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Update to v1.50

Change log Game -Divided base camp into multiple smaller ones -Reduced size of buildings -Increased number of buildings which can be placed per camp per player -Added neutral hostile faction -Added units of neutral hostile faction which guard expansion camps -Killing neutral units reveal foundations to build upon below -Workers are no longer traded in for military units -Workers are now capped per region and drop-off buildings UI -Added support for FOW to minimap -Added various icons to minimap to guide players -Fixed some bugs for options menu -Polish


[ 2019-07-07 18:00:52 CET ] [ Original post ]

Update to v1.40

Change log Game -Added development age progression -Available Technology levels now depend on current development age -Integrated Order Map. Players may now give indirect orders to units in each sector of the map -Building supply has been removed from the game -General polish and updated game engine to latest engine version UI -Cleaned up ui a bit, making space for new ui elements and improved flow -Added support for Order Map


[ 2019-05-23 21:17:59 CET ] [ Original post ]

Update to v1.30

Game -Added three mounted units for each faction -Added a building to produce mounted units for each faction -Added base expansions to bases. Now every teams base starts at level 1, after a while they level up and add more foundations and palisades to enhance gameplay. Each base levels up two times per match -General polish and updated game engine to latest version Aesthetics -Moved further into cartoon look Animations -Added missing animations Performance -Improved performance and reduced memory load a bit Bugfixes -Fixed a nasty bug which prevented the game from properly loading at startup -Minor fixes


[ 2019-02-24 12:33:00 CET ] [ Original post ]

Version 1.0.0

Change log Game -Free building placement system has been replaced with foundation system which offers building options to the player on click -Taking objectives provide foundations to the controlling team on the spot -Buildings can be upgraded several times -Produced units inherit the unit level of their producer -Higher unit levels improve hit points, armor and damage output -Players now can construct main tents which act as a drop-off point for resources and produce workers -Troops now require at least one worker unit to be traded in for the recruitment process -Player units spawn in the team’s base -Each base provides numerous foundations to each player in the team -Added another power fantasy: Titan (become a sword wielding giant for a short time) -Troops follow the player unit when they have reached a minimum head count to prevent trickling (and dying) -Polish across the board UI -Adjusted UI to the new gameplay -Added more hints to the player


[ 2018-10-01 19:01:59 CET ] [ Original post ]

Version 0.5.0

Change log Game -Hero units now inherit stats from other unit types -Set window mode to full screen by default -Convention: Unit names are now single word only -Changed a couple of unit names to conform to this convention -Added some checks to prevent incorrect building placement -Added attack boni vs other types to all units -Now preventing key clicks from opening windows which don‘t make sense for the current game mode Animations -Added some missing animations UI -Fixed a couple of bugs for tooltips -Now hiding buttons which are invalid for the current game mode -Re-added selection circles for the currently selected unit -Now showing unit stats and info for the currently selected unit Graphics -Changed some materials to prevent silhouettes from showing on some units when behind the weapon Known Issues -Sometimes units are not playing animations


[ 2018-02-22 19:23:20 CET ] [ Original post ]

Version 0.5.0

Change log Game -Hero units now inherit stats from other unit types -Set window mode to full screen by default -Convention: Unit names are now single word only -Changed a couple of unit names to conform to this convention -Added some checks to prevent incorrect building placement -Added attack boni vs other types to all units -Now preventing key clicks from opening windows which dont make sense for the current game mode Animations -Added some missing animations UI -Fixed a couple of bugs for tooltips -Now hiding buttons which are invalid for the current game mode -Re-added selection circles for the currently selected unit -Now showing unit stats and info for the currently selected unit Graphics -Changed some materials to prevent silhouettes from showing on some units when behind the weapon Known Issues -Sometimes units are not playing animations


[ 2018-02-22 19:23:20 CET ] [ Original post ]

Version 0.4.5

Change log Animations -Changed which animations are played by different units and at different speeds UI -Fixed a bug which prevented icons from being destroyed on game over Game -Fixed some minor bugs Version 0.4.4 UI -Added hero portraits to the minimap -Updated text elements of the options menu for better readability Known Issues: Some dropdown menus may act weird


[ 2018-02-03 10:17:42 CET ] [ Original post ]

