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v1.15p8 beta released

To try it out right click on the game in steam go to 'properties' then pick the 'beta' tab and pick 'beta' in the dropdown (make sure the game is not running first). v1.15 Beta modding reference: https://corrodinggames.com/modding-reference-beta v1.15 changelog (v1.15p1 - v1.15p8):

Major changes:


  • Over 100% faster rendering on PC with high numbers of small units on screen (runs smooth in tests with 10,000+ units on-screen)
  • New unit - Heavy AA Ship (by uber)
  • Overrides for each players in multiplayer and advanced skirmish ---AI difficulty can now be set differently for each AI player ---Starting units can be different for each player, useful for faction selection in mods. ---Unit color can be overridden for each player
  • Desktop version: Experimental -teamshaders commandline switch will use shaders for team coloring reducing memory use of mods with large images, and lag when first applying coloring.
  • Moddable resource streaming style systems like in TA, C&C, etc.

Modding features and changes:


  • Moddable resource streaming:
  • --[core]streamingCost - Like price but paid for overtime while this unit is being queued or built. Construction or queue is paused if resources run out while building.
  • --[action]streamingCost - Like price but paid for overtime while action is queued, queue is paused if resource runs out. Flags can be used to pause and unpause from triggers.
  • --[core]switchPriceWithStreamingCost:boolean/[action]switchPriceWithStreamingCost:boolean shortcut to set streamingCost to price value and clear price.
  • --Add [core]switchPriceWithStreamingCost to all-units.template to quickly switch a mod over to streaming resources.
  • Dynamic logic boolean overhaul, with new dynamic number, unit, string types
  • Comparison support added to logic booleans: == != < > >= <=
  • --Instead of autoTrigger: if self.energy(greaterThan=100) it's possible to do: autoTrigger: if self.energy > 100
  • Logic boolean/number maths: - + * /
  • -Eg: autoTrigger: if 2*self.energy + parent.energy-10 > 50
  • Dynamic text, eg: [action]text: Team:%{ self.teamName } has %{ parent.resource('gold') } gold remaining
  • -Dynamic text support has been added to [action]text, [action]description, [action]setUnitMemory, [action]showMessageToPlayer, [action]showMessageToAllPlayers, [action]showMessageToAllEnemyPlayers, [action]showQuickWarLogToPlayer, [action]showQuickWarLogToAllPlayers, [action]debugMessage
  • Multi line support has been added and can be used on any key with 3 quotes to start and end. Eg: copyFrom:""" ROOT:a.ini, ROOT:b.ini, ROOT:c.ini """
  • [core]defineUnitMemory creates variables for custom storage unique to each unit.
  • -Eg [core]defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText
  • -[action]setUnitMemory: """ customText=memory.customText+'hello', nukeActive=true, experience=experience+attacking.hp, nextTarget=self.attacking.nearestUnit(withinRange=300, withTag='x', relation='enemy') """
  • New logic boolean function: readUnitMemory(name:string, type:string{boolean,unit,float,string}, [default]) eg: parent.readUnitMemory('nukeCountdown',type='float'). Default is used if that unit memory doesn't exist or the type in the saved data is wrong.
  • New logic boolean function: memory(name) which is a shortcut to read the current unit with current defineUnitMemory types.
  • New resource shortcuts. eg: self.resource.credits and self.resource('credits')
  • Added [action]switchToTeam: {logicNumber} New logic boolean/number/unit/string functions:
  • -self.maxHp()
  • -self.teamId() - Return team id of unit or market. Starts at 0. (but -1 for a neutral team)
  • -self.x() - Return x location on map. Available on units and markers.
  • -self.y() - Return y location on map. Available on units and markers.
  • -self.z() - Return z/height on map. Available on units and markers.
  • -self.dir() - Return direction. Available on units and markers.
  • -self.priceCredits() - Credits this unit cost
  • -distance(x1,y1,x2,y2) - Distance between points. Slower than distanceSquared.
  • -distanceSquared(x1,y1,x2,y2) - Faster distance, but result is squared
