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Echoes of Vasteria wraps the satisfying numbers-go-up core of an incremental game in a chilled, side-scrolling pixel world. Caleb never stops walking. He auto-battles monsters, auto-completes task bars, and keeps collecting resources whether you’re glued to the screen or miles away from your PC.

Core Loop

  • Auto-Walk, Auto-Fight – Caleb strolls through an endless overworld and handles combat on his own, freeing you to focus on strategy rather than click-spam.

  • Task Nodes – Logging camps, ore veins, chests, and more appear along the path. When Caleb arrives, a progress bar fills; once complete you pocket the resources automatically.

  • Town Upgrades & Buffs – Spend resources on permanent stat boosts (Damage, Attack Speed, Health, Move Speed, Defense) or trade with NPCs for powerful time-limited buffs. Yes, there’s even a cat who’ll boost your health regen in return for fresh fish.

  • Quests That Matter – Turn in bulk resources or rack up enemy kills to finish quests, unlocking hefty rewards and improving your offline income multiplier.

  • Run, Return, Repeat – Each expedition pushes a little farther, fills a few more bars, and feeds richer data into the game’s in-depth stat tracker and skyline graphs.

Key Features

  • Idle-Incremental Meets Side-Scroller – A relaxing auto-adventure you can leave running in a corner or min-max all evening.

  • Buff System – Offer materials to townsfolk for temporary bonuses that radically shape your next run.

  • Comprehensive Stats & Graphs – Distance travelled, resources gathered per run, DPS trends, task efficiency, kill counts, death logs, and more—visualised in clean, in-game charts.

  • Quest-Driven Offline Gains – The more quests you finish, the faster Caleb hauls in loot while you’re AFK.

  • Zero Micromanagement Combat – Monsters attack, Caleb retaliates, numbers fly—no hotkeys required.

  • Endlessly Progressing Hero – Every upgrade, buff, and quest stacks toward the simple goal: see how far the footsteps stretch this time.

If you love watching numbers climb, graphs fill, and progress bars pop—without constant input—Echoes of Vasteria will be marching on your second monitor for a long, long time.

Echoes of Vasteria
Blindsided GamesDeveloper
Blindsided GamesPublisher
2025-08-10Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (46 reviews)
Public Linux Depots:
  • [0 B]
For the future of EoV

Hey guys, I made a quick survey to see how people feel about the game. Please take a moment to fill it out. its only 7 questsions.\n\nhttps://forms.gle/pHdKDcY5hE4e1dAD6 \n\nhttps://docs.google.com/forms/d/e/1FAIpQLSd9SwZzjBVlnhStI3BWRo6t2ayq0OYSYit5Uk9DuW7_1yJq_A/viewform?usp=dialog \n\nboth links are the same form I just know some people hate shortened ones.

[ 2025-12-06 03:57:02 CET ] [Original Post]
Version 1.4.2

Changes

Added two new quests. For the Jam! & Gilliver\'s Travels.

Improved intro message.

Fixed level up alerts showing lower values than you had.

Removed the Forge stats Quality Equipped block.

Pinned quests now say \"Ready to turn in\" rather than \"Complete.

Added an overlay when loading a map.

Added a new Mix All Button.

Backend

Updated A* to a newer version.

[ 2025-11-14 20:55:21 CET ] [Original Post]
What's next?

Hey everyone!

I figure it\'s about time to share the direction I see for Echoes of Vasteria moving forward.

[hr][/hr]

Roadmap

March 2026

  • Major Update: Gill and Barkley will receive minigames similar in scope to Forge and Cauldron.

    [/*]

June 2026

  • Major Update: Flora and Tillman will receive a farmingfocused minigame (details still TBD).

    [/*]
[hr][/hr]

Why the long gaps?

With the holidays coming up and the offspring due in January, Ill be taking a little time off. A ~3month window also gives me a proper testing period to make sure content is ready.

Im also juggling multiple projects, and EoV alone isnt covering the bills right nowso spacing out updates keeps things sustainable.

[hr][/hr]

Barkley

Barkley will spend his time carving sticks and logs into fishing poles. He plans to use additional leather you bring him to create waders and wrappings, and bones to carve into hooks.

[hr][/hr]

Gill

Gill will continue spending his days fishingbut now you can help him.

You\'ll be able to:

  • Watch his level grow

    [/*]
  • Choose which rod he uses

    [/*]
  • Pick between feathers and hooks to target specific fish types (including rare ones)

    [/*]

I also plan to rework how buff slots unlock. I\'m currently considering adding 12 new slots, unlocked through Gills fishing level.

[hr][/hr]

Flora & Tillman

The twins minigame is still early in concept, but heres whats set in stone:

  • It will be farmingrelated.

    [/*]
  • The Alter Echo system will tie into their designpotentially letting you strengthen resource income, but with selective slots instead of passive production from every resource.

    [/*]
[hr][/hr]

Wrapping Up

These changes should neatly tidy up the remaining unused resources, and Im excited to bring my own little take on fishing to an idle game.

I\'ve also started streaming again! You can find me at

[dynamiclink href=\"https://twitch.tv/vathreon\"][/dynamiclink]

every day for about 3 hours. Check the schedule, swing by, and say hi!

[hr][/hr]

Thanks for sticking with me. More updates soon!

[ 2025-11-14 03:19:55 CET ] [Original Post]
Version 1.4

Balance

Chests are now guaranteed to have at least one core in them.

Chests have had their spawn distances overhauled.

Changes

Cores no longer have a chance of rolling gear above their rarity. EG Nori no longer rolls above Nori.

Slipstream has been changed to multiply gamespeed.

Tasks now show their chance to spawn in the tasks screen.

Tasks can be toggled on to double their weight which increases their chance to spawn.

