the titles cultural heritage. What I really like is the fact that NOBODY has found them all yet.

You never know, you might be the first.

But I doubt it. steammocking

Prepare yourselves then operatives. Sh*ts about to get real.

[p align=\"start\"]Shotgun Anaconda [/p]

https://x.com/shotgunanaconda

[p align=\"start\"][/p][p align=\"start\"]> --end--[/p]

[ 2025-09-09 16:15:06 CET ] [Original Post]
18.09.25 - Deadwire Launch

> \\\\\\[NDL_LINK INTERFACE v0.1.9]

[p align=\"start\"]> jackin://ghostwire<.node//WIRE.ndl[/p][p align=\"start\"]> Acc.. OVERIDE OVERIDE\n[/p]

>FLASH - LAUNCH ANNOUNCEMENT - FLASH

>FLASH - 18th of September 2025 - FLASH

Yes folks, the time is almost here. In just over two weeks Deadwire will be live. Bookmark you calendars, wishlist, and ready your skills for the challenges ahead. Good Luck Operatives. You\'re going to need it.

Shotgun Anaconda

> END

[ 2025-09-02 17:21:52 CET ] [Original Post]
Deadwire preview in BIG FALL SHOWCASE

> \\\\\\[NDL_LINK INTERFACE v0.1.9]

[p align=\"start\"]> jackin://ghostwire<.node//WIRE.ndl[/p][p align=\"start\"]> Access ENABLED[/p]

Super stoked to let you know that Deadwire is included in ClemmyGames\' Best of Indie Showcase - Fall edition, being broadcast today at 4pm BST, 8am PST. To watch Deadwire and a number of other cool indie titles, go to the link below and choose your preferred viewing option.

https://www.thebestindiegames.com/best-indie-games-fall-showcase-2025

So jack in and watch the mayhem unfold, and be on the look out for a special announcement about Deadwire.

Shotgun Anaconda.

> END

[ 2025-09-02 09:37:33 CET ] [Original Post]
DeadWire at Gamescon Courage Cologne Showcase

> \\\\\\[NDL_LINK INTERFACE v0.1.9]

> jackin://ghostwire<.node//COLAB.ndl

> Access EXPEDITED

> FLASH - FLASH - Priority override - FLASH - FLASH

Deadwire is at the [u]Courage Cologne Showcase[/u] , the premier pre-event evening for Gamescom. If youre able to attend then drop in and get your hands on a pre-release build of the Deadwire experience. Youll be able to test your superlative gaming skills against the most fiendish difficulty curve the gaming world has to offer, at least until Shotgun Anaconda makes his next game.

A full pre- release version will be available to test out so have a blast and see if you can get further through the game than anyone else on the night. No prizes, just the kudos of knowing you took on the toughest test of the event, and came out on top.

Shotgun Anaconda himself will be in attendance and hes keen for your feedback. You can also meet some of the folks from the Colab. So get down to the event, introduce yourself and prepare your reflexes for a pounding.

> FLASH END

\n

[ 2025-08-19 12:50:23 CET ] [Original Post]
Hacking the System #3

> \\[NDL_LINK INTERFACE v0.1.9]

> jackin://ghostwire<.node//WIRE.ndl

> Access Granted.

Lots of activity over the last few weeks as we build up to launch mode.

Weve been working on game promotion and on Saturday the 16th of August, Deadwire will feature on Zeke from Dropped Frames Twitch stream starting at 1pm EST, 6pm BST, 7pm CET. This may also involve a quick chat with yours truly. Regardless it will be a fun watch as Zeke is an excellent gamer and Im keen to see how he fairs against Deadwire.

A link to his Twitch channel is found here [dynamiclink href=\"https://www.twitch.tv/ezekiel_iii\"][/dynamiclink]

With the core aspects of the game in what I considered a release candidate state, it was time for the often overlooked and always feared aspect of game development - Quality Assurance. Ive been working with the excellent team at Universally Speaking to hack, re-factor, find and fix all the bugs in the game. No software is ever perfect the first time out and the process of problem finding, reproducing and then fixing can be arduous but its always rewarding. From this a more robust and slick experience has been formed.

Weve also been doing a lot of playtesting and tweaking some aspects of the game play and level designs to give a consistent difficulty curve. Ive always wanted the game to be a challenge, to really test the players skill but Ive never wanted it to be impenetrable. A lot of the playtesting has identified some spikes and troughs in difficulty, and cracks in the games flow. Ive been working to smooth these out and the result is amore flowing and seamless game experience.

