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Triple X Tycoon
Joy-Toilet Developer
Joy-Toilet Publisher
2020-06-25 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Name Pack 2 and Linux (v4.6)

This patch officially adds Linux and SteamOS support to what was always actually a native *Nix project. If you know you know! Also, v4.6 adds 140 new names for trans performers alongside some solid work on stability. And I'm pretty sure there's more to come. \[+] 140 new trans performer names \[+] Product menu functionality rewrite \[+] Additional crash prevention


[ 2025-06-20 04:49:00 CET ] [ Original post ]

v4.5 - Putting the Hot in Hot Fixes

OK! So this patch is another small but effective hotfix with a lot more mechanisms getting a look than last time. At this point it's pretty much confirmed that the upcoming DLC will be free, although I'm pretty sure it won't be this year. The good news is there are more patches coming up that should address some of the more egregious issues that still remain in this old dusty game engine. [+] Sales algorithm normalized (which just means we did more stability focused QA on it) [+] Product menu was updated and/or fixed depending on what version you had prior. Upcoming Award shows, expanded in-shoot gameplay, more stability and bug fixes, new video feedback and ratings (from review magazines).


[ 2024-10-14 18:09:07 CET ] [ Original post ]

Triple X Tycoon v4.3 (Hotfix 1)

Technically v4.3, this patch addresses: Bugs [+] Caps lock causing crashes, now supported Gameplay/Mechanics [+] 150+ new performer names I completely forgot to actually mark the build as 4.3 in the client, will cry later :)


[ 2023-09-19 00:06:36 CET ] [ Original post ]

Triple X Tycoon v4.1


Wow, it's been a minute! And the craziest thing is this patch should have been out well over a year ago. This version 4.1 in particular is more of a hotfix revolving around Hurvey but expect more meat in the upcoming releases leading up to the free DLC. I won't ramble and just say that there's a lot more to come. Here are the most recent changes: Gameplay/Mechanics

  • Experimental sales algorithm
  • A whole bunch of hidden so-kind-of-irrelevant multiplayer stuff
UX/Visuals
  • New portrait, overworld and set art for Hurvey
Bugs
  • General stability fixes
For more information on upcoming releases see our full changelog.


[ 2023-09-16 19:46:18 CET ] [ Original post ]

We're Back!


Well, I had a much longer update for you all about what's been going on. But then my (borrowed) computer shut off saving none of those few hundred words. I had previously elaborated on the following points, but I just can't bring myself to do it again right now so here's the gist of it:

  • We went broke but not bankrupt (yet).
  • We licensed the game over to a Canadian developer.
  • We got the license back after gutting the company.
The last update I wrote was probably a bit pessimistic, but what can I say. This project has been like an abusive marriage that I never got out of, just separated from. And now I'm back, because I love the support we've gotten for this in the past. And frankly, this project is our baby not mine or even just the people who worked on it. I always told people this was more of a "community" project and I mean that. So thanks. Anyway, I not only released V3 in March (to backers) but also ported the entire project over to Mac where it had never been before. This is huge and will be added to Steam as well as a new demo I plan to roll out before this quarantine is over. Then I need to go figure out how I'll be able to afford a new computer because I don't even have one. And that government stimulus barely put a dent in my bills. Fuck! The Trello changelog has been updated too. So you'll be able to keep up with some of the changes coming down the pipe. Lots of bugs have been fixed, a huge chunk of the economics engine have been improved in the time since the last update as well. There's also been some talk about multiplayer but it wont be what you think. The entire feature set for that is based on the idea of having a more open "global" game economy. So if you become a distributor for example, you'll come up in a list of people who can distribute products in-game. In addition to that, and starting with the next patch, I plan to add a lot more depth to the performers themselves. This will be emphasized with networked play since I'll be allowing folks to trade talent or for the talent themselves to maybe start a studio to compete with yours and so on. Here are some excerpts from a write-up on the matter: Performers are generated dynamically and will age with the passage of time, thus lowering their value, a commonality in the adult industry. This, naturally, effects their contract values. The player is under no obligation to initiate long-term contracts with A.I performers. Likewise, the performers have no obligation to perform with one, about as much as they may be willing to. What this creates is an environment in which the talent may choose to act as their own representative whoms needs may change based on their own standing (i.e clout) in the industry as a whole. Of course, lesser-known performers may be more willing to work with player-owned studios that have a higher renown and more resources. In addition, more obscure studios may be willing to pay more for performers who may elevate the status of the studio. Its up to both parties to agree on working together. In addition: The game economy will also effect negotiation power. So if you have a blue chip performer working with low-value talent this may or may not effect the former or the latter depending on their traits, host studio appeal/renown and other external factors. However the players/studios themselves will have equally as decisive a say on the actual value of these contracts since it is them who are ultimately paying the bills. To clarify, what we have at this point is the ability to generate performers who (can hire agents) may be entering the talent pool with a certain rate in mind. This rate, their stats and ambitions were calculated in response to market conditions created by the players/studios. These performers age and accrue dynamic stats like fame which in itself may increase the longevity of their career thus ensuring a longer store of value for whoever owns their contract. And so on. The source material was actually based on some plans we had to turn contracts into a form of currency themselves. But more info on that later. In the meantime, if you have more questions, feel free to contact me via Discord. If you'd like to read many years worth of dev-blogs those have been re-published and can be found here. Enjoy and as always, spread the love.


[ 2020-04-29 20:09:40 CET ] [ Original post ]

Backlogs, Three New Blogs and Other News


Hey Tycoons! First of all I want to apologize for the lack of updates here. Those of you who follow the devblog or participate in the Discord discussion know about most of the nitty gritty as to what's been going on behind the scenes since last year. Since the last post, there have been three new direct devblogs with the occasional longer-form piece about the industry or other things I've learned. We're talking to a new investor, we're working on a new webseries, we're launching a porn site with a prayer to funnel some of that investment back into the game. I'm trying everything to get this done. I know the last official update here was in regard to the Steam build being censored. But I like to think that was actually for the best, considering how much work went into getting the game into a more broadly playable state since then. It's also been a year since the last Q & A. which means we're about due! So if you have any questions feel free to drop them into the comments here or on Discord. I'll get to them either way. Right now the game is on version v2.6b with the next patch being v2.7. Marking the last major release prior to shooting for the next Steam submission. Although I plan to continue working on this so long as there's an audience for it. I even tossed around the idea of it being an MMO after finishing up some very compatible network code a couple months ago. It would actually be cheaper. But we'll see about that. Anyway, thanks for your support, as without it we wouldn't have made it far into this year at all. And, as always, spread the love.


[ 2018-06-02 19:54:00 CET ] [ Original post ]

Censored!

Last week I got an email from Steam. It was the moment of truth! And I didn't know what the hell to expect because you know, PORN, and all. It was Iris and I going over some strange things that came in a package when I read the verdict. The review went as well as I had expected with the exception of one paragraph that stood out with vigor. Painfully so. It read as follows:
You heard it here first (well, unless you're on Discord). The Steam version will need to be censored to see the light of day. This is in direct contrast with the build we'll be selling direct through the website to circumvent this problem in the meantime. I wished I had gotten to this announcement sooner but lord knows it's been an uphill battle trying to get everything sorted out everywhere. My brain is falling out of my head. That's +1 to the list of obstacles laid rudely in the path of the development of this game. But I guess they might as well just get in line with the rest of the issues I'm looking to put behind us. Also, Making Triple X Tycoon Part 25 came out last week as well and outlines some release plans. The game is currently in "lite" mode and is in serious need of additional repair I think. So I opted for Early/Direct Access which has so far given me exactly the kind of feedback I've needed to push v2.6. Was hoping to make a separate, special announcement for ya'll Steamers but it'll have to wait. The work continues. Spread the love, - Doop


[ 2017-10-15 02:27:12 CET ] [ Original post ]

Censored!