Seasonal leaderboard has been retired and replaced with a total tasks completed leaderboard.

The base leaderboard now tracks the fastest completion of all the quests.

Minor changes

Crystal Chest is now named Erif, Golden is now Dlog, Metal is Nori, and Wooden is Eznorb.

I am definitely looking for feedback on this one guys! Thanks to everyone who plays and enjoy!

[ 2025-11-05 00:56:19 CET ] [Original Post]
Upcoming Changes

Right so in an effort to communicate my intent better I have made some changes on the beta branch and they\'re starting to feel really good. Thus it is time to alert you all to some changes that are coming soon.

Slipstream

This buff has always felt wrong, it makes task speed buffs irrelivant and overall I never really had a solution until now.

Slipstream is now a game speed modifier, it still only lasts to a certain distance but that distance isn\'t affected by cauldron cards anymore. Instead they affect the amount speed increases.

Gear Rarities

It was never the intention that you could get vastium super early game within an hour. As such we have decided to remove the chance for cores to roll gear above the rarity of the core you are using.

This change makes gear feel far more rewarding for far longer and as a result I have been able to increase the caps on Damage, Armor, Health, Movespeed, and Regen

Tasks

Originally I tried changing tasks to be unlocked via milestones. This change felt good to me but would have required a rather big overhaul to the quest system. And ultimately it felt very overwhelming and had a huge chance of letting down people who love the existing questlines.

I reverted this change and instead I have added the weights and some toggles to the tasks tab in the statistics tab.

The way this works is that when you toggle the task to an on state its weight (A kind of chance mechanic) is adjusted to be double what it was. Along with this almost every task in the game has received new weightings as they used to all be 1.

A major impact of this is that later tier resources will now feel a lot more rare.

Along with the doubler I have added rewards to certain threhsolds of task completion

10% bonus base weight when the toggle is on per tier. starting at 10 completions and again at 100, 1,000, 10,000 and 100,000. For a total of 50%

Example

A task with 1000 weight and 0 completions would have 1,000 weight with the toggle off and 2,000 with it on.

That same task with 100k completions would have 1,000 weight with the toggle off and 3,000 with it on. 1000+50% bonus = 1,500 then doubled for the 3,000.

Leaderboards

Finally I am considering changing leaderboards to submit your time when completing the final quest in the game which I feel would be a far more accurate representation of someones skill. And actually represent a competitive edge to the game. Realistically the current rank system is a glorified stat tracker and I feel this could be a lot more fun for everyone involved.

Final Thoughts

I need a bit more time to test this so we\'re looking at at least another week before I release this update. I would love any feedback if you\'re willing to try out the beta branch. Beta has completely separate save files to live and your progress will not be at risk. It is also now available on all 3 platforms!

Thank you for taking the time to read this, and a huge thank you to everyone who has and will support this project by purchasing it. You\'ve made it possible for me to keep doing what I love. Making games!

[ 2025-10-23 23:17:37 CET ] [Original Post]
Version 1.3.2

Balance\n Buff times have been majorly adjusted, please be advised this is a test and may shift dramatically in the other direciton or back to how they were.\n\nChanges\n 6 new experience milestones that should help levelling all around.\n\nBugfixes\n Activate for milestones no longer shows up before you\'ve earned a slot.\n The cauldron icon no longer incorrectly shows on the townsfolk button.

[ 2025-10-05 10:56:03 CET ] [Original Post]
Version 1.3.1

Balance\n Slipstream upgrades have been nerfed. \n Base distance 20% -> 10%\n Slipstream Quest 1 30%-> 20%\n Slipstream Quest 2 45% -> 25%\n Slipstream Quest 3 60% -> 30%\n Slipstream quest requirements are now easier.\n Slipstream manual casts 25 -> 10\n Slipstream casts 100 -> 50\n Slipstream casts 500 -> 100\n\nChanges\n Cauldron no longer has taste/stop tasting buttons. Tasting will begin immediately on pressing Mix and will resume when restarting the game automatically untill you run out of tastes.\n Skills have been overhauled along with Milestones.\n Crit damage has been added to stat pool for gear, added as a new buff, and in milestones.\n New map: Spooky!\n You can now tap and hold, or right click a buff slot during a run to enable/disable echo casting.\n New seciton in the forge stats that shows your total gear stats.\n New run breakdown replaces the old way of showing drops.\n\nMinor changes\n The forge now shows Quality with a new icon in the first line of pending/equipped.\n In forge stats the Quality section has been moved above the Salvage section.\n Name moved to the Rank tab in statistics.\n Partial Russian Translation.\n New game introduction, placeholder till a proper tutorial can be designed.\n\nBugfixes\n Caleb now properly relinquishes tasks when he engages enemies.\n Fixed a bug where replace wouldn\'t work when clicking stop while autocrafting.

[ 2025-10-04 07:03:31 CET ] [Original Post]
Upcoming Changes in 1.3.1

This is still very much WIP

I will still be making loads of changes next week including but not limited to overhauling how resources are shown in a run, updating the death screen with more information about your AE power increases.\nAlso cooking up some other ideas but we will have to wait and see.

I would also just like to alert everyone to the fact that the Event map wasn\'t meant to be in the current live build. This means that leaderboards will be stuffed up by people who sit on that map infinitely gaining distance.

Not to worry though as in 1.3 leaderboards are changing to be the best kills you can get on the new Spooky map.

I will release this map during October properly but it\'s no longer slotted as a timed event it\'s just going to be baked into the lore of the world.\n\nChanges

Cauldron no longer has taste/stop tasting buttons. Tasting will begin immediately on pressing Mix and will resume when restarting the game automatically untill you run out of tastes.

