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Shape your experience - Your way

Trials Survivors is a roguelite that fuses the simplicity of survivor-style gameplay with the loot-driven depth of hack and slash RPGs. Each skill is hand-crafted and endlessly upgradeable, letting you forge unique builds as you face trials set by the constellations. Overcome the odds, embrace the loot, and ascend into an unkillable god.

BULLET HEAVEN – DEFY THE ODDS

As an agent of the stars, you must complete their Trials, survive impossible odds, and push back the encroaching darkness.

Choose from multiple archetypes to define your starting loadout. Your main spell is aimed manually, while all other spells auto-target nearby enemies — letting you focus on movement, survival, and securing loot.

TRIALS AND POWERFUL SYNERGIES

Each run is divided into Trials — cosmic challenges that test your skills, such as surviving for 5 minutes or defeating a set number of enemies before time runs out.

Completing Trials rewards you with experience and upgrades. Collect new spells, enhance your powers, and build devastating synergies to unleash chaos.

RELICS AND PROGRESSION

Collect Relics — powerful, socketable items that grant permanent progression and unlock more player power in every run… if you choose to equip them.

Each Relic grants stats: from global additional projectiles, to increased pierce, extra chain count, bonus damage, and more.

If a stat exists on a spell, chances are there’s a Relic that can supercharge it. The result?

Absolute build freedom — and total disregard for visual clarity.

PUSHING THE SURVIVOR-LIKE FANTASY

We love monster density. This game was built from the ground up to handle absurd numbers of enemies and projectiles on screen.

Our dream? To let you craft an overpowered build worthy of the greatest Hack&Slash games — in under 30 minutes of survival gameplay. And we truly believe we can deliver on that promise.

If that sounds like your kind of chaos, we’d love to have you on board.

EARLY ACCESS RELEASE FEATURES

  • 5 Classes

  • 7 Constellations

  • 57 Spell evolution

  • 2 Biomes

  • Relic Merchant (It's a cat)

  • Tons of loot

Trials Survivors
Angry wispDeveloper
Angry wispPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
New option settings

Demo Update / Build 1.0.14

  • Bug Fix

    [list]
  • Fixed an unintended dash interaction inside the lobby

    [/*]
[/*][/list]
  • Option settings

    [list]
  • Added the option to confine the mouse to the game window

    [/*]
  • Added an option to automatically pause the game when In background

    [/*]
[/*]
  • Developer Note

    • Wishing you all a Happy New Year !

      [/*]
    [/*]
  • [/list]

    [ 2026-01-05 19:21:14 CET ] [Original Post]
    Utility skills & More Optimization

    Demo Update / Build 1.0.13

    • Dash / Utility skills

      Added a unique utility skill to each class that can be used when pressing spacebar\r\n\r\nEach class will have a dedicated utility skill that will reinforce the identity of each class, the two available utility skills are :

      [list]
    • A Dash that leave fire trails behind that can burn enemies, you are also invincible during the dash.

      [/*]
    • A lightning teleport which makes you able to cross over walls but has a bigger cooldown.

      [/*]
    [/*][/list]
    • Visual bug on Linux & sometime Mac

      [list]
    • Fixed a visual issue on Linux & Mac

      [/*]
    [/*]
  • Performance

    • Reduced enemies rendering performance cost by 50%

      [/*]
    [/*]
  • [/list]

    [ 2025-12-20 03:13:18 CET ] [Original Post]
    Performance of VFX & UI

    Demo Update / Build 1.0.12

    • Performance on projectiles

      [list]
    • Huge performance gains on projectiles, some projectiles visual effects have been tweaked.

      [/*]
    • VFX will now correctly be displayed no matter the framerate

      [/*]
    • VFX will now stay accurate to their visuals no matter the projectile speed

      [/*]
    [/*]
  • Controller Input on card selection

    • You can select current spells to check their stats

      [/*]
    [/*]
  • [/list]
    • UI performance

      [list]
    • Tweaked the UI performance to be less heavy on the hardware

      [/*]
    [/*]
  • Known Issue

    • Bluetooth connection when using a PS5 controller isn\'t recognized when booting up the controller during play, current fix is to power the controller with Bluetooth before launching the game

      [/*]
    [/*]
  • [/list]

    [ 2025-12-12 19:18:37 CET ] [Original Post]
    Planned release date

    When will the Early Access come out?

    We are aiming to release the game in [u]Early Access[/u] in [u]March[/u]. We want to flesh out all the components and add them to the demo before going live with Early Access. \r\n\r\nReleasing in March gives us more time to polish every feature, add new content such as more monsters and spells, and integrate your feedback!

    What are the Plan for the Demo

    We are committed to making the demo feature complete, and we plan to progressively update it until it becomes a true vertical slice of what the Early Access version will be.

    Our goal with these demo updates is to be fully transparent about what the game will become. \r\nIf you\'ve enjoyed the demo, the game will only continue to get better.

    Whats Coming Next to the Demo

    • The upcoming update will introduce a defensive mechanic (Dash / Teleport) to give you more control over how you deal with monsters.