Last week I got an email from Steam. It was the moment of truth! And I didn't know what the hell to expect because you know, PORN, and all. It was Iris and I going over some strange things that came in a package when I read the verdict. The review went as well as I had expected with the exception of one paragraph that stood out with vigor. Painfully so. It read as follows:
You heard it here first (well, unless you're on Discord). The Steam version will need to be censored to see the light of day. This is in direct contrast with the build we'll be selling direct through the website to circumvent this problem in the meantime. I wished I had gotten to this announcement sooner but lord knows it's been an uphill battle trying to get everything sorted out everywhere. My brain is falling out of my head. That's +1 to the list of obstacles laid rudely in the path of the development of this game. But I guess they might as well just get in line with the rest of the issues I'm looking to put behind us. Also, Making Triple X Tycoon Part 25 came out last week as well and outlines some release plans. The game is currently in "lite" mode and is in serious need of additional repair I think. So I opted for Early/Direct Access which has so far given me exactly the kind of feedback I've needed to push v2.6. Was hoping to make a separate, special announcement for ya'll Steamers but it'll have to wait. The work continues. Spread the love, - Doop


[ 2017-10-15 02:27:12 CET ] [ Original post ]

Video Update (v.2.5) etc

Today I had a revelation. See, I'm like an old ass man. Really terrible with a lot of technologies. But sure as hell love me some code! But I decided to sit down and add videos to the video hub considering the game only has a few bugs in it at this point and things can be shown off again. My point is that it was easy upload those videos. People ask me why I only use Steam for hard updates. Well, that's because I suck at using it. The patch for the last tech demo has been ready for at least a week now, but it's easier to not split the codebase when debugging in context to the big picture. Quick note on the newest devplay (below). I kept mentioning that I was playing a "dev build" or "dev copy" but that I also wasn't. It's essentially a pre-release candidate build. Which reflects the final in mechanics with a few things turned off to not drive us crazy when testing Overall. So say we have to test the warehouse but there's only $5k in the bank, we gotta use funny money to do it! https://www.youtube.com/watch?v=ydlEW5MLs-4


[ 2017-09-20 20:32:32 CET ] [ Original post ]

Video Update (v.2.5) etc

Today I had a revelation. See, I'm like an old ass man. Really terrible with a lot of technologies. But sure as hell love me some code! But I decided to sit down and add videos to the video hub considering the game only has a few bugs in it at this point and things can be shown off again. My point is that it was easy upload those videos. People ask me why I only use Steam for hard updates. Well, that's because I suck at using it. The patch for the last tech demo has been ready for at least a week now, but it's easier to not split the codebase when debugging in context to the big picture. Quick note on the newest devplay (below). I kept mentioning that I was playing a "dev build" or "dev copy" but that I also wasn't. It's essentially a pre-release candidate build. Which reflects the final in mechanics with a few things turned off to not drive us crazy when testing Overall. So say we have to test the warehouse but there's only $5k in the bank, we gotta use funny money to do it! https://www.youtube.com/watch?v=ydlEW5MLs-4


[ 2017-09-20 20:32:32 CET ] [ Original post ]

Making Triple X Tycoon Part 25: Timelapse (v2.2b)

The demo(s) are as done as they can be for right now. It all started two days ago. When the first bug popped onto the screen shortly after making changes to code about the same age as a small child. Whatever glimmer of optimism left remaining had been snuffed out in seconds. I stood up and figured Id cook before I forgot to eat again. This is how it starts. Just another day with no sleep!
Todays blog is a collage of ideas I had for previous entries. Most importantly I wanted to take on the task of compiling the various ups and downs of our development cycle over the past few years into something formatted and easier to read than the older devblogs (2015ish). I cant be bothered to go back and edit those, with all this better shit to do and all. But no seriously, its my pleasure. And while I imagine youd rather be playing the game than reading about it. I try and at least give these my best effort. Continue reading on En.Joy


