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Update 18: Multiplayer Madness

[img=http://media.interstellarmarines.com.s3.amazonaws.com/media/images/steamearlyaccess/interstellarmarines_early_access_update_18_small.jpg]

Update 18: Multiplayer Madness


For this Update we're taking multiplayer up a notch by re-introducing three multiplayer game modes: Deathmatch, Team Deathmatch and one of our favourite modes - Team Domination! Update 18 Version: 0.5.18 Released: 22nd April, 2015 What's New ADDED: Team Domination, Team Deathmatch and Deathmatch game modes to all multiplayer maps ADDED: Admins can now change multiplayer mode from within the game ADDED: Server browser can now filter by region, game mode and server type ADDED: Sprint strafe ADDED: Crouch sliding ADDED: Sprint jump weapon animations ADDED: Sounds are muffled when AI SARA speaks ADDED: Additional AI SARA speaks to The NeuroGen Incident ADDED: Steam achievements from Update 17 to in-game Profile tab ADDED: Option to turn off auto-refresh for server browser and refresh using a manual button ADDED: Check added to ensure TPs are not lost during a match ADDED: Breath on inside of helmet visor when exhausted and HUD is offline ADDED: Flashlight and laser are now toggleable per weapon ADDED: New Spearhead bonus content, including 78 new images, audio logs and OTTO speaks from The NeuroGen Incident, and additional items Improvements UPDATED: Mainline now compatible with Team Domination and Deadlock UPDATED: Mainline Winter now compatible with Team Domination and Deadlock UPDATED: Dynacore now compatible with Team Domination, Team Deathmatch and Deathmatch UPDATED: Sprint sliding toned down UPDATED: Walk and run speeds now affected when exhausted UPDATED: Jump height when exhausted adjusted to always allow jumping onto a railing UPDATED: Sprint acceleration increased UPDATED: Keep arms in correct position when sprinting up/down stairs UPDATED: Head bobbing UPDATED: Overall tweaks to Accuracy, Sprint and Stamina UPDATED: Updated SMG, Assault Rifle and suppressor textures UPDATED: Server sorting defaults to sorting by the number of players per server UPDATED: Join button colour in the server browser has been changed for clarity Known Issues - When revived, player may be put into spectator mode. Killing and reviving the affected player corrects this. - Some new achievements and TP rewards may not work. We're investigating - The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10 - The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4) - View jittering may occur when jumping on lossy networks - Audio may cut off partially/completely on weapon/helmet sounds - Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect) - Potential to fall through elevator when moving - When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible - Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this - There may be an intermittent bug in Team Domination where one team always seems to have a player in the zone Fixes FIXED: "TPs should no longer be lost" FIXED: "Keycard in crew quarters in NGI sometimes not appearing" FIXED: "NGI servers crashing due to excessive logging" FIXED: "Possible fix to Starcrown servers crashing excessively" FIXED: "Weapon accuracy / recoil error (many thanks to Guilty for his work on this)" FIXED: "No longer a 15 second wait to spawn in Playground maps" FIXED: "Falling through hatch in crashed Megalodon on tutorial level" FIXED: "Falling through hatch in Megalodon in the Megalodon level in the playground" FIXED: "Being pushed through elevator floor at the start of the tutorial mission" FIXED: "Missing glass panes in several locations in the tutorial mission" FIXED: "Removed access to the separate training areas in the tutorial level" FIXED: "Location of several occluders in the tutorial level" FIXED: "Adjusted bounding box in tutorial level" FIXED: "Boxes near start of tutorial level so players do not get stuck in them" FIXED: "Spot in Starcrown where a player could exit the map" FIXED: "Spot in the Mainline maps where a player could exit the map" FIXED: "Patrol route on top of Mainline coop spawn building to ensure that CTR does not hide at the back where it cannot be shot" FIXED: "Elimination challenges now rewarding TPs" FOR THE LOVE OF THE GAME, Your team at Zero Point Software


[ 2015-04-22 18:08:04 CET ] [ Original post ]



Interstellar Marines
Zero Point Software
  • Developer

  • Zero Point Software
  • Publisher

  • 2013-07-02
  • Release

  • Action Indie RPG Simulation Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 37  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Mixed

    (4242 reviews)


  • Review Score

  • https://store.steampowered.com/app/236370 
  • Steam Store

  • The Game includes VR Support



    Linux Game Content [4.43 G]Linux 64-bit Game [4.91 G]

  • Public Linux depots

  • UPDATE 25 AVAILABLE - Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing*, and non-linear gameplay. Set in a believable future, you take on the role of an elite operative handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.

    Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.

    *role-playing not yet implemented

    Welcome to Project: IM


    Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.

    But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.

    Now gear up Marine, we’ve got training to do! Welcome to Project IM.

    War Games

    Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.



    7 Singleplayer/Co-op Missions

    Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!

    9 Unique Multiplayer Maps Across 3 Game Modes

    Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.

    Realistic Simulation

    With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.

    We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!

    FOR THE LOVE OF THE GAME,
    Your team at Zero Point Software
    GAMEBILLET

    [ 5951 ]

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