      [/*]
    • Next, were looking at implementing the Relics system. \r\nThis will be an important part of the Roguelite progression, giving you additional player power after finishing a run.

      [/*]
    • Great in Game Performance is also extremely important to us. We want to ensure the game can run smoothly on most configurations and optimization will also be an ongoing theme in our updates.

      [/*]

    Thank You!

    We are incredibly happy with the reception of the demo, and I cant stress enough how thankful I am for all the comments and feedback youve given us.\r\n

    Thank you to everyone ! We hope youll continue helping us shape Trials Survivors future, please keep sharing your thoughts and feedback!

    [ 2025-12-03 11:07:06 CET ] [Original Post]
    Card Redraw / Mac OS Version

    Demo Update / Build 1.0.11

    • Mac OS Version

      [/*]
    • Card Redraw

      [list]
    • Added Fate Dice, a new type of currency that allow you to redraw specific elements such as :

      [list]
    • Redraw all the card in hand

      [/*]
    • Redraw the constellation alongside the cards in hand

      [/*]
    • Reroll the value of a card between the bracket of the card

      [/*]
    [/*][/list][/*]
  • Card Draw

    • Added multiple SFX & feedback when selecting cards

      [/*]
    • Better controller support when selecting cards

      [/*]
    [/*]
  • [/list]
    • Constellation Display

      [list]
    • Updated constellation visual presentation

      [/*]
    [/*][/list]
    • VFX Update

      [list]
    • Optimized how skills are made to make sure they don\'t take more resources from the GPU than what they need.

      [/*]
    [/*][/list]
    • Controller

      [list]
    • Fix controller control sometime losing focus when switching between PC input and controller

      [/*]
    [/*]
  • Collectible

    • Added the Fate dice to the loot pool as well as a random rare reward from chests.

      [/*]
    [/*]
  • Bug Fix

    • Health bar font wasn\'t the correct size when filled and not filled

      [/*]
    [/*]
  • [/list]
    • Additional Fixes

      [list]
    • Vulcan is now used by default on Linux

      [/*]
    • Performances Fixes

      [/*]
    [/*][/list]

    [ 2025-11-26 13:42:48 CET ] [Original Post]
    Card Rarity Update & Skill Descriptions

    Demo Update / Build 1.0.10

    • Backend Optimization to CPU Calculations When Using Skills

      [list]
    • Optimized how skills are handled to reduce CPU load, hopefully improving performance on lower-end hardware.

      [/*]
    [/*][/list]
    • Skill Rarity

      [list]
    • Spell rarity now boosts the base stats of a spell, meaning that the rarer the skill is, the stronger it becomes.

      [list]
    • The bonuses you gain from rarity can be quite powerful, as you receive increases to base stats instead of percentage-based boosts.

      [/*]
    [/*]
  • Spell Card Rarity upgrades now appear, allowing you to upgrade a spells rarity.

    [/*]
  • [/list][/*][/list]
    • Skill Rebalancing

      [list]
    • All skills can now evolve after receiving 6 upgrades.

      [/*]
    • Skill damage has been rebalanced according to rarity, higher-rarity spells gain better stats.

      [/*]
    • Spark of Bounciness

      [list]
    • Can now also bounce toward another enemy.

      [/*]
    [/*]
  • Aqua Nova damage increased.

    [/*]
  • Rolling Magma tweaks.

    [/*]
  • [/list][/*][/list]
    • Skill Descriptions

      [list]
    • Spell descriptions now correctly reflect your current global stats and the effects of previous upgrades.

      [/*]
    • You can now hover on previous upgrades to see what you already picked

      [/*]
    [/*][/list]
    • Card Rarity

      [list]
    • Decreased the drop chance of common cards

      [/*]
    • Increased the drop chance of Magic / Rare / Epic & Legendary cards

      [/*]
    [/*][/list]
    • VFX Update

      [list]
    • Tweaked multiple VFX that had higher-than-intended HDR values, which could cause certain skills to appear overly bright.

      [/*]
    • Shader pass updates on Frost Ball and Aqua Nova.

      [/*]
    [/*][/list]
    • New Card Shader Effect

      [list]
    • Cards now feature an additional highlight layer.

      [/*]
    [/*]
  • Controller

    • Added a deadzone to the joystick.

      [/*]
    • You can move around inside the menu with the controller

      [/*]
    [/*]
  • Collectibles

    • Health pickups are now only collected when you are not at full HP.

      [/*]
    [/*]
  • [/list]

    [ 2025-11-11 21:08:22 CET ] [Original Post]
    Auto mode - Better tracking through walls

    Demo Update / Build 1.0.9

    • Feature

      [list]
    • Added auto targeting & auto casting spell

      [list]
    • Attacking manually will make you leave the auto mode

      [/*]
    [/*]
  • Better logic when targeting enemies, auto mode will not target enemies behind walls

    [/*]
  • [/list][/*]
  • Keybinds

    • Added mouse middle mouse scroll wheel to change spells

      [/*]
    • The pause menu will also show input keybinds.