[ 2017-09-02 07:37:06 CET ] [ Original post ]

Making Triple X Tycoon Part 25: Timelapse (v2.2b)

The demo(s) are as done as they can be for right now. It all started two days ago. When the first bug popped onto the screen shortly after making changes to code about the same age as a small child. Whatever glimmer of optimism left remaining had been snuffed out in seconds. I stood up and figured Id cook before I forgot to eat again. This is how it starts. Just another day with no sleep!
Todays blog is a collage of ideas I had for previous entries. Most importantly I wanted to take on the task of compiling the various ups and downs of our development cycle over the past few years into something formatted and easier to read than the older devblogs (2015ish). I cant be bothered to go back and edit those, with all this better shit to do and all. But no seriously, its my pleasure. And while I imagine youd rather be playing the game than reading about it. I try and at least give these my best effort. Continue reading on En.Joy


[ 2017-09-02 07:37:06 CET ] [ Original post ]

Making Triple X Tycoon Part 24: The What


The Universe Got Jokes Thats a saying Ive been using frequently lately, to describe a bout of misfortune. Which is funny considering that same concept could be used to describe any positive turning point in life as well. Last month we delayed our game due to some miscalculations regarding the time it would take for certain assets to reach maturity and in turn, be sent to us for implementation. When running a business youll often find that you cant always control everything. Although a prerequisite to business is being aware enough to worry about everything. Continue reading on En.Joy


[ 2017-08-08 22:57:48 CET ] [ Original post ]

Making Triple X Tycoon Part 24: The What


The Universe Got Jokes Thats a saying Ive been using frequently lately, to describe a bout of misfortune. Which is funny considering that same concept could be used to describe any positive turning point in life as well. Last month we delayed our game due to some miscalculations regarding the time it would take for certain assets to reach maturity and in turn, be sent to us for implementation. When running a business youll often find that you cant always control everything. Although a prerequisite to business is being aware enough to worry about everything. Continue reading on En.Joy


[ 2017-08-08 22:57:48 CET ] [ Original post ]

Game, Interrupted (Good News)

The game is back on the rails after that very regrettable hiccup last month. Very sorry about that! We want to bring our steamy game to Steam as much as some of you may want it and, by the way, we're extremely grateful for the support so far. As of today I'm pleased to say it's all good. We're moving forward again, full speed and will make a new release date available as soon as we can calculate some time frames that fall out of our control internally. This would include the Steam application review period which can last up to five days and the remaining commission times. But I can say that we're not talking months here. We're measuring weeks. As mentioned previously it's a skeleton crew of one dev and a handful of art contractors who we couldn't have gotten this far without. If you haven't already, go ahead and check out our Discord if you have any questions that you can't find a place to ask here. Or if you just like getting the scoop before everyone else. We'll talk soon. Until then, spread the love. - Chris "Doop" Le'John


[ 2017-07-08 02:25:34 CET ] [ Original post ]

Game, Interrupted (Good News)

The game is back on the rails after that very regrettable hiccup last month. Very sorry about that! We want to bring our steamy game to Steam as much as some of you may want it and, by the way, we're extremely grateful for the support so far. As of today I'm pleased to say it's all good. We're moving forward again, full speed and will make a new release date available as soon as we can calculate some time frames that fall out of our control internally. This would include the Steam application review period which can last up to five days and the remaining commission times. But I can say that we're not talking months here. We're measuring weeks. As mentioned previously it's a skeleton crew of one dev and a handful of art contractors who we couldn't have gotten this far without. If you haven't already, go ahead and check out our Discord if you have any questions that you can't find a place to ask here. Or if you just like getting the scoop before everyone else. We'll talk soon. Until then, spread the love. - Chris "Doop" Le'John


