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In Turnbound, you are trying to outsmart your way to freedom from a haunted board game where each session pits you against the trapped souls of other players, battling against the tiles left behind by other real players in asynchronous PvP battles. It’s a game of competitive inventory management, where every tile you place in your grid has a strategic cause-and-effect loop that ripples through battles and rewards those with foresight and creativity.

Will your design outlive your ghostly opponents… or join them?

Arrange and synergize

Draft and place new weapon, item, and trinket tiles to unlock combos and upgrade your Hero through a branching set of abilities.

With each tournament round you’ll manage your grid-based inventory by choosing which tiles to buy, upgrade, deploy, or sell. Organize tactical synergies which execute rewarding cause-effects loops that give you an edge against your opponents!

Play at your own pace

Compete against builds left behind by other players and watch your own loadouts battle - on their own.

As each asynchronous multiplayer autobattle completes, use the helpful playback tools to better understand how your choices played out so you can improve your grid.

Become unbeatable

Survive the trials with Heroes from your favourite legends to unlock new abilities, tiles, and cosmetics! If you keep playing your tiles right, you might just keep your soul intact - and make it to the top of the highest competitive chambers.

Key features

- Choose from recognizable Heroes of legend with their own items, abilities and trinkets inspired by their lore

- Organise and optimize your inventory and build

- Assemble and merge powerful items into new synergies

- Autobattle other players and test your strategies with asynchronous multiplayer

Turnbound
1TKDeveloper
1TKPublisher
To be announcedRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Early Access launches in one week

Greetings Spirits,

Were one week away from Turnbound entering Early Access on January 22, and we wanted to take a moment to walk you through what that actually means for the game, whats already live, whats coming at launch, and what were setting up for the road ahead.

Where we are now?

Over the past months, weve been building Turnbound alongside you. With the demo out in the wild and Duels Mode live, weve been collecting feedback, builds, broken strategies and cursed ideas at an alarming pace.

Early Access is the next step in opening the full game loop and competitive layer.

What arrives with Early Access on January 22

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/8dbfed4584d6d175fa74268d7a2a5f49d986356e.png\"][/img]

Leaderboards

The final Chamber (currently Chamber 6) becomes the Leaderboard Chamber, designed as the competitive endgame. This is where runs start to matter in a bigger way and where player rankings come into effect.

At Early Access, the leaderboard will focus on rankings within this final Chamber. Were also actively working on expanding this system over time, including:

  • Visibility into your position on the overall leaderboard

    [/*]
  • Friend-based leaderboards using Steam Friends

    [/*]
  • Additional stats tied to shared build codes, such as usage and win/loss data

    [/*]

These extended leaderboard and stat features are planned to roll out progressively during Early Access, as we refine the competitive layer and gather player feedback.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/d2973e0897de52593a9cd499fcd78774001fcdf4.png\"][/img]

A new playable Hero: Robin Hood

\nRobin Hood joins the roster as a brand-new hero at Early Access launch.

He brings new playstyles, synergies, and ways to approach runs, especially for players who like adapting on the fly and pushing risk-reward decisions.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/b9db98d2f6b7326ff9532fa14314804e16c1ee09.png\"][/img]

Duels Mode

Duels Mode remains fully available at launch. You can keep sharing build codes, challenging friends, and throwing your best creations into the arena.

Founders Pack

Alongside the Early Access launch, well be offering an optional Founders Pack for players who want to support the game a little extra.

This pack includes:

  • Exclusive cosmetic content available on day one.

    [/*]
  • First Access to 1.0 content when it is ready.

    [/*]

Turnbound is built around fairness, skill expression, and experimentation, and were being very intentional about keeping it that way. The Founders Pack doesnt affect gameplay in any way, it simply exists to recognize and celebrate the players who believe in the game early and help shape its future.

\nOn Steam, this may appear as a DLC-style package linked to the base game rather than a separate product.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/98aead14250693cc424bced47ca5b201f9299c6e.png\"][/img]

New Core Items, Abilities, and Progression

Early Access expands Turnbounds core systems in a big way.\nAt launch, youll find a new wave of items and trinkets designed to open up fresh synergies, alongside new shop abilities and new ultimates for both Alice and the Monkey King.

Progression also goes deeper with new character levels, new player levels, new challenges, and a full set of Steam achievements to chase.

On top of that, several new mechanics give you more control over how your runs unfold:

  • Round Rewards\nCertain rounds now let you choose your reward, giving you more agency over how your run develops. Do you take a free weapon, or play it safe with an extra life?

    [/*]
  • Shop Bells\nNew items called Shop Bells let you influence shop rerolls. Want only weapons, only armor, or only accessories? Shop Bells give you more control over shaping your board and build.

    [/*]
  • Treasure Chests and Keys\nChests and keys introduce a new risk reward layer. You never know exactly whats inside, but youll always get value back in items.

    [/*]
  • New items and trinkets\nFrom long term investment items like Stonk, to utility focused tools like Blitz Wand or Foamface, and powerful trinkets that enable new build archetypes, this update is all about experimentation.

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/39d1e57df5e7a051d0e0a0e401635df778b3ac1f.png\"][/img]

Language & Platform Support

As we head into Early Access, Turnbound will be available with broad language and platform support from day one.

Supported languages (Interface & Subtitles):\n English, French, German, Japanese, Korean, Brazilian Portuguese, Russian, Simplified Chinese

Supported platforms:\n PC, Mac, Steam Deck

Whether youre playing at your desk, on a laptop, or theorycrafting from the couch, Turnbound is ready to go.

And beyond launch

Early Access isnt the finish line. Its the point where we start iterating faster, experimenting more, and expanding systems based on how you actually play. New content, deeper progression, and additional features are already in motion, well share more as things solidify.

If you havent jumped in yet, the demo is still available, and following the game helps a lot as we head into launch.

Want to stay in the loop or share what you find?

Early Access lands January 22.

Thank you to all the incredible players who have supported us thus far!

Stay spooky and safe.

~ The 1TK Team!

[ 2026-01-15 14:51:30 CET ] [Original Post]
Turnbound x Slay the Spire launch bundle

Hey Spirits and Slayers,

Yes, that https://store.steampowered.com/app/646570/Slay_the_Spire/\"" style="color:#bb86fc;text-decoration:none;">Slay the Spire .

While exploring the chambers, we stumbled upon something many of you might already recognize. A familiar relic has found its way into Turnbound, crossing over from the world of the Spire.

Its called the Snecko Eye.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/0e4f3241f885fee5db160218812980527bd0d0f2.png\"][/img]

The item will be fully and permanently playable starting January 22, alongside the launch of Early Access. Its built to slot naturally into Turnbounds systems while staying true to what makes it recognizable. Its meant to be discovered, experimented with, and pushed in real runs.

Starting with the Early Access launch on January 22, and lasting until the release of version 1.0, youll be able to unlock a special achievement by completing a battle with the Snecko Eye tile on your board. Unlocking that achievement rewards a unique cosmetic profile frame, permanently unlocked, and yours to keep.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/8ac52064cbd946b5a4fbcbd72b6cf16c330bf4ce.png\"][/img]

At the launch of Early Access, Turnbound will be available in a special bundle with Slay the Spire, offering a 10% discount when purchasing both games together. A perfect excuse to dive into both worlds at once.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/77b5d4554a74c3722eba18989477c808105f470d.png\"][/img]

Some relics dont stay in one spire forever.

\n

Want to stay in the loop or share what you find?

See you in the chambers,

- The 1TK Team

\n

[ 2026-01-12 13:00:33 CET ] [Original Post]
Dev Log #4: Alice Gameplay Design

Happy New Year and welcome to 2026 spirits! The 1TK team is officially back and working hard, preparing and getting ready for the early access release on January 22nd! We have several things to discuss and update over the next few weeks as we get closer to release, but to begin, let\'s step back a moment to discuss Alice and her gameplay design.

Prefer to watch?

Join the team as they talk about Alice and her gameplay design in the video below:

Similar to Wukong, Alice has an abundance of lore surrounding the character that everyone knows well, meaning that when we went through the book and picked out the defining moments for her, we realised that we wanted to focus on a few core aspects, primarily that it is a dreamlike world and story with quite a few moments surrounding eating and drinking.