I look forward to getting more feedback from you when the game gets into your hands. Not long now.

Shotgun Anaconda https://x.com/shotgunanaconda

> jackin://ghostwire.node//WIRE.ndl -- end

\n

[ 2025-08-14 16:09:19 CET ] [Original Post]
Hacking the System #2

HACKING THE SYSTEM #2

> \[NDL_LINK INTERFACE v0.2.1]

> jackin://ghostwire<.node//WIRE.ndl . processing

> Access DENIED<<Granted.

Hello Operators.

As promised, heres a second look into the world of DeadWire - and his companion Noodle - focusing on the creation of the world they inhabit and the deadly adversaries facing them

A focus on World Building

When it comes to the city, its origins lie in some of my earlier efforts, interests and explorations. Cyberpunk is a genre Ive always been drawn to; near future urban, cool, shiny and chrome.

I wanted the game to feel a little more grounded and visceral than some of the more hi-tech interpretations you can find. This also played nicely into DeadWires unique rewiring mechanic. Rewiring needed to feel like bleeding edge technology, something that set Wire apart from the riff-raff. It enabled Rewire mode to be the special power that the player has and it being a flexible tool for solving or helping with many of the games puzzles. It is very cyberpunk and really extends the near future feel of the game. For more information on how the mechanic came into being, please [u]have a read of my previous Dev Update[/u] .

Gang culture and criminal enterprise is a common trope in cyberpunk; the world of DeadWire is no different. The punk nature of lawlessness feeds into the games antagonists: The rival criminal gangs and the seedy underworld they inhabit. Each gang has a different approach to its activities, meaning the player needs to tackle different enemies in different ways. This enabled the game to offer evolving levels of threat that you need to learn how to handle.

The first gang - The Sluggers - are the street muscle of Uptown-City, a low-level group of grunts, more used to threatening customers than dealing with a well armed operative. Get enough of them together though and they can be dangerous. They are supplemented by their enforcers, often armed with heavy hitting shotguns. Combine this with the claustrophobic environs of an underground urban warren (and hackable system ripe for controlling) and the games level designs begin to take shape. With the game split into a number of acts, the gang threats and urban environs combine to present the player with an ever evolving and hardening challenge. The reward for exploration and progression is a steadily revealed story throughout the experience.

This was the most challenging aspect of the game to get right. Once the core mechanics were in place, the realisation of the plot arc - coupled with the need to present an ever engaging challenge - began to form the flow of the game. The Acts form logical aspects of the plot that DeadWire and Noodle begin to uncover. No spoilers here (of course), suffice to say Im rather pleased with the flow of the game so far and I hope you enjoy exploring it as much as I enjoyed making it.

Another aspect I wanted to deliver was to get some degree of player progression, by giving DeadWire some additional tools with which to solve the challenges facing him. Again, no spoilers, but a few upgrades can make all the difference and open up additional opportunities for mischief and mayhem. This also has the benefit of rewarding experimentation; there is no optimum strategy and what I want is for players to find ways around the games challenges that I have never thought of. I really look forward to watching a stream or video of someone completing a level and thinking How the hell did they do that?!

Stay frosty, Operatives.

Shotgun Anaconda

> jackin://ghostwire.node//WIRE.ndl -- end

[ 2025-06-13 08:39:34 CET ] [Original Post]
DeadWire x PC Gaming Show!

> \[NDL_LINK INTERFACE v0.1.8]

> jackin://ghostwire<.node//WIRE.ndl

> Access Granted.

Lets have some fun shall we >:)

In a little under 48 hours, were going primetime and hacking the PC Gaming Show

The show kicks off Sunday 8 June at 12:00 PDT, 15:00 EDT, 20:00 BST, 21:00 CEST etc. and - no spoilers - but uhhyoull never look at a cup of noodles the same way again.

[u]Tune in and watch [/u] the fun.

> ENDS

Shotgun Anaconda

Game Description Image

[ 2025-06-06 21:11:23 CET ] [Original Post]
Hacking the System #1

[i]> [NDL_LINK INTERFACE v0.1.8]
> jackin://ghostwire<.node//WIRE.ndl
> Access Granted.[/i]

Hello Operators. Welcome to first Hacking the System, a new series of posts that jacks into the world of DeadWire. The countdown to the games launch later this summer is well and truly on, so I wanted to start by talking about one of the games key gameplay features Rewire Mode.

