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Swim. Grow. Try again.

Siegeturtle is a cozy idle roguelite auto-battler about a turtle making its way home through hostile seas. Your turtle moves automatically while companions support you along the journey. Upgrade attributes, skills, and equipment to push a little further with every run.

A jetpack? A cannon? Why not both! Blast through diverse biomes with quirky upgrades and unexpected power-ups.

Unlock Companions!

Recruit dolphins, unicorns, seals and more! Each grants a unique ability to your party.

Fish for Power

Send your turtle out to fish between battles. Sell your catch for gold, or keep them for passive stat bonuses. Upgrade your imaginary fishing rod to reel in even rarer finds.

Level up your favorite attributes!

  • Strength, Agility, Intelligence, or Vitality. Which will you choose? Each attribute shapes your turtle in unique ways, letting you grow stronger with every run.

  • Customize your playstyle. Spend skill points to upgrade your turtle and companions, unlocking abilities that match how you like to play.

  • Hunt for legendary loot. Summon powerful bosses to earn new gear and discover synergies that boost gold gain, regeneration, drop rates, critical hits, and more. Break down unwanted equipment into upgrade materials to raise your summoning level and increase your chances of scoring rare items.

Ascend and Evolve

When the time is right, reset your journey in a surge of new power. Each ascension grants permanent upgrades to make your turtle faster and stronger than before!

Siegeturtle
YYZ StudioDeveloper
Pretty SoonPublisher
2025-11-10Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
v1.1.2 - Right click to downgrade + Fixes

v1.1.2 is released!

Double right clicking now downgrades skills

Game Description Image

The previous update added double left click to upgrade.

Now we have double right click to downgrade.

Plenty of fixes

Several fixes were made in this update. Thank you to everyone who shared them here or who came over to discord to report them.

I was considering if to take a break from the daily updates and put one out tomorrow but I managed to fix quite a bunch of stuff today and so it seems the tradition continues!

Meanwhile, sharing a look of a shiny metal turtle, for no reason at all, other than that it looks cool.

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In addition to these fixes, I am working hard on some behind-the-scenes content as well, and experimental mode will return in a future update not too far away. These are not yet available but will be once it's ready, for those of you who wish to try out new content ahead of time!

v1.1.2 changelog:

  • Double right clicking on skill icon now downgrades it (works with SHIFT/CTRL)

    [/*]
  • Loot numbers no longer show in AFK mode

    [/*]
  • Zenith max stats: 2000 -> 300 per level

    [/*]
  • Summoning level now reverts to Sentinel's Legacy level after abandoning or completing Statlock, if it is higher

    [/*]
  • Rename 'Home' to 'Island'

    [/*]
  • Fix challenges showing 12/14 medals due to leaked challenge content

    [/*]
  • Fix leaderboard not refreshing since last update

    [/*]
  • Fix playtime stat resetting on each ascension

    [/*]
  • Fix resetting GP refunding thrice as much for All Stats

    [/*]
  • Fix 'unlock hidden power' giving extra ascension

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-24 20:27:17 CET ] [Original Post]
Steam Deck + Cloud Save Update!

Hi all!

An update has been to Cloud Save to support syncing save files between different OS - such as from Steam deck to PC and vice versa.

If you use multiple devices, you might be prompted to select between your local and cloud save. The Cloud saves might not sync properly until you settle this conflict on all your conflicting devices.

But once they do, it just works.

This is just a one-time action to perform if it does pop up.

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I would like to thank Maksym Sapetto from Pretty Soon who helped out majorly in this!

I hope this alleviates syncing issues when playing on the Steam Deck and PC. The save experience moving forward after this should be seamless. Sorry for any inconvenience caused!

-YYZ

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[ 2025-11-24 15:20:13 CET ] [Original Post]
v1.1.1 - Double click to upgrade skills + Potions fix!

v1.1.1 is released!

A couple of quality of life changes have been added and outlined for future updates! Read more below.

Double clicking now upgrades skills

This is self-explanatory, but it also works with SHIFT and CTRL so holding them while double clicking also mass-levels skills up.

So now you can press \[U] to upgrade, double click to upgrade, or press the 'Level Up' button the old fashioned way.

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In the future, I am looking at adding an Auto-Level ability.

Elixir of Clarity and potion fixes

Potion of Clarity was not increasing max MP, that has been fixed.

There was also a really random bug where the UI displays previously used potions. Thanks to @Fortas, I was able to replicate it and it should no longer happen.

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This screenshot was also captured on my development build, where you can see the ability to sell potions for a new currency.

Although I did not intend to write about this yet, Potions will be receiving a new feature soon, allowing you to sell them for Cherries.

Better skill descriptions

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Shroomie description has been clarified as it wasn't clear whether it was 'passive level' or 'turtle level' in the sentence structure. Butterfly description was also updated.

Now... onto what's next. There is a lot but first I will just briefly mention some QoL changes.

Upcoming QoL: Buy to next enhance levels

This has been a top suggestion that was also something really difficult to do. But I am happy to share that I am making progress on it!

It was challenge as the enhancement requirements were affected by both the current STR amount, as well as the Goat Companion's ability.

It would always buy extra when you have the Universal Blessing ability which gives All Stat%, but here below, I have +20% all stats, and it will reverse-math it to buy exactly what's needed to reach exactly 100/150/200 amounts required to enhance.

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I intend to add two new modes for multi-purchase:

\[Next] which buys what is required to reach the next enhancement.

\[NextMAX] which buys the maximum you can afford to reach the highest affordable enhancement. (useful at the beginning of ascension when you can buy multiple enhancements at once)

It is expected to land sometime early this week. If I am able to get it working tomorrow, I will try to release it as early in tomorrow's update as I understand how helpful it is, if not it will land in one of the daily updates this week.

