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Shutting the company down :(

It is with a heavy heart that we announce the closure of Super Punk Games and therefore the removal of our games from sale, including The Last Leviathan. Weve been unable to give Super Punk the time and resources that it has needed to flourish and progress and its overdue to formally close its doors. Wed like to thank everyone who had fun playing our games, and all of the people involved in making them. You will still be able to play our games if you have bought them, but there will be no further support or activity from SPG. Please accept our apologies if this is in any way inconvenient for you. Thank you.


[ 2022-11-26 17:40:31 CET ] [ Original post ]

Small Update: v0.3.3

Hail, sea-lovers. We're back with a small patch for you! Changes in Version v0.3.3 Improvements to Water for both visual and performance. Bug-Fix: When optimising ship blocks for CPU load reduction, blocks were grouped and sometimes lost their paint colour. Bug-Fix: Prevent ships from getting outside the sky dome and breaking the illusion of being in an ancient world... Bug-Fix: Going into FPS camera for cannons mounted on their side or upside would cause gimbal lock and erratic camera behaviour. Bug-Fix: When playing through some activities, the UI system would break preventing progress when the Results screen is shown. Bug-Fix: Mission markers in the game no longer have shadows that made them look odd. Bug-Fix: Addressed issue where the Telescope being active just before the Results screen was shown would break the game. Bug-Fix: Steam Leaderboard button now correctly labelled as Steam Community Page. ======= Many thanks for your continued support of our game, ~ the Super Punk team


[ 2019-11-11 13:43:21 CET ] [ Original post ]

Submarine Competition Winners!

PantomT and NotAlex are our Submarine competition winners! PhantomT's submission: https://steamcommunity.com/sharedfiles/filedetails/?id=1672144253 NotAlex's submission: https://steamcommunity.com/sharedfiles/filedetails/?id=1668732877 Thanks for your submissions! The winners will be receiving a handy mug and spiffing T-shirt each for their efforts.
Stay tuned for our next competition, and keep up the good work! - the SPG team


[ 2019-03-12 15:05:31 CET ] [ Original post ]

COMPETITION: Let's See Your Submarines!

Harold is looking for the best submarine designs out there! https://youtu.be/i47wc1S_NKo

Competition?!


For 3 weeks, 25th Feb - 11th March, we'll be keeping a keen eye on the best submarine design submissions to the workshop. The THREE best designs we find will be selected and the winners will be given some TLL goodies!!

How to Submit:


Upload your work to the steam workshop and tweet us a link to your ship's workshop page, @The_Last_Levi (https://twitter.com/The_Last_Levi?lang=en-gb)

Rules:


  • It has to be your own creation. Anyone caught stealing someone else's hard work will be fed to the crablings and disqualified.
  • Your submission must be uploaded to the workshop from now and until 11th of march, old workshop items cannot be re-used!
  • There are no specific build requirements, simply appease Harold by making the best Submarine you can, and he will be the judge!
== The clock starts ticking from NOW, get building! Good luck, and and happy torpedo-ing. ~ The Super Punk team.


[ 2019-02-25 13:54:02 CET ] [ Original post ]

Event Challenge: WIN PRIZES AND GOODIES

Don't forget, you have a chance to win some goodies from us at Super Punk Games! With the flying block update comes a new event challenge. To access it, simply click on the 'events' button in the main menu. We want YOU to video record your best attempt at collecting all of the chests. Do it in the shortest time possible - show only your best attempt, not all of them! With your gameplay recorded, post it on social media. Don't forget to mention us with an @the_last_levi for twitter and @TheLastLeviathan for facebook. The winners will be selected based on the speed at which they gather chests (1st, 2nd and 3rd place) and a extra prize will be given to the most ingenious flying ship creation. There are no set rules for the latter prize - just impress us ;) This competition ends on the 21st of November (this month :O). Good luck, have fun and fly well! ~SPG


[ 2018-11-12 11:14:27 CET ] [ Original post ]

"Fly, You Fools!" UPDATE


We are very pleased to release our next update for The Last Leviathan. This update introduces flying blocks to the game, along with various fixes and a challenging flying event to try out your sky-galleons on. Flying blocks open up a whole new world of possibilities; will you build a mighty blimp airship? An attack helicopter? A flying saucer? We're excited to see all of your creations! ==

Flying Blocks Added:


Left/right fixed wings Left/right retractable wings Flight rudder Flight elevator Flight rotor Small, medium and large air balloons (1x1, 2x2, 3x3)









New Event:


Fly, you Fools! Steal a bunch of treasure chests from a perilously rocky dormant volcano island. Flying ships are required. A competition will run from the day of this update's release, (7th November) up to the 21st November 2018. Create a flying ship that can complete the event challenge in the shortest time possible and upload footage of your attempt to social media. Be sure to @ us with a @the_last_levi in your post! Winners shall receive rewards and goodies! The most mind-bending or down-right brilliant creations shall also be rewarded.

User Creations... GOG Support:


GOG users can use the Super Punk Factory to download and share their creations! Simply create something in-game, save it, then upload it for all to see in the factory browser tab.

General big fixes:


Motor and rotor mechanisms should be a little more rigid and less prone to rotation due to gravity acting on connected blocks. Water caustic effects should now be active across all maps. The world skybox is now fixed to the player's current view... no more escaping into space! Improved collision boxes on trees. Events now push the player back to the main menu after results screen. With plenty of other tiny fixes... most of which are technical-sounding. We won't bore you with those. == We know that The Last Leviathan hasnt received as much of our attention as we would have liked of late, but be assured that it is our baby and held very close to our hearts and we will continue to work on the game whenever we are able. Thank you for your support and continued faith in our project. More events and various other shenanigans are soon to follow! You guys are awesome. Now... get flying! Lots-o-love, the Super Punk team


[ 2018-11-07 18:34:09 CET ] [ Original post ]

Updated Tutorial Videos are Coming!


Hi, folks. Our video editing monkeys at Super Punk Games have recently been working on some classy video tutorials for both new and returning players; It has been a while, after all, and many of us are a little rusty. This new tutorial series will take you from the basics, right through to building your own advanced Dinkus - or whatever else you can think of! (But please, not too many Dinkuses). You can watch the tutorial trailer here: TLL: Updated Tutorial Series Trailer Give it a like! It makes our monkeys happy :) New content for TLL is still on its way. It's just cooking... slowly... but cooking! Rest assured, we will keep you informed here, and via our social media pages. TLL Twitter Super Punk Twitter Super Punk Facebook Great things await! With lots-o-love, ~ SPG


[ 2018-07-19 16:00:33 CET ] [ Original post ]

Finally an update! and News!

Hi All! Ok so time for an apology, we've been naughty and not communicated with you for some time on TLL and for that we are sorry. It’s not that we didn't want to, just that we didn't have much to say, but regardless, it wasn't our intention to leave you guys in the dark for so long. Please accept our humble apologies and this piece of virtual rum ːrumbarrelː Onto the update! We've not been able to do much on TLL in the last year as we had a difficult year in 2017 for one reason or another, but we're very happy to say that 2018 has been brilliant so far - WOOT! We're just about to turn the TLL development taps back on properly so you will see some new TLL content soon - on this point we have a question: What would you like to see next? 1) Multiplayer 2) More Crusades 3) Monsters! 4) Other (please define) We're thinking Multiplayer but let us know what you think! New Hire! We've just hired a new community ninja who starts in July and whose job it will be to ensure we never ever get to this point again in the future. We've got a very detailed plan for him to crack on with in July so expect to see this happening and please welcome him into the community, he'll be your main conduit to development though we'll also be around obvs New Game One of the reasons 2018 has been much better than last year is that we managed to do a deal with a big cool company for a new game. Nice. WAIT! I know what you're thinking, this will detract from TLL, and to be fair, it will a bit, BUT, it also facilitates TLL, in that we can now continue to develop TLL in earnest and not just ad-hoc bits and pieces in the evenings as we've been doing recently. This game will be announced next Tuesday (12th) at E3, which means I can't tell you what it is yet but you'll see it during the E3 announcements if you have your eyes peeled. This deal has also allowed us to hire more staff and become a better, more well-rounded development company with new people that can contribute to TLL in a number of different ways We will finish TLL, we've always said that regardless of how successful it is, it will be finished, and we stand on that statement. Thank you for being with us for so long and we're very glad to be able to finally give you some good news! More soon Live long and fish! ːlastleviathanː SPG


[ 2018-06-07 09:44:00 CET ] [ Original post ]

S.U.P.E.R. Editor Update Released


This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. We’ve completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:

New Blocks


We’ve added the following to this version: The Piston Butt Hinge Powered Hinge Powered Ball Joint The Controller There are more new blocks that will hit the BETA branch very soon, more on that later. The Controller is a very special block that gives you the power to sequence block functionality over time. This is an R&D block and we're looking forward to seeing what you guys do with it. There will be a tutorial video coming soon for this very special block, but let’s see if you guys can figure it out on your own first…

The Editor Re-Write


The Ship Editor has been re-written from the ground up to make it hugely more powerful and in preparation for Monsters. What it also gives us is more freedom to create, removing the grid-like limitation you had before and opening up possibilities for greater building tools. The new editor has been dubbed the SUPER Editor and contains the tools:
  • Build Mode (Default): Standard building interface
  • Translate: Tutorial Video here: https://youtu.be/WAvcYWAkBaY
  • Rotate: Tutorial Video here: https://youtu.be/541lyJZte9Q
  • Scale: select individual or multiple blocks and scale in various axis
  • Copy: copy a block and its properties
  • Paint: choose one of 8 colours for blocks individual or as a group
We’ll be doing more tutorial videos very soon.

Other Features of Note


  • Bounds Limit: there is now an option to turn the bound limit off for your creations, this means you can build ‘outside the box’ and not just think outside the box (see what we did there?). Three words: EPIC Massive SHIPS!!
  • Point at a block and press F to focus the camera on a particular block in the editor.
  • Block Properties panel is now scrollable and exposes more block properties than before. Block properties are also copied when you copy a block.
  • Billions of optimisations.
  • Save data – Even though we’ve changed the game on a fundamental basis all your current save data should be fine, as should your ships. If you notice anything not right about this, please add it to the bug list. We need to know that stuff!
As always, if you want to build HUGE ships or are still experiencing low framerates, please adjust your graphical settings at start up to 'Fastest' and untick/lower the various graphical settings in the options menu. There are no monsters or multiplayer yet. Both these items are HUGE investments in time for such a small team. We have started monsters but they will take some time to get right and we will only release when they are, they HAVE to be frickin awesome don’t they! Thank you and have fun! SPG


[ 2017-10-06 13:13:16 CET ] [ Original post ]

S.U.P.E.R. Editor Update Released


This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. Weve completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:

New Blocks


Weve added the following to this version: The Piston Butt Hinge Powered Hinge Powered Ball Joint The Controller There are more new blocks that will hit the BETA branch very soon, more on that later. The Controller is a very special block that gives you the power to sequence block functionality over time. This is an R&D block and we're looking forward to seeing what you guys do with it. There will be a tutorial video coming soon for this very special block, but lets see if you guys can figure it out on your own first

The Editor Re-Write


The Ship Editor has been re-written from the ground up to make it hugely more powerful and in preparation for Monsters. What it also gives us is more freedom to create, removing the grid-like limitation you had before and opening up possibilities for greater building tools. The new editor has been dubbed the SUPER Editor and contains the tools:
  • Build Mode (Default): Standard building interface
  • Translate: Tutorial Video here: https://youtu.be/WAvcYWAkBaY
  • Rotate: Tutorial Video here: https://youtu.be/541lyJZte9Q
  • Scale: select individual or multiple blocks and scale in various axis
  • Copy: copy a block and its properties
  • Paint: choose one of 8 colours for blocks individual or as a group
Well be doing more tutorial videos very soon.