[ 2017-07-08 02:25:34 CET ] [ Original post ]

Making Triple X Tycoon Part 23: Pleasant Heights


4:00 PM Downtown Port Pleasant
The small beige office building was hidden in the shadow of an overpass. Being on Magic Blvd in the day time is stressful so I rolled down the window and lit my cigar. Being careful not to ash on the ivory-leather seats of my black limo. Damn, it's good to be Mayor. Harry, a scruffy goblin in his 40s, shuts the divider and I hear the doors unlock with an audible *click*. I step out onto cracked pavement. Downtown Port Pleasant, another used condom along the path of my long walk of shame. This is perfect! I yell back at Harry, who had opened his window in hopes of letting out any smoke I had let in, out. 2:00AM Magenta Gentlemens Club, Port Pleasant Central Every time the strobe lights flickered I felt reborn. Each new hue washing over me like the first day I felt sunlight. The girl on stage was younger than my wife, but danced with experience. She has brown skin with curly brown hair dripping down her back. Sweat glistening like champagne. We made eye contact. I could tell she thought I was just a bag of money. I clenched the stack in my left hand. If Id spend a fortune itd be to know her name. Continue reading on En.Joy


[ 2017-06-26 19:58:02 CET ] [ Original post ]

Making Triple X Tycoon Part 23: Pleasant Heights


4:00 PM Downtown Port Pleasant
The small beige office building was hidden in the shadow of an overpass. Being on Magic Blvd in the day time is stressful so I rolled down the window and lit my cigar. Being careful not to ash on the ivory-leather seats of my black limo. Damn, it's good to be Mayor. Harry, a scruffy goblin in his 40s, shuts the divider and I hear the doors unlock with an audible *click*. I step out onto cracked pavement. Downtown Port Pleasant, another used condom along the path of my long walk of shame. This is perfect! I yell back at Harry, who had opened his window in hopes of letting out any smoke I had let in, out. 2:00AM Magenta Gentlemens Club, Port Pleasant Central Every time the strobe lights flickered I felt reborn. Each new hue washing over me like the first day I felt sunlight. The girl on stage was younger than my wife, but danced with experience. She has brown skin with curly brown hair dripping down her back. Sweat glistening like champagne. We made eye contact. I could tell she thought I was just a bag of money. I clenched the stack in my left hand. If Id spend a fortune itd be to know her name. Continue reading on En.Joy


[ 2017-06-26 19:58:02 CET ] [ Original post ]