Retroactive Shroomie? (+Shroomie fix)

I am also working on allowing shroomie to work retroactively and reward GP for past levels gained.

Currently, Shroomie is a companion you rush to take as the earlier you take it, the more you benefit from it. I thought it provided a strategic layer to the game to contrast with companions that shine late game.

However, I think it gives a bit of a sense that you are 'punished' for not taking it early. It was something that was both a design problem and a difficult technical problem to change it to give retroactive bonuses.

Regardless, I decided to start prototyping the change.

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But something unexpected happened...

In doing so, I was showing progress on Discord and I was wondering why my math was not math-ing.

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Turns out there is a bug for the past two weeks(!) where shroomie apparently gives you 3 GP every 10 levels even with it at level 0 or un-owned, so I guess it was applying retroactively all this while! As above, with no shroomie companion, I have 112 GP at level 95, instead of 94 GP.

Unfortunately during the code rewrite necessary to turn it retroactive, it fixed the bug. But we can expect Shroomie to be re-balanced in the future to work retroactively in the proper way.

Retroactive shroomie is expected to land in one of the daily updates this week.

Flying turtle?

Lastly, I wanted to share something goofy so here's some whacky stuff for the Home Island. This is not part of the Home Revamp that is also planned.

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I hope you'll enjoy this update's enhancements as well as those landing in the coming weeks.

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

v1.1.1 changelog:

  • Double clicking on the skill icon now levels it up (works with SHIFT/CTRL)

    [/*]
  • Turtle base HP increased: 30 -> 50

    [/*]
  • Turtle now chills and no longer wears a jetpack at home

    [/*]
  • Fix Potion of Clarity not increasing max MP

    [/*]
  • Fix Growth stats UI open by default

    [/*]
  • Fix bug where closing and reopening Potion UI showed previous potion info

    [/*]
  • Fix bug where previous potion description is shown instead of current one

    [/*]
  • Fix bug where shroomie gave 3 GP every 10 levels even at level 0.

    [/*]
  • Update shroomie and butterfly skill descriptions to be clearer

    [/*]

-YYZ

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[ 2025-11-23 21:07:55 CET ] [Original Post]
Challenges Major Update OUT NOW!

Challenges MAJOR UPDATE released!

I am proud to announce the first MAJOR UPDATE for Siegeturtle has been released!

This is not the end yet, stick around to view the roadmap~

For the past 2 weeks, the game has received 13 days of daily updates since launch. Improvements have been made, issues solved, quality of life changes implemented. I am thankful for everyone's support. If you like the game, feel free to leave a review or share it with your friends as it helps me a ton!

Onto the UPDATE...

6 New Challenges

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When ascending, a new Challenges button is available.

You can pick one of six OPTIONAL challenges to begin your run.

A challenge is identical to a normal run, but with additional restrictions depending on the challenge (such as not being able to level up certain skills).

Tier 1 challenges are beaten at 500m.

Tier 2 challenges, for the veterans, are beaten at 1000m.

When a challenge is beaten, the restrictions are removed and you continue the run as normal. You can continue pushing to gain regular corals on top of the challenge rewards for a big boost to corals.

Challenge Rewards

This update also adds plenty of new ascension abilities!

Challenges unlock new skills, while also giving a coral reward upon first completion.

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You may select any challenge to view its rewards!

Challenges reward corals and unlock new ascension abilities.

Sometimes they unlock passives too... such as +10% stats from equipment permanently.

More stats may be added in future.

Remember to hit 'claim' to get corals.

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As recognition for completing challenges, you also gain a Challenger's Medal, which increases gold gain permanently for all ascensions.

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In this update, certain existing ascension upgrades will be locked by challenges and you need to beat them to unlock them. While locked, their effects still apply. Your levels in those skills won't be reset, but you won't be able to level them up or down until the challenge that unlocks them is beaten.

You do not lose any levels or coral invested in skills now locked behind challenges.

If you already completed challenges in experimental mode previously, all your progress is kept.

Skill level display changes

The previous update changed skill icons to display the final level - but I understand that some of you were used to the older display format as it was clearer to 'guess' how much SP a skill costs rather than math the fractional differences when the boosted level amount is not divisible by ten.

So I have switched to a new display format which I believe is a middleground for those who want to see the base level, and those who want to know the boosts.

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Roadmap

Two major updates are in the works. I have already begun planning Major Update #2 and even possibly Major Update #3!

I intend to put this out in experimental mode soon.

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Major Update #2, features a Home Revamp, the new Book Equipment, New Equipment Bonuses, and new companions including Disco Crab which speeds up spawn rate for a short interval.

It may also introduce higher caps to existing core companion skills.

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Major Update #3 is a much bigger update. Tentatively codenamed the 'T' update, it may or may not involve a new currency and prestige layer. Nothing is confirmed yet - it is still in ideation phase and more testing is required. A detailed roadmap will be written at a later time.

Patch Notes

  • Add Challenge System

    [/*]
  • You can now enable challenges in the ascension screen

    [/*]
  • Add 6 new challenges!

    [/*]
  • Add 7 new ascension skills!

    [/*]
  • Add challenger's medals item

    [/*]
  • Skill icons now display their boosted levels separately above (e.g. Lv 50+5)

    [/*]
  • Butterflies now says it cannot be rolled before 1000m until 5th ascension in its description

    [/*]
  • Fix Dark Awakens current level wrong when loading different savefiles

    [/*]
  • Remove experimental mode button (it will return when Major Update #2 is available to preview)

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

Face issues? Have Ideas?