Skills have been overhauled along with Milestones.

Crit damage has been added to stat pool for gear, added as a new buff, and in milestones.

New map: Spooky!

You can now tap and hold, or right click a buff slot during a run to enable/disable echo casting.

New seciton in the forge stats that shows your total gear stats.

Minor changes

The forge now shows Quality with a new icon in the first line of pending/equipped.

In forge stats the Quality section has been moved above the Salvage section.

Name moved to the Rank tab in statistics.

Bugfixes

Caleb now properly relinquishes tasks when he engages enemies.

[ 2025-09-26 03:47:57 CET ] [Original Post]
Version 1.2.24

Balance\n Skelly Swordsmen, and small slimes now share a base Attack Rate of 1.\n Skelly Archers, and medium slimes now share a base Attack Rate of 1.25.\n Skelly Mages and Large slimes now share a base Attack Rate of 1.6\n Small and Medium Slimes now have infinite spawn distances.\nMinor changes\n Nori now has a low of 250 on Vastium.\n The game will no longer sleep on mobile.\n Version number moved next to credits button.\nBugfixes\n Fixed recipe display in the forge.\n Cualdron cards now properly display Echo Power instead of Disciple Power.\n Offline time now properly functions on mobile even when the app is in the background.

[ 2025-09-25 09:00:01 CET ] [Original Post]
Version 1.2.23

Minor changes\n Stat matching is now off by default.\n New chest sfx.\n Quests are now indente\nBugfixes\n Movement no longer starts above 100%\n Enemy stats level slider now correctly updates its maximum value when your reap distance increases.\n Echoes should no longer persist after the hero dies.\n The replace button in the forge should no longer be greyed out when a pending craft is available.\n Cauldron now properly updates available cards without a full app restart.\nNext\nI will be working on the new skill system for the next couple of weeks so won\'t be any patches till thats done!

[ 2025-09-14 23:24:16 CET ] [Original Post]
Version 1.2.22

Fixed an issue with fonts.\n Fixed a resizing issue in the forge.\n Sime Time Trial quest now properly requires slimes to be killed.\n Fixed Alter Echoes not generating progress while the app is in the background.

[ 2025-09-12 06:50:58 CET ] [Original Post]
Version 1.2.18

Rank now properly shows the game version it was saved with.\n Added Meats to the inventory\n Item Tiers now show in the inventory and have a library entry.\n Last selected slot & core are now restored when loading your game.\n Introduced caps for rarity weight bands in the forge.

[ 2025-09-11 04:13:17 CET ] [Original Post]
Version 1.2.17

This release comes alongside the mobile release!\niOS is waiting for approval from apple. \nGoogle is available now! Google Play \n\nChanges\n Overhauled leaderboards.\n New Eternal cards in the Cauldron.\n Movement speed has been adjusted to be % and based on a similar formula to defense.\nMinor changes\n Resources no longer show partial values.\n Forge numbers are now formatted far more aesthetically.\n Forge now has a \'Stat Matching\' toggle.\n Stop for Vastium and Stat Matching are now under the craft until upgrade button.\nBugfixes\n Caleb should no longer pingpong between distant enemies and his tasks.\n Crafted resources can no longer go up tiers.\nBackend\n Split echo logic from the hero controller and pooled echoes for performance reasons.\n Widened and adjusted formatting on the graph tooltip.\n Forge now stores its values as quality directly so that when stats are adjusted you keep your percentile in each stat.\n Cleaned up a lot more code.

[ 2025-09-10 23:30:54 CET ] [Original Post]
Version 1.2.16

Fixed issues with Enemy targeting.\n Added information about which version of the game a save file was created with. This will be wrong for versions before this one.\n Fixed a bug where audio sfx stacked up while mute in background was active and would try play all of them when you returned to the game.\n Fixed a bug where echoes would incorrectly leave an enemy that wasn\'t fully killed.\n Fixed a bug where damage numbers would incorrectly be shown at the start of a map.

[ 2025-09-08 02:01:00 CET ] [Original Post]
Version 1.2.15

Fixed a bug where Enemy names/levels were not updating.\n Fixed a bug where farming task visuals could be wrong.\n Removed some redundant code.\n More performance increases.

[ 2025-09-07 04:14:46 CET ] [Original Post]
Version 1.2.14

Fixed a bug with the pooling system where completed tasks stayed completed even when they were reused.\n Updated Combat, and Reaping library entries.

[ 2025-09-06 11:37:58 CET ] [Original Post]
Version 1.2.13

Gear maximum Health 250500.\n Gear maximum Crit 57.5.\n Gear maximum Defense 2533.\n Duck Healms: Movement speed has been stripped and attack rate over 1.5 reduced to 1.2.\n Task sorting now debounces to avoid recalculating paths every single time a task is added. Now only happens once per frame.\n Began pooling objects to substantially improve performance!\n Improved leaderboards to now show 50 entries.\n Fixed an Integer overflow issue.\n Added Attention objects to the Townsfolk button for when the forge or cauldron stops while the window is closed.

[ 2025-09-06 10:08:48 CET ] [Original Post]
Version 1.2.12

Fixed an issue that could occur when the game crashes before finished loading and it would save blank data over the existing save.\n

[ 2025-09-05 09:07:18 CET ] [Original Post]
Version 1.2.11

Added Leaderboards to the game. \n You can now set a username in settings.

[ 2025-09-05 05:54:11 CET ] [Original Post]
Plans

Okay, so I have now struck off most htings on my todo list.

I\'ve been thinking that I will aim to do 1 news post like this per week rather than random updates whenever I feel like it. It becomes a lot to manage and frequent almost daily updates to the game can feel quite chaotic as a player.

Moving forward I would like to move towards a more strucutred approach.