Q & A Recap

NOTE: While most questions are from the Q & A session on 6/2 I've gone ahead and truncated some forum questions into this recap as well.
Q: So what's the latest on Triple X? So the latest is that I'm working on an actual release date. The next immediate step is talking to our contractors to work out a way to get the art we need within two weeks time. While that's going I'd like to work on some marketing material with what we have. The game isn't out because we're missing two key assets. We're missing two keys assets because there are no funds to commission them. Q: Which assets? Well the mansion for starters is a wild card. We had this idea that the player would be able to upgrade to a mansion. From the mansion they could maybe do upscale photoshoots in the garden or shoot a scene inside in a floor-to-ceiling style windowed room. And, we're missing a fuck-ton of sex positions still. Both of these are plug-ins to my engine and could be added at any time with little issue. This is ultimately how I plan to support modding. Q: How many positions do you currently have in-game? the base positions are in. So doggy, cowgirl, missionary. Some solo play for men, women and trans. Maybe 20, then you have foreplay stuff.
Every time we commission something we have to get multiple skin variants and gender variants. So as we start from solo and work up to threesomes, you get the picture. We have to pick and choose what's most interesting and keep those in line with what's common. Q: Talent management is my fav part. Is there lots of that? I actually just flushed out the fame mechanic. You can take someone from a hooker to a real major face in the industry. Loyalty is a thing as well, you gotta keep em happy. It gets crazier when you start getting into STD testing and stuff like that being factors in health Age, special attributes etc matter. Q: Does that mean there will be granny action? And what about performer retirement/death due to old-age? Retirement is a mechanic I started taking seriously last month. The issue with granny/pop porn is that I'd rather the character models reflect their age at that point (late 50s to 60s). Problem is, money. That costs more money, and we'd have to get more position art. So retirement is between 40-50ish! But they'll go grey and shit yeah. Retirement depends on their success more than age and you bet that if they're making millions they might leave the industry or just stop working for you to compete with you in whichever niche they are best in. Q: Can you sign talent to an exclusive contract? I had a long internal debate over non-perpetual/perpetual BUT the compromise was adding a renewal clause. So you can keep renewing max term agreements until they get sick of you. So treat em right! Q: Is the extent or scope of the game rather low, or do you lack confidence in customer satisfaction within a higher price range? People already don't pay for porn. Porn games, maybe? We're not a large company and we've had to work for the opportunity to even be able to hosts things like a Q & A. There's a stigma unfortunately. We need to keep the barrier to entry low and that starts with the price. Also, we've spent less than 10k on the game. We don't need to charge more for the possibility of breaking even which, in the games industry, is all you can usually hope for as a small dev. Our problem is that yeah, we actually wanted to make a fairly deep sim as I'm not sure if we'll be able to make another game after this. It's taken a toll. Time will tell. Q: Can you give an idea of the playtime the game provides approximately for a complete run? Meaning having played the campaign with multiple approaches, because it appears that the game is based on replayability. Or is it more sandbox-y? It's a hybrid. We actually cut back on the sandbox content and went back to improving the original spec which was semi-linear with enough flexibility to allow for a different experience. The long-term goal however is sandbox and although the vanilla build will be a hybrid, the engine is already geared to go in that direction. It may be obvious as you progress that this was the intention. I haven't done the math in a while, we haven't even had a chance to test properly as now it's just me on core development. But I recall it was 5 minutes per month at normal speed. I think it was 46 hours if you do nothing in macro, meaning no shoots or alerts. Alerts should be 10 second pauses each (unless you read faster than that) and shoots are measured in hours in the day not days of the week. So a shoot that takes 10 minutes is calculated accordingly and subtracted from that hour of that day. Q: what part of the game are you most proud of? As much as we say it's not a sex simulator, the arousal mechanics. I really wanted them to "feel" in a way. It's a mix between machine learning and general A.I mixed with passive input. You don't control them but you do direct them and there's a lot you just don't have real control over. I wanted people to be like, "well this girl just had a kid so she probably won't be into it right away. But her last contract was kind of light and she's got bills to pay. Plus her co-star is nice and they've worked together before so she'll be more comfortable.." You get it.


[ 2017-06-03 19:25:57 CET ] [ Original post ]