What is Rewire Mode?
DeadWires cybernetic-infused city is a playground for elite hackers like Wire; their mentorship under Noodle has made them one of the most adept at rewiring, the ability to hack into the networked systems found in everything from doors, vehicles, and even human implants. By harnessing their skills through Rewire Mode, Wire can link these systems together and unleash daisy-chained chaos and carnage as they go.

Rewiring the past
How did Rewire Mode come about? Ive been gaming for many years, and enjoy a really broad range of genres, so inspiration for my own projects come from far and wide. The first kernel that eventually became Rewire Mode started when I played the excellent Dishonored 2 by Arkane Lyon. One of the games protagonists - Emily Kaldwin - is marked with a number of supernatural abilities shortly into the story, and one of these is called Domino, which enables players to link enemies together and causes them to die or fall unconscious together.

I wanted to see if I could take that idea and adapt it into a 2D game 20 minutes later, I had a rudimentary prototype where two green boxes could be linked together and disappear. And thats where I melded it with an idea from a second AAA franchise: Ubisofts Watch Dogs. Id coincidentally seen a video on Watch Dogs 2, which inspired me to try and evolve my prototype mechanic so I could link to more things. I programmed it so I could open in-game doors through this daisy-chaining, and I just continued building Rewire Mode from there!

Initially when Rewire Mode was being developed, I had it freeze the game, enabling players to have infinite time while they linked enemies and environmental objects together - even select different types of hacking - but I eventually decided to focus the gameplay on action and speed. So now, time is merely slowed down in Rewire Mode, rather than stopped entirely. As a result, DeadWires gameplay started feeling much more arcadey, with hacking becoming more context based. For example, if you hack electronics they stun people close by, enemies with armor will lose their armor and if theyve no armor then theyll die.

Everything in the game is separated into one of four distinct categories: Human, Explosives, Electronics, Objects. Depending on what is linked, different things will happen. This creates situations where players can achieve multiple actions. For instance, linking an enemy to a speaker that distracts them; killing the enemy hacks the speaker that blows up, stunning a second enemy standing next to it, and enabling you to shoot them. Another example is linking an explosive barrel to a car, and the car to a locked door. Blowing up the barrel starts the cars engine, which opens the door and there might be an enemy on the other side.

Ultimately, one of my goals for DeadWire is to create a highly reactive world; I want you to experiment and force you to hack as you shoot. For me, the peak DeadWire experience is achieving that mix of gunplay with tactical hacking and I cant wait to see what you come up with when the game launches later this year.

Stay secure, Operators.

Shotgun Anaconda

> jackin://ghostwire.node//WIRE.ndl -- end

[ 2025-05-02 08:58:50 CET ] [Original Post]
Welcome to DeadWire

[b]> [NDL_LINK INTERFACE v0.1.8]
> jackin://ghostwire<.node//WIRE.ndl
> Access Granted.[/b]

//Operators, this mission brief is for your eyes only//

Im Shotgun Anaconda, the creator of DeadWire, and Im excited to introduce you to the games neon-drenched worldand the explosive hacking combat at its core.

Set in a brutal and corrupt cyberpunk city ruled by networks of gangs, you play as Wirean elite hacking operative raised in a backstreet orphanage and trained by a noodle-slinging merc. Your mission: pay off your mentor's debt by taking down the citys criminal underworld using both firepower and hacking finesse.
Game Description Image

Firing pistols and throwing sharp katanas comes naturallybut your real weapon is DeadWires distinct hacking mechanic: Rewire Mode.

Think fast, hack faster. Rewire Mode lets you manipulate the environment in real time: Create chaos by linking enemies, machines, explosives, and tech together. Pull the trigger, and watch a deadly chain reaction rip through the battlefieldunlocking doors, frying enemies, hotwiring cars, and clearing rooms before anyone knows what hit them.

DeadWire is a hybrid of bloody, tactical action and cerebral puzzle-solvingall while the clock ticks. Every level is scored. Every second counts. If you want to get the top rank, youll have to master both bullets and cybernetics.

Were launching this summer, and Ive got a ton more to show you soon. So jack in, follow (and Wishlist !) DeadWire on Steam, and get ready to rewire the city.

> jackin://ghostwire.node//WIRE.ndl -- end

[ 2025-04-23 10:59:54 CET ] [Original Post]
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