  • -distanceBetween(unit1, unit2) - eg: distanceBetween(self, activeWaypointTarget) < 100
  • -distanceBetweenSquared(unit1, unit2) - Bit faster than distanceBetween
  • -int(x) - Removes decimal places from a number. int(4.2) == 4
  • -select(bool, textA, textB) - returns textA if bool is true otherwise returns textB
  • -debug(logicBoolean) - Returns a text string helping to explain the reason for the current result. Can see into nested logic, comparisons, and operators.
  • -str(x) - Convert a number, unit or boolean into a string: eg str(self.energy)+'x' == '100x'
  • -substring(text,start,end) - eg substring('hello',0,2) == 'he'
  • -length(string) - Returns string length as number
  • -squareRoot(num) - Requires square root of a number
  • -min(num, min2) - Returns the smallest number, eg: damage = min(self.hp, self.energy)
  • -max(num, min2) - Returns the biggest number, eg: max(5, 10) == 10
  • -createMarker(x,y,[height],[teamId],[dir]) - Returns a temporary unit marker. Can be saved in memory or used as a reference for move orders, etc. Doesn't affect game state. Automatically removed if not referenced anymore.
  • -globalSearchForFirstUnit(withTag=x, relation) - Returns first unit found matching the filter
  • -null/nullUnit - A null/missing unit. Useful in comparisons eg: self.customTarget2 != null
  • New logic boolean/unit reference system:
  • --Chaining those all functions is supported eg: self.attachment(withTag='x').lastDamagedBy.getAsMarker()
  • --self - This is the existing reference for the current unit (was the only option in past versions). Eg autoTrigger: if self.energy > 100
  • --attachment([slot], [withTag])
  • --attacking - Current target this is attacking, might not be the current waypoint target.
  • --lastDamagedBy - Last unit that attacked this.
  • --parent - The transporter or attachment parent. Eg autoTrigger: if parent.energy > 100
  • --activeWaypointTarget - Current active waypoint target. Includes attacking, transporting, repairing, etc.
  • --customTarget1 - Custom memory, defaults to the unit that created this unit.
  • --customTarget2 - Custom memory, defaults to null
  • --nearestUnit(withinRange=500, withTag='x', relation='any') - Search for a unit, slow, not recommended in autoTriggers
  • --getAsMarker() //creates a temporary marker at the position a unit is right now. Markers are fast to create and automatically removed when no longer needed. Is not linked to any unit and still exists when the unit dies, and stays the same when source moves. Eg: lastDamagedBy.getAsMarker() - to remember location of last attack. Markers store x/y/height/dir/team data.
  • --getOffsetAbsolute([x],[y],[height]) - Returns marker with absolute offset
  • --getOffsetRelative([x],[y],[height],[dirOffset]) - Returns marker with relative offset
  • --thisActionTarget - Used in inside actions to get action target, location, auto trigger event source, etc. Will be set as a unit, marker, or null depending on the action trigger source. Note: Will always be null when used on UI text fields, etc as it's only valid on the action event. Save the value to memory if you want it shown in the UI.
  • ---thisActionTarget examples:
  • ---fireTurretXAtGround: mainGun (thisActionTarget==Marker with ground location)
  • ---autoTriggerOnEvent: tookDamage (thisActionTarget==Unit that caused damage)
  • ---autoTriggerOnEvent: killedAnyUnit (thisActionTarget==Unit that was killed)
  • ---autoTriggerOnEvent: transportingNewUnit (thisActionTarget==Unit that was transported)
  • ---autoTriggerOnEvent: transportUnloadedOrRemovedUnit (thisActionTarget==Unit unloaded)
  • ---autoTriggerOnEvent: queuedUnitFinished (thisActionTarget==New unit made)
  • ---autoTriggerOnEvent: touchTargetSuccess (thisActionTarget==Target touched)
  • ---alsoTriggerAction: x (thisActionTarget==Same as original action)
  • ---[turret]onShoot_triggerActions: x (thisActionTarget==Target that was shot at)
  • ---takeResources_triggerActionIfAnyCollected: x (thisActionTarget==Target with resources)
  • ---addWaypoint_triggerActionIfMatched: x (thisActionTarget == Marker for move/Target for attack, etc. Note: use addWaypoint_maxTime:0 if you want to search only)
