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Micro Wars
Micro Wars Developer
Micro Wars Publisher
2024-08-29 Release
Game News Posts: 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Micro Wars July Update

[img src="https://clan.cloudflare.steamstatic.com/images/42795567/83c2df5ebbd4985ff3dd9672412c60e346059a73.png"][/img] Version 92

Features:

  • New Commander models and animations

Bug Fixes:

  • Performance improvements

  • Desync fixes for chopper + pronghorn units with low frame rates and 2x/4x replay speeds

  • Many, many minor improvements and fixes

Balance:

  • Chopper Trooper build time increased by 10%

  • Chopper Trooper speed decreased by 10%

The chopper trooper is still a little bit too good early game and doesn't give the defending player enough time to react. This should delay them slightly in the early game and make them harder to spam.

  • Ellisroy Grounds expansion mineral patches reworked to be slightly easier to take

  • Campaign brutal difficulty adjusted to be slightly harder


[ 2025-07-25 17:59:17 CET ] [ Original post ]

Micro Wars Steam Deck Support!

Features: - Offline play now available for campaign and custom games vs. AI - Steam Deck & native Linux support - New models & animations for Stinger & Blazer troopers Bug Fixes: - Revamped touch input stack to be more reliable and work across far more devices - Crash fixes and stability improvements - More fixes for occasional errors that new players and devices can hit Balance: - Chopper trooper damage vs. buildings & harvesters reduced 10%. If you're caught without any anti-infantry, then they can kill your building before you can make a counter a little too easily. This is aggravated by them being an opening unit that is hard to scout. While they melt if approached by any anti-infantry, this should reduce the requirement of building a blind counter early in the game.


[ 2025-02-01 06:00:11 CET ] [ Original post ]

New unit: Chopper!

Features: [previewyoutube=wZS4EPCPoGY;rightthumb][/previewyoutube]

  • New unit: Chopper. An early game scouting and harassment-based melee infantry unit that can deal with both infantry and vehicles and is capable of taking early control over the map.
  • Map pings - use the new button in the tool window, or the default hotkey of 'b' to put a marker on the map for your allies.
  • Progress bars are now shown for all players while loading, and various timeouts and failure modes that could happen during the loading screen have been improved and streamlined.
  • New 'randomize army loadout' button that performs pseudo-randomization while trying to ensure you have at least one unit counter for armor type. These random armies aren't necessarily 'good', but will ensure that you always have a base unit that can shoot at air, for example.
  • New 'reset all hotkeys to defaults' button.
  • New options hide in-game chat and pings.
Bug Fixes:
  • Fixed bug where you could not change the matchmaking queue unless you ban at least one map.
  • Network simulation stability & desync fixes
  • Fixed friends and party player lists incorrectly resetting focus at arbitrary intervals
  • Improved health bar sizing to reduce overlap when units are next to each other
Balance:
  • First unit construction is now reduced by 12s, and initial resources increased to 180. This is much the same as the prior initial building construction reduction change, cutting out downtime in the early game while leaving minimal impact to the relative timings of refinery first vs. production first openings.


[ 2024-12-17 03:34:56 CET ] [ Original post ]

Micro Wars November Update

Features:

  • New 4p map: Grafbour Garden
  • Army loadouts can now be randomized
  • Full integration / cross play / progression tracking with the demo version of Micro Wars (actual demo coming soon!)
Bug Fixes:
  • AI will now not get 'stuck' if there isn't a resource patch within 3 range of their starting HQ, or if the closest/second closest patches don't have 2 empty adjacent hexes for refineries.
  • Armadillo tanks will no longer occasionally spawn the stinger troopers in your base on death
  • Fix for crashes when joining or accepting an invite to a party while the game is loading
  • Fix for bug where too long army loadout names would reset all loadouts
  • Fix for occasional (and yet, for particular PC setups, 100% reproducible) crashes when launching the game for the very first time on a PC
Balance:
  • Carter turret health increased 10%, damage decreased 5%


[ 2024-11-25 01:46:12 CET ] [ Original post ]

Ukranian language support!

Features:

  • Initial Ukranian text localization
  • New fonts for all languages
  • New mountain models!
Bug Fixes:
  • Fix for simulation deadlock in certain situations
  • Fixed bugs where army loadouts and/or campaign progress could very occasionally not reflect the latest changes on relaunching game
  • Armadillo tanks in Riptide transports no longer 'crush' infantry loaded into other Riptide transports.
  • Maps that use walls now allow the players' first building to build quickly
  • Officer buff no longer persists when the officer dies
  • Continued performance improvements
  • The temporary loadout persists across games now rather than randomizing to allow for adjustments and refinements, and using the temporary loadout for matchmaking no longer results in a new random army in game (different from what was shown while queueing/searching)
  • Fix for additional cases where units could occasionally get stuck on top of each other.
  • Improved unit pathing when attack move is issued that better takes into account the unit's position within its hex. Issuing attack commands while a unit is moving should feel a lot better now.
  • Fix for rare crashes that could occur when issuing attack orders on the same frame that units are destroyed.
  • Fix for randomly selecting units/buildings when dragging the selection box exactly horizontally or vertically.
Balance:
  • M.A.D. Trooper attack delay reduced from 5s to 3s. It was just too long in between the two models firing and frustrating to work with.


