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Weekly news #5

Hello everyone, As you probably noticed, the progress and the buzz about Grenade Madness faded away somehow in the past few weeks. The main reason is that we switched to what we call a holiday development regime. That’s why there was no news posted last week. On the other side, this doesn’t mean we are stopping the development for the next two months, we are just going to slow down a little. Before we dig into the changes in the game, I’d like to mention something about the activity and the player counts in the game. We know about it and we are now doing our best to have the game in a notional level where we all will be satisfied. Of course we welcome your willingness in sharing the game and letting more people know it’s still in development and changing a lot ( for the better, we hope :) ). As regards the “notional level” - this includes having Madness Mode completed, as well as the Traits, a lots of balancing with some other smaller changes, rework of the achievements and missions, graphic update (we have not yet scheduled the graphical update due to the problems with Unity update ) and other changes.

Madness mode


The first thing of the things listed above is now in progress and is the main subject of the next update. For those who have no idea what Madness mode is, here’s a brief info: Madness mode is a system, that is launching the events during the game round, and therefore influencing the whole game from other perspective. These events can be combined together and they can have an adjustable intensity. For example that all players will be suddenly faster by 30%. But it could by 100 as well… But it’s not that simple. To be able to control such crazy behavior with other things, such as bigger magazines or other events, you will need Madness Points. You get Madness Points for every level reached and also for completing the missions. We will later add Weekly Events as another way to get Madness Points. But this is not a matter of the upcoming weeks so I won't dig into this topic right now. You can then use these Madness Points as a “currency”, but do don’t worry. Madness Point is not a single use currency, your points are re-usable for next rounds. So in other words - the more you play and the more missions you complete the crazier combination of events you can create to make the game more fun and escalating until the end. The current progress of Madness Events is that we have roughly six events implemented out of all 17. Events are different and they are divided to three categories: Passive events, Active events and time events. Most of the events are in the passive category which means that the event lasts until the end of the round (for example faster running or magazine size). Active events are in other words the ones that are fired single time, such as despawning of all crates in the arena or transformation of all crates to explosive barrels. Currently we have only one such event and it’s the debuff silence, which disables grenades shooting for 15 seconds (but knifes and rocket launchers are working perfectly… ) This event is stackable - the duration is stacking altogether.

GUI


We would also like to give our game user interface more colors to make it more exciting to click through. We will try to use colors that fit the game theme more. This is only a plan for now so I have nothing to show you right now. Anyway, as regards of the GUI redesign, we hope it will make the game look more cool and easy for beginners to understand. So that’s everything for this week, we hope that you like the Madness Mode. If you have any questions or suggestions, use the comments below. We would like to read your opinions. And as i mentioned, please be patient, we are in the holiday regime. We need to get some fresh motivation by resting and enjoying the beautiful weather outside :) For all the hardcore gamers playing in the summer heat, and to all of you as well - Good luck at the arena! Jouki // posted by Dzetro


[ 2016-07-10 17:18:24 CET ] [ Original post ]


Weekly news #5

Hello everyone, As you probably noticed, the progress and the buzz about Grenade Madness faded away somehow in the past few weeks. The main reason is that we switched to what we call a holiday development regime. Thats why there was no news posted last week. On the other side, this doesnt mean we are stopping the development for the next two months, we are just going to slow down a little. #5 Before we dig into the changes in the game, Id like to mention something about the activity and the player counts in the game. We know about it and we are now doing our best to have the game in a notional level where we all will be satisfied. Of course we welcome your willingness in sharing the game and letting more people know its still in development and changing a lot ( for the better, we hope :) ). As regards the notional level - this includes having Madness Mode completed, as well as the Traits, a lots of balancing with some other smaller changes, rework of the achievements and missions, graphic update (we have not yet scheduled the graphical update due to the problems with Unity update ) and other changes.