Other Features of Note


  • Bounds Limit: there is now an option to turn the bound limit off for your creations, this means you can build outside the box and not just think outside the box (see what we did there?). Three words: EPIC Massive SHIPS!!
  • Point at a block and press F to focus the camera on a particular block in the editor.
  • Block Properties panel is now scrollable and exposes more block properties than before. Block properties are also copied when you copy a block.
  • Billions of optimisations.
  • Save data Even though weve changed the game on a fundamental basis all your current save data should be fine, as should your ships. If you notice anything not right about this, please add it to the bug list. We need to know that stuff!
As always, if you want to build HUGE ships or are still experiencing low framerates, please adjust your graphical settings at start up to 'Fastest' and untick/lower the various graphical settings in the options menu. There are no monsters or multiplayer yet. Both these items are HUGE investments in time for such a small team. We have started monsters but they will take some time to get right and we will only release when they are, they HAVE to be frickin awesome dont they! Thank you and have fun! SPG


[ 2017-10-06 12:44:33 CET ] [ Original post ]

S.U.P.E.R Editor BETA version now live


Hello you lavish librarians of leviathan etiquette FINALLY!!! There is a new version of The Last Leviathan now available in BETA. This is version v0.3.1 (Build 311) To Opt In to beta PLEASE READ the notes at the bottom of this announcement

BETA ONLY UPDATE


This has been pushed to a separate branch where you have to manually opt-in to download it. (instructions below) ONLY opt-in if you don’t mind playing a bugged version. We’ve checked it all ourselves but there WILL be bugs, we’re doing this so that we can find them and squish them before rolling it out into the main branch for all players. We NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam – MAKE SURE YOU SAY BETA VERSION in the heading so people know it’s not the live version. Bugs are placed here Well that took some time didn’t it? We are sorry for the delays to this release, it’s been bloody hard work for us, we wanted to release it earlier but it just wasn’t ready. We’ve also limited this BETA to the core fundamentals and have NOT included monsters or the level editor. They’re still not ready, but they are coming along nicely and will be released soon (ish). As we can’t list everything we’ve done here (its a lot!), We’ll put the bullet points: First thing: This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. We’re completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:

New Blocks:


We’ve added the following to this version:
  • The Piston
  • Butt Hinge
  • Powered Hinge
  • Powered Ball Joint
  • The Controller

We’ve built more blocks but want to focus on these in BETA for the time being (along with the editor) as they are add a lot of core functionality that needs testing properly before more blocks are introduced The Controller is a very special block that gives you the power to sequence block functionality over time. This is an R&D block and we're looking forward to seeing what you guys do with it. There will be a tutorial video coming soon for this very special block, but let’s see if you guys can figure it out on your own first…

The Editor Re-write:


The Ship Editor has been re-written from the ground up to make it hugely more powerful and in preparation for Monsters. What it also gives us is more freedom to create, removing the grid-like limitation you had before and opening up possibilities for greater building tools. The new editor has been dubbed the SUPER Editor and contains the tools:
  • Build Mode (Default)
  • Translate: Tutorial Video here: https://youtu.be/WAvcYWAkBaY
  • Rotate: Tutorial Video here: https://youtu.be/541lyJZte9Q
  • Scale: select individual or multiple blocks and scale in various axis
  • Copy: copy a block and its properties
  • Paint: choose one of 8 colours for blocks individual or as a group
We’ll be doing more tutorial videos very soon. Other Features of note:
  • Bounds Limit: there is now an option to turn the bound limit off for your creations, this means you can build ‘outside the box’ and not just think outside the box (see what we did there?). Three words: EPIC Massive SHIPS!!
  • Point at a block and press F to focus the camera on a particular block in the editor.
  • Block Properties panel is now scrollable and exposes more block properties than before. Block properties are also copied when you copy a block.
  • Billions of optimisations.
  • Save data – Even though we’ve changed the game on a fundamental basis all your current save data should be fine, as should your ships. If you notice anything not right about this, please add it to the bug list. We need to know that stuff!
As always, if you want to build HUGE ships or are still experiencing low framerates, please adjust your graphical settings at start up to 'Fastest' and untick/lower the various graphical settings in the options menu. There are no monsters or multiplayer yet. Both these items are HUGE investments in time for such a small team. We have started monsters but they will take some time to get right and we will only release when they are, they HAVE to be frickin awesome don’t they,

Beta opt-in instructions


Here's what you need to do: [olist]
  • Shut down Steam (IMPORTANT!)
  • Re-start Steam.
  • Go to your Steam Library.
  • Right-click on The Last Leviathan game in your Steam Library and select the Properties option.
  • Click on the Betas tab
  • In the "Enter beta access code..." field, type in the Public Beta password:

    PenguinTorpedo


  • Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch.
  • In the "Select the beta..." drop down, select the public_beta branch.
  • Click the Close button. Steam will then begin downloading the app in the background. Once it's finished, you should be good to go. [/olist]

    Important Notes


    [olist]
  • Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game.
  • Sometimes downloads are not automatic and you may need to select the “verify integrity of game cache” option from the ‘local files’ tab in the properties menu. [/olist] Thanks for joining us on the journey that is Early Access, we will get there with your help! SPG ːlastleviathanː


    [ 2017-09-08 15:55:48 CET ] [ Original post ]

  • S.U.P.E.R Editor BETA version now live


    Hello you lavish librarians of leviathan etiquette FINALLY!!! There is a new version of The Last Leviathan now available in BETA. This is version v0.3.1 (Build 311) To Opt In to beta PLEASE READ the notes at the bottom of this announcement

    BETA ONLY UPDATE


    This has been pushed to a separate branch where you have to manually opt-in to download it. (instructions below) ONLY opt-in if you dont mind playing a bugged version. Weve checked it all ourselves but there WILL be bugs, were doing this so that we can find them and squish them before rolling it out into the main branch for all players. We NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam MAKE SURE YOU SAY BETA VERSION in the heading so people know its not the live version. Bugs are placed here Well that took some time didnt it? We are sorry for the delays to this release, its been bloody hard work for us, we wanted to release it earlier but it just wasnt ready. Weve also limited this BETA to the core fundamentals and have NOT included monsters or the level editor. Theyre still not ready, but they are coming along nicely and will be released soon (ish). As we cant list everything weve done here (its a lot!), Well put the bullet points: First thing: This release is the first in a series of brand new content releases showcasing the work we've been doing over the past 10 months. Were completely rewritten the editor so its massively more powerful and this update focuses on the new S.U.P.E.R. Editor functions with the addition of some brand-new power-blocks:

    New Blocks:


    Weve added the following to this version:
    • The Piston
    • Butt Hinge
    • Powered Hinge
    • Powered Ball Joint
    • The Controller

    Weve built more blocks but want to focus on these in BETA for the time being (along with the editor) as they are add a lot of core functionality that needs testing properly before more blocks are introduced The Controller is a very special block that gives you the power to sequence block functionality over time. This is an R&D block and we're looking forward to seeing what you guys do with it. There will be a tutorial video coming soon for this very special block, but lets see if you guys can figure it out on your own first

    The Editor Re-write:


    The Ship Editor has been re-written from the ground up to make it hugely more powerful and in preparation for Monsters. What it also gives us is more freedom to create, removing the grid-like limitation you had before and opening up possibilities for greater building tools. The new editor has been dubbed the SUPER Editor and contains the tools:
    • Build Mode (Default)
    • Translate: Tutorial Video here: https://youtu.be/WAvcYWAkBaY
    • Rotate: Tutorial Video here: https://youtu.be/541lyJZte9Q
    • Scale: select individual or multiple blocks and scale in various axis
    • Copy: copy a block and its properties
    • Paint: choose one of 8 colours for blocks individual or as a group
    Well be doing more tutorial videos very soon. Other Features of note:
    • Bounds Limit: there is now an option to turn the bound limit off for your creations, this means you can build outside the box and not just think outside the box (see what we did there?). Three words: EPIC Massive SHIPS!!
    • Point at a block and press F to focus the camera on a particular block in the editor.
    • Block Properties panel is now scrollable and exposes more block properties than before. Block properties are also copied when you copy a block.
    • Billions of optimisations.
    • Save data Even though weve changed the game on a fundamental basis all your current save data should be fine, as should your ships. If you notice anything not right about this, please add it to the bug list. We need to know that stuff!
    As always, if you want to build HUGE ships or are still experiencing low framerates, please adjust your graphical settings at start up to 'Fastest' and untick/lower the various graphical settings in the options menu. There are no monsters or multiplayer yet. Both these items are HUGE investments in time for such a small team. We have started monsters but they will take some time to get right and we will only release when they are, they HAVE to be frickin awesome dont they,

    Beta opt-in instructions


    Here's what you need to do: [olist]
  • Shut down Steam (IMPORTANT!)
  • Re-start Steam.
  • Go to your Steam Library.
  • Right-click on The Last Leviathan game in your Steam Library and select the Properties option.
  • Click on the Betas tab
  • In the "Enter beta access code..." field, type in the Public Beta password:

    PenguinTorpedo


  • Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch.
  • In the "Select the beta..." drop down, select the public_beta branch.
  • Click the Close button. Steam will then begin downloading the app in the background. Once it's finished, you should be good to go. [/olist]

    Important Notes


    [olist]
  • Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game.
  • Sometimes downloads are not automatic and you may need to select the verify integrity of game cache option from the local files tab in the properties menu. [/olist] Thanks for joining us on the journey that is Early Access, we will get there with your help! SPG :lastleviathan:


    [ 2017-09-08 15:55:48 CET ] [ Original post ]

  • Dev update 4th August - Spinning Things


    Hello Mighty Naval Fabricators, Reporting in for our brief yet incisive progress update. We have been designing and working on more new monster blocks. As you can see from the included image, these are 2 types of monster propulsion, kind of like organic propellers. We've also been working on lots of monster melee and ranged weapons and more of the organic-mechanical blocks for the monsters, but they're not ready to show you yet. :P The level editor has been honed, streamlined and debugged this week. We also added the ability to import custom assets into the level editor which will allow you to build a ship or monster in the editors and import them into the level to be an enemy target or objective. Very exciting indeed! Have a great weekend and as always let us know your thoughts! Cheers SPG


    [ 2017-08-04 14:44:24 CET ] [ Original post ]

    Dev update 4th August - Spinning Things


    Hello Mighty Naval Fabricators, Reporting in for our brief yet incisive progress update. We have been designing and working on more new monster blocks. As you can see from the included image, these are 2 types of monster propulsion, kind of like organic propellers. We've also been working on lots of monster melee and ranged weapons and more of the organic-mechanical blocks for the monsters, but they're not ready to show you yet. :P The level editor has been honed, streamlined and debugged this week. We also added the ability to import custom assets into the level editor which will allow you to build a ship or monster in the editors and import them into the level to be an enemy target or objective. Very exciting indeed! Have a great weekend and as always let us know your thoughts! Cheers SPG


    [ 2017-08-04 14:44:24 CET ] [ Original post ]

    Dev update 28th July - Mechanicals

    Hello Your Royal Shipnesses!
    Here's a little gif for you demonstrating some basic Controller block animations. The Controller block gives you access to any mechincal block on your ship through a keyframe animator. You'll be able to synchronise many blocks' animations together over time, allowing you to build up an animation that is bigger than a single block alone. In the above example, the Controller block on the left of the gif is moving the powered ball joint at the back of the raft. The UI is shown below.
    In other news, we've been fine tuning object placement on the terrain in the level editor and improving the how you interact with the editor through camera conrols, user interface and workflow. I've also just published S.U.P.E.R Editor Features - Ep 2: Rotate Mode on Youtube exposing the exciting new rotational features that are coming through in the ship editor. Click through and have a listen! As always, let us know your thoughts and have a shippingly awesome weekend! SPG


    [ 2017-07-28 14:42:58 CET ] [ Original post ]

    Dev update 28th July - Mechanicals

    Hello Your Royal Shipnesses!
    Here's a little gif for you demonstrating some basic Controller block animations. The Controller block gives you access to any mechincal block on your ship through a keyframe animator. You'll be able to synchronise many blocks' animations together over time, allowing you to build up an animation that is bigger than a single block alone. In the above example, the Controller block on the left of the gif is moving the powered ball joint at the back of the raft. The UI is shown below.
    In other news, we've been fine tuning object placement on the terrain in the level editor and improving the how you interact with the editor through camera conrols, user interface and workflow. I've also just published S.U.P.E.R Editor Features - Ep 2: Rotate Mode on Youtube exposing the exciting new rotational features that are coming through in the ship editor. Click through and have a listen! As always, let us know your thoughts and have a shippingly awesome weekend! SPG


    [ 2017-07-28 14:36:39 CET ] [ Original post ]

    Dev update 21st July - WINGS!


