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DrivPZr


Hey hey, here’s the news from Zombietown.

VEHICLES


We’re just finishing off a new update for the Public Vehicles Tech Test – details on how to join this can be found here. This will address some of the FPS degradation issues that testers have been reported, rebalance zombie attraction so it sits somewhere in-between the two levels we’ve already provided and added a few debug settings to let us play around with balance. It’ll likely go live tomorrow. Last Wednesday we also updated to include Mash’s newer textures (seen above and below) which seemed to go down pretty well, alongside an improvement to draw order and woodland that’s less drive-through.
Our thanks for all the great feedback and thoughts on the system that’s appearing on Steam and our forums. Likewise the reports of the various things that have been broken on the vehicles branch that have been getting in the way of general survival (loot tables wrong, light switches not there etc). We’ll address the latter, and then get into more gameplay development once the current tech and performance-centred work is complete. (Cheers to Hunger John for the above pic too btw).

BUILD 38


Over to France for the latest on the workings of our next IWBUMS beta release…

Hello RJ! So what’s up with this ‘corpse management’ stuff we mentioned last week?


“Essentially, having piles of rotting corpses around your safehouse could now make you sick. It will be a slow process that’s dependent on the amount of bodies near you, but the longer you stay near them, the more your survivor will feel queasy. To avoid this, you should get rid of the corpses near your main base by burning them or burying them in our new graves. I’m also including a new sandbox option to let you determine just how much rotting corpses will repulse you and make you feel ill.”

We’re not going full ‘wash your hands, folks!’ but in general we’re going to add some hygienic sensibilities when it comes to zombies too. Could you explain a little?


“This is a system that will come into its own with the new animations/models when they appear, but it will be clear enough in-game currently that things like getting zed blood on clothing through melee combat and leaving it there will be a bad idea. If you have any open wounds the chances of it getting infected will be higher. To a lesser extent clothing will get dirty and more ragged over (a long period of) time, with a similar system. This will have a super-gradual impact on wound infection, and will essentially mean that you won’t want to be wearing the same outfit for months on end as you currently do. This, again, will be built on once the new models are in but will work fine in the mean-time – and you’ll be able to switch it off in Sandbox options should you wish.”

You also mentioned some new sandbox options for when people start up new games?


“Yeah, here are some of the fun ones. This is not a full list! I’m still adding them!
  • Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences.
  • Multi-speed Shambling: Zombies can now have a “random speed” setting.
  • Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. (If you fancy checking out something similar in the meantime then Nolan’s Nocturnal Zombies mod is great.)
  • Injury Severity: Increase and decrease the impact injuries have on your body, and their healing time.
  • Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
  • Darker Nights: A slider that will let you make nights darker. We’d like SP Survival to have darker nights, and this is a step towards it, though there’s still a lot of work with shaders to be done in the future to get it perfect.
So with all this you could, say, get a better I Am Legend feeling with a pitch black night and zombies sprinters only active during the night. I tried it, and it’s pretty scary. If the community would like me to put any other Sandbox options, toggles or sliders into the game for them then please just let me know on the TIS forum!”

OTHER STUFF


As mentioned last week, we’d now like to officially welcome General Arcade’s Stas to the PZ codebase. First up he’ll be making a deep dive into our MP codebase to optimize systems and get to grips with some of the more complex bugs that impact on our server admins – and beyond this our current plan is to get him optimizing the main game to make the engine smoother so we can get to integrating our more built-up urban environments. He joins Chris (a new one) and Mark in terms of recent coder acquisitions, and everyone seems to be bedding down quite well. More to follow when their work starts to flow! This week’s pile-up from the (perhaps) rudely-named Koitus. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.


[ 2017-05-22 21:30:00 CET ] [ Original post ]

Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 206
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (245853 reviews)
The Game includes VR Support
Public Linux Depots:
  • Project Zomboid Linux Depot [1.41 G]
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? 

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features


  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    We’re a small team at the moment, but we’re also committed to providing the following:

    Planned Features:


  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

MINIMAL SETUP
  • Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
  • Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
GAMEBILLET

[ 6132 ]

5.00$ (75%)
21.99$ (12%)
1.72$ (78%)
16.39$ (18%)
4.24$ (79%)
17.19$ (14%)
11.30$ (13%)
25.46$ (15%)
5.00$ (80%)
1.77$ (41%)
6.59$ (40%)
11.19$ (44%)
3.00$ (85%)
16.99$ (15%)
10.65$ (64%)
16.79$ (16%)
8.47$ (15%)
8.19$ (18%)
4.00$ (80%)
11.82$ (41%)
8.46$ (72%)
13.79$ (8%)
6.67$ (78%)
1.00$ (90%)
9.89$ (60%)
16.79$ (16%)
4.87$ (19%)
21.95$ (56%)
0.90$ (82%)
15.99$ (20%)
GAMERSGATE

[ 2625 ]

4.0$ (80%)
3.28$ (78%)
4.5$ (85%)
9.74$ (25%)
22.74$ (35%)
2.0$ (90%)
25.0$ (50%)
0.45$ (85%)
10.79$ (46%)
0.88$ (82%)
6.11$ (49%)
1.31$ (81%)
2.1$ (70%)
7.83$ (74%)
9.59$ (20%)
3.5$ (95%)
0.64$ (87%)
2.94$ (58%)
5.5$ (75%)
2.04$ (74%)
6.8$ (66%)
11.24$ (55%)
1.84$ (91%)
7.04$ (65%)
3.0$ (62%)
7.5$ (50%)
9.4$ (53%)
28.0$ (60%)
3.0$ (80%)
4.25$ (79%)

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