[ 2024-10-31 07:30:33 CET ] [ Original post ]

Balance Update + Portuguese/Spanish Localization!

Features:

  • Text localization for Portuguese and Spanish (Latin America)
  • New map preview and map editor icons
  • New grass tileset mountains
  • New configurable hotkey mappings for panning the camera (default: arrow keys)
Bug Fixes:
  • Hotkey remappings to non-alphabetical keys such as the "-"/"=", numeric, and numpad keys now work. Note: some hotkeys mappings that happened to work to non-alphabetical keys previously may be reset with this update (such as the bracket keys) if you were using them; re-assigning the hotkey back will fix it.
  • Performance improvements in map editor
Balance:
  • Initial resources increased from 140 to 160 minerals
  • First building construction time reduced 16 seconds
This speeds up the early game by making the first building construct in 2 seconds (barracks/factory/airport) or 4 seconds (refinery). All interactions remain the same in terms of relative timings, just everything starts 16s faster. The increased initial resources makes up for the lost passive income during those cut 16s, and provides a few more resources than previously to make some openings a little bit smoother (especially surrounding second refinery timings).
  • Protura harvester health increased 10%
  • Repair cost (buildings and harvester) reduced from 90% to 50% of building cost
Harvesters are slightly too easy to kill right now, so this change gives them a little bit more survivability. Furthermore, once you're on the defensive often you have to repair your buildings/harvesters and thus fall even further behind repairing them. This drastically reduces the drain on your economy to repair things, while still retaining the interesting tradeoff of repairing vs. being vulnerable to future attacks. While reduced, it also preserves the economic benefit to harassing even when unable to fully kill harvesters so it's still not all-or-nothing, especially now that it takes ~10% more time to kill harvesters.
  • All units' additional locked-on range increased from 10% to 50% of the hex
  • Stinger, Armadillo, Blazer, Goliath, Buffalo, Stratus, M.A.D. trooper, Devastator, Earthshaker, Engineer turret, Fossa, Hailstorm, Hellbender, Nimbus, Sprite, and Tempest lock-on delay decreased
A lot of units have issues chasing and getting shots off against moving enemy units. These changes address this first by increasing the lock on range so units can fire on fleeing enemy units that are further outside of the 'normal' range -- for example 1 range units need to be within 1 hex in order to lock on, but then can continue to fire on the locked-on unit as long as it stays within 1.5 hexes (previously this was 1.1 hexes). This change allows units to get a few more shots off when the enemy is fleeing, and helps when pursuing a unit where before often a unit would stop to fire with the enemy unit at max range but by the time the unit was ready to fire the target had already moved out of range resulting in the pursuing unit never actually firing. Secondly and to improve those interactions further, this reduces the lock-on times for a lot of units which previously which were in the 300 - 500ms range. A couple of units retain long lock-on times, but generally things that were 300ms before are now 100ms (along with the majority of units not on this list) and units with 500ms lock-on times now are 250ms. This should make the units much more responsive and be able to get more shots off on moving/fleeing enemy units. The lock-on times changes do not affect DPS.
  • Infantry movement speed penalty on forests reduced from 10% to 5%
  • Infantry movement speed penalty on rivers reduced from 50% to 40%
The barracks has the worst mobility of the three buildings, and is being balanced accordingly in terms of unit power. However, these are aspects where infantry are unique from vehicles and this further accentuates that differentiation. This should help infantry catch fleeing units easier in certain circumstances and better take advantage of their unique mobility options.
  • Engineer turret build time decreased from 12s to 9s
  • Engineer health increased 10%
  • Engineer turret missile damage vs. harvesters doubled from 40 to 80
  • Engineer unit description now reflects the turret's DPS and stats as being good against vehicles and air while being bad against but able to target infantry
The engineer is intended to be a more defensive alternative to the Stinger trooper, but the amount of setup time required precluded using them even on defense as pretty much any unit could kill the expensive engineer with no threat of retaliation before the turret could go up. This is a sizable buff, and we'll be keeping our eye on the engineer's performance as we do not want it to become oppressive and choke out other units. Turrets do a lot damage over time, but the goal is that turrets still need supporting units past the early stages of the game. While the buff vs. harvesters might seem like a lot, it still doesn't do very much damage to harvesters and reflects more the comically small damage it was doing before.
  • Stinger trooper health increased 10%
  • Jackal cycle damage vs. infantry decreased 10%
  • Sprite damage vs. infantry decreased 8%
  • Hellbender cost increased to 45