  • customTarget1/customTarget2 added to all units. Can store a reference to another unit. customTarget1 defaults to the unit or building that created the unit. Useful for things like aircraft carriers, infantry squads, teleporter links, etc. ([core]defineUnitMemory can also be used to add more)
  • -Added [action]takeResources_excludeUnitsWithoutCustomTarget1EqualTo
  • -Added [action]takeResources_saveFirstUnitToCustomTarget1
  • -Added [action]takeResources_saveFirstUnitToCustomTarget2
  • -Added [action]setCustomTarget1 - unit ref
  • -Added [action]setCustomTarget2 - unit ref
  • -Added [action]swapCustomTarget1And2 - boolean
  • -Added self.customTarget1 in dynamic logic
  • -Added self.customTarget2 in dynamic logic
  • Added [action]setResourcesWithLogic/[action]addResourcesWithLogic
  • -eg: setResourcesWithLogic: hp=self.parent.hp - 10, energy = self.energy / 2
  • -eg: addResourcesWithLogic: hp = select( self.parent.energy>5, 10, 20 )
  • Added [core]autoTriggerCheckRate and [action]autoTriggerCheckRate - with the options everyFrame (default), every4Frames, every8Frames
  • --Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Checks rates every4Frames/every8Frames are randomly spread out between units so they don't all happen on the same frame, making it smoother. Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers. Often x8 better performance from autoTriggers. In rare cases some triggers might still require checking every frame so this is not a default.
  • New unit produce/spawning parameters:
  • --Added spawnSource(unitRef) - Effects location and team eg: [action]spawnUnits: tank(spawnSource=memory.lastLocation)
  • --Added copyWaypointsFrom(unitRef) - Copies all waypoints on target to created units. Eg: spawnUnits: tank(copyWaypointsFrom=self)
  • Modulus operator (%) added to ${} template blocks
  • [turret]unloadUpToXUnitsAndGiveAttackOrder - Now unloads units at turret location (testing needed)
  • Added [core]borrowResourcesWhileBuilt - like [core]borrowResourcesWhileAlive but doesn't take effect till built. Mostly useful for buildings like houses that have negative resources to add to a unit cap, etc.
  • Added [action]takeResources_includeReference - unit ref - eg: [action]takeResources_includeReference: self.lastDamagedBy
  • Added [action]addWaypoint_target_fromReference - unit ref
  • Added [attack]shootDelayMultiplier default 1
  • Added [action]setUnitStats allows changing of a select number of fields dynamically without converting. Supports =/+=/-=, with dynamic maths/logic. Changeable fields: maxHp, hp, maxShield, shield, shieldRegen, maxEnergy, energy, armour, mass, shootDelayMultiplier, moveSpeed, maxAttackRange. Eg: setUnitStats: maxHp+=self.energy+100, hp+=50, shieldRegen=0.5
  • Added [action]resetUnitStats (boolean)
  • Added [action]convertTo_keepCurrentFields - Don't change these fields when converting, useful with setUnitStats (Allowed fields: maxHp, maxShield, shieldRegen, maxEnergy, armour, mass, shootDelayMultiplier, moveSpeed, maxAttackRange.)
  • Added [action]whenBuilding_temporarilyConvertTo_keepFields - Don't change these fields when using whenBuilding_temporarilyConvertTo (both to and from), useful with setUnitStats.
  • Added [attack]shootDamageMultiplier
  • Added [projectile]trueGravity that affects heightSpeed. [projectile]gravity only affected height directly so it had no acceleration.
  • Added [projectile]ignoreParentShootDamageMultiplier
  • setUnitStats can now dynamically change shootDamageMultiplier
  • setUnitStats can now dynamically change maxTurnSpeed
  • Added [action]switchToTeam: {logicNumber}
  • Added 'eventSource' for use with autoTriggerOnEvent. (The thisActionTarget with autoTriggerOnEvent examples in 1.15p1 changelog are incorrect. Use eventSource instead for those.)
  • Added a @memory shortcut in [core] for defineUnitMemory to create a single memory variable. This should work better with templates and copyFrom logic as a single defineUnitMemory gets overridden. Example: @memory customText:string
  • Added [action]fireTurretXAtGround_withTarget (Takes unit or marker reference)
  • Added [effect]pivotOffset - like dirOffset but also rotates all relative keys, and child effects spawned
  • Added [effect]pivotOffsetRandom
  • Make fogOfWarSightRange unit stats changes refresh fog