Madness mode


The first thing of the things listed above is now in progress and is the main subject of the next update. For those who have no idea what Madness mode is, heres a brief info: Madness mode is a system, that is launching the events during the game round, and therefore influencing the whole game from other perspective. These events can be combined together and they can have an adjustable intensity. For example that all players will be suddenly faster by 30%. But it could by 100 as well But its not that simple. To be able to control such crazy behavior with other things, such as bigger magazines or other events, you will need Madness Points. You get Madness Points for every level reached and also for completing the missions. We will later add Weekly Events as another way to get Madness Points. But this is not a matter of the upcoming weeks so I won't dig into this topic right now. You can then use these Madness Points as a currency, but do dont worry. Madness Point is not a single use currency, your points are re-usable for next rounds. So in other words - the more you play and the more missions you complete the crazier combination of events you can create to make the game more fun and escalating until the end. The current progress of Madness Events is that we have roughly six events implemented out of all 17. Events are different and they are divided to three categories: Passive events, Active events and time events. Most of the events are in the passive category which means that the event lasts until the end of the round (for example faster running or magazine size). Active events are in other words the ones that are fired single time, such as despawning of all crates in the arena or transformation of all crates to explosive barrels. Currently we have only one such event and its the debuff silence, which disables grenades shooting for 15 seconds (but knifes and rocket launchers are working perfectly ) This event is stackable - the duration is stacking altogether.

GUI


We would also like to give our game user interface more colors to make it more exciting to click through. We will try to use colors that fit the game theme more. This is only a plan for now so I have nothing to show you right now. Anyway, as regards of the GUI redesign, we hope it will make the game look more cool and easy for beginners to understand. So thats everything for this week, we hope that you like the Madness Mode. If you have any questions or suggestions, use the comments below. We would like to read your opinions. And as i mentioned, please be patient, we are in the holiday regime. We need to get some fresh motivation by resting and enjoying the beautiful weather outside :) For all the hardcore gamers playing in the summer heat, and to all of you as well - Good luck at the arena! Jouki // posted by Dzetro


[ 2016-07-10 17:18:24 CET ] [ Original post ]



Grenade Madness
Touch Orchestra
  • Developer

  • Touch Orchestra
  • Publisher

  • 2016-04-15
  • Release

  • Action Indie EA
  • Tags

  • Game News Posts 25  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • 2 user reviews

    (2 reviews)


  • Review Score

  • http://grenademadness.com/
  • Website

  • https://store.steampowered.com/app/432480 
  • Steam Store

  • The Game includes VR Support



    Grenade Madness Depot - Linux [1.37 G]

  • Public Linux depots

  • Grenade Madness is a crazy round-based multiplayer shooter with lots of explosions. Start your room, customize your loadout and challenge your friends now! The game is running on Unity 3D engine.

    Are you ready to test all the various explosives and humiliate your enemies? Choose your gear and find your own gameplay style. The arena is full of robots and it’s just up to you how long you are going to survive.

    Boost your abilities using power-ups

    • Collect power-ups and get a huge advantage over your enemies
    • Combine your power-ups with different weapons to boost your abilities and become an invincible warrior

    Choose the right weapon and find your own style


    • Try various types of powerful grenade launchers
    • Blow up your enemies with frag grenades
    • Demolish the box-based arena using sticky grenades
    • Place traps using tactical mines
    • Or do it the old way using different melee weapons
    • Unlock new weapons by gaining experience points and leveling up

    Modify the environment using the crate gun


    • With crate gun you become literally untouchable
    • Trap your enemies between the blocks you build and let them suffer
    • Protect yourself when outnumbered and run away as a coward
    • Explore different ways to make the crate gun more effective with power-ups.

    Accomplish the missions and win rewards

    • Learn to use the right weaponry in every situation by finishing the training missions throughout the game
    • You get reward for every mission you accomplish.

    With Grenade Madness you will experience:

    • Epic battles and infinite loads of explosives
    • Original visuals and sounds including funny voice-over commentary
    • Powerful experimental weapons
    • Tactical and devastating power-ups
    • Advanced ragdoll physics
    • Level system based on experience points
    • Unlock new weapons and create the ultimate arsenal
    • Competitive leaderboards with players from all over the world
    • Unique training missions with special rewards
    MINIMAL SETUP
    • OS: Ubuntu 32-bit
    • Processor: 1.8GHz dual-coreMemory: 2048 MB RAM
    • Memory: 2048 MB RAM
    • Graphics: Intel HD Graphics 4000Network: Broadband Internet connection
    • Storage: 2 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 64-bit
    • Processor: 2.0GHz Intel Core i7Memory: 4096 MB RAM
    • Memory: 4096 MB RAM
    • Graphics: NVIDIA GeForce GTX 560 / AMD Radeon HD 7800 series or betterNetwork: Broadband Internet connection
    • Storage: 2 GB available space
    GAMEBILLET

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