  • Weekly news posts.

    [/*]
  • Weekly bug fix patches.

    [/*]
  • Monthly content drops. (This could be a little flexible +- a week or so)

    [/*]

\nI\'ve spent some time talking on discord a bunch with people about where I see Carl\'s trails going\n\nMy thoughts are still really chaotic around this system and I need a fair bit more time to think on it. The most recent thinking is to manage a group of echoes as your autobattler army procedurally generated skill trees for the roguelite runs and then skill points earned as carl levels up that can be used for meta progression.\n\nAnother thing we\'ve discussed which everyone seems pretty keen on is

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45695294/b294f6e0eab47f4210f7102b66e5ede8f6f5a124.png\"][/img]\nAdditionally you might earn some legendary cards at a low chance with different cards being found in different maps these would be unique effects perhaps things like speeding up the forge or cauldron.\n\nIn other news I have a really solid idea thanks to jesperds here in the steam community which would involve Barkley and Wren along with a new fletching mechanic. I am curious how many of you would like to see that implemented before the Reaper Trials?\n\nMy other main task that I have at the moment is preparing all the achievements for Google and Apple platforms.\n\nI am considering ditching steam leaderboards for a cross platform alternative like Playfab or Unity Gaming Services, which would also open up an avenue for account based cloud saving where you could swap between mobile and pc at will.\n\nAnyway I will catch you all next week and in the comments. its time for dinner!

[ 2025-09-04 09:03:50 CET ] [Original Post]
Version 1.0.4

- Reworked looting tasks which now have a duration and hero animation.
- Reworked how fishing tasks finish to fix the casting while moving bug.
- Fixed a bug where the quests were not sorting correctly.
- Post session stats no longer count enemy reaps.
- Treks - > Runs.
- Autocasting now activates by default.
- Autocast should no longer get stuck on when wiping a save.
- Echo | Tasks is now the default starting buff.
- Fixed a bug where return on death would send the player back into a run after the death timer expired.
- Fixed an issue where the last saved was not accounting for auto saves.
- Library now shows quests instead of goals.
- Added new users top the credits.
- Steam cloud is now enabled fopr everyone.
- New save regression detection system. Wow that's a mouthful.

I am now working on a new gearing system. This means that for the next few days there won't be new versions on the main branch. You can get the latest unstable version if you're on windows under the games properties>Beta

[ 2025-08-12 01:18:05 CET ] [Original Post]
Version 1.0.3

- Slipstream bug is now fixed for trees and crops as well.
- Versioning updated to be a little more flexible, first number is the release, second is major updates and third is minor updates
- On your travels screen now has additional info about how many runs you did and how many kills you got when retreating.
- Reduced the stick counts for fence quests.
- Defense is now shown as a percentage on the heads up rather than a flat value.

[ 2025-08-11 03:36:39 CET ] [Original Post]
Version 1.0.2

- Fixed a bug where the hero wasn't visually depleting rocks when using slipstream
- Defense description update
- Now shows the percentage in the upgrade screen.
- Player scaler now buffed to 25 from 60
- Enemy scalar remains at 60

[ 2025-08-11 01:07:35 CET ] [Original Post]
Version 1.0.1

- Made a couple of backend changes to chest tasks to hopefully fix the issue with them.
- DeathUI is now correctly anchored to the left.
- Console is now password protected.
- Meet The Old Timer Achievement
- Potential fix for getting stuck on death.

[ 2025-08-10 23:45:04 CET ] [Original Post]
22

Changes,

  • Small trees are no longer tasks,

    [/*]
  • Quests that are ready to complete will now appear at the top of the noticeboard,

    [/*]

Quests,

  • 3 new fence related quests to get the farm protected, yields a total of 300 additional distance.,

    [/*]
  • Made some progress on quest descriptions/names. All the crop quests are now done!,

    [/*]

Balance,

  • Bones in chests 100% -> 10%,

    [/*]
  • More levels for regen and health,

    [/*]
  • Instead of onions for the first few levels echo duration now takes wheat,

    [/*]

Milestones,

  • Updated Combat Milestones,

    [/*]
  • Updated and added new Mining Milestones

    [/*]

[ 2025-08-07 07:41:34 CET ] [Original Post]
Patch 21

Changes,

  • Best /m now shows on each resource in the resource tab of stats,

    [/*]
  • On windows the title of the window now shows the same status as steam rich presence,

    [/*]
  • Distance based buffs no longer expire based on time,

    [/*]
  • Reworked buffs to be quest rewardable, and quest upgradeable,

    [/*]
  • Goals -> Quests,

    [/*]
  • There is now a console command to abandon-run,

    [/*]
  • Skills window should now close on death,

    [/*]
  • Added decor for Farmlands, Woods, and River,

    [/*]
  • Removed non description upgrade texts.,

    [/*]

Quests,

  • Eva now gives tracking twins quest which involves meeting the Twins in the farmlands.,

    [/*]
  • The Twins now give a quest to fetch Eva's radish order for them.,

    [/*]
  • New Information quest after A Fishy Situation, Rewards the two echo buffs.