The Stinger vs. Jackal/Sprite matchups were balanced such that whoever was on defense would win. However, both the Jackal and Sprite are more maneuverable than the Stinger and thus almost always were on defense or could get potshots off while the Stinger couldn't really retreat. This changes those matchups so that the Stinger wins reasonably handily on defense and just barely wins on offense when on plains or better. This now requires the factory/airport player to use their maneuverability to their advantage (e.g. taking a communication tower, getting 2-on-1's, or catching Stingers on roads/pads) to trade more effectively rather than just being able to just roll over barracks openings. This also means that it's harder for the factory/airport player to save up for Hellbenders and Cloudbursts giving the barracks player more time to perpare for the anti-infantry tier 1.5/2 units that still do quite well against Stinger troopers. This relationship perhaps has the most impact on what buildings and openings are good right now, and so we will be monitoring this and continuing to adjust the utility/speed vs. combat power tradeoffs among the buildings.
  • Bully cycle health decreased 10%
  • Bully cycle damage vs. vehicles decreased 5%
  • Bully cycle damage vs. air decreased 15%
Bully cycles did it all. They're fast, lots of effective HP due to how the model destruction breakpoints worked, and had a large frontloaded DPS that among other things effectively shut down all the early game air units. These changes adjusts the breakpoints and drastically change several matchups while leaving others mostly untouched -- in particular now on regular terrain it takes 2 Stinger or Engineer missiles to kill a model (down from 3), and 4 instead of 5 Nimbus missiles while most other things (Tigers, Tempests, the mirror, etc.) are unchanged. Bully cycles now take just over 2 missiles to kill a Nimbus model and all 4 missiles to kill a Sprite model. While the Bully still beats these air units (and the matchup vs. the tempest is mostly unchanged), it beats them slower, requires more micro, and leaves less models left over. The vehicle damage has a smaller impact to matchups, but does make them take a little bit longer to kill things like harvesters.
  • Pronghorn tank health increased 10%
  • Buffalo tank attack speed increased 10%
  • Riptide transport cost decreased from 35 to 30
  • Sunshade patcher cost decreased from 40 to 35
  • Blazer trooper attack damage increased 10%
  • Officer cost decreased from 50 to 45
  • Stratus missile reload time decreased 10%
  • Gorgon artillery setup delay decreased by 10%
These units are niche units or otherwise are outperformed by their alternatives making them hard to get onto the field. These are some small buffs to make them easier to get out and more competitive with their alternatives.
  • Selina Bribery ability now only bribes the target unit for 30s before the unit reverts to the owning player
  • Selina Bribery ability cost reduced from 80 to 40
This ability was, to put it mildly, a little bit strong and while it's fun to steal your opponent's units it's a lot less fun to be on the receiving end with almost no counterplay available. These changes modify the ability entirely into a tempo ability and give both players opportunities to out-maneuver and play around when the bribed unit will revert back. We're watching the overall power balance of this ability to refine it more as we want the defending player to have options but also give the Selina player the time to use the bribed unit effectively. This may not be balanced yet, but with the revert we're more confident we have the appropriate levers to tune and balance this moving forward.
  • Marshall Tank Drop ability no longer can be used within 2 range of an enemy building
  • Marshall Tank drop ability cost increased from 70 to 80
  • Chaeya can no longer construct buildings outside of 'normal' build radius within range 1 of an enemy building.
Most abilities in the game are balanced to not do very much damage to buildings/harvesters compared to units. An exception to this is the tank drop where the resulting effect is just a regular Tiger tank that is very good at killing harvesters. This change makes it so that the defending player has a little bit more warning time when the ability is used before the Tiger is potentially on top of their harvesters, and more counterplay for guarding the paths the tiger tank could come from. Furthermore, with a Tiger costing 50 minerals this ability was effectively "pay 20 extra minerals to instantly build anywhere on the map" which is a lot of value. This increases that slightly to 30 extra minerals to bring the value statement more in line with other abilities. In a similar vein, Chaeya now can no longer build next to enemy buildings except where normally any commander could. Chiefly, this prevents you from building next to enemy refineries.
  • Chapman Conscription ability cost reduced from 90 to 70
This ability is a late-game ability as it scales with the number of buildings you have and thus is pretty bad in the early game. However, it was taking a few too many buildings before the tempo gained from having the extra chaff was worth it. This brings that point a little sooner so that it should be more viable sometime in the late midgame as you approach the 5-6 building count (e.g. 2 refineries + 3 production structures + headquarters is roughtly the breakpoint where it 'pays for itself').


[ 2024-09-27 05:21:46 CET ] [ Original post ]

French Localization!