    Hiya Gigantic creationist fans


    As some of the more diligent amongst you may have noticed, we’ve taken DLC (aka pledges) down this week as we felt that some players just didn’t understand what we were trying to do and negative impact of having them in early access it seems is just a stretch too far. They may well be back once we’ve launched though! In other news, the level editor is coming along nicely, we’re improving the terrain generator this week which has been our focus on the code side and the artists have been creating artwork for the many blocks we’ve added. Steve will be posting a new video detailing the new rotation function in the editor so stay tuned for that We’ve also had some very exciting conversations with other companies this week, which I can’t talk about yet, but we are very very excited… Have a groovy weekend y’all SPG ːlastleviathanː


    [ 2017-07-21 20:37:54 CET ] [ Original post ]

    Dev update 21st July - WINGS!


    Hiya Gigantic creationist fans


    As some of the more diligent amongst you may have noticed, weve taken DLC (aka pledges) down this week as we felt that some players just didnt understand what we were trying to do and negative impact of having them in early access it seems is just a stretch too far. They may well be back once weve launched though! In other news, the level editor is coming along nicely, were improving the terrain generator this week which has been our focus on the code side and the artists have been creating artwork for the many blocks weve added. Steve will be posting a new video detailing the new rotation function in the editor so stay tuned for that Weve also had some very exciting conversations with other companies this week, which I cant talk about yet, but we are very very excited Have a groovy weekend yall SPG :lastleviathan:


    [ 2017-07-21 20:37:54 CET ] [ Original post ]

    July 14th Update - COLOUR!!


    Hello groovy gargantuan goblins!


    We have been busy basilisks this week and have been down at the develop conference in brighton, which if you’ve never been, is truly awesome! The main feature we’ve worked on this week is the new block colouring system, which seems like a simple thing to do at first, then you get into it and it turns out it has lots of knock on effects on the various sub-systems like damage, rendering, coalescing etc! anyway, here’s a work in progress shot of where we’re at, and aptly coloured from our trip to Brighton
    Other stuff wot got done: • Sharing monsters on Steam, and all that entails! • Alternative Ballast Tank - tries to regulate depth continuously • Alt Air Rotor Block - Tries to regulate height above sea level • Added 2 more Tails with more power in them so we have 3 of different powers • Added 2 more fins with more power • Add a 'save' & 'Clear' button to the controller block editing screen next to delete. • Controller - needs to remember the timeline zoom setting when you go back into it each time • Monster Block order - move 'body' subsection to front(left hand side) as these are what you want to start building with • Level editor is now almost actually working in the build! albeit not finished... Short update this week, have a great weekend all and see you in the deep SPG ːlastleviathanː


    [ 2017-07-14 14:12:53 CET ] [ Original post ]

    July 14th Update - COLOUR!!


    Hello groovy gargantuan goblins!


    We have been busy basilisks this week and have been down at the develop conference in brighton, which if youve never been, is truly awesome! The main feature weve worked on this week is the new block colouring system, which seems like a simple thing to do at first, then you get into it and it turns out it has lots of knock on effects on the various sub-systems like damage, rendering, coalescing etc! anyway, heres a work in progress shot of where were at, and aptly coloured from our trip to Brighton
    Other stuff wot got done: Sharing monsters on Steam, and all that entails! Alternative Ballast Tank - tries to regulate depth continuously Alt Air Rotor Block - Tries to regulate height above sea level Added 2 more Tails with more power in them so we have 3 of different powers Added 2 more fins with more power Add a 'save' & 'Clear' button to the controller block editing screen next to delete. Controller - needs to remember the timeline zoom setting when you go back into it each time Monster Block order - move 'body' subsection to front(left hand side) as these are what you want to start building with Level editor is now almost actually working in the build! albeit not finished... Short update this week, have a great weekend all and see you in the deep SPG :lastleviathan:


    [ 2017-07-14 14:12:53 CET ] [ Original post ]

    Development Update July 7th - TRANSFORMS!


    Hello audacious anatomy voyeurs


    This week’s update is brought to by the letters L & T and the sound ‘Phut-wham’ Biggest feature this week is the Build Box Toggle. YES! Building huge beasties actually now works! This feature lets you toggle the build box limiter, so you can think and build, outside of the box (couldn't resist). In other news, our first in a series of short informational videos is up: S.U.P.E.R Editor Episode1 This one is all about the NEW Translate Mode in the SUPER Editor – Which allows you to move your helmblock (or anything else) in a myriad of different and interesting ways This week's main bits: • Build Box – Players can now build outside the limiting build box – hurrah! This is a togglable option, building outside of it reduces the progression you can do in the game. Massive ships and monsters here we come! • New Hinge, really small one - good for when you need a really small hinge • Scaling blocks - scale the weights/mass of the blocks as you scale them • Tab between scale XYZ fields - dead handy • More monster blocks added - woot! • Level editor – now working in play mode (this probably wont get finished in time for the next update) • Powered BUTT hinge – yes you read that right, a powered BUTT! • Many fixes for the various new S.U.P.E.R editor modes • Renamed ‘The Editor’ to the ‘SUPER Editor’! we love acronyms, this one stands for: Scientific Uber Progressive Epic Rotational Editor, as its now very powerful indeed and we are Super Punks • Changed the flesh & bone material density (effects buoyancy) • Changed the flesh & bone material density back to the original value, as that’s the correct one. • Level editor – improvement of the terrain generation and textures • Created a serpent like monster that animates whilst moving by using the controller block… • Created a monster I’m tentatively calling “The Big Probe”, inserted said Big Probe into sandbox. As always, feedback welcome SPG ːlastleviathanː


    [ 2017-07-06 15:27:06 CET ] [ Original post ]

    Development Update July 7th - TRANSFORMS!


    Hello audacious anatomy voyeurs


    This weeks update is brought to by the letters L & T and the sound Phut-wham Biggest feature this week is the Build Box Toggle. YES! Building huge beasties actually now works! This feature lets you toggle the build box limiter, so you can think and build, outside of the box (couldn't resist). In other news, our first in a series of short informational videos is up: S.U.P.E.R Editor Episode1 This one is all about the NEW Translate Mode in the SUPER Editor Which allows you to move your helmblock (or anything else) in a myriad of different and interesting ways This week's main bits: Build Box Players can now build outside the limiting build box hurrah! This is a togglable option, building outside of it reduces the progression you can do in the game. Massive ships and monsters here we come! New Hinge, really small one - good for when you need a really small hinge Scaling blocks - scale the weights/mass of the blocks as you scale them Tab between scale XYZ fields - dead handy More monster blocks added - woot! Level editor now working in play mode (this probably wont get finished in time for the next update) Powered BUTT hinge yes you read that right, a powered BUTT! Many fixes for the various new S.U.P.E.R editor modes Renamed The Editor to the SUPER Editor! we love acronyms, this one stands for: Scientific Uber Progressive Epic Rotational Editor, as its now very powerful indeed and we are Super Punks Changed the flesh & bone material density (effects buoyancy) Changed the flesh & bone material density back to the original value, as thats the correct one. Level editor improvement of the terrain generation and textures Created a serpent like monster that animates whilst moving by using the controller block Created a monster Im tentatively calling The Big Probe, inserted said Big Probe into sandbox. As always, feedback welcome SPG :lastleviathan:


    [ 2017-07-06 15:27:06 CET ] [ Original post ]

    Development Update June - A Barge!


    Hello Silly Serpent Sausages! Ok, as part of our efforts to communicate more, here’s an update on what we’ve been doing this past week as part of the monster update Steve has been building a narrowboat (aka barge) with the new editor features (rotate, scale, move etc) in order to test them out and ensure that they actually work like they should. Why he chose a barge and not a frickin massive spaceship is beyond me… maybe it’s part of some master plan he’s got where a ‘sedated marketing’ plan is a genius idea and will go viral due to all the peoples of the world actually just wanting to live in a barge… only time will reveal the answer to that one! (unless you already know it, if so, comment or it doesn’t count.) Evidence of said genius marketing barge (note
    Actual working scaling in barge
    Onto other work done by people who have less time on their hands: • Helmblock for monsters has gone in, oh yes it has! • New Combination Editor options where you can select to build a ship or a monster and get relevant blocks • Monster Steering and Propulsion blocks (fins, tails etc) work 1st pass – nailed. • Joint & hinges and wings now scale correctly. They didn’t before, not sure why. • Normal maps and roughness and specular now in effect in the shaders • Mount points now light up as you scale/rotate blocks so denote that they will ’bind’ in that location. Extremely helpful this is I can tell you! • Typing numbers into the XYZ when scaling blocks now works properly • Keyboard Shortcuts to build modes now work (scale, translate, rotate) • CTRL-Z = undo – a critical feature that I can’t actually believe we haven’t implemented until now! • Various defaults have been changed in the new modes • Can now use the middle of the scale axis to scale ALL axis. Nice! • Tested actually scaling a whole barge, it bloody well worked n all! Massive barges coming soon to our game! • Load now filters ships or monsters • Added new Squelchy SFX to the monster editor, eww • More Monster blocks were added by art – thanks Art boys! • Sizes of monster blocks are now standardised. For stability and general ease of placement and binding • Various other minor bug fixes and tweaks Steve has also started his YouTube career and will be posting educational videos about our various new features over the course of the next month, so once its live, you actually know how to use the new tools. All Hail Steve! More next week, so tune in and stay fierce! SPG


    [ 2017-06-30 16:24:57 CET ] [ Original post ]

    DLC Feedback Request - go on, you know you want to!

    Hi Massive Fish Appreciation Society, We’re wondering if you could give us some much-needed feedback on our DLC (technically its DLC as that’s the only way you can do this stuff on steam, in fact they are more like pledges on kickstarter). Clearly a number of you don’t like the fact we have DLC (pledges) but also, clearly some of you do (as we get sales). And as we seem to get a kicking on the reviews for it, we thought we’d just ask for some feedback. So this is us asking, just in case that wasn’t clear.


    [ 2017-06-30 14:12:24 CET ] [ Original post ]

    What’s that coming over the hill?


    Hello Swashbuckling Epicness chasers! Happy Steam sale day! (thats a thing, right?)

    The Monsters Are Coming


    We have been a little quiet of late, and that’s all down to an upcoming update that involves Monsters. It’s massive and we’re small. We apologise for the radio silence but we had to get our heads down in order to actually get it over the line, and now we are close enough to be able to share the expected update-release date:

    Start of Aug!


    Boom!
    In the update, you’ll be able to do many new things, these include: [olist]
  • Monster Creator – Yes you can create your very own monsters to battle with or against, pet, shoot with flamethrowers and generally have a lovely time.
  • Toggle Size limiter on/off for ships & monsters – Finally! You’ll be able to build in any direction to any size (normal PC overheating after 800* blocks applies, unless you’re Twitch superstar Lirik with a 10k rig)
  • Scaling blocks in all 3 axes - OMG, like, no way! Yes. Hitting that 800* block PC melting limit? Just scale your blocks and you too can have stupidly massive creations too!
  • Rotating blocks to any angle you like – WOW! Create curves n stuff
  • Moving blocks around after they have been placed – Don’t want your monster teeth in the mouth? No problem, you can move them to the arse-area easy (other areas also available).
  • Symmetrical Building mode - mirror your block placement on 1,2, or all 3 axes in a single click. You’re mad.
  • The Controller Block – This is ridiculously powerful block controls other blocks allowing animation and, well, everything and will take some getting used to, we’ll do some videos for you. I'm a Youtuber now mummy!
  • Copying blocks including all their parameters – You’ll need this once you’ve got the hang of the controller block, believe me. [/olist] *800 block limit is not an actual limit in-game, you can carry on building as much as you like, its really just a warning that your PC may not run well with more blocks... depends on your PC of course!

