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Maia 0.65: Non Stop

It's that time of year again! For a holiday? No! What's a Holiday?! It's time for another Maia update of course. https://youtu.be/sn2QTFseTEs

Hands-On.


Colonists are now able to hold items whilst walking around the base allowing them to telegraph what task they are hoping to do next. A colonist with a hammer may be on their way to build some room segments, one holding a wrench on a build or repair job, rations the food station or storage, and a colonist holding a glow stick during a blackout might just be afraid of the dark.

Intentional Bugs


Insects form a critical component of any food chain, and on Maia the rule holds true. The new flying insects will provide a food source for the smaller alien creatures, allowing them to broaden their diet and grow quicker. The bugs use bioluminescence for mating, so exterior base lighting might attract their attention and cause them to swarm your colonists.
The migration and breeding of the alien life has changed to reflect this new system. The balance should reduce the risk of equipment destruction or alien incursions to new bases, but increase it substantially later in the game.

Physical Research


Raw research data is now represented by physical data tapes in the world, allowing colonists to stockpile and store information they have learned about the planet ready for it to be crunched into new technologies and techniques in the research lab computer systems. Just be careful to keep them dry and safe, magnetic tape is flimsy and extremely flammable.
 

Colonist Variation


As well as adding several new colonist visual models into the game this update brings new psychological differences to your colonists. The personality of a colonist can effect their motivation, moods, how they interact with others and even their susceptibility to certain mental conditions. Picking the right traits might just be a matter of life and death.

Announcements


The base system will now announce many more of the incoming issues and disasters facing your colony. Many sounds have been added or tweaked in the game world and user interface to give better feedback and a more balanced soundscape.

Performance Changes


New cache optimisations, path finding changes, C++ code modernisation and threading balance has improved CPU performance for large bases up to 40%.

Other Notable Changes:


  • Stand alone missions extended
  • Chickens set for destruction will be prioritised for eating over others.
  • Chickens respond to player by ejecting feathers.
  • Utility robot is now much less likely to immobilise itself in first person mode.
  • Text crawl effects reinstated for new emails and messages from colonists.
  • Updated (deliberate) glitching effect on infotips of objects hit by solar flare eletromotive effect.
  • Clean up of solar arrays and geothermal infotip generation.
  • Meteor strike lighting tweaked.
  • Communications tower now repairable by robots.
  • Megacephalagia initial migration randomised to prevent email spam.
  • UI made more responsive.
  • New item descriptions.
  • Photosynthesis more accurately linked to light wavelengths.
  • Work light power usage reduced according to what colour the light is.
  • Colonists walking and running tweaked. Fix for stamina and stop-start running.
  • Movement tweaks to reduce pauses waiting for doors.
  • Colonist social needs reduced so they waste less time.
  • Colonists can turn faster in suits to prevent them getting stuck walking in circles.
  • Starting base has a wall screen to hint to new players they should be using them.
  • Snap-to-grid key now rebindable.
  • Bulkhead doors and airlocks are more effective at stopping cave ins.
  • Plant blight spreading behaviour changed (If you get a lot of blight, plant less crops!)
  • Fix for object selection issues when tracking or when setting colours.
If you want to see more changes to the game as they go live. Get on the Development branch on Steam. You can also watch as I update the repo on the development site. As always I am very open to feedback and will fix bugs as we find them or they are reported. If you are enjoying playing the game, please remember to leave a Steam review!


[ 2017-12-22 21:36:02 CET ] [ Original post ]

Maia 0.65: Non Stop

It's that time of year again! For a holiday? No! What's a Holiday?! It's time for another Maia update of course. https://youtu.be/sn2QTFseTEs

Hands-On.


Colonists are now able to hold items whilst walking around the base allowing them to telegraph what task they are hoping to do next. A colonist with a hammer may be on their way to build some room segments, one holding a wrench on a build or repair job, rations the food station or storage, and a colonist holding a glow stick during a blackout might just be afraid of the dark.

Intentional Bugs


Insects form a critical component of any food chain, and on Maia the rule holds true. The new flying insects will provide a food source for the smaller alien creatures, allowing them to broaden their diet and grow quicker. The bugs use bioluminescence for mating, so exterior base lighting might attract their attention and cause them to swarm your colonists.
The migration and breeding of the alien life has changed to reflect this new system. The balance should reduce the risk of equipment destruction or alien incursions to new bases, but increase it substantially later in the game.

