TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
Hurtworld Leaves Early Access

Hi Hurtworldians! After 6 years of development, tons of updates, plenty of challenges, a partial rewrite and over 60 million hours of playtime we are finally out of Early Access. With this release comes a ton of bug fixes and quality of life changes and some fresh content.

New "Talon" Rocket Launcher


Since we introduced the rocket pods attachment to the Mozzy (Helicopter) life has been tough for players on the ground with no means of defence besides a lucky AWM shot on the pilot. This patch evens the field a lot by introducing the new Rocket Launcher. Designed primarily as an anti air defence the launcher will make quick work of a Mozzy with a well aimed shot. It has some PVP viability but won't overpower better suited weapons and will require some skill to be useful.

New super rare Roach Asylum Body Kit


This badboy is heavily armored from all directions giving the driver good protection from would be attackers. While not immune to Mozzy attacks, it will provide some coverage from your enemies raining hell down on you. Getting your hands on this isn't easy, it will require continuous map control and a fair bit of grind for those clans who go really deep.

Making New Base Construction Easier


One of the hardest things when getting into Hurtworld (and sometimes for experienced players) is setting up your first proper base. The build system is intuitive enough when given the time to read the UI, trail and error around, find more materials before finally getting things secure. This becomes a very daunting task with the threats of the Hurtworld around you. To make things easier we added a one click deployable 1x1 base complete with totem and bed that can be crafted at the workbench to get the basic security down. From there you can extend to your hearts content with the construction hammer. To prevent top players utilizing this as a field deployable outpost whenever they get shot, you are limited to 5 of these per wipe. Use them wisely! The other big trip up for new players is accidentally building outside their claimed ownership cell and unknowingly letting people into their base for free. To solve this we added a new cheap tier construction hammer that can only build inside a cell that has been claimed, meaning if you accidentally drift outside your cell, you'll be blocked from building. Additionally we force starter bases and start foundations to be built away from cell boundaries to ensure the spot that you finally start your mansion will be secure. We've also refactored the grid that construction must conform to, to squash the build meta of exploiting awkward bugs to build the most secure bases. The last on the build cake is a new construction removal grace period where if within 5 mins you remove a construction piece, you will get the full price back (instead of the usual half) meaning you can trial and error your way around until everything locks into place without it costing half your materials on mistakes.

Rebalanced Mozzy (Helicopter)


The golden age of Mozzy dominance is coming to a bit of an end. While still super powerful, we nerfed a few things to bring it back in line with the rest of the game now that a lot of people have mastered the art of flying and shooting. The equation on mining rockets is much tighter, and they also can't be used in PVP except against other Helicopters.

The End of The Rock Glitch


Rock exploits has been a fact of life since Hurtworld was created. Many times we thought we had it under control and those escape artists in our community would find another way through the rocks. I'm happy to say with a fair bit of confidence that rock exploits are now not possible. This is an automatic preventative measure that will kill anyone who tries, then report them to us. Attemps to use rock exploits will still result in lifetime bans. Dare I say, building up against a rock is now a good strategy again.

Fixing Up Cave Bases


Having 40 thousand hand placed rocks in our map, every now and then make a formation that can be used to make an unraidable base. We've gone to extreme lengths with the help of our community to eliminate all these spots with a combination of nobuilds around shoreline and rocks filling inland ones, players will now need to figure out the new OP base meta. Its been a wild ride with plenty more to come, thanks to everyone who has stuck around for the journey with us <3 If you want to get involved head over to our new unofficial official Discord @ discord.hurtworld.com

