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DevDiaries #31: Alpha team


Hello, friends. You know, the main advantage of working in game development is an opportunity to work while playing. Now when you are on the edge, trying to punish those guy from the game design department or testers which constantly reel up your artillery on your poor tank tracks ( yes, you know, what I mean), screaming with anger and helplessness or beating yourself on the chest in a moment of triumph… And when someone asks you, what the hell is going on and why so much noise is generated from your room, you’d usually continue playing quietly... But Oh, no, this time you proudly and emphatically say - I’m testing!

Those who are about to test salute you! (с) Оbiriron


Today we will tell a little about how the Soldiers: Arena closed alpha is going on. At this time fifteen people working on our testing plantations, collecting harvest of bugs and suggestions. As mentioned earlier , in the beginning we were more interested in playtests rather than in testing in the full sense of the word. Now tests with group Alpha (let's call it so) have become a permanent part of the development process, familiar and very useful part, I’d say. We constantly receive feedback from players on each embedded feature and each change of the in-game balance, which is great. Now we feel that it is time to add more people. And the first thing we’ll do is write to the guys, who left their requests here . In the near future we plan to invite 15-20 people more, but will do this gradually. Foreshadowing questions, we respond immediately that we base on the data that you specified in the questionnaire, while selecting. There are no secret department of selection and growing the super-testers, it's all rumors. In that building we have... eeee... cafeteria. Ignore the sign board.
We thank the guys for their help in testing, finding bugs, and for their wishes and requests ( some of them are damn prolific and it can not but gladden). To all other now part of the testing concerns moved to Alpha-team and the work goes even faster. We are wildly happy that, even in the raw pre-alpha form the Soldiers: Arena gameplay is causing so many discussions amongst testers. Sometimes you decide to relax on a Friday night, and on Saturday morning more than 500 messages of skype skirmishes are awaiting for you. On topics ranging from the behavior of the infantry AI during shelling, movement, or firing and ending with the reaction of tanks to the hit of different types of shells. And all this with passion, resentment and drama, worthy of the Aeschylus pen. What other proof is needed to understand that the course is set up correctly? We said earlier that we want to expand the number of fortifications and now implement the engineers into the game, which we are testing now, amongst other things. We are looking for bugs, check how they complement the gameplay of the different commanders. Now they can put anti-tank hedgehogs, breastworks, barbed wire and dig trenches, but in the future we are likely to add some work. They are cool and make the game for artillery commander more comfortable increasing his survival rate even without proper help from teammates. At least you have a chance to protect yourself with the hedgehogs and barbed wire from the advancing enemy. And moreover they are greatly expanding the role of supporting commanders in the game, but we’ll tell more about them at some later stage. Now you’d better look how they were tested.
As you can see, we're not just playing games, we are also making patterns of anti-tank hedgehogs and doing other incredibly important things.
And deploying mines... Turn back, Dorothy! This is not your yellow brick road.
Finally, we invite you to warm up your imagination and suggest a funny name for the last screenshot. Here are a few options from us.
  • Lifetime barricade .
  • There will be no problems with Capulets if we’d have one!
  • Germans take too much time making perfect lines of things.


[ 2017-01-26 19:31:20 CET ] [ Original post ]

Soldiers: Arena
Best Way Developer
Best Way Soft Publisher
To be announced Release
Game News Posts: 122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.

Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.

Features:

  • Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
  • Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
  • The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
  • Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
  • Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
  • Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
  • Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
  • Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
  • Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
  • Conceptual new interface for convenient control.
  • Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
  • OSX, Mac. Linux support.
  • Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.

MINIMAL SETUP
  • OS: Ubuntu 12.04
  • Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
  • Storage: 5 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 15.04
  • Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
  • Storage: 5 GB available space
GAMEBILLET

[ 6138 ]

61.39$ (12%)
18.39$ (8%)
6.96$ (54%)
40.95$ (18%)
8.49$ (15%)
2.40$ (60%)
33.17$ (17%)
5.00$ (80%)
4.19$ (40%)
53.99$ (10%)
24.87$ (17%)
21.99$ (12%)
15.47$ (45%)
5.06$ (75%)
0.80$ (92%)
10.00$ (50%)
25.49$ (-70%)
1.25$ (87%)
4.00$ (80%)
0.30$ (90%)
13.19$ (12%)
4.15$ (79%)
3.37$ (83%)
9.59$ (52%)
1.00$ (90%)
6.40$ (79%)
20.87$ (58%)
1.00$ (90%)
2.07$ (79%)
2.50$ (75%)
GAMERSGATE

[ 3395 ]

2.25$ (89%)
0.9$ (91%)
2.4$ (85%)
20.99$ (40%)
13.99$ (30%)
19.8$ (67%)
2.61$ (74%)
1.73$ (75%)
4.56$ (89%)
9.71$ (46%)
6.48$ (64%)
4.25$ (79%)
16.57$ (45%)
0.45$ (85%)
0.6$ (92%)
0.94$ (81%)
2.03$ (86%)
0.45$ (85%)
12.14$ (19%)
2.55$ (74%)
1.69$ (79%)
5.0$ (90%)
1.95$ (90%)
3.83$ (74%)
7.2$ (64%)
0.75$ (85%)
0.89$ (87%)
1.28$ (87%)
3.4$ (57%)
3.75$ (62%)

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