Version 0.4.5

Change log Animations -Changed which animations are played by different units and at different speeds UI -Fixed a bug which prevented icons from being destroyed on game over Game -Fixed some minor bugs Version 0.4.4 UI -Added hero portraits to the minimap -Updated text elements of the options menu for better readability Known Issues: Some dropdown menus may act weird


[ 2018-02-03 10:17:42 CET ] [ Original post ]

Version 0.4.3

Change Log UI -Fixed an issue which culled text in the game over score sheet Game -Improved load times -Added checks to prevent important objects from being created in the void


[ 2018-01-22 18:44:47 CET ] [ Original post ]

Version 0.4.3

Change Log UI -Fixed an issue which culled text in the game over score sheet Game -Improved load times -Added checks to prevent important objects from being created in the void


[ 2018-01-22 18:44:47 CET ] [ Original post ]

Version 0.4.2

Change log Open Battle -Added ~20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e. skills) -Added colors for hero units on minimap -Changed local hero color to white -Reduzed size of minimap icons and made them less intrusive Game -Minor bugfixes -Minor code cleanup -Reduced the number of props visibile at all times -Performance improved


[ 2018-01-18 18:51:10 CET ] [ Original post ]

Version 0.4.2

Change log Open Battle -Added ~20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e. skills) -Added colors for hero units on minimap -Changed local hero color to white -Reduzed size of minimap icons and made them less intrusive Game -Minor bugfixes -Minor code cleanup -Reduced the number of props visibile at all times -Performance improved


[ 2018-01-18 18:51:10 CET ] [ Original post ]

Version 0.4.1

Change log Game -Fixed a bug which caused the map the be really dark at the start of the match UI -Fixed a bug which caused some sprites to appear white -Changed positioning of morale text a bit


[ 2018-01-03 23:37:51 CET ] [ Original post ]

Version 0.4.1

Change log Game -Fixed a bug which caused the map the be really dark at the start of the match UI -Fixed a bug which caused some sprites to appear white -Changed positioning of morale text a bit


[ 2018-01-03 23:37:51 CET ] [ Original post ]

Version 0.4.0

Change log Campaigns -Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold) Stronghold -Players now start in a corner of the map -Objectives are created closeby which need to be captured and held for some time -After that time, your team scores -New objectives are created further away -Score until no more objectives are created -Added 140 new maps to support the new release Morale -Added a morale system -A player kill increases your morale by a small amount -Death decreases your morale by a big amount -Gain kill participation by staying in the general vicinity of the victim Terrain -Increased heightmap resolution to support the new maps -Fixed a bug when generating terrains Gunship -Added 4 autonomous weapons to the gunship -Players may change the loadout of the gunship at anytime UI -Added kill messages -Made improvements to readability of texts -Improved tooltips for some elements (mainly appearance and weapon dropdown menus) -Restructured main menu navigation to improve flow -Restructured match lobby to show match, campaign and other settings in different windows -Players need to be ready before starting a new match -Added a chatbox to the match lobby -Changed the appearance of loading and game over screens -Capture bar screen position now adjusts to the objective’s position in the world -Connected some loose ends Multiplayer -Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between players Game -Improved general stability of the game and error handling -Changed perspective to ortographic/isometric -Fixed a rare bug which prevented players from shooting Known Issues -In rare cases some sprites are not rendered correctly -In some cases the terrain appears too dark after map load, moving into differen areas solves this issue


[ 2018-01-01 23:42:23 CET ] [ Original post ]

Version 0.4.0

Change log Campaigns -Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold) Stronghold -Players now start in a corner of the map -Objectives are created closeby which need to be captured and held for some time -After that time, your team scores -New objectives are created further away -Score until no more objectives are created -Added 140 new maps to support the new release Morale -Added a morale system -A player kill increases your morale by a small amount -Death decreases your morale by a big amount -Gain kill participation by staying in the general vicinity of the victim Terrain -Increased heightmap resolution to support the new maps -Fixed a bug when generating terrains Gunship -Added 4 autonomous weapons to the gunship -Players may change the loadout of the gunship at anytime UI -Added kill messages -Made improvements to readability of texts -Improved tooltips for some elements (mainly appearance and weapon dropdown menus) -Restructured main menu navigation to improve flow -Restructured match lobby to show match, campaign and other settings in different windows -Players need to be ready before starting a new match -Added a chatbox to the match lobby -Changed the appearance of loading and game over screens -Capture bar screen position now adjusts to the objectives position in the world -Connected some loose ends Multiplayer -Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between players Game -Improved general stability of the game and error handling -Changed perspective to ortographic/isometric -Fixed a rare bug which prevented players from shooting Known Issues -In rare cases some sprites are not rendered correctly -In some cases the terrain appears too dark after map load, moving into differen areas solves this issue