This inspired us to design our version of Alice as a consumable heavy hero with several sleep effects that primarily debuff her opponents and buff her own tiles. We even explored the possibility of making tiles larger or smaller with consumables, but the answer turned out to be a resounding absolutely not from our Design team . However, we knew she naturally leans toward gameplay with risk and reward, especially since it aligns with the character\'s lore, so we wanted to ensure that some of her mechanics follow the same trend.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/499d1758160d199a55d41ea18bc0daca4abf5084.png\"][/img]Pictured are two vastly different Alice boards, one more geared towards consumables, the other, destruction effects to simultaneously buff Alice and gain thorns.

Shop Abilities

Her first shop ability, which gives her the ability to create a little white rabbit tile, and if that tile survives a battle, you get a reward that can help potentially shape the rest of your run.

On the flip side, her second shop ability is less focused towards risk and reward, but helps you manage that risk a little better by giving you the ability to reroll the shop.

Ultimates

You also see this within her ultimates, especially her first one, which, when you trigger it, it sends 4 opponent tiles to sleep and two of her own, and these ultimates are activated by triggering enough consumables but there is a possibility that they never trigger, so, it can be a big risk and/or reward for when you achieve this.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/4af50a52d68a1fd41257d980462af270b236ac94.png\"][/img]Pictured are 4 tiles asleep on the opponent\'s board from Alices Ultimate.

The second of which is less focused on sending tiles to sleep but more about increasing the HP of your own tiles through every ultimate trigger. Weve seen it where, using Alices unique tiles and abilities, players have managed to get their tiles to staggeringly high numbers at the start of combat! Though this requires getting the right tiles!

Finally, a quick nod to the sleep effect.

To tie it all together, we wanted to ensure the sleep status felt and looked just right for her. This began with the idea of making the tiles flip when they sleep. On a 2D image, this was a challenge but also great fun. Especially with a little Zzzzz effect coming from them while they are flipped.\n\nThats all for now - thank you all again for being here - we think you folks are going to enjoy some of the upcoming announcements we have!

Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

Stay spooky and safe.\n\n

~ The 1TK Team.

[ 2026-01-09 19:09:08 CET ] [Original Post]
Patch Notes 0.34.1 & a Happy Holidays from us!

Happy Holidays, Everyone!

As we approach the end of the year and the start of the holidays for many around the world, we want to thank everyone who has supported 1TK throughout the year. We truly appreciate every comment, review, piece of feedback, and wishlist, as it helps us make Turnbound the best game and community it can be.\n\nBut now it is time for us to make the final patch of the year, before we take a well-deserved break, so we can get the engine fully up and running again when 2026 begins, along with the Early Access release.\n\nThe Servers will be unavailable at 1 PM GMT, and we expect downtime to last no longer than 30 minutes.

Patch Notes 0.34.1:

New Feature: Round Rewards

  • Gain rewards, like Echo Tiles or Re-match Tokens, when reaching a certain Round during a run.

    [/*]
  • Round rewards are replacing the Win Streak feature.

    [/*]

Gameplay Changes

  • We now use a tag to identify tiles with Destroyed effects rather than checking if the description contains that keyword. Tiles which target tiles with Destroyed effects now only target the tiles with this tag.

    [/*]
  • Halved now triggers even if the tile get destroyed (Panacea)

    [/*]
  • All Ultimates now count their trigger conditions even when the Hero is sleeping. When they reach the threshold, the Hero will wake up. Previously, only Alice behaved that way.

    [/*]

Bug Fixes

  • Fixed a bug where you would get a server error pop-up when exiting the customisation screen.

    [/*]
  • If Login with Steam fails for any reason (e.g. you are already playing on a different device), you will now see a more meaningful error message.

    [/*]
  • Fixed positioning of health bars and charges on L-shaped tiles in certain rotations.

    [/*]
  • Fixed a bug where the merge tooltip would show the wrong stats (e.g. still show L1>2 when merging L2>3).

    [/*]
  • Fixed a bug where merge tooltips don\'t show item stats anymore

    [/*]

Visuals

  • Updated the look of the boards.

    [/*]
  • Keywords are now colour-coded in the tooltips, referencing their respective Icons

    [/*]

Wishlist to join us at launch

If you havent already, a wishlist and follow helps us enormously as a small indie team.

Thank you as always for your support! Follow us here to stay updated:

Stay spooky, and once again, Happy Holidays!

- The 1TK Team

[ 2025-12-22 12:02:53 CET ] [Original Post]
Turnbound X Gambit Digital - Co-Publishing

A new chapter begins for Turnbound

Hey Spirits,

We wanted to share a quick update with you all and then hand the mic back to the community.

Co-publishing partnership

Were excited to officially say it: Gambit Digital is now co-publishing Turnbound with us.\nTheyll be supporting the game as we head into Early Access on January 22, and helping us keep Turnbound growing long-term alongside all of you.

About Gambit Digital

Gambit Digital is a publisher focused on supporting innovative, community-driven games, working closely with developers to bring distinctive experiences to players worldwide.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/87b55d3fb75d9b7aeeb90435caaabccdc4fd4985.png\"][/img]

Duels Mode is live, now its your turn

Duels Mode is now fully live for everyone, and were already loving the builds and challenges popping up.

If you havent tried it yet:

  • Save one of your builds

    [/*]
  • Share your code

    [/*]
  • And challenge a friend (or a total stranger)\n

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/82d0724f705bed8571ecf1c1b7c8b50e7e72fed0.jpg\"][/img]

Wed love to see what youre coming up with! Share your build codes, post screenshots of your boards and tell us which builds youre proud of (or which ones completely broke your brain)

Drop them here, on Discord, or wherever you hang out, were watching and taking notes!

\n

Early Access is the next step

Early Access launches January 22, and Duels is just the beginning. More systems, progression, content, and experiments are coming as we continue building the game together.

Thanks for playing, testing, breaking builds, and sharing feedback with us.\nFollow us here to stay updated:

May your builds be strong,

The 1TK Team and Gambit Digital!

\n

[ 2025-12-17 16:30:54 CET ] [Original Post]
Duels Mode is live : challenge your friends builds!

Duels Mode is live, challenge your friends\' builds!

Hello Spirits,

Todays update brings one of the most requested features to Turnbound: Duels Mode is officially live!

Duels let you challenge a specific build by entering a simple code.

You can now:

  • Share your own builds with a unique code

    [/*]
  • Test yourself against a friends strategy

    [/*]
  • Compete directly instead of battling spirits asynchronously

    [/*]
  • Try curated creator builds added for this update!

    [/*]

Its fast, chaotic, strategic and the perfect way to prove once and for all whose tile brain actually reigns supreme.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/97d400deddaf8bfca779ba6408e6267a51787c40.jpg\"][/img]

A festive holiday skin

To wrap up the year, were adding a cozy holiday skin filled with warm lights, sparkles and winter charm.

A little seasonal cheer inside our spooky little board game world.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/3244e3e170f42a645c8e47bbf66fc8246a3bd827.png\"][/img]

Onto the patch notes:

Extra:

  • Controller support with shortcuts on the button which support it

    [/*]
  • Display poison damage in tooltips and floating texts in battle

    [/*]

Balance changes:

  • Mad Hatter\'s Hat damage increased to 2-3-5

    [/*]
  • Haunted Harpoon Ammo increased from 1 to 2

    [/*]
  • Bloodlust Mixture Uses on Level 2 and 3 increased from1 to 2

    [/*]
  • Kinetic Energy Suit Health increased from 6 to 7

    [/*]
  • Resonance Rifle Ammo increased from 1 to 2 on all levels

    [/*]
  • Phantom Mask Confusion increased from 2 to 3

    [/*]
  • Vulture 9000 bonuses decreased from 3-6-12 to 3-5-8

    [/*]
  • Finesse Bracers bonuses decreased from 2-4-8 to 2-3-5

    [/*]
  • Mirror Mirror Thorns bonus increased from 2-4-8 to 3-5-8

    [/*]
  • Explosive Pinata now deals less damage to your own Tiles

    [/*]
  • Wukong Dragon Ultimate damage increased from 10 to 15 and 5 to 7

    [/*]
  • Queens Cards bonuses decreased from 2-3-5- to 1-2-3

    [/*]
  • Wukong Out of Thin Hair first use price increased from 0 to 2

    [/*]

Bugs:

  • Pocket Watch description is now correct

    [/*]

Early Access is coming next -January 22

Todays update sets the stage for the next milestone: Early access - and will be our last major update until then. \n

Turnbound enters Early Access on 22 January 2026. Early Access will include:

  • New character and new core mechanics

    [/*]
  • 20+ new tiles, new trinkets & abilities

    [/*]
  • Leaderboards and Steam achievements

    [/*]
  • A deeper progression system

    [/*]
  • A new challenge system & new cosmetics

    [/*]
  • And more throughout 2026

    [/*]

More details coming soon but for now, we hope you enjoy Duels Mode and the rest of todays update!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/c1e10f4bc84e76f6456cff109542a09b15e4b2b6.png\"][/img]

Wishlist to join us at launch

If you havent already, a wishlist and follow helps us enormously as a small indie team.