    [list]
  • For now the rest of the buffs unlock when you get buff slot 2.,

    [/*]

,

[/*][/list]

Skills,

  • Farming now has Milestones up to level 50.,

    [/*]

Bugfixes,

  • Dice will now correctly enable itself again,

    [/*]
  • Trees now correctly show in the stats screen,

    [/*]
  • Removed the dead instance of the movement buff,

    [/*]
  • Hopefully fixed that pesky river bug,

    [/*]
  • The hero should no longer switch targets mid combat

    [/*]

[ 2025-08-06 11:13:56 CET ] [Original Post]
Patch 20

Changes,

  • Various typos and grammatical changes. Thanks @tanty.,

    [/*]
  • Slimes now only have 3 spawn stages, one for small, one for medium, one for large. Their colours have different rarities, and higher tier ones scale faster with their level. Small slimes start at 50 and spawn all the way to 1000 distance, not accounting for any map offsets.,

    [/*]
  • The enemy you are currently fighting now shows its hp to the right of its health bar.,

    [/*]
  • The map start buttons now hide themselves while any town window is open.,

    [/*]
  • Valid Goals now automatically pin themselves.,

    [/*]
  • Buff slots are now able to be toggled to autocast specific slots. I call this Echo Casting.,

    [/*]
  • Enemies now show their name while you're attacking them.,

    [/*]
  • Added a new window that shows your total earned resources since beginning a run.,

    [/*]
  • Swapped the Settings and stats buttons.,

    [/*]
  • Floating text now shows your resources at the location you get them and has icons for each resource type.,

    [/*]
  • Added medium and large slimes back in.,

    [/*]
  • Added the rest of the crops back in.,

    [/*]
  • Added the rest of the ores back in.,

    [/*]
  • Added all Alter Echoes back, and added goals to get them.,

    [/*]
  • Added back the Medium and Large slimes.,

    [/*]
  • Alter Echoes have been overhauled, they instead now produce 1% of your best resource per minute of that resource type. This will scale with goals.,

    [/*]
  • Buffs no longer have a cost.,

    [/*]
  • Buffs are no longer able to be stacked.,

    [/*]
  • Another UI overhaul,

    [/*]
  • Reworked save system allowing for 3 save slots.,

    [/*]

Balance,

  • Enemies level now takes into account their starting spawn distance as well as the map offset so you don't start out fighting level 5+ slimes.,

    [/*]

Resources,

  • Chunk drop chance 50% -> 70%,

    [/*]
  • Crystal drop chance 20% -> 40%,

    [/*]

Enemies,

  • Skeleton Swordsman

    [list]
  • Damage/lvl 0.1 -> 0.25,

    [/*]
  • Defense/lvl 0.05 -> 0.1,

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

Bugfixes,

  • Enemies now spawn on the river.,

    [/*]
  • Inventory is no longer incorrectly offset.,

    [/*]
  • All slimes now have drops.,

    [/*]
  • Hero can now once again get past 125 run distance.,

    [/*]
  • Hero now keeps a list of enemies that are engaged to avoid leaving combat unintentionally between skeleton fights.,

    [/*]

Backend,

  • Improved enemies to keep a list of themselves for access by the player instead of using findobjectsbytype constantly.,

    [/*]
  • Reworked backend to allow localization to be pushed to google sheets and pulled from.

    [/*]

[ 2025-08-05 07:23:56 CET ] [Original Post]
Patch 19

Changes,

  • Runs are now abandoned in the stats when the application is closed mid run.,

    [/*]
  • "Distance Travelled:" -> "Distance Reached:".,

    [/*]
  • Wiki -> Library.,

    [/*]
  • Echoes now stay active up to 30 units ahead of the hero up from 20.,

    [/*]
  • Echoes now have icons instead of colours.,

    [/*]
  • Regen has been changed to a regular stat Upgrade.,

    [/*]
  • Donation quests and donation in general has been removed.,

    [/*]
  • Utoes removed from the game.,

    [/*]
  • Mildred is now Eva's cat.,

    [/*]
  • Entirely new quest line.,

    [/*]
  • Echoes now complete tasks on screen and return to Caleb if they cannot find any.,

    [/*]
  • Credits was moved to the settings screen.,

    [/*]
  • Disciples -> Alter Echoes,

    [/*]
  • Quests -> Goals,

    [/*]
  • Caleb now correctly paths around tasks.,

    [/*]
  • Ores now leave rock behind when they are mined similar to how tree stumps are left.,

    [/*]
  • New Maps

    [list]
  • Farmlands,

    [/*]
  • Woods,

    [/*]
  • Mines,

    [/*]
  • River,

    [/*]
[/*]
  • Enemies now have level and their level increases the further you go.,

    [/*]
  • Floating damage now just shows your actual damage without the additional values.,

    [/*]
  • [/list]

    Balance,

    • Tasks no longer have a 0% chance to spawn after their maxX, instead their chance is reduced to 10%,

      [/*]
    • Defense has been buffed 0.01 -> 0.02,

      [/*]

    Bugfixes,

    • Opening the stats window will no longer bug out the skills window.,

      [/*]
    • Large slimes now have the correct image in stats.,

      [/*]
    • Echoes are no longer multiplying Calebs stats.,

      [/*]
    • Rest of metal disciples have had their setup fixed.,

      [/*]
    • Echoes can no longer set the run distance.,

      [/*]
    • Autobuff no longer looks deactivated when returning to town after dying.,

      [/*]
    • A Slime in Time now correctly unlocks its disciple.,

      [/*]

    Backend,

    • Swaped to a flags system instead of booleans for the can spawn areas. Before it was a bool for each "Grass" "Sand" "Water" flags scales far better and lets me add additonal ones. EG "Mines" "MineWalls",

      [/*]
    • Rewrote the procedural generation to be data driven rather than hardcoded.,

      [/*]
    • Doubled the fidelity of pathfinding, movement should feel less jankey, and this allows for tasks to be pathed around by Caleb and Enemies.

      [/*]

    [ 2025-07-30 05:33:01 CET ] [Original Post]
    Patch 18

    Changes

    • Echoes no longer also receive the Autocast Echo.

      [/*]
    • New settings button.

      [/*]
    • Moved the skills window to the left side of the screen.

      [/*]
    • Dad joke can now be closed by clicking on it, or right clicking.