If you face any issues, do not hesitate to notify me or leave a message to @YYZ on Discord. I am actively responding to queries there. I try to fix stuff as much as I reasonably can!

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-YYZ

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[ 2025-11-22 11:23:30 CET ] [Original Post]
v1.0.13 - Level up all fishing button, AFK Mode

v1.0.13 is released!

Level up all fishing upgrades

You can now level up all fishing upgrades with one click!

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AFK Mode

Aside from toggling afk mode with F11, a dedicated button (and tooltip) is now added.

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Boss Dungeon difficulty prediction & name coloring

If a dungeon boss deals more than half your max health in damage, its name is now highlighted in orange.

Tip: You can hover over them to view their health and damage stats, which also highlights in orange when it's high.

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Added close button to close selected equip stats UI

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I saw the above brought up on Discord and so I have fixed it in today's update :)

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SP added to more currencies panel

Skill points could only be seen in the skills panel, or up to 999 in the menu. So I have added it to the more currencies tab where you can preview all your currencies from the main combat screen by expanding the arrow.

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Icons now display final skill levels, instead of base level

There was confusion on why the ascension ability that added +10 passive levels did not work. It actually did work and is even displayed at the bottom Current Level 11 (1+10), but it seems like it was not clear enough and have received reports of the skill not working even though it did, so I have changed all icons to now display the final skill level!

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EDIT (22nd Nov):

[c]I've gotten some early feedback and I understand that some of you were used to the older display format as it was clearer to 'guess' how much SP a skill costs rather than math the fractional differences when the boosted level amount is not divisible by ten.[/c]

[c]I have been experimenting and in the next update, I will switch to a new display format which I believe is a middleground for those who want to see the base level, and those who want to know the boosts. Preview below:[/c]

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Fixes

\[Mute when unfocused] only worked in gameplay and did not affect home island and other menus. This has been fixed!

In a subsequent update, a Master Volume (still work in progress) will be added.

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Thank you everyone for playing and for the feedback you've left for me!

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

Challenges Update releases tomorrow!

In less than 24 hours, Challenges Update will go live~

For more info, check out the previous post: Challenges Major update !

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That's all for today!

v1.0.13 Changelog:

  • Add Buy All Fishing Levels button

    [/*]
  • Add AFK Mode button

    [/*]
  • Add close button to close selected equip stats UI

    [/*]
  • Boss names with high damage are now highlighted in orange

    [/*]
  • Add SP to more currencies displayed

    [/*]
  • Skill icons now display skill's final level instead of base level

    [/*]
  • Bait description changed to catch fish faster instead of reduce catch time for clarity

    [/*]
  • ESC now exits afk mode

    [/*]
  • Fix 'Mute when unfocused' not working in Home or Main Menu

    [/*]
  • Fix disabling 'Mute when unfocused' not working

    [/*]
  • Fix version comparer wrong logic

    [/*]
  • Fix equipment from 500m/1000m sentinel in Equipless challenge still giving x10 stats after challenge ends

    [/*]

-YYZ

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[ 2025-11-21 11:51:08 CET ] [Original Post]
v1.0.12 - Skill changes + Challenges Preview!

v1.0.12 is released!

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Today's update makes minor changes to skill cooldowns in response to feedback I've gotten.

Some of you want to cast skills manually, but skills that have reached 0 seconds cooldown no longer appear in the cooldown tray and therefore cannot be cast manually especially after an upgrade, to update their stats, thus forcing you to wait for the buff to refresh itself.

In this update, those skills will have a short cooldown so they intuitively appear in the cooldown tray even after getting them to high levels.

Quality of Life improvements

I am working on a \[Level Up All] button for fishing upgrades. It is currently in preview in experimental mode and once confirmed to be working without issues, it will be moved out of experimental as an official feature!

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One known issue that will be fixed in v1.0.13 is that even with \[Mute when unfocused], home island sound effects still play. This will be fixed in tomorrow's daily update! Sorry for the inconvenience and thank you to everyone who have been sharing your feedback in Discord or over here!

Today's changes also includes some stability fixes. With the recent updates, I have made adjustments to improve performance (such as with high quality and vsync settings), as well as generally reducing errors with fixes here and there that aren't always written in patch notes, so I hope it has helped!

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If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

Challenges Update preview!

Next, I wanted to give a heads up of what to expect in the [u]Challenges Major update[/u]!

Here's a peview of Challenges which will release this Saturday (in two days or about 48 hours from this posting)!

There will still be one more daily update in between today and the Challenges Update.

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When ascending, you will be able to pick optional challenges to do.

A challenge is identical to a normal run, but with additional restrictions depending on the challenge (such as not being able to level up certain skills).

Tier 1 challenges are beaten at 500m.

Tier 2 challenges, for the veterans, are beaten at 1000m.

When a challenge is beaten, the restrictions are removed and you continue the run as normal. You can continue pushing to gain regular corals on top of the challenge rewards for a big boost to corals.

Challenge Rewards

Challenges unlock new skills, while also giving a coral reward upon first completion.

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Select a challenge to view its rewards! Remember to hit claim to get corals.

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As recognition for completing challenges, you also gain a Challenger's Medal, which increases gold gain permanently.

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FAQ

What happens to existing skills that become locked after the Challenges Update?

Certain existing ascension upgrades will be locked by challenges and you need to beat them to unlock them. While locked, their effects still apply. Your levels in those skills won't be reset, but you won't be able to level them up or down until the challenge that unlocks them is beaten.

You do not lose any levels or coral invested in skills now locked behind challenges.

