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You are a summoned creature. Your job? Don't let your adventurer die.

When your AI adventurer kicks the bucket, you both get booted back to town and lose progress. When YOU die? They just resummon you and dock your approval rating. Guess who matters more in this relationship.

THE UNCOMFORTABLE TRUTH

Your adventurer has their own personality, makes their own decisions, and treats you exactly like what you are: useful, but replaceable. They decide when to go into dungeons, what to buy, and which enemies to fight. You can explore freely, but cross them and face the consequences.

Want to wander off during a boss fight? Sure, but don't expect them to wait for you. Want to save money for better gear? Too bad - they're already spending it on whatever their personality demands.

WHAT MAKES THIS TWISTED

🎯 Approval Mechanics - Die too much and watch your relationship deteriorate. Your adventurer's opinion of you actually matters for your effectiveness.

⚔️ Personality-Driven AI - Each adventurer has genuine personality traits that affect their combat choices, spending habits, and risk tolerance. Learn their quirks or suffer.

🔄 Asymmetric Death - You respawn. They don't. This changes everything about how you approach combat and resource management.

THE GAMEPLAY

  • Click-to-target combat with hotkey abilities in classic RPG style

  • Elemental strategy system where you master primary and secondary elements

  • Character progression that's completely separate from your adventurer's

THE HOOK

Most RPGs let you be the hero with disposable companions. This flips it - you're the disposable one learning to serve someone with their own agenda. It's weirdly liberating once you stop trying to control everything.

EARLY ACCESS STATUS

  • Core personality and combat systems fully functional

  • Multiple adventurer personalities and pet types available

  • Extended content and polish in active development

Think you can handle not being the main character in your own game?

Autumn's Dungeoneering
Purple XanmalDeveloper
Nekojin Interactive LLCPublisher
Q1 2026Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Everything Is Fine. I Just Rewrote the Game.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/3a710bc685eb603ff44d24fa0fa7e743473ec413.png\"][/img]

My Super Sexy Introduction:

Hey all! Sc wait, thats not mine.\nHello fellow Pets and Adventurers! And that one guy in the back playing Tetris. Seriously bro, focus.

Today I have great news, good news, and a little bad news. Lets start with a simple apology.

As you have probably noticed, except you Tetris guy, the game has not received updates in a few months. I want to make one thing very clear. This does not mean the game is dead, or that I have given up. Quite the opposite, actually.

Behind the scenes, I have been making several major framework changes. This is the fancy stuff you never see. When fully finished, these changes will greatly increase both the speed and quality of the content I can provide going forward.

Now, doing this takes a lot of time and a lot of button pushing. Not the fun kind either. Super complex math and systems work. Which brings us to the good news.

A new update is coming in the near future. As anyone who has ever done game development knows, making direct promises or giving exact dates is a bad idea. No, Tetris guy, I still do not have five bucks.

So instead, I am proud to announce that sometime, somewhere, in the near future. Maybe today. Maybe next week. Maybe sometime in February. Soon is relative, after all. You will be getting a massive update.

Which brings us to the great news.

New and Improved Features!

Open World

Thats right ladies and gentle-fishes er humans!\nYou will no longer watch as your owner or self teleports to Creation knows where. Instead, adventurers will now slowly make their way across the world. Traveling on foot, fighting monsters, collecting loot, and probably dying a lot along the way.

Especially you.

A Quest System

Now I know what youre thinking. Who needs a quest system in a roleplaying game? Well, despite my Bethesda-level resistance, it is being implemented anyway. Disbelievers may now go eat chalk.

Adventurers will accept quests, and maybe, if you are lucky, they will actually complete them.

New Adventurer Behaviors

Put simply, adventurers used to do neat things.\nNow they do more neat things.

If you care about the details like the absolute madman you are, read on. If not, please proceed to the next designated heading.

I replaced the old state machine hybrid with a far more sustainable Utility AI and GOAP setup. I also separated the logic into a Body, Mind, and Soul architecture.

Most importantly, I pushed many colorful buttons.

Better Animations

This may come as a shock to those of you who have been here a long time, but it turns out art is not my strongest skill. I know. Tragic.