Q & A Recap

NOTE: While most questions are from the Q & A session on 6/2 I've gone ahead and truncated some forum questions into this recap as well.
Q: So what's the latest on Triple X? So the latest is that I'm working on an actual release date. The next immediate step is talking to our contractors to work out a way to get the art we need within two weeks time. While that's going I'd like to work on some marketing material with what we have. The game isn't out because we're missing two key assets. We're missing two keys assets because there are no funds to commission them. Q: Which assets? Well the mansion for starters is a wild card. We had this idea that the player would be able to upgrade to a mansion. From the mansion they could maybe do upscale photoshoots in the garden or shoot a scene inside in a floor-to-ceiling style windowed room. And, we're missing a fuck-ton of sex positions still. Both of these are plug-ins to my engine and could be added at any time with little issue. This is ultimately how I plan to support modding. Q: How many positions do you currently have in-game? the base positions are in. So doggy, cowgirl, missionary. Some solo play for men, women and trans. Maybe 20, then you have foreplay stuff.
Every time we commission something we have to get multiple skin variants and gender variants. So as we start from solo and work up to threesomes, you get the picture. We have to pick and choose what's most interesting and keep those in line with what's common. Q: Talent management is my fav part. Is there lots of that? I actually just flushed out the fame mechanic. You can take someone from a hooker to a real major face in the industry. Loyalty is a thing as well, you gotta keep em happy. It gets crazier when you start getting into STD testing and stuff like that being factors in health Age, special attributes etc matter. Q: Does that mean there will be granny action? And what about performer retirement/death due to old-age? Retirement is a mechanic I started taking seriously last month. The issue with granny/pop porn is that I'd rather the character models reflect their age at that point (late 50s to 60s). Problem is, money. That costs more money, and we'd have to get more position art. So retirement is between 40-50ish! But they'll go grey and shit yeah. Retirement depends on their success more than age and you bet that if they're making millions they might leave the industry or just stop working for you to compete with you in whichever niche they are best in. Q: Can you sign talent to an exclusive contract? I had a long internal debate over non-perpetual/perpetual BUT the compromise was adding a renewal clause. So you can keep renewing max term agreements until they get sick of you. So treat em right! Q: Is the extent or scope of the game rather low, or do you lack confidence in customer satisfaction within a higher price range? People already don't pay for porn. Porn games, maybe? We're not a large company and we've had to work for the opportunity to even be able to hosts things like a Q & A. There's a stigma unfortunately. We need to keep the barrier to entry low and that starts with the price. Also, we've spent less than 10k on the game. We don't need to charge more for the possibility of breaking even which, in the games industry, is all you can usually hope for as a small dev. Our problem is that yeah, we actually wanted to make a fairly deep sim as I'm not sure if we'll be able to make another game after this. It's taken a toll. Time will tell. Q: Can you give an idea of the playtime the game provides approximately for a complete run? Meaning having played the campaign with multiple approaches, because it appears that the game is based on replayability. Or is it more sandbox-y? It's a hybrid. We actually cut back on the sandbox content and went back to improving the original spec which was semi-linear with enough flexibility to allow for a different experience. The long-term goal however is sandbox and although the vanilla build will be a hybrid, the engine is already geared to go in that direction. It may be obvious as you progress that this was the intention. I haven't done the math in a while, we haven't even had a chance to test properly as now it's just me on core development. But I recall it was 5 minutes per month at normal speed. I think it was 46 hours if you do nothing in macro, meaning no shoots or alerts. Alerts should be 10 second pauses each (unless you read faster than that) and shoots are measured in hours in the day not days of the week. So a shoot that takes 10 minutes is calculated accordingly and subtracted from that hour of that day. Q: what part of the game are you most proud of? As much as we say it's not a sex simulator, the arousal mechanics. I really wanted them to "feel" in a way. It's a mix between machine learning and general A.I mixed with passive input. You don't control them but you do direct them and there's a lot you just don't have real control over. I wanted people to be like, "well this girl just had a kid so she probably won't be into it right away. But her last contract was kind of light and she's got bills to pay. Plus her co-star is nice and they've worked together before so she'll be more comfortable.." You get it.


[ 2017-06-03 19:25:57 CET ] [ Original post ]

Triple X Tycoon® is a simulation game in which the player will get to experience the highs and lows of the adult entertainment industry from behind the scenes. The game features random events that may effect the growth of your studio or hinder performers. Volatile consumer trends are the norm. Extravagant award shows are commonplace, even performers come and go as time pushes on in an industry that makes big money on erotic indulgence.

START A BUSINESS, BUILD AN EMPIRE!

Steer your company through the eras. Sabotage your competitors! But watch your own back. Be smart and you'll have talent knocking down your door for a chance in the spotlight you created. Only the best adapt in this industry. From rags to riches, from VHS to VR, how far will you go?

FEATURES
  • Multiple product types! From analog and print to digital and beyond!
  • In-depth product review system!
  • A.I generated talent, quirks and personalities!
  • Reputation and relationship system!
  • Mod support, clowns, goblins, aliens etc
  • Eras include 70s, 80, 90, 2000s and MORE!