I have played experimental mode and completed challenges, do I have to redo them?

No you do not need to complete them again if you have already done so on experimental mode - no progress will be erased! So do not worry about that~

That's all for today!

v1.0.12 Changelog:

  • Resurrect cooldown reduced at max level: 5s -> 0.9s to allow consecutive revives

    [/*]
  • Coral Sentinel is now highlighted in yellow in Hidden Power's description effect

    [/*]
  • All buffs have minimum 5s cooldown, allowing them to appear in cooldown panel for manual casting

    [/*]
  • Merchant Ring time indicator now displays a tooltip showing exact duration to next fish sale

    [/*]
  • Add Buy All Fishing Levels button to experimental mode

    [/*]
  • Remove Debug Respawn

    [/*]
  • Fix Pig and Sheep floats sometimes clipping through other companions visually

    [/*]
  • Fix ToggleRendering null error

    [/*]
  • Fix objects with missing behaviour scripts error

    [/*]
  • Fix candyland monsters animator invalid layer warning

    [/*]

-YYZ

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[ 2025-11-20 15:04:54 CET ] [Original Post]
v1.0.11 - Double click to equip, Unequip feature

v1.0.11 is released!

Double click to equip/unequip

You can now un-equip your gear by double clicking them.

Likewise, double clicking an equipment in your inventory automatically equips it. This should reduce the need to move your mouse. So more time spent idling, yay!

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Vsync and High-quality setting fix

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There was another bug that caused high quality to override VSync setting. This caused 'High quality' to consume more CPU/GPU resources than intended as the game engine would enable VSync, causing the game to render at higher FPS dependent on your monitor refresh rage.

This should be fully resolved in this update. Sorry for the inconvenience. If you have a monitor or have yours set to a high refresh rate, you can disable VSync to save on performance. This setting should now persist regardless of the 'High Quality' toggle setting.

F10 to toggle FPS display

In addition to the above, I have added a shortcut key F10 to toggle FPS. Many fixes have also been made, full list in changelog below.

Full changelog

  • Add Double click on an equipment to equip/unequip

    [/*]
  • Fix Cannon Resurrect, Tough Skin, Rain Dance MP costs increased by Evergrowth ability

    [/*]
  • Fix Summoning Lvl 14 rates not adding up to 100%

    [/*]
  • Fix save/override savefile texts un-translated

    [/*]
  • Fix toggling high quality also toggling VSync

    [/*]
  • Update translations

    [/*]
  • Remove cheaters from leaderboard

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-19 14:44:51 CET ] [Original Post]
v1.0.10 - Hidden Power Revamp

v1.0.10 is released!

Today marks the 10th day in a row of daily updates! Holy cow! Thank you everyone for sharing your thoughts.

The 'Hidden Power' ability has been revamped. Since it contains spoilers of the final ability, for those who do not wish to know what it does until you unlock it, you may skip the next paragraph on this.

Hidden Power ability changes

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To encourage pushing further, hidden power's mechanic has been changed to increase rewards based on distance, rather than give a flat boost. The change tries to achieve the boost it previously gives, but depending on your current progression, it might give more or less.

Hidden Power is designed to unlock at around 1,700m, and will match the old values at this distance. Previously when Hidden Power was unlocked at 30 required corals, it was a bit too early, and so if you had unlocked this skill back then, your distance might be lower and therefore the boost won't match exactly. But as you progress and go further, the ability does get stronger and scale further with progression, which hopefully provides a more balanced pace by encouraging deeper pushes in the long run.

I am open to adjusting the values based on feedback!

Vsync and High-quality setting fix

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Enabling high quality would forcefully enable v-sync, even when it was disabled.

Since V-sync would match your monitor refresh rate, this sometimes causes GPU usage to rise if the monitor has a high refresh rates.

This has been fixed so that V-sync will obey the setting now and save performance/GPU usage.

Lone Flock Carry-over companion fix

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For those playing with experimental mode enabled, completing the Lone Flock challenge unlocks the ability to permanently carry over multiple companions across ascensions.

But there was a bug where toggling Lone Flock challenge previously allows you to carry more companions than intended on non-challenge runs. This has been fixed. Thank you to @Fortas for bringing this to my attention!

The CHALLENGES UPDATE will be released at the end of this week if all goes well and there are no more major fixes to make.

Full changelog

  • Hidden Power revamped to gain more corals with distance

    [/*]
  • Ability icon tooltips no longer block distance text

    [/*]
  • Fix high quality enabling Vsync, and low quality disabling Vsync unintentionally

    [/*]
  • Fix toggling Lone Flock challenge allowing 5 carryover companions in non-challenge runs

    [/*]
  • Fix version comparer failing at v1.0

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-18 17:38:26 CET ] [Original Post]
v1.0.9 - Milestone Starting SP bonus!

v1.0.9 is released!

Hello all! Today's daily update improves growth stats, making them cheaper and more powerful.

New Milestone Bonus!

Milestones now increase starting skill points at start of each ascension (first 3 stages)

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There has been a discussion where the skill points you gain from milestones are not given out when you ascend. While this was the original intention in that ascensions are supposed to wipe out all skill points, and the proper way to get more skill points is through the Ascension Upgrades, I decided to add a small bonus to starting SP at the beginning of each ascension to combat certain quirks and behaviors regarding one-time SP milestone rewards.

Thus, you now get a small amount of Skill Points at the beginning of each ascension when claiming milestones that award SP. This should also improve progression after the first ascension onward.

Dash and Jetpack icon overlays

These two skill icons now show when they are active. Dash greys out when there is insufficient mana as there have been reports of dash not casting, but it's always due to insufficient mana, or above max distance.

