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THE ANSWERS - COMMUNITY QA SESSION #1


Hi everyone! We’re happy to present the answers of our first Q&A session!

WHAT IS IT?


Every two weeks, we’ll invite our community members to submit us questions about the Castle Story development. It can be everything from game design, animation and sound design to programming, pathfinding, AI or anything related to the game production. Afterwards, we will choose 5 questions and sit down with a developer to answer them!

HOW TO PARTICIPATE:


  • Simply write your question in this forum post
  • You have until APRIL 16th at midnight EST to submit your question!
  • In two weeks, the answers well be posted right here
And now for the answers! Thanks so much for the questions, there were too many for us to answer all of them.

ANSWERS:


Question 1


VeryDarkKnight: Do you plan on adding liquids in the game like water for example ?

FRANCOIS’ (CO-FOUNDER) ANSWER:


Not at the moment. It would be nice visually, but it would not significantly impact the gameplay enough to justify the cost to develop this system. On the technical side fluid simulations are extremely hard to program, and impact the performance significantly. There are ways of reducing this by having simplified fluid dynamics such as what was done in Minecraft, but the result can be very strange and inconsistent. On a design standpoint, it would be very difficult to ensure that water stays inside a floating island. The player could easily cause a leak by digging a trench and end up losing all the water on a level. Without a replenishing source, this makes it so we cannot require a player to have access to water in the game design. We could add infinitely replenishing sources, but then how do we ensure that water doesn’t invade the entire level, causing chaos and tons of lag? We’re not saying we will never add water in any shape or form, rather we’re saying that we’re trying to design the game so that water is not required. Thanks for asking!

Question 2


Stephano: Will there be any new maps introduced in later versions of the game?

FRANCOIS’ (CO-FOUNDER) ANSWER:


Absolutely! Not only that, but we are working on bringing the world editor in the game which will allow players to create their own maps! The few maps we’ve introduced so far we’re not designed for the current Conquest mode. And since the player experience depends a lot on how well the map is designed, you can totally expect a few conquest maps to be introduced as soon as the world editor is up and running.

Question 3


JETS63: Will there be fire in the game? Archers need a new arrow, the flaming arrow.

FRANCOIS’ (CO-FOUNDER) ANSWER:


Totally agree! Flaming arrows are a great idea, and a total no brainer in our game. However, they would need to be depletable, and would have to be crafted somehow. We’re currently working on ways of making that possible :) As for fire, the answer is similar to the water system. It’s difficult to make well, and would have to serve a important purpose in the game design to justify spending so much energy programming. The good news is that fire is probably easier to make than water, and that I can think of many more reasons to have fire in the game design. This means it’s much more likely to happen, but it’s not our priority at the moment.

Question 4


Kljunar: More types of enemies?

FRANCOIS’ (CO-FOUNDER) ANSWER:


Yes! We are currently working on a new type of unit for the Corruptrons named the "Crawler". He’s a 4 legged creature, and navigates the world differently than regular characters. We’ve also started working on an additional character that we can’t confirm yet. The goal is for every new character to add an entire level of depth to the game. For example, the Minitron can be thrown over your walls to disrupt your defenses, and the Corruptron can throw stones at your archers to knock them down. Every new character will come with a set of special abilities, and not just a different set of stats and a new skin.

Question 5


goreu198: When will the world editor be back in the game?

FRANCOIS’ (CO-FOUNDER) ANSWER:


The world editor has become our main focus after the release of 0.6. Before then, our map saving format was changing constantly for many reasons, and maintaining the compatibility with the world editor would have slowed down the development significantly. I can confidently say that the world editor will be back in the next major patch. With much MUCH better user-friendliness, and a lot of flexibility that was not even available in the old version we had available.


[ 2016-03-23 19:35:57 CET ] [ Original post ]

Castle Story
Sauropod Studio Developer
Sauropod Studio Publisher
2017-08-17 Release
Game News Posts: 125
🎹🖱️Keyboard + Mouse
Mixed (8543 reviews)
The Game includes VR Support
Public Linux Depots:
  • Castle Story Linux Content [906.48 M]
  • Castle Story Linux x64 Content [906.54 M]
Available DLCs:
  • Castle Story - OST
Castle Story is a creative voxel-based strategy game in which you can build castles one brick at a time using an army of little characters called Bricktrons.