"Believe me I played it. I'm in it! 100% out of this world!"


"I ain't had this much fun since the 70s. I can go back to the 70s!"


FAQs

How much PORN is in this game?

It depends on how you choose to run your business. We like to emphasize that this is a game about the adult industry as a whole and not a sex simulator. For example, If you want to spend your time being the king/queen of sex toys instead of shooting film, by all means.

Is This Game LGBT Friendly?

Absolutely! We are working hard to make sure everyone is represented equally in Triple X Tycoon.

MINIMAL SETUP
  • OS: Ubuntu + other Debian distros
  • Processor: 1.60GHzMemory: 512 MB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
  • Memory: 512 MB RAMNetwork: Broadband Internet connectionStorage: 1 GB available space
  • Storage: 1 GB available space

GAMEBILLET

[ 6111 ]

8.27$ (17%)
19.59$ (22%)
16.57$ (17%)
7.54$ (16%)
16.39$ (18%)
3.93$ (21%)
15.11$ (24%)
20.72$ (17%)
8.27$ (17%)
8.27$ (17%)
8.85$ (11%)
12.42$ (17%)
16.57$ (17%)
49.77$ (17%)
17.75$ (11%)
5.03$ (16%)
16.57$ (17%)
16.59$ (17%)
24.87$ (17%)
13.02$ (13%)
17.19$ (14%)
12.44$ (17%)
10.76$ (17%)
5.27$ (12%)
41.49$ (17%)
8.27$ (17%)
12.42$ (17%)
12.42$ (17%)
34.59$ (42%)
4.95$ (17%)
GAMERSGATE

[ 906 ]

3.75$ (85%)
1.7$ (91%)
1.28$ (87%)
11.24$ (63%)
0.9$ (91%)
7.88$ (74%)
3.4$ (83%)
0.9$ (91%)
1.28$ (87%)
2.55$ (87%)
2.88$ (71%)
4.5$ (91%)
0.54$ (82%)
0.58$ (92%)
9.37$ (63%)
3.4$ (83%)
4.49$ (55%)
1.5$ (70%)
0.89$ (55%)
3.49$ (81%)
1.05$ (85%)
1.58$ (95%)
10.0$ (75%)
0.74$ (63%)
0.63$ (87%)
0.58$ (92%)
8.91$ (70%)
1.32$ (91%)
18.75$ (62%)
6.6$ (74%)
MacGamestore

[ 1949 ]

0.99$ (86%)
8.79$ (60%)
1.10$ (93%)
6.24$ (75%)
2.98$ (80%)
17.49$ (13%)
1.79$ (90%)
1.19$ (91%)
43.99$ (27%)
3.99$ (91%)
13.96$ (30%)
1.19$ (88%)
4.99$ (80%)
2.79$ (91%)
1.98$ (90%)
3.99$ (90%)
1.19$ (88%)
1.69$ (72%)
1.99$ (87%)
4.99$ (83%)
1.19$ (88%)
11.49$ (71%)
1.99$ (80%)
2.48$ (75%)
2.29$ (85%)
1.09$ (91%)
2.24$ (85%)
6.37$ (79%)
1.19$ (76%)
1.09$ (93%)

FANATICAL BUNDLES

Time left:

356304 days, 20 hours, 49 minutes


Time left:

5 days, 3 hours, 49 minutes


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6 days, 3 hours, 49 minutes


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3 days, 3 hours, 49 minutes


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356304 days, 20 hours, 49 minutes


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HUMBLE BUNDLES

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5 days, 21 hours, 49 minutes


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9 days, 21 hours, 49 minutes


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11 days, 21 hours, 49 minutes


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13 days, 21 hours, 49 minutes


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18 days, 21 hours, 49 minutes


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20 days, 21 hours, 49 minutes

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