Thank you as always for your support! Follow us here to stay updated:

Stay spooky,

The 1TK Team

[ 2025-12-15 14:36:05 CET ] [Original Post]
Explain the Build: FatMouse

Hello spirits, new and old! We have another Explain The Build article coming fresh off the press, ready for you all! But, what is Explain The Build? You may be asking yourself. It\'s a series of articles showcasing combinations and interactions of different tiles you can achieve or inspire in your next run!

Prefer to watch?

Visit our YouTube channel, where we have put together a quick video with Donald explaining his FatMouse build.

This build revolves around destroyed effects and consumables, creating a large HP mouse to protect our board.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/95b427f3687eb0fc6e862e1f2f5c72acd51fdff8.png\"][/img]

So, the first, and one of the most essential accessories on our board is the harbinger Toy. This gives taunts to adjacent tiles with destroyed effects, one of which, in this case, is the pearlcracker, which is what we will be using to enable the creation of our mouse with a large HP pool.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/a06936ba6ccb3062477b82db736a1514fa67be92.png\"][/img]

Pearlcracker, on death, deals one damage to all tiles on both our own and our opponents\' board, which at a glance, is not a lot; however, that is precisely why we are using it, because the mouse only has 2 health, which means when it takes the one damage from the pearlcracker, its hp is halved.

Why is that important, though? Well, most consumables trigger when an adjacent tile has its HP reduced to half health, meaning that once the mouse gets hit by the pearlcracker, all of the consumables we have lined up next to it get triggered and create the powerhouse mouse tank. ( a set of three words i never expected to say!)

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/9dcd9732c0ce307879604b6cb4f2a24c02a51efa.gif\"][/img]

Once we have this tanky mouse, not only does it have some reflect that will weaken or destroy those that attack it, but it will give time for our weapons and hero to destroy our opponent.

One thing to note, though, is that there are ways for players to remove taunt from opponent tiles, or they may actually get powered up through the damage taken from our Pearlcracker.

Finally, there are ways to make this build stronger by adding more consumables, using clever accessories, or utilising trinkets such as double delight, which triggers consumables an additional time.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/bf1e8437058eb4958d1fea25aa01ed49d94808b2.png\"][/img]

Do you have any builds or combinations that you have found to be either a lot of fun or powerful as you play?

Thats all for now

Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

Stay spooky and safe

The 1TK team.

[ 2025-12-12 16:03:10 CET ] [Original Post]
Duels Mode and seasonal content arrive December 15

Turnbound enters Early Access on January 22 and Duels Mode arrives next week

Hello Spirits,

Women-Led Games starts today, and as a women-led team, were incredibly proud to be part of this years celebration with a new trailer!

To mark the event, were excited to share whats coming soon to Turnbound!

Duels Mode arrives December 15

One of our most requested features is almost here!

Duels let you challenge specific players directly instead of battling spirits asynchronously.

Its fast, chaotic, strategic and perfect for testing builds with friends or settling once and for all who has the superior tile brain.

Duels will launch with pre-loaded builds from some of Turnbounds regular creators!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/4816307ad538ba0dd812ebb783cb9e90645582d4.png\"][/img]

Early Access launches January 22

And of course the big one.

Turnbound enters Early Access on January 22, bringing new systems, new ways to play, and continued content throughout 2025.

Your feedback from the demo shaped so much of whats coming next, so from the bottom of our hearts, thank you.

Women-Led Games: a meaningfulmoment for our team

These announcements coincide with Women-Led Games , a celebration were proud to be part of as a women-led team.

Its a moment that highlights the voices and creativity behind Turnbound and many other indie titles.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/24187a6ffdfbd60875053dde381170948e62fb5c.png\"][/img]

A special holiday skin (also on December 15)

To bring a bit of warmth into our spooky board game world, a festive holiday skin will be available starting December 15, full of lights, sparkle and winter cheer.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/543f5aa3db02a9046b531da828890cfe8b465d5e.jpg\"][/img]

Wishlist to join us at launch

Early Access begins January 22, and wishlisting helps us enormously as a small indie team.

[dynamiclink href=\"https://store.steampowered.com/app/3802470/Turnbound/\"][/dynamiclink]

Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

Stay spooky,

The 1TK Team

[ 2025-12-10 15:00:15 CET ] [Original Post]
Dev Log #3: Wukong Gameplay Design

Welcome, spirits, new and old, to the third of our dev logs. This time, we are going back and talking about Wukong and his gameplay design.

Prefer to watch?

Join the team as they talk about Wukong and his gameplay design in the video below:

As previously mentioned during the character design dev log, he is a character of worldwide popularity with many stories surrounding him, meaning we had to make him feel like the character you know. This meant we had to make gameplay feel like he had the traits you would expect of him, and use those as our inspiration for designing the hero\'s gameplay.\n\nTo begin with, we wanted to showcase him as the master fighter he is, with an arsenal of weapons at his disposal. The idea was to build him to scale damage, hit hard, and be durable enough to take a good hit or two.

To do this, we knew we wanted to focus on accessories, either to scale damage or health. When these are connected to the Hero Tile, Wukong himself, it would increase his health, which can help you survive those early rounds. His character tiles encourage chain attack abilities, or, in the case of Seven Star Sword, begin with a chain attack. These abilities combine well with specific accessories to provide that scaling health and damage throughout a fight to make you feel like Wukong is this master fighter who gets stronger the longer a fight goes on.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/746eeb38de3009f8e6b10ecbef708b2574a81a0b.png\"][/img]

Another trait that he has is the ability to revive and potentially even become stronger because of that, so, we thought of a way to try and bring that into the game itself through tiles and trinkets that provide revives, and accessories that buff items dependant on tiles being revived, so you have this master warrior who can, if played correctly, get stronger through tiles being destroyed and revived over and over again!

At the same time, hes known to be a bit of a trickster, which you could argue is something that is quite hard to bring into a game like ours, but, we think weve brought a little of that into his game design by creating a keyword called confusion, meaning, when you apply confusion to an attack tile, that tile will hit a completely random tile. It could hit yourself, or your opponent or even itself, which can lead to amusing situations where, through confusion, the opponent\'s hero tile attacks itself, bringing them to 0 hp and you winning!

The Ultimates.

Wukong can also shapeshift, which is another trait we wanted to bring into the game. The best we thought of was using it as one of his ultimates - where he turns into a dragon and hits the battlefield. Not only is this impactful, especially early on, but we also knew we had to get the VFX right for it. For this, we needed to make the dragon look almost 3d, so we had the dragon come out and do a little loop-de-loop on the way to its target.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/885575c61d80b5c3066a1f6f3fa88875fb9c903f.gif\"][/img]

Another thing Wukong has been known to do, which is where we drew the inspiration from, is a technique called Cloud Somersault where he can travel vast distances in a single leap, in our version, we decided that this act would allow him to steal charges from his opponents tiles and power up his own, meaning not only did we reference one of his abilities but also eluded to his trickster ways!

Abilities

Another direction we decided to take, at least for the first and third of his shop abilities, is the fact that he can also clone; in the myth, it was primarily himself. Still, we decided it would be fun to allow players to duplicate items on their board, or, in the future, be able to clone weapons that your opponent has, which would allow you to steal a weapon that you usually would not have access to!\n\nAnd finally, the second ability is a reference to his journey to gain wisdom, which we decided to add into our game as an ability where you receive a scroll of wisdom, which, in turn, when used correctly, can empower attack tiles that require charges, allowing them to act quicker.\n

Thats all for now

Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

Stay spooky and safe

The 1TK team.

[ 2025-12-05 13:54:03 CET ] [Original Post]
Patch Notes for 0.33.2

Greetings Spirits!

Just a small patch this week where we address some of the smaller issues encountered from our larger update last week. In one hour, the servers will be going down for the update.\n

>> A reminder servers will be going down while we push a patch and will be back up again in about 15 minutes! <<

Onto the Patch Notes

[hr][/hr]

Patch Notes

Changed Tiles:

  • Haunted Harpoon: On Destroyed Damage from 2,3,4 to 1,2,3

    [/*]
  • Ammo Dispenser:

    [list]
  • Uses from 2, 2, 3 to 1, 2, 2.