    Price Increase Imminent


    Along with this update, we’ll be increasing our price to $14.99. We don’t expect to raise it again for full launch but you never know. Which means NOW is the VERY BEST time to purchase The Last Leviathan as we’re on sale!

    Closed Beta Testing


    We will be opening up a closed beta nearer to the update date, so if you’re interested, keep your eyes peeled!

    More Updates


    This won’t be our only monster focused release. There will be more with more blocks, bigger monsters and scripting features made available. We promise to try and not take so long next time As always, thanks for reading and let us know your thoughts, we can't wait to see some of the creations you guys will come up with! Ooooh I'm Excited! SPG ːlastleviathanː


    [ 2017-06-22 16:57:11 CET ] [ Original post ]

  • The Last Leviathan News


    HELLO! Welcome to our June update including the latest on our Epic Monster Creator. We wanted to expose some of the work we’ve been doing over the last couple of months. So, here’s the headlines and then to the detail.

    • We’ve been forming a final vision for the game and building tools to help us achieve it.
    • We’ve been adding powerful new features to the Ship Creator, and building out the all new Epic Monster Creator to produce the BEST creative editor that’s out there. Why? See detail later.
    • We’ve been designing and building an awesome set of new Monster blocks that will allow us to build amazing creatures great and small, each with unique sets of movements and scriptable AI.

    The Final Vision


    Of course, we’ve always had the vision for the game, but as we go through the process of actually making it and seeing how you, the players, use the game, some things need to change to best support that. So, what we want to achieve when the game is finally released is an engaging Voyage mode with lots of content to burn through, fierce multiplayer, and a set of tools that really empower creativity. For the Voyage, this means lots of levels designed and built, so we’ve been and still are building a level editor to support this. This is a big task and will take us a while. We also wanted you to know that what we really want to do with this (if at all possible) is give it to you. To build and share your own voyages. That will be amazing!

    The Ship and Monster Creators


    Since starting to build monsters we’ve been thinking outside the box, or more specifically outside the cube. We’ve completely overhauled the mount point systems to allow for building on angles at any size. This has been a fundamental overhaul of our system which believe to be crucial to bringing more freedom to your creations. New Editor features include:
    • Rotation: you will be able to rotate 1 or more blocks to any angle, not only expanding ship building possibilities but also giving monster creation a much more organic feel.
    • Scale: individual blocks can be scaled overall and on each axis.
    • Translation: Move blocks or groups of blocks around.
    • Symmetrical building mode: Mirror your block placement on 1,2, or all 3 axes in a single click.
    • Copy block: Copy a block and all its settings and parameters, and paste it somewhere else.

    We really want there to be no limits to your creations, and we think this set of features give you everything you need to build on the next level. We want this to be the BEST creative editor out there straight out of the box.

    New Blocks


    Without giving too much away we’re building a flexible range of organic monster blocks that you’ll be able to bind together in whatever form you want. These guys can look like the Kraken, Godzilla, Aliens or giant insects. They can be any shape or size.
    Some Monster Bits The Monster blocks are designed to be flexible but with the ability to have functionality too. Some parts might be great as limbs on one monster but form a mouth or body on another. Each monster will have the capability to move in its own unique way, which will be controlled by our new controller block. And finally bringing the monster creation together, the brain provides awareness and intelligence, bringing life to the monster through a fully scriptable AI. Notable Monster Blocks:
    • Epic Monster Weaponry
    • Numerous body, limb, mouth and head blocks.
    • Ball-and-Socket joints that are powered by monster muscle. Key or controller activated.
    • Wings, tails and fins to power the beasties through sea and air. Let the critters fly!
    Notable Ship Blocks:
    • Pistons: Pump it!
    • Powered Joints & Powered Ball Joints: Joints that are… powered! Move ‘em around, set their angles, set their scope.
    • Flight blocks: Wings and tail rudders.
    Animation and AI blocks skinned for both Monsters and ships:
    • The Controller (Working Title): This block is unbelievably powerful. Opening up all the parameters from every block on the ship or monster to a keyframe-style editor giving you the power to control blocks over time. For monsters this means you’ll be able to ‘animate’ movement and attacks creating their personality.
    • The Brain: That’s right, we’re allowing fully scriptable AI.

    The Ship Controller Block
    Work in progress Keyframe Controller Interface

    Schedule


    We are indy. We are a small team. We are genuinely doing everything we can to get the game to you as soon as we can. Our next game update will expose the new editor tools for both monsters and ships. This will be the first monster content in the game and will be expanded upon repeatedly after that. Then Multiplayer and Voyage mode.

    Closed Beta


    Pretty soon we’ll be opening up a closed beta. We really need your help testing the new features so if you’re interested in this, please stay tuned! That's all for now. We really can’t wait to get this supercharged monster creativity update into your hands. As always let us know your thoughts! Cheers! SPG


    [ 2017-06-09 16:25:36 CET ] [ Original post ]

    MONSTERS!!!! (well, almost...)


    Hello little beasties... Murrah! (our new way of saying Hurrah!) Our brand new, Epic Monster Creator (EMC) is actually working! We're not quite ready yet though, it might be working but it needs more, seriously, it actually does.
    Taste the EPICness
    Feel the Legendary-itus
    Bask in the Exuberance
    Make Love in the ... no, wait... This is just a teaser (as you've probably gathered) He wakes... and brings forth his offspawn SPG ːlastleviathanː


    [ 2017-04-03 12:40:26 CET ] [ Original post ]

    Development Awards 2017

    WOOT! (yes we still use that virtual high five word here..)
    We've been nominated for 2 (count them!) awards at the Game Connection Development Awards 2017, nice! Check it out here: http://www.game-connection.com/development-awards-america-2017 You can vote for us in the people's choice award here: (just like our post in the link): https://www.facebook.com/231087793965248/photos/a.231088630631831.1073741827.231087793965248/231091157298245/?type=3&theater Happy and Joyous we are! We're still working hard here in the office but this was a lovely suprise for us today ːsteamhappyː RUM TIME! ːrumbarrelː


    [ 2017-02-21 11:58:17 CET ] [ Original post ]

    Backer-like DLC Rewards Now Available!


    Hello Epically Enthusiastic Enchiladas! Some of you will have already noticed that we’ve just released 3 new DLC packs to the store. BOOM! These aren’t really DLC, they are more like Kickstarter backer rewards which you guys can purchase if you’d like to have some of your own creativity added to our little game. There are 3 DLC options currently, and briefly they are: 1) Add a name and bio for an enemy you will meet in the game 2) Add a name, bio and ship design (of your own) for an enemy 3) Help us design a Block and we’ll add it to the game We’ll be adding more of these DLC type rewards over time, with one more next week which will allow you to name a port! Obviously, we have some rules to these game additions which generally theme around using "common sense” We’ve added these as we figured at least some of you would be interested in getting more involved. You have to go to our brand new Kracking Rewards Achievement Kindred Entertainment Network (KRAKEN) in order to add your content and this is located here: dlc.superpunkgames.net - It’s a bit new so please let us know if you have any issues with it and we’ll get right on squishing any bugs. On the development side, we’re still hard at work on the next update, I’m not exactly sure when this will be released yet so stay tuned for an announcement on that soon. As for what will be in the update, well… some of it’s a secret… the bits that aren’t a secret are: 1) Bigger build area 2) Rotate blocks 3) Scale Blocks (make them bigger or smaller in 1 or 2 axis) 4) Attach to weird angles – no more not being able to add armour to those wedges! 5) Move blocks that you’ve already placed 6) Some new blocks 7) Monsters – depending on when we release the next update will dictate if these make it into it, regardless we’re working on them and can’t wait to show you! As you can see we’re fundamentally changing some of our systems((In fact we’ve opened up the attachment point system so that you can now build in pretty much any way you like!), which is why its taking a while to get right. We also want to ensure that the 1000’s of ships currently in the workshop work with the new systems, which takes some testing ːashipː We’ll be asking for some help testing out the new blocks we’ve created and ones that are created through the DLC above, so stay tuned for that too! 2017 is going to be a BIG year for us and we’re very excited here, have some rum to keep you going ːrumbarrelːːrumbarrelːːrumbarrelː Thank you all for all of your brilliance so far in our journey, the seas are choppy but we have a sturdy ship and good hands on the deck SPG ːlastleviathanː


    [ 2017-01-27 11:00:53 CET ] [ Original post ]

    Happy Holidays!


    We just wanted to say to all our players, have a fantastic holiday season! We also wanted to let you know that we're working on some very big things for an update early (ish) next year which includes monsters! oh yes it does! You've all been waiting for it, so we've begun the long process of making monsters as EPIC as is humanly possible and within the realms of technology. We've also created a handy handbook for new players which (hopefully) graphically lets you know the key bits to look for when starting out

    Have a lovely holiday all and see you in the new year! SPG


    [ 2016-12-24 13:10:41 CET ] [ Original post ]

    The Halloween Update V0.2.1 (build 146)

    Hello Scorched Pumpkins! We’ve got a black cauldron of an update for you in this Halloween update featuring the new event ‘Skull Lagoon’.

    Skull Lagoon


    Only appearing around All Hallows Eve, The Skull Lagoon rises from the sea bed bringing doom and destruction with it. In an arena of death, defeat the ghostly Black Hallow in the fastest time possible, video yourself doing it and put it it online. Don’t forget to tweet us the link with #TLLSkullLagoon

    New Sails


    Get dressed up for Halloween with the new Jack O’ Lantern Sail or bellow the new Stripey Skull!

    Rope and Iron Bracing


    Brace yourself! Strengthen your creations or just add some decorative rigging.

    A Ballast Tank


    A variable buoyancy block that can be controlled whilst sailing.

    Steam Achievements


    24 awesome new achievements. Go get 'em!

    Linux Support


    You can now play The Last Leviathan on Linux, both 64 and 32 bit. WOOT!

    Lots of fixes and polish


    • POLISH - after a rocket/torp has travelled and exploded with something the camera instantly reverts back to ship so you can't see the destruction you've just wrought. can we leave it there for a bit?
    • BUG - When going into the Ship Editor the first time, the Cube block isn't highlighted.
    • BUG - Teleport (Fast Travel) sometimes leaves boat in the air.
    • BUG - BS2 2nd Treasure Chest activity - Dying will reset your position and then leave weapon arcs in view.
    • BUG - Destroyed/Discombobulated blocks spin around like madness (max angular velocity issue)
    • BUG - If you press T on a ship with telescope and go into telescope mode and then press F game will go into default camera mode but Telescope UI will stay.
    • POLISH - Chain Winch - you can make these longer or shorter in the block properties menu.
    • BUG - If you connect a floating mine to a winch and that to a spring trap then set off the spring trap the winch disappears and the mine disconnects.
    As always, your thoughts and feedback are most welcome. Trick-or-treat! SPG


    [ 2016-10-28 15:19:12 CET ] [ Original post ]

    Beta Branch Update

    Halloween Beta Update



    Hello shipwrights, We've just pushed a Halloween update onto the live beta branch, so if you feel like doing some testing for us today we'd be very grateful. We're hoping to get this update released publicly tomorrow morning UK time. Things to look out for are:
    • A new event called The Skull Lagoon.
    • New Halloween themed sails.
    • Bracing, both iron and rope.
    • A ballast tank with variable buoyancy that can be controlled whilst sailing.
    • Steam Achievements - the icons won't be live on steam until tomorrow.
    • Lots of fixes, polish and improvements.

    REMEMBER THIS IS BETA ONLY


    This has been pushed to a separate branch where you have to manually opt-in to download it. (instructions below) ONLY opt-in if you don’t mind playing a bugged version. We’ve checked it all ourselves but there WILL be bugs, we’re doing this so that we can find them and squish them before rolling it out into the main branch for all players. We NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam – MAKE SURE YOU SAY BETA VERSION in the heading so people know it’s not the live version. Bugs are placed here

    Beta opt-in instructions


    Here's what you need to do: 1. Shut down Steam (IMPORTANT!) 2. Re-start Steam. 3. Go to your Steam Library. 4. Right-click on The Last Leviathan game in your Steam Library and select the Properties option. 5. Click on the Betas tab 6. In the "Enter beta access code..." field, type in the Public Beta password: PenguinTorpedo 7. Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch. 8. In the "Select the beta..." drop down, select the public_beta branch. 9. Click the Close button. Steam will then begin downloading the app in the background. Once it's finished, you should be good to go.

