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Congratulations on your new employment opportunity with Enspirion! As our newest general specialist, you'll ensure Enspirion remains the world leader in energy, communications, and defense, and the name everyone has come to love and trust!

Play as Michael Maddeson, Enspirion's newest hire... and greatest threat.

As Enspirion's newest fixer, you'll help keep Enspirion's productivity and morale high... and expose their secrets and end their oppressive grip on society.

  • Keep Enspirion's offices running smoothly, and approve or deny employee requests based on their merit.

  • Boost Enspirion's profits by helping with day trading and earn a daily commision. Use your income to purchase weapons and equipment for your night job.

Work for Enspirion by day, installing, upgrading, and maintaining their security infrastructure...  and leave gaps for you to exploit during the night.

  • Install security cameras and computer security updates to keep Enspirion protected from outside threats.

  • Pay close attention to the systems you're implementing to find ways around it...

Protect the company's offices from infiltration... and steal confidential information to learn what they're hiding.

  • Hire guards based on their personality and skill to protect Enspirion facilities during the night.

  • Make use of light and shadow to evade detection during the night. Use noise and other distractions to trick guards and take them hostage.

Talk with your coworkers to learn their interests and grievances, and help them with their problems... and turn them against Enspirion and each other.

  • Listen to employee requests and help them with their problems. Difficult problems sometimes call for unique solutions...

  • Turn employees against each other and against Enspirion to learn crucial information.

Get a bit closer with select employees and take them on dates... and convince them to support the revolution.

  • Forge good relationships with employees to take them on dates at the end of the week.

  • Different relationship types can result in learning different information...

Discover the true ambitions of Enspirion... and the Commissars.

  • Your choices matter in a branching storyline with multiple options and endings available.

  • One small decision can change everything...

Conflict of Interest
Vegas InteractiveDeveloper
Vegas InteractivePublisher
To be announcedRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Devlog 51: Refactoring

Previous devlogs can be viewed on https://blog.vegint.com/

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/c5caf469c9ae432cf066bafddc8806df219550b2.png\"][/img]

[p align=\"start\"]The demo has now been out for almost two weeks, and Id like to thank each of you that have played the demo, provided reviews and feedback, and helped me get this project into a playable state.[/p][p align=\"start\"]With that being said, the state the demo was launched in was not as thoroughly tested as it shouldve been, and I unfortunately had to watch several game-breaking bugs and crashes take place while watching others play it well after release. Most of the worst bugs have now been fixed, but some of the larger ones will take time and are symptoms of very poorly written code.[/p][p align=\"start\"]To put it bluntly, its bad. Really bad. Since this is my first project, there are a lot of things that Ive learned about Godot over the course of development for how things should be structured, but Ive put most of them off and just kept piling up tech debt to get the demo out and ready. Its now at the point where this mindset is only going to cause larger issues. So now that the demo is out, its time to stop putting this off and start reapplying what Ive learned to everything else in the game.[/p][p align=\"start\"]As an example, the most egregious part of the poor code is in the guard AI, something that must be absolutely perfect in a stealth game. As it is right now, the guard script is 1000+ lines long with no usage of state machines and hacks thrown in just to get everything into a semi-working state. Ive begun rewriting this from scratch, but this is also going to require a rewrite of several other parts of the game including the player, UI, how interactions are handled, and so on. Let me make it absolutely clear that I am not going to abandon this project. It will be ready when its ready, but sometimes that means spending days working on the boring parts and not having much to show for it on social media.[/p][p align=\"start\"]Again, thank you to everyone who has played the demo. To see something youve made be played and enjoyed by people all over the world is a very surreal feeling, and Im going to keep working on this until its seen through to completion. It will take time, but I want to make sure its the absolutely best it can be.[/p][p align=\"start\"]Thank you.[/p]

[ 2025-12-20 22:13:14 CET ] [Original Post]
Conflict of Interest v0.2.6a DEMO Update

  • Removed shared file in VideoMan

    [/*]
  • Fixed issue related to loading cameras placed on small surfaces

    [/*]
  • Fixed player being given extra floppy disk in Hotel

    [/*]
  • Fixed guards that quit or were killed appearing on later nights

    [/*]

[ 2025-12-11 19:31:34 CET ] [Original Post]
Conflict of Interest DEMO v0.2.5a Update

  • Fixed Jamie\'s desk blocking camera detection

    [/*]
  • Fixed \"Talk with Tiffany\" task not being marked as complete in PDA

    [/*]
  • Fixed being unable to place multiple cameras

    [/*]

