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Alpha 64

With this weeks update, all of the in-game text for 1.0 has been finalized and sent off for localization (though Ill probably end up making some changes here and there). Ive also made a bunch of bug fixes, and did some work on the console ports. For the next couple of months, youre mostly going to be seeing polish updates, meaning lots of bug and balance fixes. There are literally 400+ of issues that are on my radar, with more being reported every day. Id like for the game to be as stable and polished as I can feasibly get it for 1.0, and the coming months should finally give me the opportunity to do a bit of much-needed catch-up in this department. That said, I have a bunch of new mutators ready to go that I was planning to dump out on the games 1.0 release. I may end up drip-feeding these in the coming updates so you folks have something new to gnaw on. Ill also be continuing to work on aspects of the console ports, mostly performance fixes and other random tasks, plus some marketing this-and-thats. The remaining work is being done by an external team. We havent entered certification yet, but were hoping to do so in the coming weeks. The official release date for 1.0 and the console releases is still Winter. This weeks Fortnight Discussion: Game balance, since I haven't done a discussion on that since June. What are your biggest issues with the game balance right now? What abilities, items, etc. do you find overpowered or useless? What aspects of the game do you find just plain unfair?

Alpha 64


Text
  • Added interaction text for a number of characters that previously had none, and just more in general
  • Signposts have been added to more levels
  • Added some new protips
  • Added clarification to Sneaky Fingers description
  • Added text for when the Mayor is enslaved at the games ending
  • Bunch of other random new text
Graphics
  • Alterations to Medium lighting
  • Screen goes to black correctly when exiting the game from the Daily Run game over screen, character select screen and other instances where it previously didnt
  • Fix for NPCs sometimes appearing to still have their hat on after it is stolen by the Thief
  • Fix for Firefighters Water Cannon not appearing when they are lying on the ground
  • Fix for Generators sometimes appearing larger than they were meant to
  • Fix for certain NPCs appearing to be one-armed after becoming Zombies
UI / Controls
  • Current seed is always shown on the Esc menu, even if the player did not enter one
  • Credits list added to main menu
  • Adjusted camera during gamepad aiming with thrown weapons so the player doesnt get scrolled off-screen
  • Fix for character selection boxes not animating
  • Fix for Esc menu mutator display not always showing all information
  • Fix for hackers targeting sometimes getting immediately canceled after the player pressed the left trigger button on the gamepad
  • Fix for Jock sometimes not regaining control after charging
  • Potential fix for instances where Trip animation can play repeatedly
  • Potential fix for player falling into hole and not reappearing
  • Fix for player running out of ammo in a rapid-fire weapon and immediately shooting the rapid-fire weapon that he switches to
  • Non-violent projectile weapons will not switch to violent projectile weapons when ammo runs out
  • Removed Friends filter from online game listings (wasnt actually supposed to be there and doesnt work)
  • Fix for some instances where player was only offered two traits at the end of a level
  • Fix for player aiming in the wrong direction when Confused, using the gamepad, and not holding the right-stick
  • Fix for Floor Complete text not always showing in online multiplayer mode
  • Fix for elevator prompt appearing twice when it wasnt supposed to
Playfield Objects
  • Fix for hitting Lasers with melee weapons not working properly
  • Fix for Refrigerators sometimes not having collision
  • If the player uses the Podium without wearing the Mayors Hat, it will be automatically equipped
  • Fix for Door Detonator appearing above use key options when interacting with doors
Items
  • Fix for Molotov Cocktail exploding after being hit into walls after being dropped on the ground (its only meant to explode when thrown)
  • Player will not aim as well with rapid fire weapons if they try to repeatedly tap the mouse button (this was previously exploitable since the first shot is typically more accurate)
Status Effects / Traits / Special Abilities
  • Acid is now called Sulfuric Acid
  • Clumsiness Accepted is now called Clumsiness Forgiven
  • Fix for player losing Camouflage when opening Do Not Enter doors
  • Fix for NPCs being able to Resurrect after falling into holes
  • Fix for multiplayer clients Zombie Phlegm not taking effect if it did the killing blow on an enemy
  • Fix for instances where player could not Camouflage despite having no one around them
  • Fix for water not appearing on the ground when shooting the Water Cannon at certain walls
  • Fix for player being able to knock down Lockdown Walls with Wall Walloper
  • Fix for using Cigarettes at the last second of Feelin Alright and still going into Withdrawal
  • No In-Fighting and similar traits will not prevent Firefighters from hitting Arsonists
Big Quests
  • Fix for cases where Wrestler (and possibly others) Big Quest could state the floor is clear, but the elevator says otherwise
Disasters
  • Players with Wanted, Fair Game or Ideological Clash will not get Bounty disaster
Level Generation
  • Oil spills will not appear inside buildings
Artificial Intelligence
  • Mayor may be found wandering around the level with guards
  • Arsonist will only appear if they are currently visible on camera
  • NPCs are better at avoiding Saw Blades
  • Fix for the players followers sometimes getting scared of other followers due to Fair Game
  • If a weapon is knocked out of an enemys hands, they wont immediately try to pick it back up
  • Fix for NPCs hiding in bushes not getting angry when being sprayed by water
  • Fix for NPCs not falling down holes when they are incapacitated (Frozen, Dizzy, etc.) on a Conveyor Belt
  • Better AI during Lockdown - Cops will become hostile toward NPCs with whom they are not aligned who are outside of their homes
  • Mayor will not mutiny if enslaved
  • Enslaved Upper-Crusters and the Mayor will not attempt to run away when facing danger
Performance
  • Various performance improvements