However, I have found an artist who has decided they are willing to deal with me. I did not think it would happen either. They will be revamping much of the art and UI to make everything significantly prettier and more polished.

[hr][/hr]

Thank you all for your patience, your support, and your tolerance of my nonsense. The foundation is nearly complete, and once it is, things will start moving much faster.

[ 2025-12-30 23:03:06 CET ] [Original Post]
Alpha 14

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/3a710bc685eb603ff44d24fa0fa7e743473ec413.png\"][/img]

Alpha 14 lives! Unlike you.. RIP for the umpteenth time!

[u]Music and Sound[/u]

I added music! Please, hold your applause. I couldn\'t hear it anyway due to the volume. The good news? We got volume sliders! We also got lots of SFX and Music. Most of it is placeholder, but now the systems are in place and I can start adding real music.. eventually.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/44dc53dc513b645d130173a4069703c878edbd71.png\"][/img]

[u]Gameplay[/u]

Did this cool thing where you can now toggle running with \"R\"! So you don\'t have to double finger it while making that cowardly.. er.. strategic getaway.

[u]Combat[/u]

You know how you would be able to spam enemies down with your skills while your adventurer and enemy debated? No more! Now they debate faster and might actually hit you once or twice! I\'m just here to increase death count at this point.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/9878a5237168202f1946e14f0ed38f01b29f2469.png\"][/img]

[u]Balance[/u]

Ah yes, the good old balance sheet. To follow the KISS principle. Gold is no longer an item, but a currency outright. You now only get 50 gold in the beginning. and yes, You did notice your health is lower!

[u]Skill adjustments[/u]

  • Shadow Ball (1214 damage, 1210 cost),

    [/*]
  • Gather Shadows now heals more and costs less

    [/*]
  • Stat scaling differentiated for adventurers, pets, and enemies

    [/*]

[u]Item adjustments[/u]

  • Potion stacks increased to 10, effects boosted (minor to 100), with class/species preferences.

    [/*]

[u]User in your face.. Interface![/u]

Now, prepare for this. Perhaps the greatest invention since sliced bread. The shop and inventory open.. at the same time! Also, you can only sell at the shop now. No more aether selling shenanigans. No, you can\'t have the cookie. But you can sell it.. at a local shop near you!

Fixed that hotbar bug finally. Loot is now round robin by default. No more last hit kills for you! Bad minion!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/d5971f4ad5a618ff54d75a757a741e1e81568cac.png\"][/img]

[u]Technical Notes[/u]

  • Please note that due to terrible coding practices by our coder Purple Xanmal, you will have to delete your saves to get all the updates. He apologizes.. hey wait I\'m Purple Xanmal!

    [/*]
  • Improved saves with better error handling and null checks. Until the next one breaks.

    [/*]

Bug Fixes

  • The camera no longer jumps to a random enemy when you die. No more sneak peaks for you my good sir/ma\'am/thing?

    [/*]
  • Shop now validates your purchase. Mostly because you seem... shady.

    [/*]
  • Now, when Saki casts, she looks at her enemies! No more backshots.. er, firing from the back!

    [/*]

Anyone is interested in being part of the closed Beta. please join the discord!

[ 2025-10-07 07:25:55 CET ] [Original Post]
Alpha 13

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45705856/3a710bc685eb603ff44d24fa0fa7e743473ec413.png\"][/img]

[u]Greetings adventurers![/u]

Alpha 0.13 is now live with some of our most substantial improvements yet. This update focuses on making the game more accessible for new players while significantly refining core combat and progression systems under the hood.

[u]Tutorial System[/u]

First-time players will now receive contextual guidance from Saki and Tama as they learn the ropes:

  • Messages pause the game and require acknowledgment, so you can\'t skip it and then complain!

    [/*]
  • Progress is saved, so you won\'t see the same tutorial twice... probably

    [/*]

[u]Shop System Enhancements[/u]

  • New tabbed interface separating consumables, gear, and skillbooks

    [/*]
  • Level-gated inventory with smarter item generation

    [/*]
  • Better visual feedback for purchases and unavailable items

    [/*]

[u]Combat[/u]

  • Enemies can no longer spot you from across the map. They still kill you just as fast though.

    [/*]
  • The enemies (should) no longer stand around and stare at you!

    [/*]
  • Enemies now scale with you. I can faintly hear the sound of the thu\'um.

    [/*]
  • Skills now cost more as you get stronger. Didn\'t think you could spam shadow ball forever did you?

    [/*]
  • More Enemies (in number, what do I look like, an artist?!) to fight. 10? 20? 30? more? who knows!

    [/*]

[u]UI and Visuals[/u]

  • We be scaling on up! to 1920x1080! it\'s a deluxe UI in the last gen!

    [/*]
  • All UI elements redesigned for the new resolution

    [/*]

[u]Technical Improvements[/u]

  • Ready Button: Now you go when your both ready! or she gets annoyed and leaves anyways...

    [/*]
  • Cast Bar: Visual feedback shows skill execution timing

    [/*]
  • Death Penalty Removed: Characters no longer lose levels on death

    [/*]
  • Pet Vision Range: Increased from 10 to 25 units

    [/*]
  • New .saki binary format replaces old .tres files

    [/*]
  • Improved performance and data integrity

    [/*]
  • Better serialization for items, skills, and character data

    [/*]
  • Rebuilt from velocity-based to position-based movement

    [/*]
  • Tile-aware speed scaling (48x48 grid movement)

    [/*]
  • Better integration with combat state transitions

    [/*]
  • Streamlined item creation (reduced artificial delays)

    [/*]
  • Optimized skill scene instantiation

    [/*]

[u]Note[/u][u]: Old saves from 0.12 may not be compatible[/u]

[u]Bug Fixes[/u]

  • Fixed cooldown time display in hotbar and skill slots

    [/*]
  • Corrected pet enemy detection synchronization

    [/*]
  • Resolved melee skill animation timing issues

    [/*]
  • Fixed town detection flags preventing combat state bugs

    [/*]
  • Improved inventory consolidation logic

    [/*]
  • Better null checking across item operations

    [/*]
  • Eliminated timer object leaks from skill system

    [/*]
  • Better separation of concerns across core modules

    [/*]
  • Fixed stuck states and improved pathfinding

    [/*]
  • [/*]

[ 2025-09-26 06:09:04 CET ] [Original Post]
Alpha 0.12: The Great Refactoring

Game Description Image

Alpha 0.12: The Great Refactoring

Sound & Feel

Your adventures now have a proper soundtrack! Every spell cast rings with element-specific audio, level-ups get the fanfare they deserve, and even clicking buttons feels satisfying. Plus, you can finally pause the game without losing progress when life interrupts your dungeon crawling.

Learn Magic from Books (Like a Proper Wizard)

Forget grinding for skill points - now you can learn abilities by consuming skillbooks from merchants. It's knowledge you can literally eat, and your hotbar will thank you for the variety.

New Places to Explore

  • Grassy Fields Floor One - A fresh outdoor zone perfect for testing your new skills

    [/*]
  • Revamped Old Castle Floor One - I gave this classic area a complete visual makeover

    [/*]

Commerce Revolution

Charisma finally matters! Higher charisma means better merchant deals, and NPCs now shop based on their actual personalities instead of random impulses. Steve the Merchant got a name change to Bert (he's much friendlier now).

Combat & Character Improvements

  • Shadow Creatures rebalanced as proper agile assassins

    [/*]
  • Pet movement speed increased 50% (no more slowpoke companions)

    [/*]
  • Spell rebalancing with Gather Shadows getting a well-deserved nerf

    [/*]
  • Dynamic loot drops from enemies instead of predictable tables

    [/*]

Inventory That Actually Works

I completely rebuilt the inventory system from scratch. No more item duplication exploits, no more weird stacking bugs, and a shiny new "Sell Items" toggle for quick merchant interactions.

The Technical Stuff

For those who care about the under-the-hood improvements: we've overhauled three core systems (items, commerce, inventory), added proper save game management, enhanced UI architecture, and fixed approximately 847 bugs you didn't know existed.

Got feedback? Jump in our Discord and let us know what you think of the changes!

Make Your Adventurer Proud! - Purple Xanmal

[ 2025-09-09 09:17:20 CET ] [Original Post]
ALPHA 0.11.5

Game Description Image

NEW FEATURES

Spell Power System

  • Introduced new "SpellPower" stat that enhances magical damage output for spellcasting characters

    [/*]
  • All gear and weapons can now roll SpellPower bonuses during generation

    [/*]
  • Existing magical weapons like staves, tomes, and orbs gain automatic SpellPower scaling

    [/*]
  • Characters restore full health, stamina, and mana upon equipping new gear

    [/*]

Legendary Gear Additions

  • Added three new legendary items with unique effects and lore:

    [list]
  • Void's Intent: A void-attuned grimoire that boosts intelligence, wisdom, and spell power for illusion masters

    [/*]
  • Saki's Dress: Charisma-focused body armor with defensive properties and kitsune-themed enhancements

    [/*]
  • Serenity: A masterwork wakizashi wielding massive damage and dexterity bonuses, exclusive to advanced ninja classes

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

Camera Switching Mechanic

  • Players can now seamlessly switch camera focus between the adventurer and pet using a dedicated input

    [/*]
  • UI automatically updates to reflect the currently controlled character's inventory, skills, and hotbar

    [/*]
  • Enables better management of dual-character parties in pet mode

    [/*]

Combat and World Event Logs

  • Split event logging into separate World Events and Combat Logs tabs

    [/*]
  • Combat-specific messages (like summons and gear changes) now appear in their own dedicated log

    [/*]
  • Improved readability with scrollable, color-coded displays for different event types

    [/*]

CHARACTER CHANGES

General Skill Updates

  • Added flavorful descriptions to all skills for better immersion and tactical understanding

    [/*]
  • Rebalanced multiple skills for improved progression and variety:

    [list]
  • Air Dart: Increased projectile speed (150 250) but added a short cooldown (0 0.5s) for tactical spacing

    [/*]
  • Aqua Bolt: Reduced max range (120 100) for closer-quarters water combat

    [/*]
  • Ember Flame: Boosted base power (8 10) but increased mana cost (8 12) and cooldown (0.5 4s)

    [/*]
  • Slice: Slightly increased base power (4 5) with higher stamina cost (8 25) for meaningful melee commitment

    [/*]
  • Water Whip: Improved stat modifier (0 3), adjusted element (Air Water), shortened range (50 30), and reduced cooldown (1 0.65s)

    [/*]
  • Other tweaks to skills like Fire Blast, Ripple Mend, and Void Bolt for consistent status effect handling

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

Melee Combat Overhaul

  • Removed explicit attack types (Stab, Swing, etc.) from melee skills for streamlined resource management

    [/*]
  • Melee tooltips now focus on core stats without attack type display

    [/*]

Pet and Adventurer AI

  • Pets now properly assign to adventurers during summoning with improved event messaging

    [/*]
  • UI agent switching ensures hotbars and inventories update dynamically between characters

    [/*]

IMPROVEMENTS

UI and Visuals

  • Added new style resources for inventory panels, menu buttons, and hover effects with rounded corners and color schemes

    [/*]
  • Hotbar now initializes more reliably with persistent connections to skill and inventory updates

    [/*]
  • Tooltips enhanced to show projectile speeds and use consistent signing for stat modifiers

    [/*]
  • Expanded medieval town tileset with new dungeon floors, outside terrain, and physics-enabled grass for better collision

    [/*]

Game Mode and Start Menu

  • Simplified character selection flow, focusing on adventurer choice with automatic pet handling in relevant modes

    [/*]
  • Game modes now use enums for cleaner switching between Idle and Pet experiences

    [/*]
  • Removed outdated tutorial dialogue for a more streamlined new game start

    [/*]

Balance and Economy

  • Gear generation now supports SpellPower rolls on magical items like maces, daggers, and off-hands

    [/*]
  • Weapon stats rebalanced: Axes and spears emphasize strength/dexterity hybrids; magical weapons favor intelligence/wisdom

    [/*]
  • Hotbar slots clear visually when empty, preventing ghost icons

    [/*]

Performance and Stability

  • Updated process functions to physics_process for smoother agent tracking in personality panels

    [/*]
  • Better error handling in hotbar and inventory updates to prevent invalid instance crashes

    [/*]

BUG FIXES

  • Fixed hotbar not updating properly after inventory changes or skill book modifications

    [/*]
  • Resolved issues with agent assignment in different game modes, ensuring consistent UI ownership

    [/*]
  • Corrected save system to properly store and load separate world and combat events

    [/*]
  • Fixed tileset polygons not applying correctly to grass and floor tiles

    [/*]
  • Addressed cooldown bars and quantity displays showing on empty hotbar slots

    [/*]
  • Multiple fixes to skill resources preventing inconsistent ranges, costs, and element types

    [/*]
  • Improved camera limits and scene management for the expanded Drestor Town map

    [/*]

[ 2025-08-22 21:24:27 CET ] [Original Post]
PATCH 10.51

Game Description Image

PATCH 10.51

NEW FEATURES

Smart Shopping System

  • Characters now intelligently shop based on their personalities and needs

    [/*]
  • Empathetic characters get better deals through smoother negotiations

    [/*]
  • Different factions offer unique items based on your relationships

    [/*]
  • Merchants now keep much larger stock to meet demand

    [/*]

True Idle Mode

  • Your party now adventures completely on their own!

    [/*]
  • AI automatically chooses appropriate dungeons based on character levels

    [/*]
  • Characters return to town when dungeons are cleared

    [/*]
  • Smart exploration based on individual personality traits (some love wandering, others prefer efficiency)

    [/*]

CHARACTER CHANGES

Anna

  • Healing Waters now available from level 1 for earlier support capabilities

    [/*]

Skill Rebalancing

  • Air Dart: More powerful but with longer cooldown for tactical timing

    [/*]
  • Aqua Bolt: Slightly less damage but more consistent cooldown

    [/*]
  • Kitsune characters gain 20% bonus damage with fire-based abilities

    [/*]
  • Overall skill scaling adjusted for better late-game progression

    [/*]

IMPROVEMENTS

Combat & AI

  • Characters move more intelligently and won't get stuck wandering

    [/*]
  • Enemies actively pursue players instead of standing around

    [/*]
  • Better target selection in group fights

    [/*]
  • Smoother pet management and revival

    [/*]

Economy & Balance

  • Adjusted gold rewards from chests for better progression pacing

    [/*]
  • Fixed various item duplication and equipping issues

    [/*]
  • Rebalanced some ability ranges for fairer combat

    [/*]

User Interface

  • Completely redesigned inventory with detailed tooltips

    [/*]
  • Enhanced skill buttons show cooldowns and descriptions

    [/*]
  • Scrollable menus for better organization

    [/*]
  • Clearer visual feedback for different item rarities

    [/*]

BUG FIXES

  • Fixed characters getting stuck during exploration

    [/*]
  • Resolved various interaction and targeting issues

    [/*]
  • Improved visual clarity with fog of war

    [/*]
  • Multiple stability improvements

    [/*]

[ 2025-08-13 15:31:26 CET ] [Original Post]
Version 9.0 Update

Game Description Image

PATCH 9.0

NEW FEATURES

https://store.steampowered.com/app/3403760/Autumns_Dungeoneering/"" style="color:#bb86fc;text-decoration:none;">Demo now available!

Steam Integration

  • Added Steam achievements

    [/*]
  • New achievements to unlock:

    [list]
  • Goblin Killer: Defeat 10 goblins

    [/*]
  • The Advisor: Reach level 5 with Saki

    [/*]
  • Sensei's Apprentice: Reach level 5 with Tama

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

User Interface

  • New start menu with character selection

    [/*]

CHARACTER CHANGES

Saki

  • Air Dart

    [list]
  • Damage: 8 5

    [/*]
  • Cast time: 0.65s 0.45s

    [/*]
  • Cooldown: 0.2s 0.1s

    [/*]
  • Range: 0-100 20-120

    [/*]
[/*]
  • Earth Spike

    • Cast time: 1.2s 0.85s

      [/*]
    • Range: 20-100 30-100

      [/*]
    [/*]
  • Ember Flame

    • Now applies Burning status for 6 seconds

      [/*]
    [/*]
  • Skill progression changes

    • Air Dart now learned at level 1 (was level 4)

      [/*]
    • Ember Flame now learned at level 2 (was level 6)

      [/*]
    • Charm pushed back to level 10

      [/*]
    [/*]
  • [/list]

    Tama

    • New skill: Slice (Level 0)

      [list]
    • Melee dagger attack dealing 4 damage

      [/*]
    [/*]
  • Skill progression reworked

    • Earlier access to water-based abilities

      [/*]
    • Corruption moved to level 6 (was level 14)

      [/*]
    [/*]
  • [/list]

    Anna

    • New skill: Aqua Burst

      [list]
    • Powerful water attack

      [/*]
    • 12 damage, 20 mana cost

      [/*]
    [/*]
  • Aqua Bolt

    • Damage: 6 5

      [/*]
    • Cast time: 0.45s 0.65s

      [/*]
    [/*]
  • Healing Waters

    • Healing: 20 10

      [/*]
    • Cast time: 2.0s 1.2s

      [/*]
    • Cooldown: 8s 0.5s

      [/*]
    [/*]
  • Trickle

    • Now restores mana over time instead of health

      [/*]
    • Improved tick rate for better responsiveness

      [/*]
    [/*]
  • [/list]

    ENEMY CHANGES

    Goblin Scout

    • New ability: Throw Dagger

      [list]
    • Ranged attack that causes bleeding damage over time

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

    Goblin Warrior

    • Spear Stab

      [list]
    • Stamina cost: 5 8

      [/*]
    • Cooldown: 2.2s 1.5s

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

    GAMEPLAY CHANGES

    Combat

    • Adventurers no longer die permanently - when defeated, they return to town with reduced experience

      [/*]
    • Improved character positioning during combat

      [/*]
    • Fixed issue where attacks could accidentally hit allies

      [/*]

    Items

    • All minor potions: Healing/restoration reduced from 50 25 points

      [/*]

    Companion Behavior

    • Characters now organize their hotbars more intelligently based on their personality

      [/*]
    • Improved decision-making for when to use healing potions

      [/*]
    • Better exploration patterns and target selection

      [/*]

    BUG FIXES

    • Fixed characters sometimes getting stuck during pathfinding

      [/*]
    • Resolved issues with skill learning not updating hotbars properly

      [/*]
    • Improved fog of war visibility

      [/*]
    • Fixed various targeting and selection issues

      [/*]

    [ 2025-08-07 19:08:04 CET ] [Original Post]
    Version 8.0 Update

    Game Description Image

    NEW FEATURES

    Pet Summoning System

    • New summoning mechanics: Characters can now summon companion pets to aid in combat

      [/*]
    • Summon Anna: New skill allowing Tama to call Anna into battle

      [list]
    • 20 Mana cost, 10 second cast time, 60 second cooldown

      [/*]
    • Adds tactical depth with companion management

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

    Enhanced Status Effects Framework

    • Crowd Control system: Added comprehensive status effect support

      [list]
    • Trapped: Immobilizes targets, preventing movement

      [/*]
    • Burning: Damage over time effects (framework prepared)

      [/*]
    [/*]
  • Status effect integration: All skills now support status effect applications

    [/*]
  • [/list]

    UI & Interface Improvements

    • Drag and Drop hotbar: Complete hotbar rework with intuitive drag-and-drop functionality

      [/*]
    • Dynamic UI targeting: Inventory and skill book now adapt to currently selected character

      [/*]
    • Improved tooltips: Enhanced skill descriptions showing damage type and cooldown information

      [/*]
    • Auto-save on scene transitions: Characters now save automatically when changing areas

      [/*]

    Advanced Companion Behaviors

    • Intelligent hotbar organization: Characters now arrange their abilities based on effectiveness and personality

      [/*]
    • Smart shopping system: Characters purchase potions based on personality traits and combat needs

      [/*]
    • Enhanced combat calculations: Separate damage and healing evaluation systems for better tactical decisions

      [/*]

    CHARACTER CHANGES

    Saki

    • Air Dart

      [list]
    • Damage: 5 8

      [/*]
    • Cast time: 0.45s 0.65s

      [/*]
    • Cooldown: 0.1s 0.2s

      [/*]
    • Range: 20-120 0-100

      [/*]
    [/*]
  • Earth Spike

    • Damage: 8 10

      [/*]
    • Cast time: 0.85s 1.2s

      [/*]
    • Range: 30-100 20-100

      [/*]
    • Resource cost: 10 20

      [/*]
    • Cooldown: 0.0s 0.5s

      [/*]
    [/*]
  • Ember Flame

    • Damage: 8 6

      [/*]
    • Cast time: 1.3s 0.65s

      [/*]
    • Range: 15-100 20-80

      [/*]
    • Resource cost: 8 15

      [/*]
    • Trapped status removed: No longer applies crowd control effects

      [/*]
    [/*]
  • Tail Strike

    • Damage: 8 6

      [/*]
    • Element: Earth None

      [/*]
    • Range: 20-40 20-80

      [/*]
    • Cooldown: 2.5s 0.5s

      [/*]
    [/*]
  • Heal

    • Healing: 10 50 (Massive healing buff)

      [/*]
    [/*]
  • Skill progression changes

    • Air Dart moved to level 4 (was level 0)

      [/*]
    • Ember Flame moved to level 6 (was level 2)

      [/*]
    • Corruption moved to level 8 (was level 6)

      [/*]
    • New: Summon Anna available at level 0

      [/*]
    [/*]
  • [/list]

    ITEM CHANGES

    Consumables

    • All minor potions: Effect amount increased from 20 50 points

      [list]
    • Minor Health Potion: 20 50 healing

      [/*]
    • Minor Mana Potion: 20 50 mana restoration

      [/*]
    • Minor Stamina Potion: 20 50 stamina restoration

      [/*]
    [/*]
  • Stack limits increased: All minor potions can now stack to 99 (was 10)

    [/*]
  • Starting supplies: Characters now begin with 10 of each potion type (was 5)

    [/*]
  • [/list]

    Loot Tables

    • Chest rewards rebalanced: Reduced gold and potion drops from common chests

      [list]
    • Common chest gold: 5-15 5-10

      [/*]
    • Common chest potions: 1-3 1-2

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

    ENEMY CHANGES

    Goblin Warrior

    • Spear Stab

      [list]
    • Cooldown: 0.5s 2.2s (Significant attack speed reduction)

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

    TECHNICAL IMPROVEMENTS

    Core Systems

    • Resource cost calculation: Skill costs now scale more efficiently with character stats

      [/*]
    • Location utilities: Centralized position generation system for better pathfinding

      [/*]
    • Minimap overhaul: Complete rewrite with dynamic character tracking and scene-specific maps

      [/*]
    • Camera management: Automatic camera limit setting for different areas

      [/*]

    Performance & Stability

    • Improved state machines: Better handling of invalid targets and edge cases

      [/*]
    • Enhanced fog of war: Characters now prioritize exploring unexplored areas

      [/*]
    • Optimized detection: Characters can no longer detect enemies through fog of war

      [/*]
    • Safer file operations: Improved save/delete functionality with better error handling

      [/*]

    Party & Combat

    • Unified party system: All characters now join "Party1" for consistent group management

      [/*]
    • Enhanced combat flow: Improved skill selection with separate damage and healing calculations

      [/*]
    • Better positioning: Characters position themselves more intelligently during combat

      [/*]

    BUG FIXES

    • Fixed character state machine initialization timing issues

      [/*]
    • Resolved inventory UI targeting the wrong character

      [/*]
    • Improved navigation agent pathfinding reliability

      [/*]
    • Fixed hotbar updates not reflecting current character selection

      [/*]
    • Corrected camera management for pet summoning system

      [/*]
    • Enhanced save system directory handling

      [/*]

    [ 2025-07-28 23:02:00 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 22.04Memory: 1 GB RAM
    • Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Recommended Setup

    • OS: Ubuntu 22.04Memory: 1 GB RAM
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