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Beta 7 Release Notes

Hello everyone! Devlog #64: https://www.youtube.com/watch?v=F6TRmmHgGs4 Beta 7 should be out now! A lot of our time has been spent building and working out the underlying systems for dynamically assigned missions based on your crew’s faction, as well as a new reputation system that should have more benefits and consequences. This update adds stronger faction roles, the ability to impersonate other factions with stolen ships based on ship registration, and missions that can be assigned to your crew through long range comms. It’s important to keep in mind, these systems were built to lean on the Ship-to-Ship hailing system which is not in the game yet. While ships may or may not be hostile, they won’t hail you and start a discussion yet. We are planning on adding Ship-to-Ship hailing in Beta 8 which should hopefully add more depth to this update. Additions -Added a reputation system that adjusts store prices inside that faction's territory -Added a system that can scramble long range communications to prevent reputation loss or flagged ship status. Nebula storms will also have this effect. -Added a new system for assigning faction-based missions -Added a ship registration system that allows factions to recognize allies. It’s still early, but this can potentially allow crews to “steal” ships while maintaining their registration (provided long range comms are scrambled). -Game saves should now store ship reputation. We’ve done a bit of effort to make sure you can keep your current saves. -New sound effects have been added to the game -We’ve added an ability that can reveal your crew reputation to any ship in the sector; this is still early -Radiation has been added. Areas can now be irradiated; the ExoSuit will slightly help but does not make a player immune to the effects. -New Talent: Anti Radiation Injection -A few abandoned ships have been added as part of the new missions -Added a behind the scenes editor tool that allows us to tweak temperatures more specifically New Programs and Viruses -Block Long Range Comms -Overcharge -Barrage -Syber’s Shield 21 New Missions - New missions for the Alliance of Gentlemen - New missions for the Colonial Union - New missions for the WD Corp - New missions that can be accepted by any faction New Planets -AOG Hidden Stash -WD Base -The Harbor -Artifact Planet III -Grassy Mountain -Cube Caves -Storm Planet -Ice Plains -Asteroid Refinery Changes -Tweaked the radius in which those small space particles appear around the ship -WD security drones have been tweaked to make versions for the CU as well -Nuke damage has been increased -Lighting has been tweaked to reduce improperly lit doors on ship interiors -Pilot AI should attempt to line up to sectors a bit faster -Upgraded Wwise Implementation -Reactors with core safety toggle disabled and running at higher temperatures will begin to leak radiation -The virus screen can now display viruses that are being broadcast by allied ships. These viruses should not try to infect your ship. -Drones will no longer endlessly jump to a continuing distress signal -Tweaked lifeform sensors on all ships so that they are harder to detect -Tweaked the quantum signature of ships while charging their warp drives -Neutral sectors (in white) are now more of a “wild card” where almost anything can show up -Carrier starting components have been tweaked Starmap Changes -Starmap sectors can now be dynamically loaded based on ship position and other variables -Changed some of the visuals -Galaxies can now have different numbers of arms -Adjusted placement of shops in relation to long range warp stations -Tweaked how sectors are labeled for optimization purposes -Added more nebula storms to the galaxy and special visuals to accompany them -Faction territories are no longer large expanses; they are now more likely to be a number of smaller pockets throughout the galaxy. This results in more neutral space. -Adjusted distress signal visual to make it stand out a bit more -Mission sectors have been tweaked -Hub Icons are now visible on the Starmap -Exotic shops are now found in Neutral space Fixes -Fixed a floating geometry issue outside one of the lava planets -Fixed a room culling issue on the W.D. Cruiser -Selecting “Install Ship Components” will now bring out the tab menu -Fixed targeting UI for missiles if the in-game scale is not at 100% -Spent a lot of time ironing out some of the issues on the virus screen; some of them included visual overlap with the comms screen, players joining a game can no longer miss a virus due to timing. The virus screen is also more optimized, will more accurately sort viruses the same on all clients and will no longer show viruses whose sender has been destroyed. -Ship doors will now respond to non-human creatures -Fixed a visual error regarding the “Find Sector” button -Adjusted path networks to account for spawned objects (i.e The Captain's Chair) -Fixed a strange sound issue found on the Grim Cutlass -Fixed a UI sorting issues with the ship list on the right of the screen -Fixed a comms screen issue on the Grim Cutlass -Fixed a shop issue regarding invisible / equipped components -Fixed the AI priorities menu from potentially getting stuck -Fixed a bug that would start a crew in the Grim Cutlass ship if they died in it and performed a Galaxy Reset -Fixed an issue regarding incorrect information as to whether a ship can or cannot detect you -Fixed a small visual issue regarding NPC dialogue boxes -Fixed a visual issue regarding the name on the side of some ships not appearing correctly after changing certain video settings -Tweaking ship component pricing to accurately reflect the level of that component -The Carrier now drops credits -Fixed an issue where programs would not always charge in the correct order. -Fixed an issue regarding distress signals not being accurate after a galaxy reset -Fixed an issue that could potentially cause a desync regarding ship sensors -Fixed another “locker hands” issue that would happen when adding and removing bots -The Carrier now has a tracker missile slot. Its special attribute should also be a bit more powerful. Thanks for your time! Best, The Leafy Games Team


[ 2016-03-29 21:38:06 CET ] [ Original post ]



PULSAR: Lost Colony
Leafy Games
  • Developer

  • Leafy Games
  • Publisher

  • 2021-06-22
  • Release

  • Action Indie Adventure Simulation Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 161  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (4203 reviews)


  • Review Score

  • https://www.pulsarthegame.com
  • Website

  • https://store.steampowered.com/app/252870 
  • Steam Store

  • The Game includes VR Support

    Oculus

     1 

     

    SteamVR

     1 

     

    Keyboard & mouse

     1 

     

    Gamepad support

     1 

     

    Room width requirement

     2 

     

    Room depth requirement

     1.5 

     

    Standing

     1 

     

    Seated

     1 

     

    PULSAR: Lost Colony Linux [1.81 G]

  • Public Linux depots

  • Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you.

    Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.

    Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.

    PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.

    Current Features

    • Online drop-in / drop-out multiplayer
    • Command and control an advanced starship
    • Five unique classes; everyone plays a role on the ship
    • Fast-paced and tactical ship-to-ship space combat
    • Teleport to other ships, planets or stations to join the away team
    • Loot planets and stations for valuable items
    • Board enemy ships to capture them or destroy systems
    • AI crew bots (work in progress)
    • Research and Sample Collection
    • Gamepad support (work in progress)

    Planned Features

    • The Academy (In game tutorial)
    • Meta-multiplayer (daily leaderboards, etc)
    • AI crew bot improvements (with advanced specialties for classes and enemies)
    • Better Captain tools: contextual order system, AI priorities
    • Ship-To-Ship hailing (diplomacy, trade, intimidation and surrender to enemy ships)
    • SteamOS support
    • Oculus Rift support
    • Offline LAN support
    • A healthy amount of polish and love to the systems we already have
    • Optimization improvements
    • Challenge modes
    • More languages
    • A large amount of content to explore and interact with

    FAQ

    Is there an in-game tutorial?


    Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!

    Can I stream and/or monetize game footage?


    Yes! This is our written permission to do so.

    Simulation or Game?


    We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.

    Player versus player modes?


    PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.

    Singleplayer?


    We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.

    Where can I get more information?


    For more information, check out these links below:

    Classes

    Factions

    Roadmap

    Manual

    Forums





    The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.

    If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.
    MINIMAL SETUP
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2 GHz Dual CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • Storage: 10 GB available spaceAdditional Notes: Modern Graphics Card Required (Supported By Manufacturer)
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2.8 GHz Quad CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060Network: Broadband Internet connection
    • Storage: 10 GB available space
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