Features:

  • Added localization for French text, and new language selection dropdown in settings (more languages coming soon!)
  • New region information and selection options for custom games. Now you can see the expected region and RTT when browsing lobbies and when in the lobby before the match begins. It's now possible to override the region when creating a lobby.
  • New Ratter and Rocketeer trooper models. Note that these are better in terms of differentiation against other infantry, but this is a work in progress and we know they have some visual overlap still with existing infantry. We are working on updating the others as well which should iteratively make this better, and bring all the models back into congruence and consistency.
  • Custom game lobbies now default to "Show Army Unit Types" rather than "Show Armies"
  • Commander ability costs are now displayed on the commander select menu
  • Unit speeds are now displayed on the army loadout unit description cards
Bug Fixes:
  • (More) soft-lock prevention in Campaign Mission 1
  • Fix for crashes resulting from rare edge cases in queueing units to build multiple times without enough resources when the PC is set to a language that uses commas instead of periods for decimal points.
  • Fixed some performance issues with the main menu especially apparent with older graphics cards. The main menu is still less performant than it should be for what's happening, but this is a step in the right direction and should alleviate the worst of the pain.
Balance:
  • 5% increase to Stinger Trooper attack speed
  • 5% increase to non-tech infantry speed
  • 5% decrease to Bully cycle attack speed
  • 5% decrease to Jackal cycle attack speed
Stinger troopers often are barely not able to reload and get a second round of attacks in before their soft-counters can kill them. This should let them fire one or two more rockets which won't secure the kill, but will get more chip damage in. Furthermore, jackal/bully openings can be overwhelming unless played against perfectly, so touching them ever so slightly along with the infantry speed buff to bring the opening buildings closer together. The change to allow factory/airport first openings made the barracks slightly weaker and this is a small adjustment towards evening them out. Airport openings can still get map control relatively easily, and should benefit from both the jackal/bully changes too.


[ 2024-09-17 06:49:59 CET ] [ Original post ]

New Commander Ability Icons!

Version 81 Features:

  • New commander ability icons!
Bug Fixes:
  • Fixes for errors when joining game lobbies just as the lobby is being cleaned up
  • Contested pads now properly de-capture the building over time
  • Adjusted HP bar sizing to avoid overlap at "medium" zoom out distances
  • Surrendering in co-op when a map text is being shown and blocked by a remote user now allows you to leave the match.
  • Matchmaking rating bugfix that would cause inflated increases/decreases the further apart the MMRs were (into absurdity in some cases - no more losing 8000 MMR points in one game!). All shown ratings have been increased (the underlying values are consistent) to prevent the shown MMR from ever going negative which is just a bad feeling.


[ 2024-09-03 02:24:46 CET ] [ Original post ]

Micro Wars condenses the classic real time strategy formula down into a small, compact form. Build a base, mine some resources, train some units, and then make sure to micro and position them well in short, fast paced battles.

Pick from 13 unique commanders, each with a special twist on gameplay and a unique ability. Maybe, you’ll pick Elias, the mechanic, who can research new units faster and cheaper than his comrades and can call down a healing beam to replenish his depleted forces. Perhaps instead you’ll choose Voltaire, the master tactician, who can leverage the terrain to his advantage and can construct a temporary bunker anywhere on the battlefield. Or, you prefer to rule the skies with Estelle, the flying ace, who’s aircraft carry heavier payloads to their targets and who can call in an airstrike to deal devastating damage in a wide swath across the battlefield. Craft a strategy suited to your specific playstyle and devastate your opponents!

With your commander, further customize your army by choosing 9 units to bring into battle. Will you keep an even mix of early and late game across infantry, vehicles, and air units or will you specialize to execute your strategy? Units follow a rock-paper-scissors model, such as flamethrower units burning enemy infantry to a crisp, but barely able to leave a scratch on tanks. With over 30 units to pick from, there's always a fresh approach to take to crush your opponents!

With a selection of armies ready to take to the battlefield, bring your friends along in online battles with up to 8 players. Maybe you'll team up to climb the ladders in the ranked matchmaking, or jump into a custom game lobby for a wild free-for-all. A builtin map editor and the Steam Workshop lets you explore endless creativity and map mode types if you aren't feeling like matchmaking. Or, perhaps you want to watch your friends and take notes on their strategies with the observer mode and replays?

Maybe you need a break from all that online gaming and you want to work through the campaign following Elias and Voltaire as they fight for the Union against the resurging Dominion forces.

No matter what mode you want to play, take Micro Wars on the go with a touch-friendly interface and an even playing field between mouse/keyboard and touch.

Micro Wars is a passion project with a small development team.

MINIMAL SETUP
  • Processor: Intel I5 or higherMemory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 4 GB available space
  • Memory: 4 GB RAMNetwork: Broadband Internet connectionStorage: 4 GB available space
  • Storage: 4 GB available space

GAMEBILLET

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MacGamestore

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