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Afk mode

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Pressing F11 to toggle afk mode now has better performance. The first iteration was a quick implementation and I will continue to improve the performance of afk mode as time goes.

Work In Progress Feature:

I'm still working on the ability to un-equip and equip gear with double click, and hoping to put this out in the next update if I can!

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Fix loophole with Goat's Loophole

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There was a bug where stat requirements were reduced more than intended by Goat's Loophole.

As you know, stat requirements to enhance increases from +50 to +100 at 1000 STR.

However if goat's loophole could decrease the required STR to say 500, the required STR would only increase in increments of +50 instead of the intended +100.

Thus, if you kept your final required STR below 1000, you could indefinitely delay the transition increment from +50 to +100, and keep the STR required to enhance to a bare minimum of the intended values.

I fixed this bug by accident when fixing a UI bug reported by a player.

But it also fixes a loophole with the Goat's Loophole skill.

If you previously had Goat's Loophole and high levels of STR, you may notice the stat requirements to enhance increase in this update - this is not a balance change but rather the result of solving a bug that made stat requirements lower than intended.

For most people who do not have Goat's Loophole or low levels of it, you should be un-affected by this bug in the first place and so you won't observe any observable differences in enhancement requirements.

With this fix, the 'tier-ing' now works correctly, so it won't create weird strategies like this one, which is unintuitive and randomly makes certain games easier than others without a clear understanding why.

So I guess the most unbelievable thing to me is...this literally is a loophole with Goat's Loophole.

WELP!

In a subsequent update, the 'Hidden Power' ability will receive a change in its mechanic to not encourage fast ascensions.

Anyway, some other changes were made during this update. Full notes below.

Full changelog:

  • Milestones now increase starting skill points at start of each ascension (first 3 stages)

    [/*]
  • Add new stat to milestones UI for starting SP

    [/*]
  • Add jetpack and dash icons next to distance when active

    [/*]
  • Fix Goat's Loophole applying more reduction than intended

    [/*]
  • Fix enhancement bug when goat's loophole decreases requirement below 0

    [/*]
  • F11 to AFK mode performance improved

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-17 13:30:52 CET ] [Original Post]
v1.0.8 - EXP Stat Buffs!

v1.0.8 is released!

Hello all! Today's daily update improves growth stats, making them cheaper and more powerful.

Level Up Rebalancing

1) Gold% will be increased from 1% -> 3%

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2) All Stats +1 will be cheaper (3 GP -> 1 GP)

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3) Flourish skill is now stronger! Level 1 effect: 1.2x -> 3x

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Quality of Life: When minimized, you can now get a green dot notifier if you have GP to spend.

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Dash distance is now displayed over distance tooltip.

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Goldfish and Kingfisher card changes.

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I also received feedback that Goldfish and Kingfisher were always popping up despite rerolls - the rationale is that these companions are quite essential for gaining skill points and growth. However, some people might still not want them. As such, when you've made a few rerolls, the game will no longer pin them and they will show up at the same chance as other companions.

Goal Clarifications

The game also now clarifies that corals reward at 500m regardless of the goal when you ascend.

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\[Sneak Preview] Double click to Equip / Unequip!

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People have been asking for un-equip, which was something I did not initially expect. But I have understood from discussions on Discord that it can be useful in some strategies to lower your stats and incur a premature death. So I will be adding this in the next update.

Additionally, a Quality of Life change is being worked on - double click to wear equipment!

Many other changes were made during this update. Full notes below.

Full changelog:

  • Level up growth stat: Gold +1% -> +3%

    [/*]
  • 'All Stats +1' now costs same GP as other growth stats

    [/*]
  • Flourish skill buff: 1.2x -> 3x at level 1

    [/*]
  • Goldfish and Kingfisher chance after 2 rerolls: 100% -> 66%

    [/*]
  • Add 'Dash Distance' to distance tooltip

    [/*]
  • When turtle stats are minimized, show a green dot notifier if you have GP to spend

    [/*]
  • Stat breakdown for HP/MP and Regen for equipment now shows multiplier in breakdown tooltips

    [/*]
  • Add new tooltip to goal text to further clarify coral mechanics

    [/*]
  • Add warning when savefile is created before 1.0 and is ineligible for leaderboard submission

    [/*]
  • Fix SP Per Minute leaderboard always submitting as 0

    [/*]
  • Fix mass dismantle not updating when equipping/un-equipping

    [/*]
  • Fix leaderboard rank overflowing at four digits

    [/*]

If you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-16 13:46:38 CET ] [Original Post]
v1.0.7 Hotfix

v1.0.7 hotfix released!

A very hot hotfix has been deployed out of the turtle's oven to fix some changes. Thank you for those who messaged me early!

Full changelog:

  • Fix an issue where returning home or reloading the game after expanding the resource currency panels required a second click to re-open them

    [/*]
  • Add ability to use middle mouse to pan the camera right

    [/*]

-YYZ

Game Description Image

Game Description Image

[ 2025-11-15 17:54:27 CET ] [Original Post]
v1.0.7 - New currency display!

v1.0.7 is released!

New Resource Panels

I received feedback here and on Discord that you guys want to see your resources more easily, but at the same time keep the UI clean, so a toggle has been added to let you display more resources!

Game Description Image

You can now expand to view pearls, dreamsand and shards!

Coral is no longer shown as you only gain it through ascensions and is not possible to get it during a run for now.