Full Change Log


  • Added Talon Rocket Launcher
  • Fixed mozzy playing startup sounds when coming into range even if flying
  • Added steam trading cards, emotes and profile backgrounds
  • Improved anti rock exploit detection, enabled killing of players who are detected as well as reporting to developers.
  • Added end tier Asylum body kit for roach
  • Added a grace period where removing construction items will give a full refund to make construction mistakes free.
  • Construction attachments now must conform to a tighter grid, no more stacking walls 100 deep.
  • Added starter base deployment item to help new players get their first real base started with less risk.
  • Added new entry level construction hammer which can't be used outside owned terrain (with the exception of foundations)
  • Large pass on localization across many languages
  • Rewrote how impact effects are synced to other players. You should see correct impact types and positions for all impacts not just your own.
  • Added variable distance culling for vehicles allowing much longer draw distances on active vehicles (Temp disabled troubleshooting issues)
  • Rebalanced Mozzy Rockets:
  • - Mining rockets no longer damage players
  • - Increased the cost of mining rockets
  • - Increased the cost of Avgas
  • - Reduced explosion radius on mining rockets from 7 to 5 meters
  • Increased equip time for AR and SMG weapons from 0.25 to 0.5 seconds
  • Reduced engine volume on ground vehicles
  • Added Starter Base deployable
  • Added console variable StartBaseLimit (default 5)
  • Fixed door sound glitches and re-enabled door sounds
  • Added unique sound to metal doors
  • Added new sounds for storage chest and locker
  • Fixed exit position check on Barra that was being used to get inside rocks
  • Players will now slowy drown if logged out in water
  • Extended bitstream pool size for higher pop servers
  • Optimized server ItemObject allocation
  • Reduced owrong seed yield
  • Reduced detcap drop rate
  • Reduced yield from meteor showers
  • Fixed incorrect fabricator window name
  • Fixed missing pillar colliders on some town events
  • Metal doors now have correct material config
  • Mozzy rotor sound be easaier to identify direction
  • Reduced client vram footprint
  • Fixed rare boars not spawning
  • Added slightly different sounds for all types of explosions, including distance fade effects
  • New coat of paint on the main menu
  • Removal ghost for construction hammer doesn't show in cells owned by other people
  • Updated the volume attenuation curve to fade more smoothyl
  • Change default music volume to be audible
  • Fixed being able to look into bases by building very high in the air
  • Fixed projecties being incorrectly denied (blue hit marker) when clipping close to wall edges
  • Improved internal server DDOS protection
  • Re-enabled tether bow
  • Fixed fridge
  • Updated storage chest and locker sounds
  • Fixed upside down torch removal ghost
  • Added Bhop script protection


[ 2019-12-10 23:56:11 CET ] [ Original post ]

Hurtworld
Bankroll Studios Developer
Bankroll Studios Publisher
2019-12-10 Release
Game News Posts: 228
🎹🖱️Keyboard + Mouse
Mostly Positive (23844 reviews)
The Game includes VR Support
Public Linux Depots:
  • Hurtworld Linux Client Depot [1.31 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
WARNING: Hurtworld is still very early in development. It may be worth waiting until we are further through development before getting on board (We're not going anywhere).

Hurtworld is a hardcore multiplayer survival FPS with a focus on deep survival progression that doesn't become trivial once you establish some basic needs. That feeling when you're freezing to death trying to make a fire, or you're defenceless being chased by creatures. These experiences are what make a survival game. When you overcome that challenge and find a level of comfort it's a great feeling, but what do you do next?

Hurtworld tempts you out of your comfort zone with rich resources, better loot and higher tech. It will also throw more dangerous creatures, harsher environments and new challenges at you that can't be taken on without the proper gear or refined skill. Will you settle for bows and arrows and a campfire, or push deeper into the map and start scavenging for vehicle parts and better weapons?

Built from the ground up with solid multiplayer foundations. Designed for fast skill based PVP and PVE. You will constantly have to decide which is the biggest threat, the player opposite you or the creatures that will hear your gunshot.

Current Features

  • Crafting Gear, Tools, Weapons and Machines - Combine what you find in the world to make hundreds of different items.
  • Structure Building - Claim land solo or with friends, build from a hut to a city using our attachment point based structure system.
  • Procedurally Generated, Customizable Vehicles - Find a car or quad bike wreck in world with random panels. Scavenge for parts and get it moving again. Find rare paint colors and skin patterns to get it looking just the way you want. Upgrade your engine and gearbox. Make sure to carry a spare tire!
  • Mining Resources - Heaps of different minable resources that require different tools to gather, from Pickaxes to Dynamite. Alternatively you can build some automated drills and let them do the work for you.
  • Twitch based PVP - Some areas of the map will be highly contested, are you willing to share the limited resources needed to survive? If you aren't, we have many different projectile and melee weapons to do away with your opponent. Careful though, murdering your peers may increase your own penalty for death.
  • Farmable Plants - Find wild seeds and get a crop going back home.
  • Hunting Neutral and Hostile Animals - Environment is filled with animals, they may be your lunch, you may be theirs.
  • Town Ruins and Relics with Random Loot - Tightly contested, if the radiation and mutated creatures don't kill you, another player will. You might just find those engine parts you've been looking for here.
  • Dynamic Day/Night + Weather - Pick the right time of day to attempt crossing sand dunes, but watch out for sandstorms.
  • Stat Simulation - More than just a hunger bar, everything in the world is affected by time of day, current biome, localized effects like radiation, dynamic weather, heat given off by machines etc. Items can have different behaviors based on current stats too. That steak in your backpack might just freeze in the snow, at least it will take longer to go rotten. Put that storage chest too close to your fire you may come home to a pile of Ash.
  • Drastically Different Biomes - Explore the harsh world. From the snow forests of the North to the colorful parrot Tokars of the red desert, gear that lets you survive in one biome may kill you in another. Players with a home base advantage will likely be better equipped to handle their surroundings than invaders.