    Important Notes


    1. Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game. 2. Sometimes downloads are not automatic and you may need to select the “verify integrity of game cache” option from the ‘local files’ tab in the properties menu. Thanks for your assistance guys, public update tomorrow! Cheers SPG


    [ 2016-10-27 15:11:35 CET ] [ Original post ]

    Trading Cards Released!


    Hello all you ship based sandbox fans! Today we have just released The Last Leviathan trading cards! Oh yes! We’ve managed to come up with some cool old painting looking cards for you to earn and trade and a number of emoticons for your communicative enhancing pleasure (is that even a sentence?) Next Steps Poll Thank you to all of you who have voted on the poll, we’re still mulling over exactly what todo and though we may not do exactly what the poll suggests, we do very much take your thoughts into account when thinking about next step. There is still time to influence us so PLEASE continue to vote here: https://www.facebook.com/SuperPunkGames/app/126231547426086/?ref=page_internal

    ChangeLog:


    stuff wot we done recently but isn't in the current build: • FIXED - Blocks attached to Rotors become disconnected and therefore inoperable - Ref: 1m problem • TWEAK - the AI ships don't shoot from far enough away, increase this to 150m but reduce their hit ration (perk) to 25%. this should keep the players moving around a little more • FIXED - mines are exploding again on start of activity (race 2) • FIXED - Steve's Hedgehog goes bat shit after teleport • FIXED - Check all block colliders for errant problems • FIXED - Fast Travel : When Fast traveling All my Mortars [7] Fell off automatically [sometimes this happens as well when i start a challenge]. • FEATURE - Grabber - make so that it can let go of stuff over and over again, right now if it grabs something after you've released something else, you can't let go of it • FEATURE - increase AI firing arc from 45 degrees to 90 • FEATURE - Character Block (helmsman) with procedural animations (boucing/wobbling) and destructible with blood and guts flying off • FEATURE -Buoyancy Block - change the buoyancy of the block with keys from super floaty to dense and sinky - Ballast Tank! • FIXED - Buoyancy fixed angular velocity applied to all blocks on start regardless of water state. • FIXED - Conceding after spawning does not despawn any enemy ships you spawned in while alive and spawning multiple ships can spawn them in each other • FIXED - circular saw and some collision issues • FIXED – Crusade 3 & 4 need a slightly different mapping calculation because they're 2K x 2K as opposed to 1K x 1K. (Out of bounds map check needs adjusting too) • POLISH - Change the close button on the map from being an X to an OK button, • POLISH - slow down the starter boat • POLISH - Text on prepost activity intro screen - make more room for the description and less for the HINT • TWEAK - Tab - use tab to move through the form in the language creation screen • TWEAK - Ship Widget - add total blocks to each ship description As always please keep the feedback, thoughts comments and awesome creations coming! have a great weekend SPG


    [ 2016-10-14 13:32:36 CET ] [ Original post ]

    Did Polls exist in the Viking age?


    Hello pesky fish blasters!


    We are looking for some feedback on what you guys would like us to work on next! We have our own thoughts and needs of course and we can’t promise that we’ll be able to follow your results BUT your input would be truly appreciated and it would help us to understand why you bought our game (or are thinking about buying it!) Please head to our FB page here to vote (and like the page!): https://www.facebook.com/SuperPunkGames/app/126231547426086/?app_data=%7B%7D Thank you very much you brilliant creators of ships that go pop SPG


    [ 2016-10-05 22:27:29 CET ] [ Original post ]

    Minor update V0.2.0 (build 138)


    Hi lovely spiked roller overlords!


    We just released a minor update to all branches and the mac version is now on par with the PC build. ChangeLog • Rotation blocks now don't disable weapons and mechanical blocks when they turn. • Language/text changes • Siege Prop changes Crusade2 • AI Ship Ranged Weapons now default to 150m range and 25% accuracy • Ship Teleport: Sometimes, on arriving at the teleport location your ship's joints would be under stress and break causing odd panels to fall off. • More AI Ship and Crusade tweaks • Bug-Fix: My new adjacency check had an invalid assumption of no more than 6 links per block (sides of a cube). Obviously, this will be wrong if the block is coalesced or bigger than 1x1x1. • Rotors: Reduced the sizes of the colliders involved to make them more able to rotate stuff. • Bug-Fix: The Stepper Motor audio loop wasn't marked as a loop but it is now. • Bug-Fix: The UC Rotor had some comments in the code to add audio. Well, there's audio now (re-used the continuous rotor SFX). • Rotors: These are now slowed down by default (i.e. the default parameters). I found that the Physics is much more stable when these rotate more slowly. However, the speed of rotation can make things try to "fly off" which is what you'd normally expect when you spin something around. • Bug-Fix: The new adjacency system just doesn't work for Siege Props because their root block isn't an actual block at all but, rather, the Siege Prop owner. For these, we fall back to the previous system of relative position displacement. • Bug-Fix: The adjacency system wasn't dealing with the fact that the root block could itself become disabled, etc. • Pathfinding: Founds lots of array exceptions due to OOB indices when playing Crusade Seedarian Wave Battle thingy. Fixed them. • Crusade mines no longer sink at start of activity. • AI pathfinding fixes for when AI ships reach the boundaries of the map. As always feedback actively sought after have fun! SPG


    [ 2016-09-27 15:19:35 CET ] [ Original post ]

    Colossal Crusade Update! Featuring: Mechanical Melee Warfare is LIVE!


    Ok - thanks to all the beta testers we've just pushed V0.2 (build 135) onto the main branch. WOOT! We finally made it! So much has gone into this update it won’t actually fit into this announcement so I've put the bullet points below and will link to a change log asap Battle Seas – completely overhauled this and changed it to Crusades Crusades now includes the following activity types: • Battle • Race • Fleet Battle • Survival Battle • Siege • Challenge – these come in various sub-forms like treasure or hill climb.
    Crusades 1 & 2 are available, we’re working on 3 & 4 and hope to roll 3 out within a couple of weeks or so with 4 coming a little time after that. Save data – as we’ve changed the game so much all your current save data is now redundant unfortunately. Your ships will be fine but your star ratings will be deleted. Sorry. Good news everyone: you get to beat them betterer in our new crusade mode – We’ve lifted the restrictions here so you can play any challenge with ANY ship you like. Oh yes. Blades – these now actually do Melee damage which meant a change in their collision data, which may give some of your ships issues. If your ship gets instantly destroyed when you set sail, remove these blades and try again. Essentially you are not allowed to put anything underneath the actual blades now, before we you were. Joints – any block not actually attached via an actual attach point (i.e. cheating) will drop off. Localization – Players can now make their own translation mods! We've added the instructions to the "Localisation and You" Sub-forum so go check it out if you fancy translating our little game into your own language or even just a comedy language version!
    Mechanical Blocks – We’ve added a bunch of cool mechanical blocks including a pivot joint, grabber, spring detonator, winch & chain and various rotating blocks. We’re hoping these will fuel your collective creative genius and manifest into some simply jaw dropping ships! We did a few videos but I'm reasonably sure you guys will do much better: https://www.youtube.com/channel/UCeZlXWBVcK-ijREuC7wW68Q Melee – Melee weapons now do damage to other blocks and we’ve added a number of new melee blocks to boot. I think you’ll like the spiked roller of doom…. Harpoon – YES! It’s in finally! You can collect ‘things’ with it and use it to pull your enemies closer before you hit them with a devastating massive spiked ball to the peanuts. Rockets / torpedoes – new blocks, try them and see. We like to put the mine on the end as a warhead… Key Assignments – you can now change all blocks and controls to whatever you like via the new key assignments windows. Press ALT whilst hovering over a block to bring it up. AI improvements – yes we’ve done some of these too
    There’s a load of other smaller tweaks, changes, rewrites, fixes & improvements but I’ll let you experience that yourself as you play Ok, get playing and give us your feedback!! thank you! SPG.


    [ 2016-09-25 12:33:42 CET ] [ Original post ]

    V0.2.0 Beta Access update

    Colossal Crusade Update! Featuring: Mechanical Melee Warfare



    Ok we finally made it! So much has gone into this update it won’t actually fit into this announcement! I’ll have to find a way to list it all somewhere else…

    BETA ONLY


    – we’ve pushed this build to a separate branch where you have to manually opt-in to download it. (instructions at bottom) ONLY opt-in if you don’t mind playing a bugged version. We’ve checked it all our selves but there WILL be bugs, we’re doing this so that we can find them and squish them before rolling it out into the main branch for all players. REMEMBER this is a beta version of the update, we NEED bugs and feedback please, if you spot something, write it down and add it to the bugs forum on steam – MAKE SURE YOU SAY BETA VERSION in the heading so people know it’s not the live version. As I can’t list everything we’ve done here, I’ll put the bullet points: Battle Seas – completely overhauled this and changed it to Crusades
    Crusades now includes the following activity types: • Battle • Race • Fleet Battle • Survival Battle • Siege • Challenge – these come in various sub-forms like treasure or hill climb.
    Crusades 1 & 2 are available, we’re working on 3 & 4 and hope to roll 3 out within a couple of weeks or so with 4 coming a little time after that. Save data – as we’ve changed the game so much all your current save data is now redundant unfortunately. Your ships will be fine but your star ratings will be deleted. Sorry. Good news everyone: you get to beat them betterer in our new crusade mode – We’ve lifted the restrictions here so you can play any challenge with ANY ship you like. Oh yes. Blades – these now actually do Melee damage which meant a change in their collision data, which may give some of your ships issues. If your ship gets instantly destroyed when you set sail, remove these blades and try again. Essentially you are not allowed to put anything underneath the actual blades now, before we you were. Joints – any block not actually attached via an actual attach point (i.e. cheating) will drop off. Localization – Players can now make their own translation mods! We’ll add the instructions to the localization area asap Mechanical Blocks – We’ve added a bunch of cool mechanical blocks including a pivot joint, grabber, spring detonator, winch & chain and various rotating blocks. We’re hoping these will fuel your collective creative genius and manifest into some simply jaw dropping ships! Check out some of our earlier videos showing some of the new mechanical blocks Melee – Melee weapons now do damage to other blocks and we’ve added a number of new melee blocks to boot. I think you’ll like the spiked roller of doom…. Harpoon – YES! It’s in finally! You can collect ‘things’ with it and use it to pull your enemies closer before you hit them with a devastating massive spiked ball to the peanuts. Rockets / torpedoes – new blocks, try them and see. We like to put the mine on the end as a warhead… Key Assignments – you can now change all blocks and controls to whatever you like via the new key assignments windows. Press ALT whilst hovering over a block to bring it up. AI improvements – yes we’ve done some of these too
    There’s a load of other smaller tweaks, changes, rewrites, fixes & improvements but I’ll let you experience that yourself as you play Ok, get playing and letting us know what’s wrong please! SPG.

    Beta opt-in instructions


    Here's what you need to do: 1. Shut down Steam (IMPORTANT!) 2. Re-start Steam. 3. Go to your Steam Library. 4. Right-click on The Last Leviathan game in your Steam Library and select the Properties option. 5. Click on the Betas tab 6. In the "Enter beta access code..." field, type in the Public Beta password: PenguinTorpedo 7. Click on the Check Code button. Steam should then tell you that you have unlocked the public_beta branch. 8. In the "Select the beta..." drop down, select the public_beta branch. 9. Click the Close button. Steam will then begin downloading the app in the background. Once it's finished, you should be good to go.

    Important Notes


    1. Steam Workshop. PLEASE DO NOT UPLOAD anything to Steam workshop - any new blocks you upload will NOT be available for existing users and will, most likely, crash their game. 2. Sometimes downloads are not automatic and you may need to select the “verify integrity of game cache” option from the ‘local files’ tab in the properties menu.