Your goal will be to explore a vast landscape full of mysteries and dangers, and defend your castle against onslaughts of hostile creatures and possibly other players.

The world of Castle Story takes place on flying islands, high above an infinite ocean. The islands are made of voxels, cubes made of various elements, which means you can dig, carve and build anything you can imagine in the landscape. Digging underground to gather resources, stacking bricks on top of each other to build a wall or even tunnelling through a mountain is all possible and even necessary to keep your Bricktrons safe.

Carefully designing your castle not only requires creativity and imagination, but thanks to pathfinding AI and physics simulations, Castle Story has layers of strategy and depth on top of an otherwise free-form sandbox experience.

Castle Story will be released for Windows & Mac (with possible Linux support once Unity4 is released).

Key Features


  • Build any structure you can imagine! Using 2x1 blocks, create structures that are not only good-looking, but also functional. Your Bricktrons need to be able to navigate your castle to build it and to keep the monsters out!
  • Physics! Watch a tower crumble to the ground realistically when its foundations can no longer support it. The entire world obeys to the laws of physics which means that you need to build cleverly so your castle can withstand attacks from projectiles and explosives.
  • Sandbox! Build a huge sprawling fortress, a single impenetrable bunker or a network of underground tunnels. The choice is yours. Castle Story rewards imagination and ingenuity.
  • Strategy! Command your Bricktrons as they build your castle brick by brick. Manage the way they work, what resources they gather, and the places they explore. Use your resources to build weapons and armor for your Bricktrons and all kinds of upgrades for your castle.
  • Combat! Using shields, swords, bows and lots more, your Bricktrons can defend themselves against the hostile creatures inhabiting the world of Castle Story. Lead your Bricktrons through tough fights, and use your wits to gain an advantage. You can even build catapults to rain destruction on your foes!
  • Magic! The world of Castle Story is permeated with all kinds of magic. Discover resources with magical auras and learn to mix them to create effects. Explore strange places and find mysterious artifacts left behind by unknown civilizations.

MINIMAL SETUP
  • OS: Ubuntu LTS
  • Processor: Intel or AMD Dual-Core. 2.2 GHz+Memory: 6 GB RAM
  • Memory: 6 GB RAM
  • Graphics: nVidia GeForce 440 512MB. Radeon HD 4450 512MB. Intel HD 3000
  • Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
RECOMMENDED SETUP
  • OS: Ubuntu LTS
  • Processor: Intel or AMD Quad-Core. 2.8 GHz+Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: nVidia GeForce 660 1024MB or better. AMD Radeon HD 7790 1024MB or better
  • Storage: 1700 MB available spaceAdditional Notes: Playing on large. player-made maps might affect performance.
GAMEBILLET

[ 6102 ]

9.33$ (38%)
4.95$ (17%)
20.99$ (16%)
12.95$ (57%)
50.39$ (16%)
11.56$ (11%)
17.54$ (12%)
5.33$ (11%)
5.94$ (15%)
16.90$ (15%)
16.49$ (18%)
12.44$ (17%)
10.07$ (16%)
50.39$ (16%)
20.69$ (17%)
8.38$ (16%)
5.94$ (15%)
4.22$ (15%)
8.27$ (17%)
8.89$ (78%)
17.59$ (16%)
31.14$ (11%)
12.74$ (15%)
15.39$ (23%)
25.47$ (15%)
2.22$ (78%)
8.59$ (14%)
16.59$ (17%)
4.12$ (17%)
22.24$ (11%)
GAMERSGATE

[ 842 ]

2.04$ (83%)
5.94$ (41%)
0.51$ (83%)
0.85$ (91%)
0.53$ (92%)
0.6$ (92%)
0.53$ (92%)
0.43$ (91%)
7.92$ (74%)
0.5$ (49%)
8.49$ (58%)
2.97$ (40%)
3.4$ (66%)
4.25$ (83%)
2.55$ (79%)
6.8$ (66%)
0.42$ (79%)
0.49$ (51%)
10.49$ (30%)
4.59$ (74%)
0.68$ (89%)
9.34$ (53%)
0.43$ (78%)
10.19$ (49%)
0.85$ (91%)
4.2$ (65%)
6.0$ (80%)
0.85$ (79%)
3.83$ (62%)
1.74$ (91%)

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