  • Added [action]refundAllQueuedItems (boolean)
  • Added [action]removeAllQueuedItemsWithoutRefund (boolean)
  • All random logic is more random and a shared random seed is created for each match, for random starting spawns, resource placements, etc.
  • Added rnd(min,max) logic boolean which generates a synchronised random float. eg: [action]requireConditional: if rnd(0,1)<0.6 (for a 60% chance of action working)
  • Added lowercase(string) and uppercase(string) logic functions
  • Added cos() and sin() logic booleans
  • Added direction(x1,y1,y2,x2) and directionBetween(unit1, unit2) logic functions
  • Added enteredTransport, leftTransport events to autoTriggerOnEvent. With eventSource being the transport.
  • Fixes for copyWaypointFrom not working for self with unitsSpawnedOnDeath
  • Fix unloadUpToXUnitsAndGiveAttackOrder not working well with attachments
  • Added aggressiveTeam option to unit spawn
  • Added [action]sendMessageTo:unitRef , [action]sendMessageWithData:variableList, [action]sendMessageWithTags:tagList
  • --Use autoTriggerOnEvent:newMessage(withTag=x) to read these messages on the targeted unit, and the logic function eventData(name, type, [default]) to read the sent data.
  • --Use autoTriggerOnEvent on tookDamage supports optional (withTag=x) parameter, which reads projectile tags. Eg: autoTriggerOnEvent:tookDamage(withTag=fire)
  • readUnitMemory/eventData with a type string will now auto convert any non-string data for easier debugging
  • nearestUnit() now has a default range of 500 (instead of 0)
  • takeResources_includeReference, setCustomTarget1/2 supports dynamic references (eg from memory, logic, etc)
  • Added [core]nanoReclaimSpeed - how fast a builder reclaims a normal unit (defaults to nanoRepairSpeed*5.1 to match behaviour of older versions)
  • Added [core]resourceReclaimMultiplier - how fast a builder reclaims a resource (defaults to 1)
  • Added [core]nanoUnbuildSpeed, how fast a builder reclaims an incomplete building (defaults to 1)
  • Show warnings to modders if canNotDirectlyBeAttacked starting unit causes instant defeat
  • setUnitStats can now dynamically change fogOfWarSightRange
  • setUnitStats can now dynamically change nanoRange
  • Added self.isInMap()
  • Added game.mapWidth() and game.mapHeight()
  • Added [resource]iconImage - Show an image with this resource in HUD and text
  • Added [resource]iconImageUseInText (default true) - Shows resource icon in action description
  • Added [resource]displayNameHideWhenIconShownInText (default false) - Useful to shorten description text
  • Added [resource]displayNameHideWhenIconShownInHUD (default false)
  • Added [resource]displayColorUseInText (default true) - Shows resource color in action description
  • Added [resource]appendResourceInHUD - will stack another resource after this on in HUD. Uses the colors and icons of the target resource and can be stacked.
  • Added [resource]displayPrefixInHUD - text to show before resource value, replaces resource name and removes : useful with appendResourceInHUD
  • Added [resource]displayPostfixInHUD - text to show after resource value
  • Added [graphics]showShotDelayBar (default true) - Used to hide calldown of slow firing turrets
  • Clearer error message when dynamic logic is used on a static function parameter
  • getOffsetAbsolute() and getOffsetRelative() now support dynamic parameters
  • Added selfRegenRate to setUnitStats
  • Added onlyIfEmpty to unitDetect map trigger
  • Added [resource]displayTextAppendResourceWithGap - default false. Adds space between resources when putting unrelated resources on the same line.
  • Added [resource]appendResourceInHUD_whenThisZero - default true. False to allow appended resources like max values to be hidden with the parent resource.
  • displayTextAppendResource now automatically breaks lines if they are too wide for the screen. Useful for small displays or phones in portrait mode.
  • Added support for modulus in dynamic numbers
  • Added self.isReversing()
  • Made [resource]displayPos work with global resources. Defaults to 0. (It didnt do anything before, wasnt meant to be documented)
  • Fixed [resource]displayWhenZero so it shows for resources that havent been used yet