[ 2025-12-11 18:46:59 CET ] [Original Post]
Conflict of Interest DEMO v0.2.4a Update

  • Timer for day 1 now runs slower until player changes speed after completing all tasks

    [/*]
  • Reduced Derek PC volume

    [/*]
  • Moved camera pan to corner office during Kurt conversation

    [/*]
  • Fixed floppy disk icon stretching

    [/*]
  • Fixed GunMan being enabled after completing night missions

    [/*]
  • Fixed resolution and display mode dropdowns not showing current resolution and display modes

    [/*]
  • Fixed issue where cameras could be installed on top of each other

    [/*]
  • Fixed issue related to talking with Ross and hired guard on day 2

    [/*]
  • Fixed erratic behavior on server room door and card reader

    [/*]
  • Fixed being unable to copy files shared in VideoMan to floppy disks that already have files

    [/*]
  • Fixed space warning in FileMan extending below window

    [/*]
  • Fixed guards and NPCs getting stuck on doors

    [/*]
  • Fixed game freezing when inserting/removing keycard from computer

    [/*]

[ 2025-12-11 12:48:01 CET ] [Original Post]
Conflict of Interest DEMO v0.2.3a Release

  • Fixed game freezing when inserting/removing keycard from computer

    [/*]

[ 2025-12-10 18:45:18 CET ] [Original Post]
Conflict of Interest DEMO v0.2.2a Update

  • Fixed NPCs trying to go through closet during the day

    [/*]
  • Reduced TradeMan buy/sell jingle volume

    [/*]
  • Reduced hire jingle volume

    [/*]
  • Reduced drama hit volume

    [/*]
  • Reduced guard noises

    [/*]
  • Reduced heartbeat noise

    [/*]
  • Fixed \"Get the guard\'s keycard\" task not being marked as complete in PDA

    [/*]
  • Fixed \"Copy confidential info\" task not being marked as complete in PDA

    [/*]
  • Fixed video call notification appearing after completing night mission

    [/*]
  • Fixed Tiffany getting stuck when investigating wiretaps

    [/*]
  • Fixed being unable to leave room during finale

    [/*]
  • Fixed guard getting stuck by back door in Office

    [/*]
  • Fixed some lights using old sprite

    [/*]
  • Fixed train noise fading out too quickly

    [/*]
  • Fixed some dialogue buttons not displaying correct color

    [/*]
  • Fixed Jamie not being set as player date

    [/*]
  • Fixed APC not having bullet impact material

    [/*]
  • Fixed login trick not working

    [/*]
  • Fixed guards being alerted to their own gunfire during shootouts

    [/*]
  • Fixed weapons not firing if player tried to shoot immediately after receiving

    [/*]

[ 2025-12-10 02:30:10 CET ] [Original Post]
Conflict of Interest DEMO v0.2.1a Update

  • Added door between player office and closet

    [/*]
  • Added option to talk with Commissar about getting someone fired on night 3 if player talked with Kurt

    [/*]
  • Added counter on petition task to show remaining signatures needed

    [/*]
  • Added alternate scenario for firing player

    [/*]
  • Added rate limit for email signup

    [/*]
  • Reduced camera detect time

    [/*]
  • Removed option to encrypt certain files (unused feature)

    [/*]
  • Removed option to view .doc files (unused feature)

    [/*]
  • Fixed player not having access to programs if tasks were not completed on day 1

    [/*]
  • Fixed dialogue button colors not resetting properly

    [/*]
  • Fixed meeting room door not locking on day 4

    [/*]
  • Fixed intro music playing on wrong audio bus

    [/*]
  • Fixed cameras not detecting player from behind some props

    [/*]
  • Fixed dragging desktop icons off-screen

    [/*]
  • Fixed \"Copy confidential info\" task not being marked as complete in PDA

    [/*]
  • Fixed day 2 security guard conversation being skipped if player did not hire guard

    [/*]
  • Fixed day 2 security guard missing personal info if player did not hire guard

    [/*]
  • Fixed player not being fired on days 3 or 4 if tasks were not completed

    [/*]
  • Fixed \"Break into the server room\" task not being marked as complete in PDA

    [/*]
  • Fixed video call notification appearing if player has already talked with Commissar

    [/*]
  • Fixed inventory preview not disappearing

    [/*]
  • Fixed dialogue issues related to Cheryl\'s monitor request

    [/*]
  • Fixed asking Derek about Jamie\'s petition if player hasn\'t talked with Tiffany first

    [/*]
  • Fixed guard from day 2 appearing on other nights if they were killed or quit

    [/*]
  • Fixed taser animation not stopping

    [/*]
  • Fixed cameras and guards not detecting player through windows

    [/*]
  • Fixed erratic behavior when placing cameras

    [/*]
  • Minor dialogue changes/fixes

    [/*]

[ 2025-12-09 19:52:02 CET ] [Original Post]
Devlog 50: Debugging

Previous devlogs can be viewed on https://blog.vegint.com/.