      [/*]
    • Dad jokes are no longer so powerful that they can block the inventory.

      [/*]
    • Echoes are now colour tinted.

      [list]
    • Farming only: Yellow.

      [/*]
    • Woodcutting only: Green.

      [/*]
    • Fishing only: Blue.

      [/*]
    • Mining only: Orange.

      [/*]
    • Looting only: Purple.

      [/*]
    • Combat only: Red.

      [/*]
    • Combination of any: Caleb's colour at 70% alpha.

      [/*]
    [/*]
  • Added large variants for each of the slimes.

    [/*]
  • Added new crops to the town that show up as you earn disciples.

    [/*]
  • Added a fenced area around the crops.

    [/*]
  • Reworked the Town UI.

    [/*]
  • New intro quests.

    [/*]
  • New Font, sorry needed to do this for translation purposes.

    [/*]
  • New Dev note seciton just click on it to make it go away.

    [/*]
  • [/list]

    Balance Changes

    • Updated Red and Pink slimes values.

      [/*]
    • Attack speed cost now starts at 2 and scales by 2 per level from levles 0-200 then starts at 5000 from level 201 and increases by 5 per level until level 1000 where it caps out.

      [/*]
    • Defense now scales up to 1000 where it maxes out.

      [/*]

    Bugfixes

    • Radish no longer spawns everywhere.

      [/*]
    • Nori Crystal disciple is no longer there.

      [/*]
    • Echoes finishing tasks no longer interrupt Caleb.

      [/*]
    • Fixed an issue where some fish were not dropping before 10km.

      [/*]
    • Combat triggers from enemies should now work properly.

      [/*]
    • Should no longer be able to cast buffs when dead.

      [/*]

    Backend

    • Documented enemy balance and updated the references to make them easier to edit.

      [/*]

    [ 2025-07-22 00:04:50 CET ] [Original Post]
    Patch 17

    Changes

    • Echoes are now a thing.

      [/*]
    • Added Disciples for remaining resources.

      [/*]
    • Added Quests for the new Disciples using placeholder names for the NPC's.

      [/*]
    • Added Steam stat tracking for Reaps, Total Kills, and Slimes Killed.

      [/*]
    • Instant task milestones will now instead spawn echoes.

      [/*]
    • New text in inventory shows the last selected resource.

      [/*]
    • 3 New Mildred quests for the remaining buff slots.

      [/*]
    • 2 New Buffs: Echo, and Combat Echo.

      [/*]
    • Buff autocasting unlocks after casting 100 buffs.

      [/*]

    Balance Changes

    • Reduced the rate of chests by 25%-90% scaling with rarity. so whilst wooden chests had a rate of 0.2 before they now have a rate of 0.15 and Vastium chests have gone from 0.01 to 0.001 with the others having similar reductions in-between those values.

      [/*]
    • Fish have gone from 1.5 up to 2 across the board.

      [/*]

    Bugfixes

    • Dice now works again.

      [/*]

    Backend

    • Reworked Disciple data into scriptable objects to make expanding the system easier, and the workflow is now in line with how the rest of the projects data management works allowing for an expandable system and a LOT less work in the editor.

      [/*]
    • Refactored Buffs, Quests, and Disciples to pull directly from the resources folder rather than manually managing a list of each that can be set wrong by the designer. (Not me I swear!)

      [/*]
    • Another rework on the map generation. Task categories now have their own set of weights which are iterated over first when choosing a task.

      [/*]

    [ 2025-07-20 04:40:23 CET ] [Original Post]
    Patch 16

    Changes

    • Quests now highlight with a star when you have one able to be turned in.

      [/*]
    • Quests now display their type category.

      [/*]

    Minor Changes

    • Chest opening sound.

      [/*]
    • Watering Sound.

      [/*]
    • Hero death sound.

      [/*]
    • Animated Swan.

      [/*]

    Bugfixes

    • Quests now properly update their icons when you discover resources.

      [/*]
    • Distance buffs now properly reset when you restart a run.

      [/*]

    Backend

    • Shifted task distance logic to task data and tidied up the formatting to make balancing easier in the future.

      [/*]
    • Created documentation for tasks.

      [/*]

    [ 2025-07-18 03:16:14 CET ] [Original Post]
    Patch 15

    Changes

    • Added patreons to the credits

      [/*]
    • Reduced enemy density 0.2 -> 0.18

      [/*]
    • Remade the inventory UI

      [/*]
    • Movespeed now caps out at level 250

      [/*]
    • New drop icons for Run Drop UI

      [/*]

    Minor Changes

    • Version number finally in options.,

      [/*]
    • Better watering can icon.

      [/*]
    • Retreat button now reflects that it is queued.

      [/*]
    • Fixed the shadow on the distance UI.

      [/*]

    Bugfixes

    • Clouds are now on the correct layer.

      [/*]

    [ 2025-07-17 05:54:11 CET ] [Original Post]
    Patch 14

    Restarting is recommended for this patch.

    Changes

    • Reworked movement and Health costs.

      [/*]
    • Added the rest of the crops to the spawn logic (Oops)

      [/*]
    • Chests can now spawn on grass as well.

      [/*]
    • Caleb's shoes now require metal to break the sound barrier. You will still need plenty of sticks and slime to distribute the heat that is generated and avoid burns.

      [/*]
    • New meeting system for NPCs

      [/*]
    • Enemy Balance | Vision no longer scales with their power, should help avoid offscreen swarming.

      [list]
    • All enemies now have a vision range of 7

      [/*]
    • All enemies now have an assist ally range of 5

      [/*]

    ,

    [/*]
  • Pressing the return to town button during combat is now possible and queues up your return to town.