All the features above are currently in the game and functional, however much of the content in these systems is placeholder. While we've done a lot of the hard work developing robust systems to underpin gameplay mechanics, we haven't yet spent a lot of time generating and balancing content for these systems. As this is mostly configuration work, we will be able to quickly deliver lots of new content in the coming months.

Server Authoritative Multiplayer

Most multiplayer open world games use a MMO style network architecture. While this allows for greater player numbers per server, it opens up the game up to endless cheating exploits that are impossible to stomp out. Hurtworld uses an architecture closer to that of a modern FPS, where all physics and game logic are calculated on the server. While cheats can never be fully stopped, this structure makes a large amount of the exploits impossible from day one. Due to this, our servers will use a bit more resources for the same number of people than your usual survival game, but we think it's totally worth it.

Performance

Keeping your FPS high and smooth is crucially important to us. As members of the PC master race we know 60+ FPS is a right, not a privilege. Not to mention PVP gunplay just doesn't work at low FPS. This is an ongoing battle while we are developing the game, adding new stuff slows things down, doing an optimization pass gives us some breathing room. It goes in cycles.


Currently things are running very well, we did a lot of hard work during our closed alpha to bring performance up and to get rid of big spikes. On mid range 2 year old machines we're currently getting 80+ FPS on medium settings. Our biggest bottleneck is player skinning on the CPU. Meaning if your CPU is a potato, and there are lots of players in your area, it will chugg. We have a fairly comprehensive graphical settings menu that should let you scale things down even on lower spec machines. We are constantly working to improve performance and we'll do our best to keep everything running well throughout early access.

PVP & Gunplay

Hurtworld has competitive FPS in its DNA. Violence isn't the only option, but when it's needed you want to be sure it's a fair skill rewarding system. We are keeping the gear cap low on PVP items. This means a player with 150 hours in a server and endgame loot can't faceroll their way around the map with impunity. Higher grade gear will allow you to survive in harsher environments and take on fiercer creatures, it won't however stop a bullet to the face.

Infamy System

We are currently testing a new system that changes the way gear is dropped on death. By default all gear you have equipped like tools guns and clothes won't drop on death.

Secured gear in your hotbar and equipment slots (gear you are wearing) can only be dropped if your infamy level is above zero.

Infamy is a stat bar that increases by one every time you kill someone, and slowly decreases over time back to zero. For each point of infamy you currently have, you have a chance to lose a secured item (equipped gear / weapons / tools).

We hope this will have a few effects.

  • Most people will actually use their best gear all the time
  • New spawns being harassed at spawn that can’t fight back won’t lose much
  • Players harassing fresh spawns are putting a target on their own head, as some of their gear is now up for grabs to anyone who kills them, creating interesting skirmishes.
  • Farming yield of a player will be dependant on the territory they can control. If a player tries to mine the limited resources around your base, you can kill them to claim the resources back without completely ruining their day.
  • We can make tiers of gear much more expensive to create without crossing the too valuable to lose bracket

As with any new gameplay system, it sounds great in theory to us, how it plays will be the real test. This behavior is currently enabled by default, however server owners can override playerlootmode to 4 different settings depending on preference including the classic lose everything.

Modding


Modding is one of our top priorities. We have been working with the awesome guys at Oxide, to integrate their modding framework with Hurtworld. You can download their API right now and start writing server mods for Hurtworld in Lua, C#, Javascript or Python!