Full changelog:

  • Dreamsand, Pearls and Shard counts can now display at the top left

    [/*]
  • Add popup to restart when changing languages

    [/*]
  • Add Stats screen other languages

    [/*]
  • Add goal tooltip to clarify coral gains do not decrease with ascensions

    [/*]
  • Peacock and Alpaca are now 1 star companions

    [/*]
  • Butterflies now unlock at 1000m before 5th ascension, 300m after

    [/*]
  • Fix jetpack not applying speed bonus in Speedy Challenge

    [/*]
  • Fix bug where home island SP was always 10

    [/*]
  • Fix Best SP/s stat not updating on corrupted save

    [/*]
  • Fix language settings not applying when PC is set to a different language than game

    [/*]
  • Fix fastest ascension and fastest 500m leaderboards counting minutes as seconds

    [/*]

I want to give you a preview of the buffs coming in the next update.

\[v1.0.8 Preview] Level Up Rebalancing

There will be some buffs to the level up growth stats in the next v1.0.8 update that is scheduled for tomorrow.

1) Gold% will be increased from 1% -> 3%

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2) All Stats +1 will be cheaper (3 GP -> 1 GP)

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3) Flourish skill to be buffed at level 1: 1.2x -> 3x

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Once again, thank you for playing and to those of you who left me feedback here or on Discord :)

If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~

I'm still going through feedback and as always I am continuing to listen and make changes where I can! Have a great weekend! :D

Lastly, if you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-15 16:26:09 CET ] [Original Post]
v1.0.6 - More Corals & Companions, Starfish SP Buff!

v1.0.6 is released!

This marks the fifth day in a row of daily updates.

First of all thank you everyone for playing Siegeturtle. I've been reading your feedback and am happy to announce two progression improvements in this update! :)

Bonus Corals for everyone!

To make the first ascension feel more rewarding, everyone will now get 3 free corals upon reaching the ascension screen. This is to make the first ascension feel better and improve progression. I understand it feels bad to ascend and only get 1 coral so I've added this bonus.

Game Description Image

Although the text implies first ascension, this reward is retroactive so everyone gets it regardless of progress or ascension count, as long as you reach the ascension screen again.

More coral bonuses will be coming in the upcoming Challenges Update, info at the end.

Bonus Companion Buff!

You now always get double companions at 50m and 100m on all ascensions!

Additionally, the 'Never Alone' ascension skill level 1 now starts at 150m.

Game Description Image

This change is also retroactive. If you update, you will get two new companions to pick after your first ascension if you are past 100m.

This change was made to make subsequent ascensions more fun and to also improve the early game pacing. I am open to improving this further if needed.

History on the design philosophy on bonus companions for those interested:

[c]Some context: There was no such thing as x2 companions initially. But I noticed that when people started out, they often picked companions based on what the game gave them. Sometimes, certain companions were weaker than others, or even only made to excel at end-game. As the game grew, the disparity of power between each companion also grew.[/c]

[c]To combat the randomness, rerolls were introduced, but it was impossible for a new, inexperienced player to tell what companions were 'better'. So ultimately I settled on just letting the game give you bonus companions on the first ascension, which is fair as you are still figuring the game out. That way you don't get locked by poor choices or bad luck, the former being more common in the first adventure.[/c]

Starfish SP rewards increased!

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Starfish SP reward was a little low compared to how rare they were, and higher rarity Starfish were even rarer. To make them feel rewarding, their SP has been greatly increased at higher rarities.

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We have @Putokrack to thank for this change. I added a direct quote from @Putokrack into my code comments to remember the source of this change :)

The same applies for high rarity fishes' gold reward.

Save backup upon ascension

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I noticed that some people regretted ascending immediately at 500m and only getting one coral. But it was impossible to go back if one did not manually create a backup save, so the game will do so for you and create a '_BeforeAscensionBackup.st' savefile before every ascension!

Insufficient Mana warnings

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I've noticed several reports of skills not casting and it usually turns out that people just don't have enough mana. Previously, I greyed out the icon in the cooldown tray at the bottom right but it still happens. Thus, I've added warnings when a skill is leveled to cost more mana than you have. (The warning icon animates and flashes, which should attract attention.)

End game changes

Game Description Image

With the Coral Bonuses and Companion changes, it is easier to progress now. Hidden Power requirements has been increased to match the new update, and also as preparation for the challenges update which adds new content and coral rewards.

Challenge Update Preview

\[Work In Progress - Content subject to change]

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I will be sharing more about the Challenges Update in a subsequent post, which is the next major content planned to be released sometime next week if all goes well. It will contain a new type of mid to end-game content, more coral rewards, and new ascension upgrades that are unlocked through the new Challenge System.

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Until then, I will of course continue to still put out regular/daily updates or so to address feedback where available. I received a suggestion to show additional currencies to check them easily. So the next v1.0.7 regular update will contain a toggle to enable more currency displays. Work in progress:

Game Description Image

Full changelog:

  • Add 3 Corals as reward for first ascension! (retroactive when you enter ascension screen again for everyone who has ascended)

    [/*]
  • Bonus companions are now always awarded at 50m and 100m!

    [/*]
  • 'Never Alone' ascension skill level 1 now starts at 150m

    [/*]
  • Starfish SP rewards greatly increased at higher rarities

    [/*]
  • Fish gold rewards increased at higher rarities

    [/*]
  • A backup of your save is now created before each ascension

    [/*]
  • Increase Hidden Power requirement: 30 -> 80

    [/*]
  • All card bonuses are now granted automatically after 5th ascension

    [/*]
  • Add Dolphin Blessing cooldown to sync with other buffs

    [/*]
  • Add Total Crit Rate in crit rate breakdown tooltip

    [/*]
  • Fix menu shortcut keys sometimes disappearing upon ascending

    [/*]

Thank you for playing and to those of you who left me feedback on Discord :)

If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~

As always I am continuing to listen and make changes where I can! TGIF everybody! :D

Lastly, if you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)

-YYZ

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[ 2025-11-14 14:29:30 CET ] [Original Post]
v1.0.5 - Improved tooltips, New rewards preview

v1.0.5 is released!

I will try to put out daily updates as far as I can to address feedback. Today's update focuses on tooltips but tomorrow's update will contains some bigger changes to ascension rewards and introduce companion bonuses!

Ascension Tooltip Clarification

There was some confusion on ascension and it wasn't clear that you could push for longer and deeper runs in order to ascend with greater rewards, so a tooltip has been added to clarify that on the first three ascensions!

Game Description Image

There were also other UI issues that have been fixed in this update. Also for those who do not know, you can hover over stats to get a breakdown in the tooltip!

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Offline Progress Changes for Demo

The demo offline rewards has also been updated to be consistent with the full version giving dreamsand, as there was also feedback on offline progress not working, but in actuality it was just giving dreamsand which is the new offline progress currency. The in-depth discussion on this can be found in the Steam forums!

NEXT UPDATE PREVEW:

The next update, v1.0.6, will be released tomorrow. It contains a few buffs, such as more SP from Starfish, but notably bonus corals and companions.

Bonus Corals

I was thinking of increasing the early game coral rewards somehow - I'm not sure but maybe something like 1 coral reward for every 5 or 10 achievements obtained, to speed up progress even if you ascend instantly at 500m with only one coral. However, this would not scale with more achievements and later game. Additionally, it takes time to implement a new reward system.

Thus, a more immediate solution is that in v1.0.6, the next update, everyone will get 3 free corals upon reaching the ascension screen.

Game Description Image

Although the text implies first ascension, this reward is retroactive so everyone gets it regardless of progress or ascension count, as long as you reach the ascension screen again. This is a one-time reward for everyone.

Bonus Companions

I will also make all ascensions give double companions at 50m and 100m by default.

Game Description Image

The 'Never Alone' ascension upgrade will also be buffed to start at 150m at level 1.

Hope you will like these upcoming changes!

Full changelog for v1.0.5:

  • Add new tooltip to ascend button to say that pushing distance rewards more coral

    [/*]
  • Remove pearl upgrades line from essence breakdown tooltip

    [/*]
  • Cleanse leaderboard

    [/*]
  • Fix shortcut keys able to buy locked attributes

    [/*]

-YYZ

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[ 2025-11-13 15:17:37 CET ] [Original Post]
v1.0.4 - Cheaper GP stats, Companion toggle, Leaderboard blacklist

v1.0.4 is released!

All Stats GP cost reduced

'All stats +1' GP base cost has been reduced from 10 to 3 per level.

Game Description Image

Reset GP ability

You can also reset your GP spent. It has a cooldown of 1 hour. This is to prevent exploits with the Sproutling skill. Otherwise you would be able to keep re-speccing to exploit the Sproutling buff.

There is one temporary caveat: Because of the cost change for all Stats from 10GP -> 3GP, it won't be able to return the full 10 GP due to this rebalancing changing it to 3 GP. But this is a one-time drawback. In future ascensions, the full cost will be granted back. This does not affect other GP stats.

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Merchant UI improvement

Fish Merchant sell progress indicator has been added so you know when your next fish will be sold.

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New Companion visibility toggle

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A toggle has been added to reduce the number of companions on screen as I have received feedback that it gets cluttered with many companions.

I also fixed a bug where the 'Mute when unfocused' toggle was not working as intended.

Leaderboard

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I have received a review that the leaderboard has cheaters. In this update, existing cheaters will be blacklisted. Furthermore I will do another cleanse on all leaderboards some time after this update deploys.

It is difficult to completely prevent cheating without implementing features that also make it harder for legitimate players to play. I may not have mentioned this in previous updates but I have been doing a manual cleanse on the leaderboard daily due to the feedback on cheaters, which is not something I normally do but was notified repeatedly about it. But even this is something I cannot keep up with constantly.

There will always be cheaters and even the best games' anti-cheats can be bypassed in time. The only way is to make the game online and have everything on servers, but that would impose a lot of impracticability on legitimate players and the ability to play offline, which this game does. At the end of the day, Siegeturtle is a single player game.

Nonetheless I am doing my best to monitor the issue!

Other changes have also been made. Full changelog below! :)

Full changelog:

  • 'All Stats' stat base GP cost reduced: 10 -> 3

    [/*]
  • Add fish merchant sell progress indicator

    [/*]
  • Add Reset GP button (cooldown: 1hr)

    [/*]
  • Add 'Show Less Companions' toggle

    [/*]
  • Add leaderboard blacklist (will take time to apply)

    [/*]
  • Global Illumination is disabled by default

    [/*]
  • Fix Temper Tamer duration suddenly dropping from Lv 30 to Lv 31

    [/*]
  • Fix 'Mute When Unfocused' setting not applying correctly

    [/*]
  • Fix leaderboard rankings not showing until you click a category

    [/*]

-YYZ

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[ 2025-11-12 17:07:25 CET ] [Original Post]
v1.0.3 - Purplesand & Home Upgrades

v1.0.3 is released!

Purplesand & Home Upgrades Improvements!

Offline progress for a game like that has always been difficult to design. I initially tried estimating SP and gold and EXP gains, but in a complex game where many factors (potions, speed, distance, resetting) apply, it was hard to truly simulate actual progress offline. On one hand there were people who played with a majority offline playstyle, and they felt the bonuses from playing offline were always inferior to leaving the game on all the time.