    [/*]
  • New button to auto return at the end of run when the hero dies so you can queue up a return rather than worrying about your lovely graphs.

    [/*]
  • You can now hold to repeatedly purchase upgrades you can afford.

    [/*]
  • [/list]

    Minor Changes

    • Preferences are now saved when wiping

      [/*]
    • The reaper can now enter from the right as well!

      [/*]

    Bugfixes

    • Invisible buttons no longer have shadows.

      [/*]
    • Mildred can now walk backwards.

      [/*]
    • Fixed shadow on the buffs display in run.

      [/*]

    Backend

    • Caleb now targets any enemies who engage with him rather than ignoring them till they hit him.

      [/*]

    [ 2025-07-16 03:59:26 CET ] [Original Post]
    Patch 13

    Notice!

    • All tasks are now in the game, I have shuffled the ID's which means that your statistics will be all messed up. I'm not going to force a wipe but I do strongly encourage you to start over.

      [/*]
    • Upgrades for Attack, Attack Rate, and Defense have had their recipes changed so a fresh save will give the intended experience on those. However I still need to do health and movement, so feel free to wait till next patch.

      [/*]

    Changes

    • Attack speed now entirely upgraded using feathers.

      [/*]
    • Damage now upgraded using various chunks and crystals.

      [/*]
    • Added 7 new chests.

      [list]
    • Chest types are now guaranteed to spawn Bones, and Leather. As well as all ingot types at a 80% -> 10% chance at their respective distances from earlist to latest game ores.

      [/*]
    • Rarer chests provide more resources, rather than different ones.

      [/*]
    [/*]
  • Added quests for the remaining crops.

    [/*]
  • Added The first wiki content.

    [/*]
  • [/list]

    Minor Changes

    • New descriptions for the Stat upgrades.

      [/*]
    • Shadows for run UI

      [/*]

    Bugfixes

    • Inventory no longer appears behind start run and other buttons.

      [/*]
    • Discord button was squished thanks Parzival

      [/*]

    Backend

    • Created a bunch of chest animations.

      [/*]

    [ 2025-07-15 01:21:01 CET ] [Original Post]
    Patch 12

    Changes

    • 7 New Ores

      [/*]
    • Nerfed Red Minislime

      [list]
    • HP 100 -> 75

      [/*]
    • Defense 3 -> 1.5

      [/*]
    [/*]
  • Reworked the task sorting, a little less up and down should occur now.

    [/*]
  • Added Wiki

    [/*]
  • [/list]

    Minor Changes

    • Eznorb ore now spawns from 40, down from 100.

      [/*]
    • Discord button

      [/*]
    • Slowed down the reap animation

      [/*]
    • Added a shadow for town buttons.

      [/*]

    Bugfixes

    • Hero health can now reach 0% on the healthbar.

      [/*]
    • Fixed a bug where duplicate entries would happen with the stats screen.

      [/*]

    Backend

    • Separated the weight logic for tasks between Sand Grass and Water, we can now set density of tasks on each area separately.

      [/*]
    • Split fishing tasks so that they can show up correctly in the Tasks stats.

      [/*]
    • Split the tasks list into separate skill based lists to make setup of tasks far easier to manage as well as balance.

      [/*]

    [ 2025-07-14 07:55:44 CET ] [Original Post]
    Patch 11

    Changes

    • Quests window now shows completed quests.,

      [/*]
    • Quests

      [list]
    • Daily Bread,

      [/*]
    • Sweet Summer,

      [/*]
    • Another fishy situation,

      [/*]
    [/*]
  • New Crops

    • Wheat,

      [/*]
    • Watermelone,

      [/*]
    [/*]
  • 3 new Farming milestones.

    [/*]
  • Added a reap animation for instant kills, and for player death.

    [/*]
  • Disciple of slime.

    [/*]
  • Added a bunch of stuff to the town map.

    [/*]
  • [/list]

    Minor Changes

    • Town windows now properly close when selecting stats, and visa versa,

      [/*]
    • New visuals in town for the disciples.

      [/*]

    Bugfixes

    • Fixed an issue where the wrong skill was selected when reopening the skills window.

      [/*]

    [ 2025-07-13 02:59:28 CET ] [Original Post]
    Timeless Patch 10

    Changes,

    • Buffs

      [list]
    • Vampirism,

      [/*]
    • Lerp

      [/*]
    [/*]
  • Added run duration as a graph view.,

    [/*]
  • Medium slimes have been added

    • Green 150 -500,

      [/*]
    • Yellow 220-1000,

      [/*]
    • Blue 300-1500,

      [/*]
    • Red 1200 - 2500,

      [/*]
    • Pink 2500 - infinity

      [/*]
    [/*]
  • Split Buffs away from Eva, Mildred is now responsible for buffs. Buff slots are now unlocked via quests.

    [/*]
  • [/list]

    Minor Changes,

    • Skills window now show the skill name just above the experience,

      [/*]
    • Skill experience now properly uses calcutils,

      [/*]
    • Buff time now shows as a time rather than a straight up number.

      [/*]

    Bugfixes,

    • Slots that are not assigned, and unavailable buffs are now greyed out.

      [/*]

    Backend,

    • Distance based buffs are now possible.

      [/*]
    • Lifesteal buff now possible,

      [/*]
    • Instant tasks now possible,

      [/*]
    • Split Health into two components with an abstract base class. Now theres HealthBase, Health (For enemies) and HeroHealth

      [/*]

    [ 2025-07-12 05:30:58 CET ] [Original Post]
    Patch Notes 1

    Timeless Echoes Cumulative Patch Notes (5 11 July 2025)

    Patch 9 | 11 July 2025

    Features

    • Reworked buffs

      [/*]
    • New **Combat Enhancer** buff (testing-only; will change)

      [/*]

    Minor Changes

    • Tooltips now trigger on hover (not click)

      [/*]
    • Dedicated tooltip for buffs

      [/*]
    • Combat sounds

      [/*]

    Bugfixes

    • Random loud-sound spikes removed

      [/*]
    • Achievement manager no longer gets destroyed

      [/*]

    Backend

    • Large refactor for the buff system

      [/*]
    • Removed diminishing curve on buff durations now grant a flat value

      [/*]

    Patch 8 | 10 July 2025

    Features

    • New Quest **For the Jam!** (unlocks Corn)

      [/*]
    • Corn crop

      [/*]

    Minor Changes

    • Feed the Masses now unlocks after **For the Jam!**

      [/*]

    Bugfixes

    • Health-milestone bonus now applies correctly

      [/*]
    • Turning in quests now subtracts required resources

      [/*]
    • SFX correctly routed to the mixer

      [/*]

    Backend

    • Quests now use prerequisite lists (no more `NextQuest` field)

      [/*]
    • Tasks can optionally check for quest completion

      [/*]

    Patch 7 | 10 July 2025

    Features

    • Skills: +1 % faster task completion per level (Combat: +1 % resources per level)

      [/*]
    • Most tasks persist through combat (Fishing still resets)

      [/*]
    • Options screen with audio sliders

      [/*]

    Minor Changes

    • Stats panel now shows **Steps Taken** instead of distance

      [/*]
    • Wipe Save button (no warning... yet)

      [/*]
    • NPC dialogue text turned white

      [/*]

    Bugfixes

    • Tooltips no longer show decimal values

      [/*]

    Patch 6 | 9 July 2025

    Features

    • Cloud saves

      [/*]

    Minor Changes

    • Ivan now spawns at distance 40 (down from 50)

      [/*]
    • Replaced multiple `FindFirstObjectByType` calls with static refs; added missing-ref logging

      [/*]

    Bugfixes

    • Calebs healthbar now shrinks to 1 % (was 5 %) to avoid misleading fullness

      [/*]

    Patch 5 | 8 July 2025

    Changes

    • Bonus-resource scaling: +2 % / mob **only** if you retreat manually risk reward

      [/*]
    • Resource graph now uses a separate colour for bonus resources

      [/*]
    • Overhauled Run UI

      [/*]
    • New Achievement **Meet Ivan**

      [/*]

    Minor Changes

    • New gravestone on death

      [/*]

    Bugfixes

    • Fish values now load correctly on game start

      [/*]

    Patch 4 | 8 July 2025

    Changes

    • New quest for Ivan kill slimes to earn the dice

      [/*]
    • Manual return-to-town now grants 50 % more resources

      [/*]
    • Dying now shows a death screen (retry / return) auto-retry after 20 s

      [/*]
    • New blacksmith art

      [/*]
    • Return-to-town button now shows bonus resources

      [/*]

    Minor Changes

    • Quest reward line now prefixes with Reward:

      [/*]

    Bugfixes

    • Quest enemy-kill counters now track correctly during play *and* after loading

      [/*]

    Patch 3 | 6 July 2025

    Changes

    • Healthbars no longer look empty on very low HP

      [/*]
    • Town window manager opening any non-inventory window closes others

      [/*]
    • Tasks no longer spawn on the first 15 tiles

      [/*]
    • Large Fruit Tree task time 7 s 3 s

      [/*]
    • All task progress bars now use blue

      [/*]
    • Stats screen converted to a window

      [/*]
    • Reduced stick-scaling below level 50 (still wild above 50)

      [/*]

    Bugfixes

    • Dad-O-Cado button now refreshes (right-click to close)

      [/*]
    • Tasks now sort correctly

      [/*]
    • Quests hide until their NPCs are met

      [/*]

    Save-Location Note

    [code]AppDataLocalLowBlindsided GamesTimeless Echoes[/code]

    Patch 2 | 6 July 2025

    Changes

    • Separated enemy vs. task spawn density

      [/*]
    • Replaced Tavern scene with a small Town

      [/*]
    • Dedicated **Dad-Ocado** button in Town

      [/*]
    • Reworked Witch UI + added **Disciples** (online/offline passive gen)

      [/*]
    • Added Windmill

      [/*]
    • New Quest UI & system

      [/*]
    • Added Quit button

      [/*]
    • Added Credits button

      [/*]

    Bugfixes

    • (None please report any!)

      [/*]

    Save-Transfer Tip

    [code]
    Old saves: AppDataLocalLowDefaultCompanyTimeless Echoes
    Rename Beta1SD.es3 Beta2SD.es3
    Move to: AppDataLocalLowBlindsided GamesTimeless Echoes
    [/code]

    Patch 1 | 5 July 2025

    Changes

    • Drops during a run now shuffle to the front

      [/*]

    Bugfixes

    • Drop text now spawns in its new location (thanks BluSkyBun)

      [/*]
    • Task progress bars hidden by default (thanks again BluSkyBun)

      [/*]
    • Buff bar now hides when no buffs are active (cheers BluSkyBun)

      [/*]

    [ 2025-07-11 04:09:29 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 20.04 LTS or SteamOS 3.0
    • Processor: Dual-core 2 GHz (Intel Core 2 Duo E8400 / AMD Athlon II X3)Memory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3-compatible GPU (Intel HD 4000. 128 MB)
    • Storage: 300 MB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 22.04 LTS or SteamOS 3.0
    • Processor: Quad-core Intel i5 or AMD FX-6300Memory: 4 GB RAM
    • Graphics: OpenGL 4.5-compatible dedicated GPU (NVIDIA GTX 750 / AMD R7 250)
    • Storage: 300 MB available space
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