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Beta 23 Release Notes - The Madman's Mansion

Hey everyone! Devlog #80: https://youtu.be/VSGxyV4WVks Beta 23 is now live! Its mainly focused on adding end game content for the Alliance of Gentlemen faction. In these new missions, your crew will be stealing cargo from a W.D. transport ship, breaking a prisoner out of a secure prison, and gathering equipment in order to pull off a heist in the mansion of the notorious businessman Torsten Rowe. In addition to the new content, we also added penalties and bonuses to player death. Your maximum health will now degrade each time you respawn. Conversely, each jump you make will increase your maximum health and can even surpass what you started with. We made an additional pass on a few of the currently implemented Sector Commanders. The two that received the biggest changes were the Grim Cutlass and the Ancient Sentry. You can read more about the changes below! This update concludes the faction-specific end game content that we have planned. There will be a handful of other non-faction related ways in which youll be able to gain Lost Colony Data fragments, which well be adding in the near future. Were excited to hear feedback on the new content as well as the other additions. Thank you for any reports! Faction Specific Additions (potential spoiler warning!) -New Sector: WD Transport - A W.D. ship holding cargo and flanked by armored security drones -New Sector: Hollow Rock - Secret CU prison sector for especially dangerous prisoners -New Sector: Old Factory - Abandoned robot factory -New Sector: Torsten Rowes Estate - The Madmans Mansion -New Area: The Captains Quarters on the Estate -New Planetside Enemy: Downed Protector - A massive creation, luckily its already defeated... -New Planetside Enemy: Guard Drone - Teleporters guards to its location if it spots intruders -New Planetside Enemy: Assassin Bot - This entity can be slowed, but not stopped entirely. -New Item: The P.U.N.T. Chip - A missioned related item -New Item: Estate Access Card - Grants access to the Captains Quarters on the Estate -New Mission: Open Call - Given through long range comms (requires AOG faction, crew level 3 minimum) -New Mission: Break Out Conrad - Given by NPC the Caretaker in the Captains Quarters of the Estate (requires mission Open Call completed and related quest component in cargo) -New Mission: Investigate Prison Cell - Given by NPC Saliki in the Captains Quarters of the Estate (requires mission Break Out Conrad to be in progress) -New Mission: Retrieve Robot Head - Given by NPC Conrad in the Captains Quarters of the Estate (requires mission Break Out Conrad completed) -New Mission: The Madmans Mansion - Given by the Caretaker in the Captains Quarters of the Estate (requires mission Retrieve Robot Head completed) -Added 4 New Mission NPCs Additions -New System: Fluctuating Health - Each time your character dies, their maximum health decreases. If you character does not die in the current sector, their maximum health can increase in small increments upon warping. -New System: Pin Screens - Screens near security checkpoints. These screens require the correct pin to be entered before they can be unlocked. The pin numbers can be found somewhere within the sector on data pads or memos. -New System: Limited Teleportation Dock - You can teleport into certain restricted stations only if your ship is located within a specific area. -New System: Mission Status Toggle - Allows us to show or hide different elements in a level based on the status of a specific mission -New Item: Revitalizing Syringe - Using this consumable item will not only fully heal you, but will also increase your maximum HP to its highest possible state. -New Sound Effects: Robot and Sylvassi will sound appropriate when damaged -Captains can now target destroyable space objects. They appear on the top-right corner as condensed versions of normal ship targets. -New Ship Component: CU Long Range (tweaked) - The Grim Cutlass has modified this main turret. Changes -Captains can move cargo to other cargo slots (including hidden cargo slots) without having to be near a repair depot. -Enemy AI Aiming has been tweaked. They are slightly less accurate and sometimes take longer before shooting / in between shots. -Enemy AI weapon distribution has been altered. They are less likely to be equipped with the really powerful weapon varieties. -AI behavior for Repel Invaders and Defend Self (Ship) has been improved. AI will now begin to search for potential intruders. -Enemy AI crews will now have talents randomly applied to them. -AI movement has been tweaked -Updated default AI priorities regarding the Defend Self (Ship) behavior. This is a slight tweak and wont give a prompt to players to reset to default AI priorities. -The Grim Cutlass now has improved shields and upgraded cyberdefense. Its crew has also been given upgrades. -The Grim Cutlasss crew now starts with better weapons. -The Caustic Corsair has had its toxic interior effect removed. -The Ancient Sentrys EMP ability has been replaced with an overcharge generator in its core. -The Ancient Sentry now has two destroyable systems embedded in its hull. The first system allows the Ancient Sentry to repair itself over time. The second system allows it to fire missiles. Destroying each system will prevent the Ancient Sentry from performing that specific ability. -The jump count restriction for the W.D. mission Weapon Demonstration has been removed. This allows crews to leave and revisit once they are a higher level / better equipped without the mission failing. -Targeting drop-down option in the TAB menu for captains has been changed to two options: Auto-target and clear target. You can still click on the ships directly in the upper right to target them individually. -Tweaked the current ship target visuals -Decreased likelihood of cargo inspections. They should no longer be assigned until chaos level 3, and they should also be rarer. -Heavy Pistol has been tweaked, it fires slower and does a bit less damage -Elite versions of humanoid enemies have had a few tweaks Fixes -Fixed an issue with extracting special components, now preventing them from also dropping when the same ship is destroyed -Fixed a naming issue with the I.M.P.A.C.T. prototype. -Fixed a few issues occuring on BSOs (boardable space objects - stations with windows) -Improved the networking on missiles exploding in space -Fixed animation issue that could result in characters repeatedly playing the death animation based on where they died. -The language filter should produce fewer false positives. -Improved visuals for Burst Rifle -Automated Trading Station shopkeepers should now be easier to talk to in certain situations -Fixed a lighting issue on the W.D. Cruiser -Fixed crew bot issue that broke their ability to navigate the ship after they play Liars Dice -Fixed a sound issue on the Ant Colony Planet Thanks for your time! Best, The Leafy Games Team


[ 2019-05-08 16:11:49 CET ] [ Original post ]

PULSAR: Lost Colony
Leafy Games Developer
Leafy Games Publisher
2021-06-22 Release
Game News Posts: 161
🎹🖱️Keyboard + Mouse
Very Positive (4233 reviews)
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
Public Linux Depots:
  • PULSAR: Lost Colony Linux [1.81 G]
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
GAMEBILLET

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