[ 2018-11-15 21:21:28 CET ] [ Original post ]

Streets of Rogue
Matt Dabrowski Developer
tinyBuild Publisher
2017-03-10 Release
GameBillet: 16.96 €
Game News Posts: 127
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive (15974 reviews)
The Game includes VR Support
Public Linux Depots:
  • Streets of Rogue Content Linux [239.42 M]
Available DLCs:
  • The Making of Streets of Rogue
  • Streets of Rogue - Character Pack
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.

Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.

In order to progress, the player will need to accomplish specific mission goals in any way they see fit through use of their special character traits, items, and the environment.

  • Will you play as a soldier who shoots first and asks questions later?
  • A stealthy scientist who uses chloroform and tranquilizer darts to silently take down the opposition?
  • A genial bartender who can talk his way past the most intimidating of guards?
  • Or how about a hyper-intelligent gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?

The Mighty Feature-List


  • Play the game YOUR way! Don’t want to kill anybody? That’s cool! Want to hack computers? Got ya covered!
  • Random world generation and TOTALLY EXTREME gameplay variety means you can play for 600 hours and not get bored! Seriously though, go outside!!!
  • Super-advanced artificial intelligence that won’t put up with your crap! Outsmart these virtual humans and feel superior to your computer!
  • Play as over 40 types of characters (in the final version)! Bartender, scientist, hacker, gorilla — hey, your job is probably in there too!
  • Stupidly huge number of items (in the final version)! Shrink rays, hypnotizing devices, boomboxes, bear traps, food processors.. Oh, and guns too.
  • 2-Player cooperative mode lets you brutalize goons AND loneliness!
  • Lead a gang, free slaves, drink beer, gib ghosts, become a vampire, shrink people and stomp on them. The most insanely varied game ever made.

MINIMAL SETUP
  • OS: Ubuntu 12.04+
  • Processor: Intel Dual CoreMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
  • Storage: 350 MB available space
GAMEBILLET

[ 6130 ]

26.69$ (11%)
14.09$ (30%)
5.77$ (17%)
13.34$ (11%)
44.49$ (11%)
16.95$ (15%)
25.46$ (15%)
12.59$ (16%)
33.59$ (16%)
16.97$ (15%)
17.79$ (11%)
17.79$ (11%)
12.72$ (15%)
8.47$ (15%)
15.11$ (24%)
8.89$ (11%)
3.25$ (19%)
8.49$ (15%)
33.97$ (15%)
26.69$ (11%)
33.59$ (16%)
4.24$ (15%)
16.52$ (17%)
16.77$ (16%)
31.89$ (20%)
20.97$ (16%)
20.74$ (17%)
14.27$ (16%)
12.59$ (16%)
20.99$ (16%)
GAMERSGATE

[ 1449 ]

1.6$ (90%)
1.02$ (91%)
35.99$ (28%)
4.46$ (70%)
1.11$ (91%)
2.0$ (90%)
16.99$ (32%)
15.75$ (55%)
8.49$ (58%)
3.26$ (78%)
1.28$ (91%)
8.5$ (79%)
8.5$ (79%)
9.99$ (50%)
4.5$ (70%)
6.38$ (57%)
3.0$ (50%)
11.99$ (60%)
8.5$ (83%)
3.92$ (87%)
3.4$ (91%)
9.2$ (63%)
2.0$ (90%)
2.85$ (90%)
3.4$ (91%)
10.63$ (79%)
1.35$ (89%)
3.83$ (62%)
3.75$ (62%)
3.04$ (70%)

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