    [/*]
  • Ammo given from 2, 3, 3 to 2, 2, 3

    [/*]
[/*]
  • Coinhook Chain:

    • Rarity from D to C.

      [/*]
    • Price from 3 to 6.

      [/*]
    • Added Spillover.

      [/*]
    [/*]
  • Bounty Hunter Suit:

    • Ammo given from: 1, 2, 3 to 1, 1, 2.

      [/*]
    • Health from 8, 16, 32 to 6, 12, 24

      [/*]
    [/*]
  • Top Up Express: On Destroyed Ammo given from 4, 5, 6 to 3, 4, 5

    [/*]
  • Toxic Tailcoat: Poison Damage from 1, 1, 1 to 1, 1, 2

    [/*]
  • Scavengers Musket

    • Ammo from 3, 3, 3 to 2, 3, 3

      [/*]
    • Power from 3, 6, 12 to 3, 5, 10

      [/*]
    • Price from 3 to 4

      [/*]
    [/*]
  • [/list]

    Trinkets:

    • Wishful Rummaging Tier 2:

      [list]
    • Free rerolls from 2 to 3

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

    \n

    Other Bug Fixes:

    • Coin Mark is now only applied by direct Attacks (as the description suggests)

      [/*]
    • Level 2 or 3 Strange Egg now correctly gives a Level 2 or 3 Battle Buddy

      [/*]
    • Ammo Dispenser and Top Up Express now have correct outlines on the Tiles

      [/*]
    • Fixed an issue in which Poison Damage wouldnt trigger Revive at the correct moment

      [/*]
    • Fixed an issue with Deathbloom Cannons AoE pattern not being correct

      [/*]

    Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    The 1TK team.

    [ 2025-11-27 14:10:34 CET ] [Original Post]
    Explain the Build: Bongo Cat Edition.

    Hello spirits, new and old! This is a different Explain the Build this time around, combining a challenge with our thought process as we go. The challenge is to complete a run with the fewest clicks possible, mainly to celebrate our collaboration with Bongo Cat!

    Prefer to watch?

    Head on over to our YouTube channel, where we have put together a quick video with Donald explaining the speedrun.

    At the start of the run, we select Alice as our hero, pick up Hush Brush, which we level up, and a potion to help buff either the brush or Alice. This gives us enough power to win the first round.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/6eb6b4e749375585a37569ab9ee80ecc337f65a2.png\"][/img]

    From there, we pick up the Daydream Pinafore, which gives us some safety for our attack tiles to do their damage, whilst also reducing the power of our opponent by putting one of their tiles to sleep with our eventual plan to try and buff the armours HP as high as possible, at least at this stage of the game.

    This gives us enough power on board to win the next round. We then pick up our hero tile, level up with the item it provides, which turns out to be another Pinafore, so we level that up too. The hero power we chose gives us the first 3 shop rerolls for free when activating ( cost of 1 gold to activate).\n

    From this point, we continue to add more potions next to the Pinafore to continually buff and provide sustain to the armour, as well as a snack attack to give some additional power to Alice or the brush, should we need it, by giving them a chain attack.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/e4893026c5e5751dee6fee441209055878c2b389.png\"][/img]

    The run at this point is going quite well; we havent lost yet, and we are steadily gaining power whilst only using around 80 clicks so far by round 4. From here, we pick up a discounted wrath rose and place it next to the armour and point at Alice. This means that every time the armour takes damage, Alices attack damage is increased by one. This ends up being enough power to get us through the next round, though the fight is closer than we\'d like.

    Thankfully, in the next round, we were able to pick up another wrath rose to boost that up, as well as a frenzied bottle spirit, which, when an adjacent attack tile attacks, provides all attack tiles next to it +1 attack and health. However, we do initially misplace it which means only Alice gains any buffs, rather than both Alice and the brush.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/1f039bade08bc2547e908e947d73d2a639811ac2.png\"][/img]

    This is enough to get us another win, bringing us to 6, and it is at this point we realise were this far into the game with only 2 weapons, so we need to go weapon hunting. However, we pick up the next level for Alice, level up our frenzied bottle spirit, which gives us finesse bracers, which we make sure to keep hold of, as we plan on using that later.

    \nCombat happens, were at win 7, less than 200 clicks in, and we have access to our final trinket, which we pick up the one that allows us to sacrifice one of our lives to obtain 3 rare tiles, which, honestly, is where we end up using the most of our clicks this run, while we are trying to figure out how we want to use the items the trinket gave us. We sell the wrath rose, fit in the finesse bracers, finally find our 3rd weapon, and fit it in next to the bracers. Place the unstable core and the aegis of harmony, both of which are items that the trinket gave us, and finally pick up the mocking cap, which rounds out our build from pretty much the rest of the run.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/0f9e454c6041954d8d8d3badc821a72b1c0b0191.png\"][/img]

    The only few things we do in the rest of the run is switch one of our weapons out for something better, get some more consumables to help sustain the damage or health of our weapons and/or armour.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/f556b39805e0926c7ceff711b76e5a7a85b1cf46.png\"][/img]

    We have a moment of panic where we get absolutely destroyed once by someones build who oneshots our armor, meaning none of the consumable adjacent to them go off, we replay the combat and this time they one shot the armors again so that ended up being a waste of clicks, as well as a moment where we end up being a bit nervous on the final fight against a strong opponent. Thankfully this ended up being no problem at all.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/718c29624ab0f12ccbc800cf463ee1dbf41c86a7.png\"][/img]

    As such, we complete the run with 10 wins and 1 loss, using just 400 actions (Once you remove the 30 that we started the run on).\n\n

    That\'s all for now!

    Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    The 1TK team.

    [ 2025-11-24 16:27:53 CET ] [Original Post]
    A Chonky Demo Update!

    Welcome Spirits, old and new, we have some shiny new things for you!

    To start off we are unlocking some Customization for our Demo players! As you level up your profile and Heroes, you can now unlock and equip custom boards, frames, tile backs, and more to personalize your experience. While we will be limiting the customizations you can unlock in the demo we wanted to give you something fun to work towards (and trust us, some of these will require work to unlock!). Now you can show off just how much better you are at this game than us with these unlocks

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/b020b0547a596fff1cf0a4a93e419efbde2bfa00.jpg\"][/img]

    Next We have the New Ammo Feature! All Ranged Attack Tiles are updated and now consume Ammo to Attack. We have been very excited to share this with you because it adds a whole new dynamic of play to your ranged weapons.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/bd886b6ec7266e410a467ba5186ba66d773fba58.jpg\"][/img]

    We also have some nice Quality of Life Updates, including a Cause & Effect VFX, which shows players which tiles the selected tile is affecting! This is a major upgrade which visualizes the flow of energy to help you better see how and where your tiles are interacting with each other. We have also made improvements to how Echo Recovery is managed and how we display XP and Level-ups!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/8d9c3098e054b80547c68f0dff35fec03d4b83f5.gif\"][/img]

    Thank you again for all of your support and feedback! We are thrilled to have you along for this journey with us \n

    >> A reminder servers will be going down while we push a patch and will be back up again in about 15 minutes! <<

    Onto the Patch Notes

    [hr][/hr]

    Patch Notes

    Quality of Life:

    • The chance to gain an echo recovery from a win streak now depends on how many echoes you have left: You get a guaranteed echo recovery if you have just one echo, and a 40% chance if you have two. Above that, you will always get a different reward. (previously: always a 25% chance if you have less than five echoes)

      [/*]
    • Added a popup to show xp gain and levelups

      [/*]
    • To facilitate the changed Ammo based Tiles, we have 2 New Tiles and 1 Changed Tile based around giving additional Ammo

      [/*]
    • Out of ammo animation

      [/*]
    • The Pickpocket keyword has been replaced with Coin Mark.

      [list]
    • When a Tile with Coin Mark is hit by a direct attack, the Attacker gains +1 Coin for each Coin Mark stack.

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

    New Tiles:

    • Top Up Express

      [list]
    • Gives 1 Ammo to adjacent tiles every 3 turns and 5 Ammo when destroyed

      [/*]
    [/*]
  • Ammo Dispenser

    • Gives 1 Ammo when adjacent Ammo item spends an Ammo

      [/*]
    [/*]
  • [/list]

    Changed Tiles:

    • Scavengers Musket

      [list]
    • Updated to use Ammo

      [/*]
    [/*]
  • Resonance Rifle

    • Updated to use Ammo

      [/*]
    • For every Ammo above 1, gain +10% Power.