Changes and fixes:


  • Fix displayWhenZero was still not working if player had no custom resources of any type
  • Better minVersion mod checks - fix messages and edge cases
  • Fix setUnitStats selfRegenRate being rounded
  • Fix crash importing files that are still downloading in browser
  • Fix crash loading save file
  • Fix crash starting game from save file that fails to be read
  • Fix crash on game start in some cases if replay file fails to be created (normally from SAF)
  • Fix some properties of modular spider unit
  • Clearer error message if thumbnail missing on workshop steam upload
  • Show progress popup importing mods on android and avoid UI freeze
  • Importing changed rwmod file now refreshes data without needing to restart game
  • Fix imported changed rwmod files with SAF duplicating instead of replacing existing mod
  • Fix android screen rotation in opengl mode sometimes causing half the screen to cut off
  • Some file reading speed ups
  • Some android menu improvements
  • Show current attachment in sandbox debug mode
  • Made unit flags in sandbox debug mode human readable
  • Show warning popup for overlapping key binds on PC
  • Fix issues restoring game rules like no nuke, income multiplier, etc from save files (only fixed in new saves for old saves load them in advanced skirmish as a workaround)
  • spawnUnits gridAlign is now applied after offsetRandomX/Y instead of before
  • Skip any __MACOSX temp folders in mod data from mac os
  • Reverting to using legacy direct access storage on Android 9 or less to avoid OS bugs and missing file managers in these android versions, should be possible as scoped storage isnt forced on those devices.
  • New android debug option saf force off to test direct access, not recommended as this will likely fail in odd ways on newer Android versions, with the OS hiding files from the game.
  • New android debug option saf force on to test saf on older Android versions
  • New android debug option share logs - shortcut to save game logs then show share popup
  • Message for minVersion in mod-info.txt shows build numbers and current version.
  • Clamp turret delay and recoil when changing shootDelayMultiplier with setUnitStats
  • Fix for logic boolean type error on first load
  • Fix blank screen with android opengl after context loss
  • Fix rendering of unit help screen on PC
  • Fix issue with rwmod mods with extra folders not able to be deleted or shared
  • Fix appendResourceInHUD icons showing up too small
  • Fix threading crashes reloading mod data on android
  • Fix debug language overrides not affecting some strings like map triggers
  • Fix changeCredits map trigger showing incorrect warnings about add/set
  • Fix v1.15p6 regression with texture atlas causing rendering artifacts
  • Fix v1.15p6 regression stopping live reloading of textures when using texture atlas
  • Fix mid path pause when high speed units take a long path
  • Fix crash when invalid map thumbnails or images are loaded in GUI on PC
  • Fix rare resume crash on android
  • Fix crash when importing files fail to send file data on android
  • Fix crash when import fails to write to target file
  • Fix crash when maps have invalid floats properties
  • Fix crash if maps have no tiles defined
  • Fix crash in UI with fireTurretXAtGround limits and converted/reloaded unit
  • Fix crash when music fails to list an internal folder
  • Fix crash running out of memory creating some bitmaps
  • Fix crash when creating directory over SAF fails
  • Fix crash in experimental opengl renderer on android
  • Fix crash rendering too many circles on iOS
  • Fix race condition threading crashes on iOS
  • Fix battleroom on PC when using UI scaling (already hotfixed)
  • Fixed sendMessageData not having the right scope to access things like memory, etc
  • Error if keys in sendMessageWithData contain spaces
  • Allow string variables to be set and compared to null
  • Fix reclaiming with new streaming system allowing resources to be gained
  • Fix cooldowns not showing on actions from [attachment]showAllActionsFrom
  • Fixed sandbox editor map export on android when using SAF
  • Fixed external custom maps not streaming to other players in multiplayer on Android using SAF
  • Stopped aggressive neutral team capturing neutral
  • Lots of crash fixes
  • New support for Storage Access Framework on Android to help make mods with API level 30 required by the Google Play store.
  • -Android API 30 removes all normal direct file access between apps without SAF. eg a text editor editing an ini file in a mod. Which would make Android modding much harder as an .rwmod would need to be created and imported for every change.
  • -SAF is a way to return external file access on Android but completely changes how files are handled internally, so please test all file related systems (saving, custom maps, importing files, replays, reading mods, etc) and let me know about any issues.
  • -Unfortunately Storage Access Framework (SAF) performance is much slower than direct file access which could make loading large mods quite slow so added a Quick Reload button to sandbox to try and work around this issue on android. This reloads data only for units that are active on the map. (but this might miss some transitional units right now.)
  • -Note load times for imported .rwmod mods should be mostly unaffected, and in some cases faster, this is mostly an issue for Android mod makers with unpackaged mods.
  • -Note once the beta has been updated to API 30, Ill not be able to revert to API 29 so testing this as an Alpha first.
  • Large mod loading speed ups for all platforms, especially with heavy copyFrom use
  • Fixed DPI scaling issue on the window 64 bit version
  • Fixing UI scaling regression on PC with last 1.15 beta
  • Caching mod-info.txt data to avoid zip extraction in disabled mods to speed up load times
  • Crash fixes for android experimental opengl mode
  • Fix newlines in ${} static blocks
  • Fix horizontal scrolling of multiplayer game list on android
  • Fix deleting and renaming of saves and replays on android beta
  • Fix PC experimental teamshaders for some devices
  • Fix sandbox replay mode not using modded units
  • Fix add/setResourcesWithLogic lowercasing all input
  • Fix bug with setCustomTarget2
  • Fix regression crash with builtFrom_x_isLocked and no message
  • builtFrom_x_isLocked now works on old style units like land factory, etc
  • substring function now supports dynamic start and end numbers
  • Fixes for projectiles passing though units when moving down at high speed
  • Fix crash with showActionsWithMixedSelectionIfOtherUnitsHaveTag used with attack ground UI and different numbers of turrets.
  • Guard order ends if target is an enemy and becomes stealthed
  • Fixed issue with teamTagDetect map trigger throwing missing team error
  • Fixed nearestUnit logic boolean not finding neutral units
  • globalMessage in map scripts now supports globalMessage_LANG
  • Fixed addWaypoint_target_randomUnit missing some targets
  • Stealthed units can be seen by spectators and in replays
  • Fixed building placement guide in some cases helping showing enemy locations through fog
  • Stop queueItemAdded and queueItemCancelled triggering when item fails to add/remove.
  • Added save logs debug option on Android
  • Android: Fixed beta bug with save files not able to be deleted in 1.15
  • Android: Fixed beta bug with save files not able to be renamed in 1.15
  • Android: Fixed dropdown map not picking right map in battleroom or advanced skirmish in 1.15
  • Android: Attempted fixes for audio glitches when lots of sounds are playing on some devices (Let me know if it helps.)
  • Fix: DamagingBorder hurting transported units
  • Fix: Ships unloaded underwater now dont stay underwater
  • Fixed empty color fields in mods showing confusing error message
  • Fixed desync bug caused by convertToNeutralIfNotTransporting
  • Fixed attacking unit ref missing in 1.15p1
  • Fix delay when spawning lots of building type units on map load
  • Internal storage option on Android to allow saves/mods/custom maps to work without needing any storage permissions. Note that internal app storage is deleted by Android when uninstalling.
  • Fix whenBuilding_temporarilyConvertTo flickering between unit types
  • Fix temporary tags being reset on sandbox unit reload
  • Fix Trigger Debug showing on all sandbox tabs
  • Fix teamColoringMode when using the same image with different modes
  • Fixed custom projectile imageShadow not showing on android
  • Lots of other fixes