[ 2018-01-01 23:42:23 CET ] [ Original post ]

September Update 1

Change log (v.0.3.0) Multiplatform release: Added executables for Mac and Linux Added 2 new coop gamemodes: Open Battle and Corridor Battle Added a melee unit Open Battle (Coop) -Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes -Control the flow of battle and outplay your opponent to win -Production is disabled Corridor Battle (Coop) -Stretched area with two teams placed at opposite ends -Classic tug of war -Production is disabled Maps -Added secondary maps to all game modes which support unit production -Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap -Added links between main map and secondary maps at specific points, usually at team starting positions Units -Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage AI -Added cannons back to the default production rotation Weapons -Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing UI -Unified tooltips for all game modes to make them more consistent -Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location -General cleanup and improvements FOW -Improved visual quality of the Fog of War Performance -Threaded a lot of tasks improving performance Multiplayer -Added various sanity checks to prevent irregular actions


[ 2017-09-21 09:38:43 CET ] [ Original post ]

September Update 1

Change log (v.0.3.0) Multiplatform release: Added executables for Mac and Linux Added 2 new coop gamemodes: Open Battle and Corridor Battle Added a melee unit Open Battle (Coop) -Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes -Control the flow of battle and outplay your opponent to win -Production is disabled Corridor Battle (Coop) -Stretched area with two teams placed at opposite ends -Classic tug of war -Production is disabled Maps -Added secondary maps to all game modes which support unit production -Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap -Added links between main map and secondary maps at specific points, usually at team starting positions Units -Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage AI -Added cannons back to the default production rotation Weapons -Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing UI -Unified tooltips for all game modes to make them more consistent -Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location -General cleanup and improvements FOW -Improved visual quality of the Fog of War Performance -Threaded a lot of tasks improving performance Multiplayer -Added various sanity checks to prevent irregular actions


[ 2017-09-21 09:38:43 CET ] [ Original post ]

Update to v.0.2.0

Change log Maps -Added 155 new maps to competitive game modes CTF -Reintroduced the game mode Objectives -Increased their radius to make them more responsive AI -Fixed a couple of bugs across the board -We are now telling the AI which objectives are more important than others UI -Added an ingame event log which shows the most important events as they occur, also color-coded -Made several changes to the score sheet including better tooltips, actual teams in the match and color matching Misc -Established a common map size for all current game modes and maps


[ 2017-06-30 23:19:23 CET ] [ Original post ]

Update to v.0.2.0

Change log Maps -Added 155 new maps to competitive game modes CTF -Reintroduced the game mode Objectives -Increased their radius to make them more responsive AI -Fixed a couple of bugs across the board -We are now telling the AI which objectives are more important than others UI -Added an ingame event log which shows the most important events as they occur, also color-coded -Made several changes to the score sheet including better tooltips, actual teams in the match and color matching Misc -Established a common map size for all current game modes and maps


[ 2017-06-30 23:19:23 CET ] [ Original post ]

Update to v.0.1.9

Change log Misc -Fixed a bug which assigned players to the wrong team in rare cases -Fixed a bug which prevented the sword which is shown during a skill animation to disappear afterwards, also hiding the original weapon -Fixed a bug which prevented the campaign screen from showing up


[ 2017-06-23 11:52:44 CET ] [ Original post ]

Update to v.0.1.8

Change log Misc -Fixed various bugs which were introduced in the last update


[ 2017-06-22 11:52:23 CET ] [ Original post ]