In the future we want to build Hurtworld into a platform for different sandbox game types (Think Dota 2 custom games). We are designing the game we want to play most, however the framework of player movement, gear, combat, environmental effects, AI, vehicles, construction and gathering can all be applied to vastly different game modes with very little work. We are slowly building up a more powerful SDK we plan to release sometime in 2016. I can't wait to see what other people do with a solid FPS framework with the backing of a fleshed out survival game.

FAQ


  • Will you add procedural maps?
    Currently we are focusing on hand crafted maps. We are a good way through developing an SDK for Unity we call "Shigi Tools" designed to allow the community to create their own maps in-engine. It's not out of the realm of possibility that a server will have its own unique map designed by its admins that is downloaded on connection. This combined with server side mods should open up the gameplay possibilities a lot. We don't have an ETA on this yet, we are using it to build internal maps but it will require some new engine systems to handle runtime loading that we will prioritize amongst other things.

  • Can I host a server?
    Yes! We have a Windows and Linux headless server build that can be downloaded through the tools section of Steam or via SteamCMD, check out the Hurtworld Wiki for guides.

  • How many players per server?
    We are optimizing for 50. We run all our physics on the server with low jitter and a high tickrate. This means we won't reach the 200+ mmo class of servers, however we think the tradeoff is worth it for a more responsive experience and a game more resistant to cheats. It also means we can do more interesting things with AI that feel more like Left for Dead and less like World of Warcraft.

    MAC USERS NOTE: If you get a crash on startup of the game, please disable Steam overlay

MINIMAL SETUP
  • Processor: 2 GHzMemory: 4 GB RAMStorage: 2 GB available space
  • Memory: 4 GB RAMStorage: 2 GB available space
  • Storage: 2 GB available space
RECOMMENDED SETUP
  • Processor: 3 GHzMemory: 8 GB RAMNetwork: Broadband Internet connectionStorage: 4 GB available space
  • Memory: 8 GB RAMNetwork: Broadband Internet connectionStorage: 4 GB available space
  • Storage: 4 GB available space
GAMEBILLET

[ 6105 ]

12.74$ (15%)
3.00$ (85%)
16.79$ (16%)
11.03$ (8%)
8.29$ (17%)
2.57$ (93%)
31.87$ (20%)
12.42$ (17%)
33.96$ (15%)
26.69$ (11%)
22.24$ (11%)
17.59$ (12%)
4.21$ (16%)
12.59$ (16%)
8.39$ (16%)
4.08$ (73%)
6.79$ (15%)
12.42$ (17%)
13.34$ (11%)
17.79$ (11%)
10.07$ (16%)
5.84$ (35%)
16.99$ (15%)
16.79$ (16%)
4.00$ (80%)
17.99$ (28%)
26.69$ (11%)
4.12$ (17%)
25.49$ (15%)
21.22$ (15%)
GAMERSGATE

[ 1086 ]

5.09$ (49%)
0.56$ (81%)
11.68$ (53%)
5.2$ (71%)
0.89$ (87%)
4.0$ (80%)
1.7$ (91%)
16.99$ (32%)
1.28$ (91%)
3.83$ (74%)
0.56$ (81%)
3.4$ (66%)
1.7$ (91%)
3.83$ (62%)
2.25$ (89%)
0.56$ (81%)
0.85$ (91%)
1.5$ (90%)
10.19$ (49%)
1.53$ (91%)
3.4$ (57%)
14.88$ (70%)
2.7$ (91%)
1.7$ (91%)
5.63$ (81%)
1.28$ (91%)
33.19$ (17%)
3.83$ (87%)
1.35$ (89%)
5.1$ (74%)

FANATICAL BUNDLES

Time left:

16 days, 13 hours, 8 minutes


Time left:

23 days, 13 hours, 8 minutes


Time left:

12 days, 13 hours, 8 minutes


Time left:

9 days, 13 hours, 8 minutes


Time left:

17 days, 13 hours, 8 minutes


Time left:

19 days, 13 hours, 8 minutes


Time left:

40 days, 13 hours, 8 minutes


Time left:

356465 days, 5 hours, 8 minutes


Time left:

22 days, 13 hours, 8 minutes


Time left:

51 days, 13 hours, 8 minutes


HUMBLE BUNDLES

Time left:

4 days, 7 hours, 8 minutes


Time left:

6 days, 7 hours, 8 minutes


Time left:

11 days, 7 hours, 8 minutes


Time left:

13 days, 7 hours, 8 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE