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Community Update #5: Behind the curtain


Hi everyone, my name is Jon Higgins, Marketing & Communications Director at New World Interactive. Todays community update is going to be slightly different from our usual development oriented blogs and instead focus more on some of the things that have been going on behind the scenes here at New World. We hope you enjoy this peek behind the curtain and brief company update. As some of you may have read a while back we announced we would be creating a new studio called New World North in Calgary, Canada. After a few small delays we are now set up and slowly migrating staff from around the world to the city, which is quickly becoming Canada's newest game development hub. Our new location in Calgary enables us to pursue our longer term company vision of having a sustainable, enjoyable, best-in-class work environment for our team. It represents our new home as we look to centralize a formerly distributed team and grow with more experienced talent. These changes will allow us to continue pursuing our goal of creating critically-acclaimed, cutting edge and highly successful video game experiences.

Founder & CEO Jeremy Blum at the New World North Office. There is still a fair bit of work to be done on the new office, however it is a significant upgrade from our old space in Amsterdam, and provides a lot more flexibility for our company to grow.
Our old space in Amsterdam, packed down ft. character artist Gabriel Fronza.
In addition to our new space we are also welcoming a few new faces to our team and hiring for several new positions. Recently we announced the hiring of former BioWare Lead Artist Michael Grills who joins us as our new Art Director, as well as ex-Tencent, Ubisoft, and Epic employee Derek Czerkaski who will be joining us as our new Head of Production. Derek is an extraordinary talent in the gaming industry. We are delighted to add him to our team and confident he will help New World continue building our best-in-class studio. - Keith Warner, President Some of you may have picked up on a quote from our recent press release regarding the hiring of ex BioWare artist Michael Grills: Were taking on a new, unannounced project which requires stronger artistic vision and leadership than games weve worked on in the past. Michael is a great fit for what we have in mind, bringing lots of creativity, industry experience and strong leadership to the table. Were looking forward to having him on board and are very excited to see what hes able to help us accomplish in the future for this project and beyond. Jeremy Blum, Founder & CEO While our development team currently remains focused on post-release support and the console version of Insurgency: Sandstorm, we are also laying the foundation for exciting new projects. Insurgency: Sandstorms success has allowed the company to not only continue to support the game, but also expand and explore new frontiers.
A while back Nick Calandra and Omar Ahmed from Gameumentary visited our offices in Amsterdam and Denver to tell the story behind the formation of New World Interactive and our journey from enthusiast modders to award-winning indie developers. Initially planned as a one off, the documentary crew captured so much footage with our team that it will now be premiering as a three-part story over on the Escapist YouTube channel and website later in the summer. Our team have just seen a first draft of the episodes and we feel it will give a very stripped back and raw look at everything from the ups and downs of starting an independent video game company in 2010 all the way up to Insurgency: Sandstorms release. From our failed kickstarter and almost going bankrupt, to making our first million, the series touches on all aspects of our company, including an exclusive look at an unreleased game concept that, while discontinued, also laid the foundation for Insurgency: Sandstorm https://www.youtube.com/watch?v=MyBOQ-QQrfs Well be returning to more developer focused community updates, including a preview of our upcoming snow map. However if you want more frequent updates be sure to follow us on social media @InsurgencyGame on Facebook, Twitter and Instagram or join the /r/Insurgency subreddit. Below is some of the content we have teased over on these channels.



[ 2019-08-14 21:53:18 CET ] [ Original post ]

Day of Infamy
New World Interactive Developer
New World Interactive Publisher
2017-03-23 Release
GameBillet: 12.72 €
Game News Posts: 144
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (17469 reviews)
The Game includes VR Support
Public Linux Depots:
  • Day of Infamy Linux [100.4 M]
Available DLCs:
  • Day of Infamy - Deluxe DLC

Experience intense close-quarters battles in iconic WWII settings. Day of Infamy is a teamwork-oriented shooter which aims to be a continuation and evolution of the original Day of Defeat mod released in 2001 - brought to you by the creators of Insurgency.

Features


Strategic Gameplay
Intense core infantry mechanics and a simplified HUD create a highly visceral and immersive experience. With a reinforcement wave system tied to objectives, the game maintains an emphasis on teamwork and coordination.

Iconic WWII Battles
From the shores of Sicily and streets of Italy, to the forests of Belgium and Germany. And of course the Normandy beaches.

Historic Armies
The Allied infantry forces of the British Commonwealth and U.S. Army clash against the German Wehrmacht.

Authentic Arsenal
Depending on your team’s supply, you may customize and upgrade your gear and weaponry, affecting your appearance, weight, stamina, and movement speed. The game contains a full-range arsenal including bolt-action rifles, pistols, revolvers, submachine guns, heavy machine guns, grenades, and flamethrowers. Fix bayonets, extend magazines, or swap iron sights with period-specific customization options.

Teamwork Required
Officers can direct their team in the field. In addition to a wide variety of command options, they may call in fire support if a radio operator is nearby. Fire support options include artillery barrage and smoke screen. Local voice is used to talk to your teammates in the game, but be careful because the enemy can hear you if you’re too close. Radio operators also serve as a communication beacon to those around them, as HQ and radio operator chatter can be heard through them.

Multiplayer Modes

Designed for up to 32 players engaging in sustained infantry combat, battling over territorial and destructive objectives that increase your reinforcements.


Frontline
Both teams are given the objective of pushing through the map. A team wins when all objectives have been captured, or if the time runs out and a team has majority control of the battlefield.

Liberation
To win, your team must capture all territorial objectives to liberate the area. Capturing points will gain your team more reinforcement waves. You will gain more waves by securing points behind enemy lines.

Offensive
The attacking team must capture one point at a time pushing back the entrenched enemy. When objectives are secured by the attacking team, additional waves and time is added to prolong the battle.

Cooperative Modes

8 player squads battle a challenging AI opponent in attack or defense modes.


Stronghold
Move through enemy held territory and secure the area. Your team will be reinforced each time an objective is secured.

Patrol
Patrol the surrounding area. Be especially careful, as there are no reinforcement waves in this mode. Once your squad has reached its waypoint, you must either return to base or eliminate any discovered enemy forces in the area.

Entrenchment
Defend the line at all costs. Make sure to fall back and regroup occasionally to keep your squad reinforced.

Community Features


Mod Support
People can create mods for the game that contain all new factions, weapons, and more. With Workshop support you can expect to see custom mods, weapons, player skins, maps, and various other contributions from our talented community. We are very excited to see what the community produces.

Achievements
The game contains a diverse array of achievements for players to feel a sense of progression learning the game’s various mechanics.

MINIMAL SETUP
  • OS: Ubuntu 12.04
  • Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Network: Broadband Internet connection
  • Storage: 12 GB available space
RECOMMENDED SETUP
  • Processor: 4+ coresMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 1536MB VRAM or moreNetwork: Broadband Internet connection
  • Storage: 15 GB available spaceAdditional Notes: Solid state hard drive
GAMEBILLET

[ 5975 ]

34.99$ (13%)
16.79$ (16%)
5.94$ (15%)
5.91$ (15%)
21.24$ (15%)
25.45$ (15%)
13.34$ (11%)
16.96$ (15%)
20.65$ (17%)
35.59$ (11%)
8.47$ (15%)
16.79$ (16%)
17.19$ (14%)
16.99$ (15%)
2.47$ (17%)
25.79$ (14%)
4.12$ (17%)
26.34$ (12%)
12.59$ (16%)
26.69$ (11%)
10.00$ (50%)
27.27$ (45%)
16.52$ (17%)
21.22$ (15%)
25.18$ (16%)
24.89$ (17%)
1.67$ (16%)
12.42$ (17%)
4.12$ (17%)
3.93$ (21%)
GAMERSGATE

[ 1742 ]

0.51$ (83%)
13.99$ (30%)
6.38$ (57%)
0.37$ (63%)
10.39$ (20%)
4.5$ (70%)
0.83$ (91%)
3.0$ (85%)
12.74$ (58%)
4.0$ (80%)
0.92$ (82%)
9.99$ (50%)
0.6$ (91%)
24.0$ (60%)
8.99$ (10%)
5.1$ (83%)
1.7$ (83%)
1.28$ (91%)
11.89$ (41%)
8.5$ (83%)
11.99$ (40%)
3.61$ (79%)
11.24$ (55%)
1.5$ (70%)
10.49$ (30%)
16.0$ (60%)
4.5$ (82%)
8.5$ (83%)
7.36$ (82%)
4.25$ (91%)
MacGamestore

[ 1755 ]

1.19$ (88%)
15.99$ (16%)
8.39$ (16%)
89.99$ (10%)
87.49$ (13%)
1.89$ (81%)
61.49$ (23%)
14.29$ (29%)
48.99$ (18%)
1.99$ (82%)
54.99$ (31%)
1.99$ (92%)
23.89$ (4%)
55.49$ (8%)
1.19$ (94%)
52.99$ (12%)
26.99$ (10%)
83.99$ (16%)
1.19$ (76%)
1.10$ (86%)
45.99$ (8%)
41.49$ (17%)
16.49$ (18%)
16.49$ (45%)
32.99$ (18%)
66.49$ (34%)
13.49$ (10%)
1.19$ (60%)
24.99$ (17%)
1.19$ (93%)

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