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Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 218
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (277498 reviews)
The Game includes VR Support
Public Linux Depots:
  • Project Zomboid Linux Depot [1.41 G]
Walk in the Woodz


Hey all, hope youre all doing well and that thus far 2023 has been kind. Lets get straight into it.

NEW FACES


First of all wed like to welcome officially three new people to the full Project Zomboid team. Fenris_Wolf should need no introduction to the old hands of the Project Zomboid community. He took over and maintained the ORGM mod with great aplomb from the original creator ORMtnMan and will be a name familiar to many. Right now hes reacclimatizing himself with the PZ codebase, charged with clearing out some of the niggly things that have been on our to do list so he gets his fingers dirty in many and various different areas of the game. Clearly his expertise with guns and the firearms code will likely come into play at some point in his time with us, but for now its all about bedding down and getting comfy in Spiffos hovering mothership. Also joining us officially, meanwhile, are Amz and Pat_Bren. Amz is another familiar name from the community, and was a great help to us in the days of 41 MP testing. Shes now officially a full-time tester working with Sasha and Yana, and will also be making cool videos for our blogs and improving our (already extraordinarily professional) social media engagements. Pat_Bren, meanwhile, has been writing up a storm for Build 42 on a part time basis writing new radio and TV channels and content, new lore for whats going on around the world and much more besides and will now be working other cool future content in an official and ongoing capacity.

42 STUFF


Right now, were probably due an overview of Build 42, so everyone is on the same page about its contents rather than skipping about between them each blog. 42 boils down to four large chunks of deep-rooted work that we want to all come together: the crafting/animals update, the map expansion, the optimization/lighting/basements engine upgrade, and the weighty job the MP team have taken on to move all inventory interactions over from clients to server. These are all at different stages for example animals are further ahead than a lot of the elements of crafting in terms of being ready to actively test and play with. Right now with the crafting, the work taking place is on the back-end codeside of crafting stations and component UIs. Meanwhile with the engine upgrade at this point were essentially fixing up various different rendering issues that were broken with our quite fundamental changes to the system up to a point at which its ready to be merged into the test build. The map team meanwhile continue to pump out new towns, interesting locations and fun places to travel to and hold out in.
Around these big ticket items we also have other coders, writers, artists and 3D modellers working to improve aspects of the current game. So theres the in-depth fire overhaul, Aiterons revamped fishing, better farming, more imaginative and fun items to find and use, better events to come across, improved recipes, new animations and activities, improved music system and deeper soundscape and general piles and piles of polish and improvement throughout. So with all that firmly held in mind, lets have a quick dart around some of the different departments of PZ to catch up on a few bits and bobs.
  • Our smashing friend Steve N, who were borrowing from EverCurious Entertainment, has been digging into our animation system and working out some longstanding issues that weve been desperate to fix. Were currently jumping into a test build to check nothing else has been broken by his changes, but the result will be a lot more silky smooth turns and 180s in your survival forays.
  • The big debate currently in our work with livestock is how to make it clear to players that youll need to designate areas that you want them to occupy and produce within, alongside building them fences they wont escape through. Weve got various ideas for this and will be running our experiments past the testers. Increasingly were realising just how much more life these non-human and non-zombie creatures bring to the game. To which end we are also experimenting with some non-interactive beasts that will run before you get near, and give the game a smidge more desolate color [previewyoutube=7tQ_z0cDjZs;full][/previewyoutube]
  • As mentioned before, alongside refinements and improvements to the music system, right now via Formosa/Noiseworks were in the process of getting real life human actors (in Los Angeles! In America!) to record some basic bodily noises to give extra life (and pain) to our Knox Event survivors. Imagine how cool it will be in MP when one of your buddies reaches you, having escaped zombies and run in terror, and you can hear their panicked heavy breathing. Thats the sort of thing we want to capture, alongside noises of hurt and exertion as you tumble around the landscape. While were there we are also going to get a variety of other spoken TV and radio noises that we can then obfuscate to improve the entertainment system slightly.
  • Aiteron is back with us and has picked up on his work on fishing. This is its current iteration, which will shortly be mixed into the internal test build. This probably needs some more tweaking with the strain animations and the indications that a big fish is being caught but is really getting there now. Itll be mixed into the internal test build soon, which is also the point at which Formosa can start working on the new sound effects and such. [previewyoutube=CKH0tYCxH0E;full][/previewyoutube]
  • About a bazillion new items some useful (hose now required for gas siphoning, kids) and some more aimed at making the world feel fuller and more real are also currently going into the internal test build. Here are a few examples.

This weeks wintry scene from BruceWayne (not the real one). A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Thanks to everyone who voted for Spiffo in the Labo(u)r of Love awards. He seemed quite chuffed about it.


[ 2023-01-12 20:54:25 CET ] [ Original post ]

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

[ 6078 ]

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17.54$ (12%)
16.97$ (15%)
16.96$ (15%)
24.87$ (17%)
3.93$ (21%)
21.22$ (15%)
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2.93$ (80%)
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16.79$ (16%)
52.19$ (13%)
16.79$ (16%)
GAMERSGATE

[ 2031 ]

0.34$ (91%)
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1.58$ (77%)
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1.58$ (77%)
0.58$ (92%)
1.8$ (82%)
4.0$ (80%)
MacGamestore

[ 4226 ]

9.99$ (80%)
21.99$ (27%)
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3.73$ (75%)
1.19$ (94%)
1.49$ (85%)
1.24$ (75%)
4.98$ (75%)

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