[ 2022-03-16 07:31:34 CET ] [ Original post ]

Rusted Warfare - RTS
Corroding Games Developer
Corroding Games Publisher
2017-07-14 Release
Game News Posts: 19
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (4871 reviews)
The Game includes VR Support
Public Linux Depots:
  • Rusted Warfare - Linux [202.4 M]
Rusted Warfare is an RTS inspired by classic real-time strategy games with modern tech.

  • Built for Large Battles

    • Over 40 unique units with many upgrades
    • Optimised multi-core engine easily handles battles of 1000's of units.
    • Experimental units for the big late-game battles
    • Zoom out to view and issue commands across the whole battlefield
  • Modern Multiplayer

    • Host your own game or play on the dedicated servers
    • Reconnect to disconnected multiplayer games
    • Steam friend matchmaking
    • Save and load multiplayer games for the quick lunch time battle
    • Full cross-platform multiplayer between the Windows, Linux and Android versions

MINIMAL SETUP
  • OS: Linux (64 bit)
  • Processor: 1.8GHz single coreMemory: 2 GB RAMStorage: 300 MB available space
  • Memory: 2 GB RAMStorage: 300 MB available space
  • Storage: 300 MB available space
GAMEBILLET

[ 6132 ]

1.24$ (79%)
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16.87$ (52%)
1.31$ (78%)
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GAMERSGATE

[ 2625 ]

0.9$ (91%)
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FANATICAL BUNDLES

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17 days, 1 hours, 14 minutes


Time left:

9 days, 1 hours, 14 minutes


Time left:

44 days, 1 hours, 14 minutes


Time left:

33 days, 1 hours, 14 minutes


Time left:

30 days, 1 hours, 14 minutes


Time left:

38 days, 1 hours, 14 minutes


Time left:

40 days, 1 hours, 14 minutes


HUMBLE BUNDLES

Time left:

3 days, 19 hours, 14 minutes


Time left:

17 days, 19 hours, 14 minutes

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