    [ 2016-09-22 17:39:55 CET ] [ Original post ]

    DevLog #13 Torpedoes, rockets Racing!


    Hello collective creative genius Sorry for the recent lack of comms, we’ve been nailing a whole heap of dev so that we can get this next MASSIVE update out asap, so without further ado: BattleSeas Update – we’ve now added a whole heap of challenges too complete in 4 BattleSeas levels, ranging from Racing to Sieges, Fleet battles, treasure hunts, Hill Climbs and more! We’ve also added a map to these levels, with fast travel so that you can find stuff and get around easier. Torpedo & Rocket Propulsion Blocks – just finished adding in two new very adaptable blocks that detach on a keypress and then accelerate away from your ship, giving you steering control for a limited time. We’ve found adding the new mine block to the end as a warhead is a nice addition and results in some lovely destruction. Video of a Torp in action earlier today: https://gaming.youtube.com/watch?v=C7H3b0qKwNs&feature=share Beta version of the next update is due out on 19th Sept for all those wanting to test it for us – we would truly appreciate it! Don’t shoot us if it doesn’t quite hit the 19th, there’s a lot to go in, and it WILL have bugs – which is why we need you to test it! ːsteamhappyː I’ll update as soon as we know more ChangeLog below: • Verses mode - move starting location for player • Moved BattleSeas to top of main menu list so players start there • VFX - toned down vfx on fire cannons • Dorenmar Environment – Added lighting & variation • Terrain extension to Dorenmar • Fixed the twitchy glitching • Main Menu Tweaks • Upgrade the attach points visually • Fixed WEIRD coalescing on specific ship - 3rdratesol - physics was running 4 times for some reason! • Added new water cannon • NEW game start up - first time a player enters any mode, give them a popup screen with 3 options of ships to choose from • Implemented Keyboard assignments AND separate block triggers (i.e. can use propeller 1 at different time to prop 2 etc) • Battleseas – implemented the map & opened up the power options • Wrote a collider to capture the trees and rocks in levels so that we can collide with them • Grabber block is now available- can be loaded in editor with something(mine etc), then released, and attaches to stuff like a magnet in play • Added Torpedo Propulsion Block – can we deployed and the player drops into FPS mode on the torpedo and can steer it a little • Added Rocket Propulsion Block – like torp but in the air • Added Ballast Block 2 - Slightly heavier and round version of ballast - better suited for the fuselage of torpedo/rockets. • added time delay(user defined) to spring block release • Races are in – Basic (cc mario type limits), Wind power only races, Flail racing) - power limits/manifest setup • Added Winch & chain - winch type block which can be lengthen the chain in play mode. • Fixed BUG - Custom Joint issues with complex block hierarchies (Ref: Rotor and Winch/Flail) • Pivot joint - added option for this to only pivot or force pivot on key press • Map button - taken out of sandbox mode • looked at how to turn on melee weapons damaging own ship and then turned it on. • New Ship button - once selected, give selection of 4 base Hulls (1st is starting block then 3 others: Raft (Cog), Carrack, Galleon) for the player to select from • animated crab claw • Water cannon bug – fixed issue with near flames not going out • BUG – Fixed Wave Machine params that used to sometimes cause ships to somehow "fail" to do buoyancy properly. • Map - added player ship to map even when docked • Map - Added fast travel to challenges/races etc in map by clicking on icon on map • Added new races, various challenges, fleet battles, survival battles to all BattleSeas Levels. • Tweaked and played with the GUI a number of times until it was betterer. As always, feedback and comments are very welcome Have a great weekend all! SPG


    [ 2016-09-10 16:08:02 CET ] [ Original post ]

    DevLog #12 Harpoons, Spiked Roller of Doom and Mechanical Blocks


    Hello Greenhorns! Over the last couple of weeks, we’ve been busy adding in a bunch of cool new blocks, some most excellent BattleSeas content and some structural changes for our September update, so it’s been heads down for the most part! Please watch this informative video of the new Spiked Roller Block mowing down one of those pesky fish: https://gaming.youtube.com/watch?v=ynG3fLzPgik&feature=share Changelog below: • Added a 'Spawn Ship' button to sandbox mode - spawns a random ship based on the class the player is currently in, can spawn workshop ships that have been downloaded and saved to local • Rotating Spiky Block - added force to teeth which results in some interesting things… • Drill & Wheel Saw blocks - code to support drilling/sawing functionality • Rotating cube block - rotates by keypress, swings whatever is attached to it round, like a flail • Hinge joint block - allows things to move on a pivot... • Fixed bug - cannon balls still show exploding VFX underwater • Fixed bug - Triple Cannon had no impact VFX on terrain • Rotating blocks in one axis animate smoothly, in others they just snap. All should be smooth. • AI upgrade stage 1 - Acceleration management & pathfinding around terrain • Added Total Blocks in the ship widgets • Load raft at start of game for anyone, so they can start with a ship • Added the Spring Detonator block • Fixed bug - flickering redblocks when mouse hovers over rotation direction indicator • Added Mine block - attachable mines, deployable to activate (also activates on cannon ball hit or enough damage to trigger it) • Rocket booster block - apply an instant boost to thrust for a duration • Attach point - optimisations. now even more ships are optimised! • Changed order of modes to direct players into Battleseas as our current main content area • Changed the words Add - Delete to Build - Remove • NEW game start up - first time a player enters any mode, give them a popup screen with 3 options of ships to choose from (1-build your own, 2-raft, 3-galley). these are pre-built ships that are always available to load • Added Survival battles to all Battleseas • Racing – Manifest races work • Key Bindings - Added the ability to bind specific blocks to specific keys. • Did some Main menu visual tweaks The Gauntlet Challenge is still ongoing and ends on August 24th, and there aren’t too many entries at the moment so there’s still chance to win one of the awesome prizes! As Harpoons are now working betterer (technical term that is) we thought we’d show them off pulling down the home of a few of the natives…: https://youtu.be/MB8zwqsRMOg Thank you to everyone who voted for us in the Alienware’s Game Showcase Challenge, we’re not sure if we made it through yet but let you know just as soon as we do! Finally, here are some awesome player created ship designs from the workshop: The Knife Head by seigeawsome001! This ship blew us away when we saw it! http://steamcommunity.com/sharedfiles/filedetails/?id=738656388 The force is strong in this one: great ship by xInf3rn0, the Millennium Falcon! http://steamcommunity.com/sharedfiles/filedetails/?id=742558557 Those exhausts should get a great upgrade in the next update with the new rocket booster blocks! ːsteamhappyː Budd9570 is proving that not all great ships have to be big! Here is his “Manta Strike Ship” http://steamcommunity.com/sharedfiles/filedetails/?id=740819887 Avraks made a beautifully curved Man-O-War named the HMS Panacea http://steamcommunity.com/sharedfiles/filedetails/?id=745466379 The Spiked Roller in all its spiky glory:
    Chocks away! No wait, that’s not right… SPG


    [ 2016-08-19 14:03:55 CET ] [ Original post ]

    Help Needed! - Alienware Indie Developer Contest!


    Hi Monster Hunting Shipwrights! We could really do with your help if you'd be so kind! We're taking part in Alienware's latest Game Showcase Challenge where we can win lots of very good co-marketing partnership prizes, BUT WE NEED YOUR HELP! Please click on this link: https://eu.alienwarearena.com/contest/entries/game-showcase-challenge Then scroll over The Last Leviathan figurehead icon where a +1 button should pop up, just hit that button with your mouse cursor! YES! that's a vote in the bag! nice. This would be just AWESOME as Alienware are rather big and nice and make great PC's, we could be being promoted alongside their awesome machines! how good would that be?! Yeah I know, AWESOME!!! You can find out more about it here: https://indie.alienwarearena.com/contest/game-showcase-challenge Thank you, you brilliant Human Beans! (name the film) :) SPG


    [ 2016-08-10 11:24:37 CET ] [ Original post ]

    DevLog #11 Gauntlet runs, and Epic Environments!

    Hello Viking Saboteurs!



    Last week we put out a big update that includes new rotation options, MORE optimization, and new blocks! So if you haven’t checked it out yet, nows your chance! Our next large update is a very ambitious one and will take us until near the end of september (we think!) to implement. It involves a lot of new content for you to destroy your way through and we’re extremely excited about it! If you want to know more about it, then just track our progress and read the details in the changelogs on these weekly posts :)
    Currently our “Run the Gauntlet” challenge is ongoing, and we have quite a few really great and creative entries! Our current first place run is held by Hemlis! Here’s his very creative run: https://youtu.be/87UCrp9_Bl0 ChangeLog Tasks what have been done this week are:
    • Added Option: Reset Battle Seas so you can replay it all again
    • Captain Cabin Blocks - windows
    • Updated to latest unity & updated relevant plugins
    • Added new flail chain block which players can attach stuff to
    • Implement Spiky roller of doom...
    • Localisation - Add "description" column to languages sheet, avoid importing on CSV load.
    • Add "Restart required" message to language select dropdown in options.
    • Localisation - extract all text into excel file for localisation
    • Bug-Fix: Fixed a problem where trying to place a block on a ship could sometimes cause an Epileptic Fit Inducing strobe light show. Trying to click
    • the block would them sometimes cause an assert.
    • Spiked Roller: Stubbed out some audio effects. These are all logically in place and currently use existing sounds (e.g. flamethrower stuff for ramping up,loop,down, etc).
    • Harpoon: Stubbed out some audio effects here, too. Again, re-using existing stuff for the time being.
    • Bug-Fix: The 9 key could actually turn on a spiked roller for AI ships so I've stopped that.
    • The Flail chain links have been made even more stable. They're less likely to break now as you drag something in your wake whilst turning sharply.
    • Harpoon block - make work betterer. This now works betterer
    • Wrecking Balls - add 3 for flail like coolness when attached to new chain! added a 'Spawn Ship' button to sandbox mode - spawns a random ship based on the class the player is currently in
    • AI - implement speed manager & Pathfinding round islands
    • Dorenmor - new environment - lighting setup and optimisation Here’s a sneak peek at our new epic environment coming in the next update:
      To round off, here’s this week’s featured ships: First off, we have The Barbarian, by xInf3rn0. It’s a great looking, traditional-style ship: http://steamcommunity.com/sharedfiles/filedetails/?id=733201542 Next we have The Speedboat, made by Lazorious! This thing is quite fast and takes advantage of the NEW rounded blocks: http://steamcommunity.com/sharedfiles/filedetails/?id=732560389 Lastly, we have Chaos by Chaosritter. This ship may not have all the looks, but this thing is TOUGH in battle: http://steamcommunity.com/sharedfiles/filedetails/?id=736916739


      [ 2016-08-06 18:07:20 CET ] [ Original post ]

    Update V0.1.3 (Build 118) - minor update and bug fixes

    Hi guys, After the HUGE Optimisation update earlier this week, we found and fixed a few issues, adjusted a few numbers and wanted to respond to your feedback by releasing this update before the weekend!