      [/*]
    [/*]
  • Gunblade

    • Updated to use Ammo

      [/*]
    • Can attack without Ammo. Attacks using Ammo deal +50% more Damage.

      [/*]
    [/*]
  • Deathbloom Cannon

    • Updated to use Ammo

      [/*]
    [/*]
  • Bounty Hunter Suit

    • New Effect: Damaged: Give adjacent Tiles +1 Ammo.

      [/*]
    [/*]
  • Haunted Harpoon

    • Updated to use Ammo.

      [/*]
    • No Ammo: Gain +1 Ammo. Destroyed: Deal 1 Damage to all opponent Attack Tiles per remaining Ammo.

      [/*]
    [/*]
  • Twin Hunger

    • New Effect: Destroyed: Give Taunt to the adjacent Accessory with the highest Health.

      [/*]
    [/*]
  • Slumberstitch Pinafore

    • Updated to gain and use charges

      [/*]
    • Damaged: Gain +1 Charge. Charged: When Damaged, apply Sleep 3 to the attacking Tile.

      [/*]
    [/*]
  • Rabbits Fan

    • Updated to gain and use charges

      [/*]
    • When damaging a Tile, gain +1 Charge. Charged: Removes Taunt from the Tiles it hits.

      [/*]
    [/*]
  • Mushroom Left side

    • Effect addition: Gives bonus reflect if right side is adjacent

      [/*]
    [/*]
  • Mushroom Right side

    • Effect addition: Gives bonus health is Left side is adjacent

      [/*]
    [/*]
  • Iron Staff of Conquest

    • New Effect: When a Tile is Revived on your Board, gain +3 Power.

      [/*]
    [/*]
  • Coinhook Chain

    • Gains taunt when adjacent to an armour. Applies Coin Mark when hit.

      [/*]
    [/*]
  • Bloodthirsty Bat

    • Damage Area changed from down to left

      [/*]
    [/*]
  • Nullifying Plate

    • Price reduced from 11 to 10 coins

      [/*]
    [/*]
  • Healing Draught

    • Base health reduced from 5 to 3

      [/*]
    [/*]
  • Alice Doll

    • Price reduced from 8 to 7 coins

      [/*]
    [/*]
  • Battle Buddy

    • Health increased from 12, 24, 48 to 14, 24, 54.

      [/*]
    • Power increased from 6, 12, 24 to 12, 24, 48.

      [/*]
    • Self inflicting damage reduced from 2, 3, 4 to 1, 1, 1.

      [/*]
    [/*]
  • Drink me Bottle!

    • Health bonus reduced from 3, 6, 12 to 2, 6, 6.

      [/*]
    • Uses increased from 1, 1, 1 to 1, 1, 2

      [/*]
    [/*]
  • Ruffled Gloves

    • Health increased from 6, 12, 24 to 8, 16, 32

      [/*]
    [/*]
  • Enchanting Bouquet

    • Bonus Health increased from 1, 2, 4 to 1, 8, 16

      [/*]
    [/*]
  • Explosive Pinata

    • Damage increased from 1, 2, 4 to 2, 4, 8

      [/*]
    [/*]
  • Harbinger Toy

    • Health bonus increased from 1, 2, 4 to 2, 4, 8

      [/*]
    [/*]
  • Bloodlust mixture

    • Price reduced from 6 to 5 coins

      [/*]
    [/*]
  • Changed Alice\'s White Rabbits:

    • If a White Rabbit survives the battle, receive another White Rabbit.

      [/*]
    • No longer grants a random tile when it survives a battle.

      [/*]
    • White Rabbit is no longer destroyed when it survives a battle or is kept in storage.

      [/*]
    [/*]
  • [/list]

    Trinkets:

    • Free Shop Re-Roll Tier 1: Changed from Big to Small

      [/*]
    • Free Copy Card Tier 1 : Changed from Big to Small

      [/*]
    • Power while Shielded Tier 2: removed from tutorial

      [/*]

    Alice White Rabbit Ability:

    • Now it always costs 1

      [/*]
    • If a White Rabbit survives the battle, receive another White Rabbit.

      [/*]
    • No longer grants a random tile when it survives a battle

      [/*]
    • White Rabbit is no longer destroyed when it survives a battle or is kept in storage.

      [/*]
    • Removed condition in which Rabbits are removed after Battle (both when winning or losing)

      [/*]
    • White Rabbit Tile: Fragile. When you have 2 Attack Tiles left, gain Taunt. If a White Rabbit Tile survives a Battle, receive another White Rabbit Tile.

      [/*]

    Other Bug Fixes:

    • Fixed a bug where taunted weapons could be prioritized over other taunted items depending on their position on the board.

      [/*]
    • The game will no longer show a warning about missing Vulkan support to Mac users. Metal works fine too.

      [/*]
    • Fixed a bug where some achievements and their connected rewards would not be granted to users who had already fulfilled their conditions before they were added to the game. This caused some players to not be able to play as Alice for example.

      [/*]

    Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    The 1TK team.

    [ 2025-11-21 13:45:50 CET ] [Original Post]
    Do you like cat? Do you like hat?

    Hello Spirits, new and old, as well as any cats that have made their way over here!

    Were happy to announce a small collaboration between ourselves and Bongo Cat, where you can get our delightful (and mischievous) cat in Bongo Cat as a skin to unlock.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/e7164cd4ee340813b2223faddad67b9fa101300a.gif\"][/img]

    This is really, really cool for us, not just because we love cats, but because we love Bongo Cat! You can often find the 1TK team hanging out in meowtiplayer throughout our workday. And we just think it is amazing to have a skin for our cat in a game we love, and now we get to decorate with many hats

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/92aec6f7feab99e82d837d2be79bc9276ece014d.png\"][/img]

    So how do you unlock this lil guy? You simply need to play the Turnbound demo for 5 minutes, thats it.\n

    If you are new to our game, welcome!\n\nIn Turnbound your soul is trapped within a board game and in order to escape, you fight against other spirits (players) in asynchronous autobattles. You do this by managing your inventory of tiles to create combinations and builds that beat your opponents. Its inventory management with mahjong tiles, players have said its kind of like inventory Tetris meets Hearthstone Battlegrounds.

    If that sounds like something you might be interested in, we would love for you to play the game and share your honest feedback via [u]Discord [/u] or the [u]community hub[/u] , as we know community feedback is essential to making this game the best it can be!

    [dynamiclink href=\"https://store.steampowered.com/app/3419430/Bongo_Cat/\"][/dynamiclink]

    Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    • The 1TK team.

      [/*]

    [ 2025-11-17 18:41:23 CET ] [Original Post]
    Explain the Build: BeefyKong.

    Hello spirits, new and old, to another Explain The Build article where we highlight a variety of potential combinations and builds that you can achieve within our game! Hopefully, this will give you some inspiration for what you could achieve in creating your own builds going forward.

    The main element of this build involves the Cinnabar Pills upgraded to level 3 which provide health, though it still works, but not as strongly, if at level 1 or 2, but also a trinket that revives the first destroyed accessory to full health, which is likely going to be the Cinnabar Pills, and then finally the dragon whiskers which improves the power of any weapon that attacks.

    Prefer to watch?

    Head on over to our YouTube channel, where we have put together a quick video with Donald explaining the BeefyKong build.\n

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/f8c05135b0e4ea3eb701c9bbfd02c96dd5116421.png\"][/img]

    At this moment in the run, the build is at 8 wins with 5 lives left, which means things are going very well for us in our run!

    The first element, which I mentioned before, is the Cinnabar Pills, these provide health to adjacent attack tiles by damaging themselves whenever something next to them takes damage. This obviously has a limit, as it will eventually destroy itself, but thanks to our trinket, we have a high chance of keeping this going, as the trinket revives the first destroyed accessory to full health.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/cb73df4bd382ea955d0f413931dc11b375ab7614.png\"][/img]

    From there, we ensured that we got some value from the pills by placing multiple taunts adjacent to them to guarantee some triggers, even if it\'s only a couple of hits in the case of de-taunt. Finally, the last main component of the build is the Dragon Whiskers, which increases the attack of adjacent attack tiles by two each time they attack, meaning we can keep up to some degree against any build that might be trying to do the same thing as us and build for health.

    \nIn practice, there are many additional ways to further augment health gains, especially with the Cinnabar Pills. You could, as an example, use the Pilgrims Plume Cap. This also gives adjacent attack tiles health whenever something is damaged next to it, which does proc off the cinnabar pills, damaging themselves as well.[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/a25ae72fdc8dbe318ff075f68db78b2a5342a401.png\"][/img]

    That\'s all for now!

    Thank you as always for your support! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe.

    • The 1TK team.

      [/*]

    [ 2025-11-14 16:47:56 CET ] [Original Post]
    Dev Log #2: Introducing Alice

    Welcome, spirits, new and old, to the second of our dev logs, this time diving into Alice and the choices that we made surrounding the character.

    Prefer to watch?

    Join Anisa and Matthew from the team as they talk about Alice and her character design in the video below:

    Why Alice?

    We realised early on that we wanted characters with Eastern and Western influences who could complement each other, and Alice turned out to be a perfect fit for us. Alice as a character has existed through a multitude of different interpretations, ranging from literature, to film and other media, which meant we had a rich selection of inspirational source material.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/5889dd7d6964dbf912ab0db15f0c54cc16de3a2f.png\"][/img]

    Because her character is so well-known and recognisable, we knew that she could stand on her own next to Monkey King. Her lore and visual identifiers, such as her blonde hair and her blue, puffed sleeve dress, make her instantly recognisable as Alice.

    The Design of Alice.

    Knowing that Alice would be recognisable, we wanted to balance that familiarity while making sure her character design would be our own. Once again, we worked with [u]Agnieszka Szajewska [/u], an amazing artist based in Poland, who was very excited with our direction of Alice. We already had a concept to work with: long blonde hair, blue dress, and a little apron, which is very Disney-esque so we wanted to make sure that we had our own spin on it.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/21f2b37a7bec7bd4aec453e8ef59db2080f32110.jpg\"][/img]

    In Turnbound, Alices abilities are centred around using consumables and potions, so we designed her to look smart and strategic. Traditionally her looks are feminine and Victorian, so we looked to other sources of inspiration to influence her design. Japanese fashion, particularly the GothicLolita style with its frills, hearts, flowers, and oversized bows, stood out as a way to diversify her aesthetic while keeping her instantly recognisable.

    Another consideration was our games setting: its a rough environment, yet were featuring timeless characters, so it was especially important to reinterpret our heroes in our own style by moving toward a more contemporary fashion aesthetic.

    One of the themes of our game is that the players soul is sucked into the board game. Because of that, we wanted to explore supernatural ideas. When you choose a character, you literally inhabit that character during battles, so we gave Alice a ghostly spirit which results in an experience that feels like cozy horror.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/d974cf3c280692e528bed37458e527b7ddd49e5e.png\"][/img]

    This led to a conversation about what kind of spirit, or essence surrounds a character. We wondered what a ghostly presence would look like for someone like Alice, whether its the Cheshire Cat or something else? We did humour the idea of keeping her original age, but the themes of the game pushed us towards an older Alice. An older Alice meant a more experienced Alice, possibly changed from her Wonderland adventures, and one that could confront an opponent in front of her.\n\nThis meant that we ended up having an alternate skin done by Spain based artist [u]Sergi Brosa [/u]. This version is more bold, almost as if she were a cyberpunk survivalist lost in Wonderland. It made us excited about the possibilities of an iconic character in a completely different universe. The smallest details could hint at other stories; for example, Sergis Alice looks like shes been scrounging for resources, getting her hands dirty and getting flowers stuck in her clothes, whereas Agnieszkas version is cleaner and more fashionable.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/ee4f386e5961084b65b87c0b6685dcdf54b8ea09.png\"][/img]

    Being able to tell different stories through alternate designs of our characters is extremely exciting! Each artist has their own style, and through this they can take our brief and come up with designs that make us say, Thats awesome, we wouldnt have thought about that! This collaborative workflow inspires us with ideas that we wouldnt have discovered on our own.

    Thats all for now

    Thank you once again for your support and patience! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    • The 1TK team.\n

      [/*]

    [ 2025-11-08 15:32:02 CET ] [Original Post]
    Delay Announcement + Patch Notes/Maintenance

    Delay Announcement + Patch Notes

    Well, this is awkward have you ever announced a release date but then a cat holds your soul hostage unless you delay your game because he likes to make you question your sanity?

    In all seriousness, we are very sorry to announce that we will be delaying the Early Access release of Turnbound.

    We know that this news is frustrating, and we are sincerely sorry. We want to be as transparent with our community as possible on the reason for the delay, and it is simply because we need more time to cook. Whilst Early Access games get given a bit more grace, we believe that if you are paying for something, you should get value for your money. Were no longer confident we can guarantee that if we ship on the 13th of November 2025.

    When we planned our announcement at Galaxies, we thought the timeline was tight but manageable, given the amount of work that was left to do. After further investigating the current bugs and remaining work we now know it would be unrealistic to ship on the 13th. Were saddened to have to make this call, but we know its the right choice in order to give you the version of Turnbound that you deserve.

    So when will Turnbound ship?

    We dont want to promise a date only to delay it again. What we can promise you is that as soon as we have a date we feel 100% confident in, youll be the first to know!

    To help make this happen, we may even open up Steam Playtests or have an Open Beta for players to enjoy new features and heroes! Were also committed to keeping the Demo available for you to continue to enjoy until we ship.

    \nAs an extra thank you for your patience and understanding, our overlord The Cat has deemed you worthy enough to give him scritches in the Early Access release. (Please note the Pet the Cat Feature will not loosen his grip on your soul).

    On to the patch notes:

    [u]NOTE: The servers will go down at 1pm GMT for approximately 15-30 minutes to apply the patch.[/u]

    Patch Notes 0.31.0:\n

    • Fixed Red Silk Sash to trigger when damaged, not when destroyed

      [/*]
    • Added a warning message when trying to launch the game on incompatible hardware

      [/*]
    • Adding German Localization

      [/*]

    Thank you once again for your support and patience! Be sure to follow us in any of these places to stay up-to-date with the latest news:

    Stay spooky and safe

    • The 1TK team.

      [/*]

    [ 2025-11-03 13:17:53 CET ] [Original Post]
    Explain the Build - Vulture PearlCracker

    Hello Spirits, welcome and happy Halloween!

    Alongside our Dev Logs, we also wanted to highlight the variety of potential combinations and builds you can achieve in our game, which, in turn, will hopefully give you all some inspiration for combinations to try out!

    In this short article, we will go over a vulture, PearlCracker build that primarily revolves around self-tile destruction, buffing up our weapons to get that power high enough to push through to victory.

    Prefer to watch?

    Head on over to our YouTube channel, where we have put together a quick short with Donald explaining the Vulture PearlCracker build.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/e90a079f8c9f7d4e577b13b6885521a737d0290d.png\"][/img] In this moment in time, we are nearing the end of a run, with 8 wins and 2 lives left. Our build consists of several parts that combine to create the build that we have. Firstly, the economic aspect is several Madcoin Mice, which are low-health accessories that, when they die, generate more coins. This has helped us throughout the run to get the coins needed to get the build together in the first place.

    However, they are also low health items that when they die, synergize with the Vulture 9000, which reads: When an adjacent tile is destroyed, give adjacent attack tiles +6 power and +6 health. and the Alice Doll, which reads When an adjacent Tile is destroyed, give Hero Tile +4 health and +4 power

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/d25a10e6f371599dbd7fa82d75b3bcbecfb76d63.png\"][/img]

    From there, we have two separate PearlCrackers that deal damage to everyone in combat, taunted by a neighbouring tea set that taunts adjacent accessories, which in turn are placed next to the aforementioned Vulture 9000.

    These Pearl Crackers may, if were lucky, due to their low damage, destroy some consumables before any harder hits trigger them. They also, due to the damage it does on our board, synergise with the Wrath Rose, which further increases the hero tile damage ( what it is pointed to) by two whenever an adjacent tile is damaged.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/6427765c4bb73d04d1e760c5d9e90b57037e2628.png\"][/img]

    In practice, on average, the hero tile will end up with roughly 60 health and attack, and other weapons will have around 30-40 health and attack, which, if you go and watch the short, you will see an example of the build in combat as well.

    Thats all for now

    Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

    Stay spooky and safe.

    \n~ The 1TK Team.

    [ 2025-10-31 16:28:43 CET ] [Original Post]
    Patch Notes for 0.31.0 + Maintenance Notice ( 1 hour)

    Hello everyone! \n\nJust a small patch this week where we address some of the more urgent issues with the demo while the team is focusing hard on the Early Access launch. In one hour, the servers will be going down for the update for roughly 15-30 minutes.\n\nPatch Notes 0.31.0:

    • Fixed a bug where taunted weapons would be prioritised over other taunted items depending on their placement on the board.

      [/*]
    • Frienzied Bottled Spirit: Health bonus decreased on level 2 and 3 (now 1/1/2)

      [/*]
    • Pilgrims Plume Cap: Health bonus decreased to 2/4/6

      [/*]

    Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

    \n

    Stay spooky and safe.\n\n

    ~ The 1TK Team.

    [ 2025-10-27 12:00:48 CET ] [Original Post]
    Early Access Release Date!

    You heard that right, spirits! We just announced that we will be coming to Early Access during the Galaxies Showcase!

    We do want to forewarn you that this means that the demo will be coming down after Early Access is released so that we can focus on providing our players with the best experience in the main game. Until then, we will continue to gather feedback and provide regular updates.

    So be sure to play the demo while you still can!

    \nWe can also confirm that any progress you made in the demo will follow you to the Early Access game. (Provided you are using the same Steam Account)

    So, why Early Access?

    Well, simply put, because we know that games like Turnbound turn out best if they are community-driven. We have already been able to make significant improvements to balancing since we launched the demo. Being Early Access allows us to keep our players involved. And we also know that the real fun lies in breaking the meta which has been so fun to watch you do! Ultimately, we plan to treat this game like a living project with frequent updates that transform and elevate gameplay.

    But what is coming to the game before and during Early Access?

    We will have the third hero, Robin Hood, available to play, which, combined with the two other heroes, means you will have over 140 items and abilities to play around with!

    It doesn\'t stop there; we also have a roadmap for the Early Access period, which will include all of the following (and more):

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/df0128b64475b9ca5e22606ca0d0fc3bc7f673a5.png\"][/img]

    The and more part is that we will be actively working on bug fixes, balancing and community requested features. (Keep your eyes peeled for community Feature Requests (coming soon))

    We don\'t want to promise exact details as to when these updates will arrive, because we will be balancing adding new features and content with community feedback and requests. We plan on keeping the roadmap (which will live here ) as up to date as possible and will continue to have small updates every week on top of these larger content updates.

    Our main goal is to ensure you have a quality Early Access game as well as to new features that keep your experience fresh and exciting.

    How long will we be in Early Access?

    While we are reluctant to set a final date for when we will exit Early Access, our current timeline is 4-6 months. Ultimately, our goal is to ship when we feel there is enough content to keep players entertained for hundreds of hours.

    As soon as we have final dates or details, you, our community, will be the first to know.

    \n

    Be sure to follow us on our social channels to keep up to date on all things Turnbound:

    Stay spooky and safe.

    ~ The 1TK Team.

    [ 2025-10-23 19:14:04 CET ] [Original Post]
    Patch Notes 0.30.0 &amp; New Feature: Rematch!

    Hello everyone!

    \nIf you see this as this goes live, the servers will be down for 15-30 minutes while we update the demo.\n\nThank you to everyone who sends over their feedback, bug reports and suggestions, we do listen and take on board, and try to respond to as much as we can as it comes in, so be sure to keep on doing so in the community hub or our Discord!\n\nWith that being said, we have a New feature:

    Rematch!

    Do you believe you should have won a fight you lost due to RNG? Well, put your tokens where your mouth is. Redo the fight with new RNG. If you win, you regain the echo you lost.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/a21e7142b70c05a285cd666063db1a7c1161111b.png\"][/img]

    Onto the patch notes

    Matchmaking:

    • Chamber 3 no longer shares a matchmaking bucket with chambers 4 and 5. As we get more users, we will also split 4 and 5.

      [/*]
    • Reduce the number of bots you encounter later in the tournament.

      [/*]

    Connectivity:

    • Fixed an issue where the connection between the client and the server could get corrupted, causing repeated connection loss popups.

      [/*]
    • Fixed an issue where Chinese users could not connect to the servers (this was a server-side hotfix that\'s already deployed)

      [/*]
    • Improved our alerting system to detect issues with the Chinese servers earlier.

      [/*]
    • Fixed a bug where the game state could get corrupted in case of connection errors.

      [/*]
    • Replaced the Relogin button from the connection error popup with a Quit button because relogin did not always work cleanly.

      [/*]

    Balance:

    • Red Silk Sash will no longer apply Stun. Health Increased from 5, 10, 15 to 8, 16, 32. Power reduction on Attacking Tile increased from 5, 10, 15 to 10, 15, 25

      [/*]
    • Buffs from Frenzied Bottled Spirit are now applied in parallel

      [/*]
    • The Soul Trade trinket can only appear in shop if you have at least 3 echos remaining (from 2).

      [/*]
    • Ironclad Trinket gives health to taunt items now, even if they gain taunt later.

      [/*]
    • On-Hit effects from attacks are now applied before Damage-Taken effects of the items being hit. This has implications especially when Sleep is involved. An attacker can now prevent damage-taken effects of the target by putting it to sleep. An attacker with \"When damaging a Tile, gain a Charge\" will now gain the charge even when hitting a tile with \"The first time this Tile is hit, it applies Sleep to the attacking Tile.\"

      [/*]
    • Battles are now limited to 30 turns. If you do not defeat your opponent in 30 turns, you lose the battle. You should not hit this limit in normal play. This is there to ensure that battles between two very defensive builds will not continue forever.

      [/*]

    UI / UX:

    • Spillover is now shown in Tile Tooltips.

      [/*]
    • Item catalogue items are not loaded again everytime the popup opens.

      [/*]
    • Improved visuals for the Devastator challenge pop-up

      [/*]

    Bug Fixes:

    • Fixed a bug where the win streak animation would play even when win streaks were still locked by the tutorial.

      [/*]

    Other Changes:

    • Bug reports will now submit all log files rather than just the session in which the report was sent. This will help us track down bugs that prevented you from reporting (e.g. freezes, crashes).

      [/*]

    Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

    Stay spooky and safe.\n

    ~ The 1TK Team.

    [ 2025-10-20 14:05:39 CET ] [Original Post]
    Dev Log #1: Introducing Sun Wukong

    Welcome, spirits, new and old, to the first of our dev logs. In this series, well be lifting the game-box lid on exclusive behind the scenes topics. If youre intriguedabout the heroes, the lore of the game and more, be sure to read on!

    Prefer to watch?

    We have a video where you can Join Anisa and Matthew from the team as they talk about Monkey King and his character design.

    [dynamiclink href=\"https://youtu.be/Q-zWC09E5-w\"][/dynamiclink]

    What goes in to choosing a hero

    For our first two heroes we asked ourselves: What do we want to convey with the heroes? Who do we want to represent the game?

    We quickly realised that we wanted them to feel like a matching set - but for both to be heroes, we couldnt default to character versus their in-world opponent.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/5889dd7d6964dbf912ab0db15f0c54cc16de3a2f.png\"][/img]

    Eventually, we landed on a face-off between Alice and Monkey King. Theyre natural opposites in many different ways but with a few parallels:

    • They both are coming-of-age stories, but Alices story is about the innocence of childhood curiosities and the learnings gained through growing up. Monkey King Sun Wukong is well, chaotic, brash and very straight forward. If Alice is nice, MK is the troublemaker.

      [/*]
    • Aesthetically theyre each strongly aligned with their culture, but Alice represents western lore and fiction, with her beloved pale blue Victorian dress. Monkey King is an iconic part of eastern legends, represented in bright red tones and historical-inspired armour. These differences let us visually design them as opposites!

      [/*]

    As timelessly popular characters they have plenty of source material to draw from, but because of the vast array of existing depictions, we have room to grow and build our own versions that are unique to Turnbound.

    But why Monkey King?

    We chose Sun Wukong, the Monkey King, as a legend that has been repeated from generation to generation with worldwide popularity. The character has existed for hundreds of years, but you may know of him more recently from Dragon Ball Z or Black Myth Wukong!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/bb00d6dd3db904b0c089d528513fba7c409fff4a.png\"][/img]One of the earliest printed depictions of Sun Wukong, from all the way back in 1592! ([u]source [/u])

    As a powerful fighter, he has plenty of existing lore we can extract item ideas from. We also find his brash, cheeky personality delightful! If you follow any of the myths or stories around him, youll see exactly why.

    Making an icon our own

    When people have an existing mental image of a character, its a challenge to ensure your version stands out. We worked with [u]Agnieszka Szajewska [/u], an amazing artist based in Poland, to make this happen. With her help, we were able to explore a range of styles to help us bring our vision for Monkey King: Turnbound-style to life.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/0b47647bf247fd508512d7e962e8475a16d44f3a.jpg\"][/img]

    It was quite fun to try and find a contemporary style for him! Through our research into how he was already represented, we landed on the idea he should look playful and tricksy. A K-Pop star-esque pretty boy with a cheeky side to him - but with some of the famous monkey characteristics that people would expect him to have.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/32b775106fbe97362df35b2e49eeaf38f3fa2f1b.jpg\"][/img]

    Finding that middle ground of anthropomorphism was its own creative challenge! We asked ourselves: how animalistic do we want him to be? Do we want him to have monkey feet, or human feet? Should he have his iconic monkey tail? How sexy is too sexy for an idol-looking animal man with visible skin and body hair?

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/19feaed6b415f89d04d6edec410834be127bcf8b.png\"][/img]

    Continuing the theme of different interpretations of iconic characters, we worked with another artist, [u]Sergi Brosa[/u] , to create an alternative skin. Sergi made a much more experienced looking Monkey King, which we thought was super cool to see! Where Agnieszkas version looks like hes just started his journey, Sergis version looks like he might now have completed it. Its remarkable how different you can have two versions of the same character come out!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/61d3700e89e4374eee0d0114ec725c331ad3bf8d.png\"][/img]

    Thats all for now

    Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

    Stay spooky and safe.\n

    ~ The 1TK Team.

    [ 2025-10-17 16:00:34 CET ] [Original Post]
    Steam Next Fest &amp; 0.29.0 Patch Notes

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/e0f992ee1cffdcf44d2eeb713769de01be74717d.png\"][/img]As you probably could tell by the title of this post, were in Steam Next Fest! To all the new spirits haunting our board game who found us through the event, welcome! We hope you have fun and tell your friends!

    We encourage you all to get involved in our Discord and/or our Steam Community hub, whether it is by sharing builds, discussing items, or letting us know that something is horribly unbalanced We try to read and get involved as much as we can! \n\nIf you want to support the game, or us as a studio, the best thing you could do at this stage is wishlist the game, or review the demo. This helps us hugely, and we appreciate any and all of you who do so!

    \n

    [dynamiclink href=\"https://store.steampowered.com/app/3802470/Turnbound/\"][/dynamiclink]

    Patch Notes 0.29.0\n

    Fixes/Changes

    • Phoenix Feather Cap now correctly revives with a percentage of base health.

      [/*]
    • Revive now happens after an attack and all the consequences it caused.

      [/*]
    • Snack Attack can now give chain attacks even during an ongoing attack, such as from reflected damage.

      [/*]
    • Re-rolling the shop offers is no longer blocked if all visible offers are frozen, but there are other offers available and bought.

      [/*]
    • Items no longer move infinitely upward in the storage.

      [/*]

    Shop

    • Shop Offers: More offers in Rounds 1 & 2 (both increased to 5).

      [/*]
    • B and A rarity items are now available one round earlier (Rounds 5/6).

      [/*]
    • Hero Updates can no longer show up early with a low chance, but are now introduced at fixed rounds.

      [/*]

    Items

    • Weapons with a chain attack can now be stunned or put to sleep, cancelling the ongoing chain attack.

      [/*]
    • Slumberstitch Pinafore now only triggers from normal weapon attacks.

      [/*]
    • Pocket Watch now reduces health directly instead of dealing damage, preventing shield breaks.

      [/*]
    • Finesse Bracers now correctly have an aura.

      [/*]
    • Consumables now always show their base uses in the shop.

      [/*]
    • Charged items that gain charges when damaging an item now also gain charges when they kill an item.

      [/*]
    • Charged items that would use their charges on hit no longer waste them if the target is destroyed.

      [/*]
    • Bloodthirsty Bat no longer gains power when hitting only a shield.

      [/*]
    • Energy Drink no longer wastes charges if the target item is already fully charged.

      [/*]
    • When a trinket can be selected, the shop offers appear animation only happens after the selection is complete.

      [/*]
    • Healing Draught: Level 2 heal increased from 4-6-8 to 4-8-8.

      [/*]
    • Energy Drink: Price decreased from 5 to 4.

      [/*]
    • Power Monocle: Power increased from 2-3-5 to 3-5-10.

      [/*]
    • White Rabbit: Base HP increased from 3-5-8 to 4-8-12.

      [/*]
    • Finesse Bracers: Power bonus decreased to 2, 4, 8; health bonus decreased to 2, 4, 8.

      [/*]
    • Duchess Tea Service: Bonus health increased from 1-2-4 to 2-4-8.

      [/*]
    • Ring of Power: Price decreased from 5 to 4.

      [/*]
    • Mirage Projector: Health decreased from 7-14-28 to 6-12-24.

      [/*]
    • Revive Plus (Trinket): Health on revive increased from 10 to 15.

      [/*]
    • Slumberthorn: Sleep duration increased from 2 to 3; reflect bonus increased from 1-2-4 to 1-3-6.

      [/*]

    Trinkets

    • Side Effect: Health gain increased from 5 to 10.

      [/*]
    • Late Bloomer: Power increased from 15 to 20.

      [/*]
    • Healing Bombs: Bonus health increased from 3 to 5.

      [/*]
    • Poison Potency: Bonus poison increased from 1 to 2.

      [/*]
    • Ironclad (Tier 2): Bonus health increased from 4 to 7.

      [/*]

    Art

    • Level 2 and 3 of non-attacking tiles now have different tile backgrounds.

      [/*]
    • Character select animation added.

      [/*]

    \nThank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

    Stay spooky and safe.

    ~ The 1TK Team.

    [ 2025-10-13 17:04:01 CET ] [Original Post]
    Welcome to the world of Turnbound. We hope you like cats!

    Hello and welcome to our humble caravan. Just now, during the PC Gamer Show, we revealed Turnbound, and you can check out the announcement trailer here:

    Turnbound is an asynchronous, PvP, inventory management autobattler - now say that ten times, fast, when trying to explain your game to people! (Its not easy!)

    If that sounds like something you might be interested in, then surprise! We also have a live demo for you to explore and check out. We would love for you to play the game and provide your honest feedback to us via our [u]Discord [/u]or the [u]community hub [/u], as we know that community feedback will be essential!

    In the coming weeks and months, we will be talking more in-depth about the game, the characters and the team, with the first dev update coming soon.

    Wishlist the game:https://store.steampowered.com/app/3802470/Turnbound/ Be sure to follow and join our social channels:

    Stay spooky and safe.

    ~ The 1TK Team.

    [ 2025-09-28 18:28:00 CET ] [Original Post]

    Minimum Setup

    • OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
    • Processor: Dual Core 64bit with SSE2 instructionsMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible (Nvidia Geforce 600 series. AMD Radeon HD7000 series. Intel HD Graphics 5500)Network: Broadband Internet connection
    • Storage: 500 MB available spaceAdditional Notes: Internet connection required
    ⭐ SPOTLIGHT DEAL ⭐
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    Fanatical
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    $1.00
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    $19.68
    $2.08
    $5.29
    $1.48
    $3.64
    $0.44
    $2.62
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    4.00€ (60.00%)
    2.65€ (79.00%)
    3.50€ (75.00%)
    3.40€ (66.00%)
    16.79€ (40.00%)
    2.11€ (86.00%)
    1.50€ (90.00%)
    5.31€ (57.00%)
    2.18€ (62.00%)
    2.55€ (74.00%)
    1.85€ (81.00%)
    55.19€ (8.00%)
    2.70€ (70.00%)
    4.45€ (70.00%)
    4.00€ (60.00%)
    27.00€ (55.00%)
    0.57€ (86.00%)
    3.19€ (81.00%)
    15.62€ (36.00%)
    13.74€ (50.00%)
    1.00€ (90.00%)
    25.99€ (35.00%)
    0.71€ (86.00%)
    81.99€ (18.00%)
    1.48€ (90.00%)
    36.79€ (8.00%)
    1.50€ (90.00%)
    1.33€ (81.00%)
    3.00€ (80.00%)
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