      [/*]
    [/*]
  • [/list]
    • Balancing

      [list]
    • Chain lightning of chaining

      [list]
    • Base damage increased from 10 to 15

      [/*]
    • Can loop between 3 enemies

      [/*]
    [/*]
  • Chain lightning of splitting

    • Can\'t target an enemy which has already been hit once by the spell

      [/*]
    [/*]
  • [/list][/*]
  • Onboarding

    • The onboarding will stay longer at the start of each game and also display which input are tied to the auto mode and swapping spells.

      [/*]
    [/*]
  • [/list]

    [ 2025-10-20 18:56:56 CET ] [Original Post]
    Level-up card distribution - Improvement on leveling up

    Demo Update / Build 1.0.8

    • Balancing

      [list]
    • Card draw update

      [list]
    • The first level is always the constellation of the class.

      [/*]
    • Taking more spells from a specific constellation increases the chance of that constellation appearing.

      [/*]
    [/*]
  • Card distribution

    • Global cards now match each constellation (global cards fit each constellations theme and the spells they give you).

      [/*]
    [/*]
  • [/list][/*]
  • VFX update

    • Level-up visual effects are now more visible.

      [/*]
    [/*]
  • Flow Improvement

    • The game now stops when you level up, reducing the number of misclicks during card selection.

      [/*]
    [/*]
  • [/list]

    [ 2025-10-16 20:04:52 CET ] [Original Post]
    Player Power Rebalance - Collect Range, Slide on Walls

    Demo Update / Build 1.0.6

    • Balancing

      [list]
    • Collect range is now a large radius of 4 meters around the player

      [list]
    • The collect range was too small before, and 4 meters feels much better. Thanks for your feedback!

      [/*]
    [/*]
  • Chest Rewards

    • Base chest rewards have been doubled. Chest rewards now scale with quantity and the current round. This should make opening chests feel more rewarding!

      [/*]
    [/*]
  • [/list][/*]
  • Character Controller

    • No more sluggish movement when touching walls

      [list]
    • Previously, the character would stop when nearing a wall. It now slides smoothly along walls instead.

      [/*]
    [/*]
  • [/list][/*]
  • Controller

    • Added a second input option to select a spell when leveling up

      [list]
    • Controller inputs are still a work in progress, were improving support for the main and pause menus.

      [/*]
    [/*]
  • [/list][/*]
  • Flow Improvement

    • You can now close the pause menu using the same key used to open it.

      [/*]
    [/*]
  • [/list]

    [ 2025-10-15 13:13:10 CET ] [Original Post]
    Tentative Linux support + Bug Fix & Fireball Buff

    Demo Update / Build 1.0.4

    • Bug Fix

      [list]
    • Fixed leveling up when about to die made you able to level-up inside the hub

      [/*]
    • Fixed Fireball of Ammunition not working properly in full auto when having already spent ammo

      [/*]
    [/*]
  • Added Launch options for DX11 / Vulkan & DX12

    [/*]
  • Added [u]Linux Build Support[/u]

    • We will also update alongside windows a Linux branch, this is also taking a bit of resources on the side to maintain but we ideally want to support both [u]Linux & Mac[/u]

      [/*]
    • Some issues might be exclusive to this version, we would very appreciate if you could report those to us!

      [/*]
    • Hopefully the [u]Steam Deck version[/u] works better using this Linux build, there still is a lot for us to do to optimize the game for the best experience, but this is something we want to support in the future too!

      [/*]
    [/*]
  • [/list]

    [ 2025-10-14 19:54:14 CET ] [Original Post]
    Demo Release and what the future holds

    First big release - Our demo is out !

    This is a huge milestone for us! We are a team of two and after working a lot on the game content, We\'re super happy to be able to share the game in a demo format with you all. While some elements are not perfect, we feel like the current demo shows what were capable of and gives a good idea of where were headed. Over the next few demo updates, we\'ll bring more of our vision to life.

    Whats Coming Next

    Were already working on updates to improve the demo experience and expand gameplay features. Heres what you can expect in upcoming versions :

    • Improved clarity - More explanations for mechanics when picking up cards.

      [/*]
    • Card highlights - See which cards are upgraded before you choose them.

      [/*]
    • Card re-rolls - Re-roll your level-up card choices for more flexibility.

      [/*]
    • End Game Scoring - Track your performance and progress after each run.

      [/*]
    • Full Auto Toggle - Switch to automatic targeting whenever you feel like it.

      [/*]
    • Dash / Movement Skills - Escape with new mobility options.

      [/*]
    • Limited Relic System - Grow stronger every run and unlock more progression.

      [/*]
    • Roguelike Progression - Make choices before entering each portal.

      [/*]
    • Quality of Life Improvements - Customizable cursor sizes, new cursor styles, and more.

      [/*]
    • Linux and Mac Versions

      [/*]

    Thank you to everyone who already gave the game a try, we hope that you help us shape how the future of the game looks like, feel free to give us your feedback and let us know what you think !

    [ 2025-10-14 09:18:52 CET ] [Original Post]

    Minimum Setup

    • Processor: Amd Ryzen 5600x Or Intel Equivalent
    • Graphics: Nvidia GTX 1650 or Equivalent
    • Storage: 5 GB available space
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