    • Corrected Keel display weights.
    • Blocks with the ability to resist damage, now show their ‘Damage Resistance’ value as a %age in the Block Info panel.
    • Options screen now has a "Reset Battle Seas" button but only when invoked from the Main Menu. This, unsurprisingly, will Reset your Battle Seas progress allowing you to start again.
    • Bug-Fix: The Battle Seas, Versus and Events panels were still enabled after they had been faded out.
    • Options screen will now display an appropriate confirmation message if you Reset the Tutorial, Battle Seas or Option defaults.
    • Balancing: Some small changes to damage, armour and health systems.
    • Power: Some minor power changes to several blocks.
    • Bug-Fix: Battle Seas win text had a typo that was corrected.
    • Tweaks to some Battle Seas opponents in Cog and Hulk Class.
    • Bug-Fix: Corrected a typo in a Battle Seas completed message.
    • Bug-Fix: Fixed typo in "1 Stars" message in Battle Seas activity.
    • Bug-Fix: Ingame Keys dialog no longer destroys the Ingame UI thereby resetting Throttle and Rudder, etc. You can now continue to sail with the keys panel visible.
    • Bug-Fix: Block rotation would sometimes "gimbal lock" leading to loss of rotation in one axis.
    • Bug-Fix: If you had previously unlocked Hulk Class Battle Seas with lower star requirement, it is unlocked again as long as you earned at least one star in Hulk Class.
    • Bug-Fix: Battle Seas was missing some of the new ship additions.
    • Bug-Fix: Typos corrected where "Destory..." was used instead of "Destroy..."
    • Bug-Fix: Rudder power was applied even when not moving causing weird "rudder spins". Rudder only applies force when moving and has a small application ramp.
    As always, your feedback and comments are welcome. Thanks and have a great weekend guys! SPG


    [ 2016-07-29 15:52:50 CET ] [ Original post ]

    Update V0.1.3 (build 116) HUGE Optimisations, Wave Machine, Rotations 32bit version


    Hello Leviathan enthusiasts! Massive welcome as always to our new players and huge thank you to all you veterans! This update has taken a little longer than our previous ones, but that’s cos we’ve added more! I’ll get right into it: Optimisations – We’ve done loads more work in this area, so much so that you should now be able to play with 1k block ships! This draws an end to this round of optimisations, we will focus on content for the immediate future. https://gaming.youtube.com/watch?v=5mNPCF11htM&feature=share https://gaming.youtube.com/watch?v=qTLlO0qIF4k&feature=share 32bit version – is here! This we believe is the solution to players reporting not being able to download the exe. Turns out that steam doesn’t detect if your machine is 64 or 32bit so even though we stated 64 bit on our min spec, it still allowed players to purchase the game with a 32bit system. So rather than disappoint those players, we’ve done a 32bit version (something we weren’t planning on doing!) Wave Machine – we’ve added the ability to tweak and change the waves in CREATIVE mode ONLY. All other modes are gameplay related and have rewards, so we get to control those ːsteamhappyː Have a play. https://gaming.youtube.com/watch?v=bpGPHu803L8&feature=share GAUNTLET EVENT – it’s time to run the gauntlet! A new type of event this time, where you need to race to the target area whilst not getting ravaged by the mines and turrets! Some nice rewards for this one so go check it out 3rd person firing – we’ve implemented arc lines to this mode to show where your cannons will fire. Pressing SHIFT and moving your mouse will show them (if mouse cursor is over a valid target). You can turn this on all the time or off all the time in options. Cannon balls now continue into water, reduce speed and do damage to anything they hit in there Balancing – We’ve done another round of balancing on all blocks and have tweaked the power costs, damage & health for all blocks. This will mean that some of your ships may now be overpowered in BattleSeas. Concave Hull Blocks – added some cool new hull blocks that are curvy.
    Quick FPS Select – You can now use the keys 1,2,3,4 to quickly enter FPS mode. 1=Portside, 2=Fore, 3=Starboard, 4=Aft. Pressing the same key again will cycle through the weapons on the relevant side. Newsletter Subscriber email – We had an issue here and didn’t capture emails so please re-input your email if you wish to subscribe – no newsletters have been sent yet! V0.1.3 (Build 116) Changelog • Rebalanced the sails - The largest sail imparts a lot more force. The smaller ones have been reduced slightly. Costs and weights have also been re-aligned to fit with the thrust that they give. • Fixed issue on the sails where the large and extra-large sails thought they were logically bigger than they were • Fixed issue with the sails where one would see a chug when hovering over a sail with the same sail selected. Fiddled with the cloth settings on the sails to improve their look to compensate for the vertices loss. • updated min & recommended specs • Added joints that have less strength • Definable start position (Default to origin if not found) • Optimisation - Raytracing - sails chug in editor mode • Optimisation - Coalesce physics in larger ships, added option to remove this feature in options • Fix email subscriber issue - if you have already put your email in here, please do so again as we had an issue with a silent failure on this! sorry! • Fixed some typo’s in tips • TIP - add 'bottom' to the keel tip to give a hint on where it goes as a number of players/youtubers weren’t aware that it is mean to be placed at the bottom of a ship… • 32-bit version – build it, tested it and fixed it. • NEW Block rotations - WASD keys now give players more options to rotate • Creative Waves Option – Creative mode only – Added options to play with the waves • Water culler – Disabled this as it was causing more issues than it was solving. Need to come back to this later and make it work betterer • Added new gate checkpoint system for new event and subsequent challenges • Cannon balls now continue into water at a reduced speed and do damage if they hit stuff • Lights in scene - there's an Option in the settings to enable/disable dynamic lights. • Fire on Coalesced Blocks – This now works with our coalesced blocks. Fire is bad for your ship… • added stone house blocks to prop editor for new environment (not revealed in this update) • added new rounded blocks for ship building coolness • Implemented NEW 3rd person firing, tested it, took it out again! back to the drawing board! • Implemented another 3rd person firing solution, which is much better. Weapon Arcs now controlled via Options (3 modes) and display yellow/red with alpha fade if reloading. Targeting reticule now show White/Red as appropriate. (3rd person cam) • Balancing - Tweaked damage for all weapons and tweaked health for all blocks - Balancing round 2 • Added new Gauntlet EVENT scene • Added feature for removing all joints (public). • Added feature for the weakening of joints. • Balanced the power stats for weapons in line with new health and damage • Siege housing blocks - Viking village & Viking castle type blocks • New 3rd Person Crosshairs x 2 (can shoot & can't shoot) • Message backgrounds updated and moved • Resized icons • Added concave curved blocks • Prop Editor – fixed up camera zoom out bug • Submerged Block function – mines can now sustain a submerged status, which should help to stop pesky subs! • Block max text - when a ship goes above 800 blocks, display text. Not a cap but something to warn the player that over this number will likely cause FPS issues. • Fixed timing of AI triple cannon so that they fire at the same rate as the player • Updated Version notes in main menu • AI - In ships that are built very obviously backwards, turn the helmsblock around so that the AI doesn't just run away thinking that its actually moving towards the player • AI ships now don’t give up as easily. • KEEL - added VERY HEAVY to the description on these • Added Bow curved blocks • Add 6 more pirate ships in each class (Cog & Hulk) to destroy • Wind direction - changed to match direction of the waves • Fixed BUG - thumbnails not actually updating the thumbnail for the ship • Tweaked text size (need to find another font too) • Quick cannon keys - pressing 1,2,3 or 4 selects a cannon and goes into FPS mode keep pressing each one to cycle between guns on that side • Adjust top/left messages guttering and possible screen scale issues (not scaling gutter?!) - Not working on shallow & wide layout • Changed the checkpoint icon • Animated the checkpoint indicator • Added tutorial for shooting mechanics • Various other small bugs and fixes Ok so next up is our MEGA MELEE update, which will also include the next BattleSeas Class opening up and a heap of other cool stuff to do! Yikes! As always, feedback and comments are very welcome! SPG


    [ 2016-07-27 14:21:11 CET ] [ Original post ]

    DevLog #10 Optimization and Rotation!

    Happy Weekend Captains!



    This week, we have quite a bit of exciting new changes and features that are coming up to show you, and of course a few awesome community ships to show off!
    • YET ANOTHER round of optimization has been done! The end result of all these optimsaions can be seen in this easy to view youtube video where we have the Tank playing nicely with the Chinese mega ship: https://youtu.be/8jzOGi2ax5Y
    • Built a 32-bit version, tested it and fixed resulting issues. This version should FIX the CAN’T DOWNLOAD issue a few people have reported. Turns out steam doesn’t detect if you have a 64bit or 32 bit operating system!
    • The long-requested feature of more rotation options has been added! WOOT!
    • Added some options to control the waves in sandbox mode...turn them off, make them bigger etc!
    • Disabled the water-culler for now, until it can work better with more designs.
    • Cannon balls now penetrate the water, but lose speed doing so and will damage blocks that they hit.
    • Added an option to enable/disable dynamic lights
    • Added new rounded and support blocks for ships!
    • Added new 3rd person firing method, tested it, didn’t like it, took it out, then redid it, added it again, and now it’s looking good! Though it may not make it into the next update as it's not quite there yet...
    • Did another round of balancing by tweaking weapon damage and health.
    All these changes and more should be coming in a new update that will be out next week, so stay tuned!
    And now is the part where we show off some awesome community ships soo….check these out! First we have a Yacht! Created by 15216847446 (seriously, that’s their name): http://steamcommunity.com/sharedfiles/filedetails/?id=723007433 Next, we have The Nautilus, created by Erblington! http://steamcommunity.com/sharedfiles/filedetails/?id=726286842 And lastly we have…...well I’m not sure WHAT this is, but it looks cool! Created by HordeZhang: http://steamcommunity.com/sharedfiles/filedetails/?id=729210904 And that’s it for this week! Keep an eye out next week for our big new update that’s coming, and I’ll see you then!
    Happy Sailing!


    [ 2016-07-22 21:22:38 CET ] [ Original post ]

    DevLog #9 More Optimization!

    Happy Weekend Sailors!



    This week I’d like to talk about some exciting work that has been done, and show off some more community creations! First off, some of the work done this week includes: - another round of optimization has been done, and the next build will feature a bunch of new options to turn on and off to gain you some better framerate! - Sails have been balanced a bit. - The Main Menu scene has been optimized also, turning off a bunch of unnecessary physics calculations. - The options menu now is accessible in the ship builder screen. - Many essential bugfixes have been done. - Sails have also been optimized a bit, and will no longer lag your game when placing them
    Also, another reminder that we have a NEW challenge going on right NOW! It is the Ironblast Challenge, with a whole new ship to defeat! You can view the leaderboard and discussion thread here: http://steamcommunity.com/app/489460/discussions/0/358417008713936470/ And now, here is a few really awesome ships created by the community, that we thought would be rather nice to show off! First off, Is it a spider, or is it a catamaran? It’s The Rotted Recluse, by Guitarnut! http://steamcommunity.com/sharedfiles/filedetails/?id=722748052 Next up, It’s a shark!!! By Blackbeard the White (what an appropriate name!) http://steamcommunity.com/sharedfiles/filedetails/?id=723761785 Next we have…. The Leviathan! ….wait we haven’t added those yet! Either way, angelwings3874 has seemed to make one! http://steamcommunity.com/sharedfiles/filedetails/?id=724700697 And lastly, but not least.....ly? We have The Stable Rammer Mk2 by Hoelbrak. This design looks and performs great, and should benefit greatly from our future Melee update! http://steamcommunity.com/sharedfiles/filedetails/?id=724281249
    So look forward to the upcoming fixes and changes mentioned above, and see you next week! -Kimmy T


    [ 2016-07-15 21:47:13 CET ] [ Original post ]

    Update V0.1.2 (build 110) - bug fix

    Hi all, just rolled out a quick update which fixes a couple of small issues we found: ChangeLog V0.1.2 (build 110) • Fixes for playing Workshop items from Events and Versus modes. • Hide GUI for sail/docking modes whilst in FPS Camera mode. Thank you!


    [ 2016-07-07 09:54:37 CET ] [ Original post ]

    Update V0.1.2 (build 109), Road Map, Mac Version Optimisations!