Some people reported good results from the old offline progress, but since offline progress peaks and declines based on edge cases, its best cases cannot be taken for an accurate representation of its average yield in the long run. It gets worse when you unlock more real-time abilities/skills. Offline progress gets progressively difficult to balance with online.

So an exclusive offline progress was added. That's where the Home and Dreamsand then came in. But to allow active players to also benefit from it, idling in the home island simulates getting 'offline progress' while online.

It's a bit difficult to kind of please both parties, but nonetheless it was something I still wanted to try so I added purplesand. However adding stat upgrades to the Home Island seemed to have possibly created a new balance issue. While I think the butterflies companion might be something that can then supplement this, maybe it can help more.

Thus, I decided to allow purplesand to also be used on Dreamsand stats - which makes it possible for active players to easily get dreamsand stats if they so wish. It is a little bit powerful so purplesand costs are raised.

I will continue to monitor this scenario and see how it goes!

Game Description Image

I have also made other fixes, full changelog below:

Changelog:

  • Purplesand can now purchase Dream Island Stat Upgrades

    Objective darkness requirement increased to sync with boss summon cost: 100 -> 200

    Fix locked equip tooltips not disappearing when slot is unlocked

    Fix shortcut keys triggering when typing in auto-summoning UI

    Fix developer message overflowing in credits

    [/*]

-YYZ

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[ 2025-11-11 11:41:58 CET ] [Original Post]
v1.0.2 - Speed card fix

v1.0.2 released~

Speed value was displayed wrongly on cards so I have fixed it! (Actual value is 0.005m/s, but card would display 0.05m/s)

Game Description Image

Additionally, pressing F11 will now toggle graphics - which can save performance.

Game Description Image

It seems things are stable now so I will be heading off to bed, I will read and respond to everything in the morning! (Even though it's already morning X_X)

-YYZ

Changelog:

  • Fix wrong speed displayed on cards

    [/*]
  • Add F11 shortcut key to toggle rendering

    [/*]

-YYZ

Game Description Image

[ 2025-11-10 23:28:47 CET ] [Original Post]
v1.0.1 - New ending message

v1.0.1 released~

Launching Siegeturtle has stirred a lot of emotions in me. I was reflecting on my life. Work. Career. Friendships.

Somehow, even though I've launched Siegeturtle and people are telling me I should feel happy, I did feel a slight tinge of melancholy. I ended up writing a personal reflection. I shared it with a friend and thought perhaps that it might go well in the game, so I've decided to just add it spontaneously.

I hope it resonates with some of you out here. The message appears at the end of the game, and in credits.

Game Description Image

Changelog:

  • Add new heartfelt message to game ending and credits

    [/*]
  • Fix debug tooltip appearing in Home Island purchases

    [/*]
  • Update latest translations

    [/*]

-YYZ

Game Description Image

[ 2025-11-10 20:44:22 CET ] [Original Post]
v1.0.0 Hotfix

Just put out a hotfix - if you are facing issues with stats not being saved, you may close it and update.

  • Fixed Skill Points, Corals and certain currencies resetting upon load and not persisting through ascensions

    [/*]
  • Fix achievement icons being white

    [/*]

Do let me know if you face issues after the update. Sorry for the inconvenience!

-YYZ

[ 2025-11-10 12:59:41 CET ] [Original Post]
Siegeturtle is OUT NOW!

Hi everyone!

Im excited to announce that Siegeturtle is OUT NOW!

I hope the price is a nice surprise - I really wanted to keep it accessible!

USD: $4.99 / EUR: 4.99 / GBP: 4.99 / CNY: 20.00 / JPY: 580 (10% launch discount)

New Siegeturtle trailer is live for launch!

Ive also put together a few great bundles! Its a perfect chance to round out your library with some new games!

https://store.steampowered.com/bundle/62483/Havendock_Multiverse/ https://store.steampowered.com/bundle/61997/Trainatic_x_Siegeturtle/ https://store.steampowered.com/bundle/62691/Drill_Bird_x_Siegeturtle/ https://store.steampowered.com/bundle/62435/Siegeturtle__Fish_to_Dish_Idle_Sushi/ https://store.steampowered.com/bundle/62436/Lyca__Siegeturtle/

And what about demo saves?

All demo progress transfers to the full game!

However, only new savefiles created after the 1.0 update will be eligible for leaderboards. None of your progress will be wiped - you can keep playing. But in order to qualify for leaderboards, a fresh save must be started after the 1.0 update! This is to ensure fairness so people who played before 1.0 don't get a huge headstart in the leaderboards. If you do not care about leaderboards, this news doesn't affect you!

What's next?

Siegeturtle Roadmap

  • Book equipment

    [/*]
  • New Companion: Disco Crab

    [/*]
  • New Companion: Macaw

    [/*]
  • New Equipment Stats

    [/*]
  • Boss Dungeon Fast-Clear

    [/*]
  • EXP Potions

    [/*]
  • Major Update: Challenges and 6 new ascension abilities

    [/*]

[hr][/hr]

I made this game because I love turtles. I wanted a light-hearted story about a turtle who has to journey home against all odds. I also wanted it to feel heartwarming, so along the way you collect quirky friends - each with distinct personalities and flavorful skills.

This game is close to my heart, and I cant wait for you to try it! Id be thrilled if you shared your feedback here in Steam reviews, and come hang out on my Discord !

--YYZ

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[ 2025-11-10 12:27:16 CET ] [Original Post]
GAMEBILLET

[ 6568 ]

16.79$ (16%)
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FANATICAL BUNDLES

Time left:

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