Physical Research


Raw research data is now represented by physical data tapes in the world, allowing colonists to stockpile and store information they have learned about the planet ready for it to be crunched into new technologies and techniques in the research lab computer systems. Just be careful to keep them dry and safe, magnetic tape is flimsy and extremely flammable.

Colonist Variation


As well as adding several new colonist visual models into the game this update brings new psychological differences to your colonists. The personality of a colonist can effect their motivation, moods, how they interact with others and even their susceptibility to certain mental conditions. Picking the right traits might just be a matter of life and death.

Announcements


The base system will now announce many more of the incoming issues and disasters facing your colony. Many sounds have been added or tweaked in the game world and user interface to give better feedback and a more balanced soundscape.

Performance Changes


New cache optimisations, path finding changes, C++ code modernisation and threading balance has improved CPU performance for large bases up to 40%.

Other Notable Changes:


  • Stand alone missions extended
  • Chickens set for destruction will be prioritised for eating over others.
  • Chickens respond to player by ejecting feathers.
  • Utility robot is now much less likely to immobilise itself in first person mode.
  • Text crawl effects reinstated for new emails and messages from colonists.
  • Updated (deliberate) glitching effect on infotips of objects hit by solar flare eletromotive effect.
  • Clean up of solar arrays and geothermal infotip generation.
  • Meteor strike lighting tweaked.
  • Communications tower now repairable by robots.
  • Megacephalagia initial migration randomised to prevent email spam.
  • UI made more responsive.
  • New item descriptions.
  • Photosynthesis more accurately linked to light wavelengths.
  • Work light power usage reduced according to what colour the light is.
  • Colonists walking and running tweaked. Fix for stamina and stop-start running.
  • Movement tweaks to reduce pauses waiting for doors.
  • Colonist social needs reduced so they waste less time.
  • Colonists can turn faster in suits to prevent them getting stuck walking in circles.
  • Starting base has a wall screen to hint to new players they should be using them.
  • Snap-to-grid key now rebindable.
  • Bulkhead doors and airlocks are more effective at stopping cave ins.
  • Plant blight spreading behaviour changed (If you get a lot of blight, plant less crops!)
  • Fix for object selection issues when tracking or when setting colours.
If you want to see more changes to the game as they go live. Get on the Development branch on Steam. You can also watch as I update the repo on the development site. As always I am very open to feedback and will fix bugs as we find them or they are reported. If you are enjoying playing the game, please remember to leave a Steam review!


[ 2017-12-22 21:36:02 CET ] [ Original post ]

Maia
Simon Roth Developer
Machine Studios Publisher
2018-11-23 Release
Game News Posts: 43
🎹🖱️Keyboard + Mouse
Mostly Negative (822 reviews)
The Game includes VR Support
Public Linux Depots:
  • Maia Linux [1.72 G]

About This Game


Maia is a strange and hostile alien world, toxic to humans, yet lush with new life. Your mission is to colonise this poison eden, survive it's dangers and establish humanity's first foothold in the stars. Created by independent developer Simon Roth, Maia is a space colony simulation game about surviving and thriving on another world.

Build your Base


Burrow into Maia's mineral rich crust to build and manage a complex base that fulfills your colonist's needs. They'll need somewhere to sleep, somewhere to build and a steady supply of food, water and energy.

An Enormous Procedurally-Generated World


Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated mission areas, each one up to 2km by 2km in size.

Challenge Yourself


In addition to the sandbox mode players can take on four specific missions, with more to come in updates. Deal with an influx of refugees from a stricken space station in Cassiopeia, survive the perpetual night of arctic winter in The Twilight Zone, study Maia's local ecosystem in SN1572 and begin to terraform the planet in the shadow of an active volcano in Stratospheric Sulphates.

Research and Learn from the Planet to Survive


Maia is a hard science fiction game based on real or extrapolated technology. Some of the colonist's tools have been brought with them, but others must be fabricated from what they can find. Once your base is up and running colonists can begin to study the native environment researching new ways to use the flora and fauna of Maia to their advantage.

Dangerous Atmosphere


Maia's atmosphere is toxic to humans, so to keep safe you'll need carefully manage the atmosphere around your base with well placed airlocks, atmosphere generators, heaters and air vents. Air flow and heat circulation are realistically simulated, emulating the deadly challenge of surviving on an alien world.

Advanced Colonists AI


In Maia you don't have direct control of your colonists, they operate on their own initiative, fulfilling their wants and needs. You'll need to take care of both their bodies and minds if you want any of them to survive.

An Army of Robots


Colonising an alien world isn't something humanity can do alone, instead they've created robotic helpers to do the jobs they don't want to. The I.M.P. robot digs through Maia's crust and collects useful minerals, while the Utility Repair Robot takes care of all that routine maintenance humans can't be bothered with.

First Person Mode


Experience Maia through the eyes of your pet robots. Assume direct control and explore your base in first person, directly interacting with it by performing your robotic tasks. Become part of the world you've built.

Genetically Engineered Super Chickens


To survive, your colonists will need to create and manage new sources of food, thus the people of Earth designed the genetically engineered super chicken, the Uberhuhn. With enough time and diligent research you can even begin to collect and herd the native wildlife of Maia. Unfortunately most of it tastes terrible.

Custom Engine


Maia runs on a custom game engine made by independant developer Simon Roth. It is used exclusively in Maia and is purpose built specifically to support this game.

Immersive Soundtrack

Maia's immersive sci-fi soundtrack adapts and responds to in game events, ensuring it always reflects the mood of the game.

The Inspiration

Maia was inspired by games such as Dungeon Keeper, Theme Hospital and The Sims. It mixes strategy, management and construction with dark gallows humour about the many dangers of an alien world. Maia also draws from the retro future style of 1970s sci-fi.

To Come

  • A full story driven campaign, several hours long.
  • More rooms, and new base management systems.
  • Multiple bases.
  • More indigenous life forms and a functioning food chain.
  • Somewhat sassy computers.
  • Realistic water and lava simulation.
  • Cats with bee suits.

Get Involved


One of the great things about early access is being able to have players follow along with the game’s creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via Twitter or our Development Blog. If you need some help with getting started in the game, you can check out our guides, head over to the official wiki or sign up to the forum.

MINIMAL SETUP
  • OS: 64 bit
  • Processor: Intel Core i3-10100 or AMD Ryzen 3 3100Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Nvidia 280 or ATI 5770 - or equivalent with 1GB VRAM
  • Storage: 4 GB available spaceAdditional Notes: OpenGL 3.2 support is required.
RECOMMENDED SETUP
  • OS: 64 bit
  • Processor: Intel i5-3570K or AMD Ryzen 3600Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Nvidia GTX 470 or ATI 5870 - or equivalent with 2GB VRAM
  • Storage: 4 GB available spaceAdditional Notes: OpenGL 3.2 support is required.
GAMEBILLET

[ 5556 ]

4.08$ (59%)
12.59$ (16%)
17.39$ (13%)
41.49$ (17%)
21.22$ (15%)
8.39$ (16%)
52.74$ (12%)
4.19$ (16%)
20.74$ (17%)
16.52$ (17%)
16.77$ (16%)
16.79$ (16%)
16.59$ (17%)
2.47$ (17%)
17.79$ (11%)
25.47$ (15%)
5.77$ (17%)
21.24$ (15%)
16.96$ (15%)
12.74$ (15%)
21.24$ (15%)
11.01$ (15%)
12.59$ (16%)
20.99$ (16%)
37.32$ (17%)
10.67$ (11%)
8.69$ (13%)
16.79$ (16%)
13.79$ (8%)
8.39$ (16%)
GAMERSGATE

[ 1295 ]

6.9$ (54%)
1.5$ (85%)
4.25$ (79%)
39.99$ (20%)
2.25$ (85%)
3.25$ (75%)
0.45$ (85%)
4.95$ (67%)
3.75$ (75%)
35.99$ (10%)
16.0$ (60%)
5.52$ (82%)
2.0$ (90%)
10.49$ (30%)
2.55$ (83%)
8.5$ (66%)
6.96$ (83%)
8.0$ (60%)
1.5$ (85%)
0.75$ (85%)
3.75$ (85%)
0.6$ (85%)
5.78$ (71%)
1.88$ (81%)
11.99$ (40%)
16.74$ (33%)
1.32$ (91%)
2.0$ (80%)
0.75$ (85%)
0.75$ (85%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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4 days, 2 hours, 45 minutes


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11 days, 2 hours, 45 minutes


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13 days, 2 hours, 45 minutes

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