    Hello everyone! Welcome to you lovely players, new and old and happy July 4th to our USA brethren! Ok so we’ve been very hard at working listening to you guys and have had our heads down deep into optimization recently. We’re glad to say that we’ve made a number of improvements that *should* give everyone a good FPS boost! Hurrah! We’re nowhere near finished on optimization but wanted to roll this improvement out to you guys asap. We’ve also added a ‘Physics Joint CPU Allocation’ option to the options menu which means you have more power at your fingertips should you want to go in and tweak the game to better suit your rig. Though beware that reducing this to low will give you better FPS at the tradeoff of ‘bendiness’ of joints – you’ll see what I mean when you try it ːsteamhappyː On top of all that, we’ve implemented a MAC version for those of you of the apple persuasion. This is our first Mac version and whilst we do have a number of Mac’s in the studio we don’t have many, so if any of you could find the time to test version and feedback any issues, that would be HUGELY appreciated. NEW EVENT!!! Yes we have, we’ve added a new EVENT for you to get down and dirty with on youtube and twitch. This one should be a bit more of a challenge for you… Road Map After many a conversation internally on what we should focus on next we have decided on the following: The Optimisation + Siege Mode Update + editor rotations Our next update will focus again on optimisation; we were aware when we launched that we had a high min spec but probably not aware enough about the impact that would have on so many players. We want to remove the current limits on your creativity as much as possible so will spend the next couple of weeks focused mainly on optimizations. This update will also have ‘Siege’ mode implemented into BattleSeas Classes. This is where you can lay siege to ground based buildings that attack back and can deploy ships to help them! Eeek! More rotations for blocks – yes we heard you, its coming! We’re also building a new environment for you to play in, though we’re not sure exactly how long that will take to finish, so this may not make it into this update. We expect this to take around 2-3 weeks depending on testing. Following the release of the above version, we then start work on: The Mega Melee Update This one we’re extremely excited about. We had to turn off Melee damage just before release as the additional framerate hit was too much. As we’ve been optimizing we’ve also figured out a way to turn this back on without hitting the framerate too badly. Turning Melee damage back on isn’t enough for us though, we want to make Melee battling a LARGE feature of our game, and so have come up with some very cool ideas that we’ll implement as part of this update. I actually cannot wait to show you this, I may actually explode. We expect this update to take us 4-5 weeks so expect it around the end of Aug, start of Sept. We’ll keep updating you each week on our progress through our DevLogs on Friday’s and of course once we’re through these cool updates, we’ll plan out the next ones. V0.1.2 (Build 109) Changelog • Optimisations – focused on graphical settings and physics. • Thumbnails don't include Mount Points when taking a screenshot. • When Rudder and Propeller blocks are disabled (detached from helm) they now stop. • AI projectiles no longer defy the laws of Physics when seeking their target. • Ships that stand or get stuck now self-destruct after a while. • Text message for "New Ship" has been changed. • Updated version text in main menu • Mac version! • New EVENT - Ironblast! • Options screen from the Main Menu. Allows control over Physics Joint CPU load. • Fantastic Settings now sets VSync to prevent GPU overload. • Some tweaks to the different Graphics performance options. • More tips. • AI ships are harder to beat. • Changed start position for most scenes to allow for bigger ship building • Closed the ability to keep docking if you are out of the world. • Various other little tweaks and fixes that we noticed and fixed along the way but didn’t write down anywhere so can’t put here! Where’s our producer? He’ll have something to say about this I’m sure… Feedback welcome as always!!!


    [ 2016-07-06 15:32:28 CET ] [ Original post ]

    DevLog #8 Creative Creations!

    Happy Friday Sailors!



    This week we worked hard and pushed out a new update for you all that addressed a few of the problems many of you have been having. You can read up on that update and see the full changelog here: http://steamcommunity.com/games/TLLeviathan/announcements/detail/924744079584817503 We’ve also been going through all of your submissions for the Stormranger Challenge and WOW it’s amazing to see how inventive people are! The top time is currently 17 SECONDS with 3 STARS! That means that they managed to blow up the Stormranger with their ship having 75% health or above! Keep in mind that the last day for submissions is July 4th, at 1 PM EST! You can go here to view the current leaderboard: http://steamcommunity.com/app/489460/discussions/0/351660338680601413/
    To add to that, we’ve also been going through many of your Steam Workshop creations, and are just amazed at the unique ships people are making! As of this post, there are well over 1,100 items submitted to the workshop! To celebrate that, here are a few designs that we thought are worth showcasing: First off, we have ISDProcrastinator, and their aircraft carrier! (If only we had planes to land on it!) http://steamcommunity.com/sharedfiles/filedetails/?id=714477406 Next we have Searbing, with their small, framerate-friendly battleship! http://steamcommunity.com/sharedfiles/filedetails/?id=714933379 Next there is a strange, dolphin-like ship that loves to hop out of the water, made by LizardSpock! http://steamcommunity.com/sharedfiles/filedetails/?id=714647532 Next, in the “oh my god where did all my frames go” category, is this HUGE Heavy Destroyer Vessel made by Kaimweir: http://steamcommunity.com/sharedfiles/filedetails/?id=714420502 Next we have The Party Barge!! Made by Embermore: http://steamcommunity.com/sharedfiles/filedetails/?id=714516698 And lastly, and probably the most impressive “ship” I’ve seen thus far, is ANOTHER creation by Embermore, but this time, he took the term “houseboat” a LITTLE too seriously: http://steamcommunity.com/sharedfiles/filedetails/?id=714555287
    So that’s it for this week, keep an eye out next week to see who the winners of The Stormranger Challenge are! See you next week! -Kimmy T


    [ 2016-07-01 21:03:16 CET ] [ Original post ]

    Early Access Update v0.1.1 (Build 104)


    Hello everyone! Look ^^ new store image! First off a MASSIVE WELCOME to all the new players we've had over the last couple of days and a further THANK YOU to all you 'older' players :) We've been out a week and can confidently say we've been overwhelmed by the response and creativity of you guys! We have over 900 ships of all shapes and sizes already in the workshop, and a lot of those are just sheer genius! OK onto the main point of the announcement, we've had our heads down since the last update as a number of you reported issues to us through the HUB - THANK YOU! So we've fixed a bunch of those in order to make the game work better, hopefully we've caught enough in this update to be able to get cracking on the bigger task of a content update in earnest... here's the list: Early Access V0.1.1 (Build 104) Full Changelog: - CTRL key added as delete modifier to work around left shift issue - Changed version number to match the new build scheme - Added more tolerance of exceptions being thrown when loading data. - When a ship is deleted, don't clear/reset the current ship in the ship creator, but treat it as an unnamed ship. - Add a "Update Thumbnail" button to the ship creator to allow players to get a picture of their ship that they are happy with. This can only be used if you've saved the ship. - Added camera sound. - Added user messages for data that fails to load. - Made the save process "safer". - Bug Fix: If a GUI panel is displayed, don't allow the arrow keys to move the ship around in the building bounding box. - Copy block now requires you to use both CTRL and Middle Mouse button in the ship creator as middle mouse also pans the camera. - Updated the Keys panel. - Speeded up the time taken to transfer from 3rd person camera into FPS mode. Let us know if you get any big issues with this build and if not, we can get cracking on some cool new content :)


    [ 2016-06-30 15:36:53 CET ] [ Original post ]

    Early Access Update v0.1.1 - Changelog and WOW!!!

    WOW, what a response!!!!!!! We had no idea when we set out into Early Access we would be covered by so many great youtubers and streamers and no idea that you guys would like our game so much! THANK YOU!!! Also, the team would like to give you all a HUGE HUG. there, you should feel hugged right now... Ok, moving on! We had a couple of issues with the build (quite proud to say not too many!) and we’ve spent the last week focused on BUG FIXING ONLY. So no new content for this update. We’ll focus on adding some cool new stuff next! Quick reminder: The Stormranger Challenge will be ending on July 4th, at 1PM EST (10AM PDT). So get your entries in! Here’s the Changelog list which includes a fix for the pesky upside-down bug! Early Access V0.1.1 Full Changelog: - A fix for the camera being upside down in lower graphical settings - Small increase in FPS for “Beautiful” and “Good” Graphical settings - A new buoy and gravestone model - A fix for being able to click on a weapon during the surrender dialog - Fullscreen mode will now be default, to eliminate confusion - A fix for triple-cannon bank firing - A way to finally delete your ships! - A fix for rudders turning the wrong direction at 0 throttle - A fix for strange particle system artifacting - Projectile trails will now last a bit longer after the projectile hits the water - Many new updates to our website! - Fixed an issue with audio resetting - Added a click sound when weapons are out of ammo - Added a message that will inform you when you’re out of ammo - Subscribing to workshop items now auto-refreshes the ship load screen - The workshop button text now changes to show that you can press it gain to force a refresh - Fixed an issue with AI firing the triple cannon too quickly - Fixed an issue with Steam Workshop items not showing up if the name was changed - Fixed an issue with steam workshop items not showing the appropriate star rating - Fixed an issue with sails not applying the correct power to a ship - Fixed an issue with sails not being considered a form of propulsion - Added a button in Options to reset your progress in Battle Seas - Fixed an issue with not being able to progress in Battle Seas once you’ve defeated a ship. - Fixed an issue with the 10th Cog Class ship not spawning - Fixed an issue with ships not registering as being dead - Replaying battles should give appropriate stars now - Added sound effects for when you are spotted by a pirate ship, and when you win a battle - Buoys have collision now and a BELL! - Reworded a couple of in-game messages - Updated the Mast sails to work more in-line with real masts. You can now tack with them better - Slightly lowered time taken to get into FPS mode. As always, let us know of any issues and have a lovely week!


    [ 2016-06-28 15:27:30 CET ] [ Original post ]

    The Last Leviathan
    Super Punk Games Developer
    Super Punk Games Publisher
    2016-06-22 Release
    Game News Posts: 50
    🎹🖱️Keyboard + Mouse
    Mixed (567 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • The Last Leviathan Depot - Linux Universal [827.87 M]
    The Last Leviathan is a physics-based, ship building and destruction adventure. You construct battle ships to crush your adversaries and massacre the monsters you encounter around the ancient seas of Middenhir.

    On your voyage to uncover where The Last Leviathan lies you will discover a world full of rival ships, mythical monsters, wrecked flotsam, physics-puzzles and hidden treasures.



    Build Ships

    With blocks bought, found or plundered, you’ll craft boats capable of conquering pirates, out manoeuvring racing ships, disintegrating towers high on the coastal hills and solving mysteries.

    Naval Encounters

    Across the busy seas of Middenhir you’ll encounter many ships from clans far and wide. Some will be friendly and want to trade, others are looking for blood and booty - Yours!

    Battling Monsters

    Some say these behemoths are the descendants of The Last Leviathan, others just refuse to accept that they exist. Once you’ve seen one on the horizon you’ll wonder how you ever thought of anything else.

    Monster battles will be the pinnacle of your experience in The Last Leviathan. You’ll need to analyse the monster’s weaknesses, craft bigger weapons, build a specialised ship and then unleash the dogs of war with true, commanding skill.



    Voyage: Build, sail, navigate and fight across the seas, unveiling the secrets of Middenhir in a voyage of survival and discovery.

    Creative: Completely open sandbox for you to be inventive or just enjoy the sights and relax in.

    Battle Seas: An ocean of fights and challenges including: survival, last man standing, racing, waves, and many more that we (and you) haven't thought of yet!



    Full Steam Workshop integration allowing your ship designs to be shared and battled with or against. Leaderboards will track your uploaded ship’s performance in battle against members of the community.

    You'll be able to Mod in many ways from Ship-AI, Cannon-AI, ship block creation and potentially even Battle Seas events.



    Our current version is a limited set of polished features for both Battle Seas and Creative modes. Voyage mode & Real-time multiplayer will be developed during Early Access.

    We’ll be releasing on PC initially, then Mac and Linux versions during Early Access.



    We’re Super Punk Games, a small indie developer based in Nottingham, England.

    To get in touch about the game, you can find us hanging out in the Steam Community HUB or on our subreddit, Facebook & twitter. Use the link above to our website to find out more!

    Thank you for reading to the end, you are clearly a Super Punk!

    MINIMAL SETUP
    • OS: Ubuntu 12.04 or higher
    • Processor: 2.4Ghz Dual CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 2.0 compatible. 1GB VRAM
    • Storage: 1 GB available space
    GAMEBILLET

    [ 6102 ]

    12.38$ (17%)
    41.47$ (17%)
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    1.06$ (65%)
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    6.79$ (-36%)
    8.49$ (15%)
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    GAMERSGATE

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    8.1$ (73%)
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    0.18$ (91%)
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    6.38$ (57%)
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    14.23$ (43%)
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    3.83$ (74%)
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    4.25$ (57%)
    2.04$ (74%)
    3.87$ (70%)
    0.85$ (83%)
    2.21$ (83%)
    3.19$ (79%)
    5.0$ (50%)

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