Im in the final stretch towards getting the demo out and ready. The only things missing at this point are some art assets that need to be imported, more dialogue, some minor UI changes and any other stray bugs that may pop up.

Fixes

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/63352a111a6c50c61eb64e45896fe39906126441.png\"][/img]

[p align=\"start\"]In total, there are about 250 bugs, fixes and changes that I am in the process of fixing. Some of them are simple like fixing typos or moving props around. Others are more complex like redoing guard AI and tracking down the root cause of other obscure bugs. Most of these were knocked out in the past week or so, but a few more remain and should be fixed in the coming weeks.[/p]

Art

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/ca35c79b5066b4c81ffddbee73bf0ea458ca119a.png\"][/img]

[p align=\"start\"]More character sprites have been added, each of which can be customized with custom hair and skin colors to make characters stand out.[/p]

Dialogue

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/f5d049f232efba75af3e8f7791163b7ca4e97586.png\"][/img]

[p align=\"start\"]Most of the final dialogue is in place and flows properly based on actions the player has taken. This has by far been the hardest part of the dev process, writing good dialogue and making sure the right responses are displayed.[/p][p align=\"start\"]With all that being said, a demo should be available on Steam by the end of November. But again, no promises. There are still lots of little things to do that add up quickly such as Steam integration, last-minute critical bugs, and anything else that might get in the way.[/p]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/681508695075ce88e8022202f3e31cbb3449302d.png\"][/img]

[p align=\"start\"]Now if youll excuse me I have another 250 bugs to fix.[/p]

[ 2025-11-03 01:28:53 CET ] [Original Post]
Devlog: Dating

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/f8e2f86ddcd8bc74276a824eda06df85ad796609.png\"][/img]

Previous devlogs can be viewed on blog.vegint.com .

Actual dating is a lot easier than trying to recreate an entire date from scratch, because with a real date you have someone else pulling half the conversation, the rest of the restaurant is already there and doesn\'t need you to decide what they look like, and the staff can pull their own weight. In a dating game, these are all things you need to do on your own.

Dialogue

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/8155bb9dadff2aa6956eb3ee8c9100e07d028ab5.png\"][/img]

This is without a doubt where most of my time has been going. Writing good dialogue that serves a purpose and ensuring it all flows properly is becoming the hardest part of making the game.

Sprite Randomization

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/3f3011de95cc9d639733645a96cb21e2e0c49fc2.png\"][/img]

Sprites can now be randomized even further with additional hairstyles, outfits, and sizes. Each part of the sprite (hair, head, clothes, hands, feet) are separate and in grayscale with values only to allow for any combination of colors.

More dialogue

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/62d2af02b3208221bea891521efc587148a0fda2.png\"][/img]

Did I mention there\'s a lot of dialogue to write? As of right now the demo will span five days and nights as well as additional side missions with their own characters and dialogue, all of which tie into each other based on previous conversation choices and actions the player has made in the world.

So there is still no set release date for the demo, but I am getting closer with each day. The good news is that after the dialogue is done, it should be mostly feature complete for the time being, which means I get to fix the endless bugs that I\'ve been ignoring up to this point.

The work continues.

[ 2025-10-04 02:54:17 CET ] [Original Post]
Devlog: Operating

Previous devlogs can be viewed on blog.vegint.com .

90% of the past month was spent working on one level. However, that includes level design, art, AI, game mechanics, optimization, and everything else under the game development sun.

[p align=\"start\"]So lets get into it.[/p]

Level Design

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/bacbbfe59e19c292e839d07c339cee61bd0c8576.png\"][/img]

[p align=\"start\"]This palace level has a fairly straightforward design: two main corridors, a foyer, living areas, a balcony, and a lot of side rooms, all of them filled with enemies. Work with your fellow troops to get everything cleared out.[/p]

Art

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/f56a016656cb3ef4f789b9c881e8465368997dd2.png\"][/img]

[p align=\"start\"]I figured out Im not necessarily bad at art, I just never wanted to set aside the time to work on it. Once I did though, everything started to look way better overall. Its now more than just a few scattered props and blank walls, its an actual level. Amazing.[/p]

AI

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/6a8d0d57a68c594295f630319a3ee55b8430db11.png\"][/img]

[p align=\"start\"]I didnt want to just make a bunch of mindless drones that stand there and take it while you gun them down. These are trained soldiers, so theyll be fighting back, taking cover, running from grenades (or throwing them back at you), and trying to kill you as hard as youre trying to kill them. Luckily, your comrades are all doing the same to them.[/p]

Game Mechanics

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/2a73fbc5cea5e1fa1dddc6ca2cc075f637c482fc.png\"][/img]

[p align=\"start\"]Just about everything else was rewritten or looked at from the ground up to make it easier to work with and more fun to play. The UI received a complete refactor to make switching weapons more intuitive and give immediate feedback, nodes were broken down into other scenes and instantiated only when needed, and mostly making everything else easier for me to work with in the future.[/p]

Optimization

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/7c28167270789b35ef7732d08066b1f758a203b7.png\"][/img]

[p align=\"start\"]I put this off until I couldnt take it anymore. However, this ended up being easier than I thought it would be. For Godot, the biggest things you can do for optimization is to minimize the usage of process and physics_process as much as possible, enable them only when needed, and connect and disconnect signals when theyre needed. The framerate is now much more stable and playable on modest hardware (Radeon 2700, Radeon 5700 XT) at 1440p. It should run just as well on most other machines.[/p][p align=\"start\"]The level is now very much playable and mostly complete, just some more polish and details to add once everything else is made in order. As for a demo, the release date is still when its ready for now. So Im going to get back to work now so that people can actually play this thing Ive been working on.[/p]

[ 2025-09-05 00:56:25 CET ] [Original Post]
Devlog: Continuing

Previous devlogs can be viewed on blog.vegint.com .

Its been about a month or so since the last development update, but theres been a lot of changes since then. Heres a quick rundown:

Shooting

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/39491e9ba7998d53f4b33b2725c0c183bbd1bb4a.png\"][/img]

This is a new level with open combat, putting you against an entire palace filled with guards that have one goal: kill you dead. Youll have some backup though and a lot of grenades to clear the place out, so stay on your feet, keep moving, and dont let off the trigger until the mission is complete.

Day Traders

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/89a0c422596cfb129a23e00ee9c7365495c77f5b.png\"][/img]

You can now hire and place individual traders to help you with trading commodities! Each trader has their own specialty that gives you a bonus when they sell their stocks worth of it. You can also place two or more traders next to each other for an additional bonus. Take note of their asking salary and decide who you can afford to hire and where theyll be working from.

Hired NPCs can also have randomized hair, skin, and clothing colors. Rumor has it if you put enough of them next to each other theyll start raving.

Tutorial

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/9d805866e98937bc5654b85c1573d355b653003f.png\"][/img]

A proper tutorial has been added to explain basic stealth and espionage mechanics including light and sound, lockpicking, night vision, shooting, and hacking. Its entirely optional, so if youre a go-getter you can skip it entirely and figure everything out for yourself.

Dialogue

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45672532/cbd8f23fa56c15e827cbc025f56e75dcfcf0c8d8.png\"][/img]

Lots of other dialogue has been changed, and the overall flow of the story has been made more coherent. Each character now has their own specific goal that youll play a part in helping them achieve for better or worse.

And finally, Conflict of Interest has been selected for the Debut Festival run by GameDev.ist ! Its a small but important step in getting the game closer to a wider release.

Theres still not set date for when the demo will be available, but its getting closer each day.

[ 2025-08-05 12:37:04 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 20.04 LTS or Debian 12 Bookworm
  • Processor: Intel i3-4150 or AMD FX-6300Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 960 or AMD Radeon R9 390
  • Storage: 2 GB available spaceAdditional Notes: Tested at max settings on 1080p at 60 FPS. Actual requirements may be lower.
  • Memory: 8 GB RAM
  • Recommended Setup

    • OS: Ubuntu 20.04 LTS or Debian 12 Bookworm
    • Processor: Intel i7-8700 or AMD Ryzen 7 2700Memory: 8 GB RAM
    • Graphics: Nvidia GeForce RTX 2070 Super or AMD Radeon RX 5700 XT
    • Storage: 2 GB available spaceAdditional Notes: Tested at max settings on 1080p at 60 FPS. Actual requirements may be lower.
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