Update to v.0.1.7

Change log Artstyle -Improved the look of the game Gameplay -Turned all arcing projectiles which targets foes on a different plane into straight projectiles, this is a workaround to their otherwise awkward trajectory -Reduced the speed of arcing projectile moving that way Balance -Increased the damage of all bows Visuals -Improved support for team colors on all models -Added various special effects to all environment -Changed how the fog of war is drawn Game Modes -Disabled CTF for now while we work on a fix which affects flag carriers Misc -Various improvements to integrity and stability of the game client


[ 2017-06-21 23:07:17 CET ] [ Original post ]

Update to v.0.1.6

Change log Artstyle -Changed the art direction of the game to be more cartoony improving aesthetics and image acuity Gameplay -Added the ability to zoom in and out a lot using the mousewheel Visuals -Improved support for team colors on characters -Disabled the outline effect on units inside the crosshair for now Terrain -Removed grass for now -Changed texture size to accommodate for the new artstyle UI -Fixed a bug which prevented users from going through the tutorial a second time in the same session -Changed the loading screen to show a random character portrait along with tips for the currently loading match Misc -Various smaller bugfixes -Made some changes to how FOW is processed; needs more testing and a performance pass


[ 2017-06-05 19:48:08 CET ] [ Original post ]

Update to v.0.1.5

Change log Long Campaign -Fixed a bug which carried the save state of the current campaign over to the new campaign UI -Fixed a bug which prevented users from exiting the campaign screen Visuals -Reduced the polygon count of character models improving performance and load times


[ 2017-05-31 14:13:10 CET ] [ Original post ]

Update to v.0.1.4

Change log Multiplayer -Fixed a bug which prevented matches from being properly hosted and advertised on Steamworks in Private and Public lobbies Long Campaign -Reworked the Long Campaign mode -The Long Campaign mode is now a selection of matches using different game modes which are played in consecutive order and with increasing difficulty -Winning a match unlocks the next match -Progress is saved between sessions -Currently only solo/couch coop play is supported -Uses a recurring cast of named bots -The match selection can be regenerated in the campaign screen Skirmish Campaign -Now only selects competitive modes Gameplay -Replaced the weapon of the Prim cannon with one that shoots straight projectiles -Introduced workers which can be killed in game modes with enabled production -Disabled regular income in game modes with enabled production -When killed, Workers respawn after some time automatically -Workers add income on their return to the main tent -Reworked how difficulty is realized in coop game modes: Now all difficulty settings except hard reduce the max hitpoints of CPU controlled opposition -Increased the damage, range and weapon cooldown of arrows giving them more punch and reducing visual clutter at the same time -Increased the rate at which units can dodge to evade projectiles Visuals -Removed trails which previously visualized resource exchange -Added a new character model used for workers by all factions -Reduced the amount of flickering caused by Fog of War -Removed melee weapon trails for now due to bad performance and crashing the game and SDK -Replaced the player marker with a more appealing special effect -Replaced the marker for the player respawn with a more appealing special effect -Again, replaced some of the arrow sfx with some which look more like arrows -Added support to an outline effect which is played when targeting enemy units, needs more work tho Collision Detection -Improved collision detection of projectiles Performance -Improved performance a bit and fixed some of the bugs which caused hiccups during gameplay UI -Increased font size of the description segment in tooltips -Implemented a mission select screen used for the Long Campaign Mode Tutorial -Added a short input tutorial which is played for the first couple of matches Misc -Added several map layouts which will be used in a later update for Capture The Flag and a new game mode -Added a system which makes the creation of procedural shapes easier, future use


[ 2017-05-31 13:35:14 CET ] [ Original post ]

Update to v.0.1.3

Change log Game Modes -Added a new game mode: Coop Crawl -Added a new game mode: Coop Unbeaten Coop Crawl -Primary Objective: DO NOT DIE! There is no respawn! -Primary Objective: Capture every objective on the map -Secondary Objective: Increase your score by killing enemies -Note: After capturing an objective, enemies start spawning there -Capturing an objective kills all enemies in close proximity -Unit production and player respawn is disabled -At the end of the match your personal score is uploaded to the leaderboards -Objectives cannot be recaptured Coop Unbeaten -Primary Objective: DO NOT DIE! There is no respawn! -Secondary Objective: Increase your score by killing enemies -Secondary Objective: Capture every neutral objective on the map to increase your score and fortify these positions -Capturing an objective increases wave strength of your enemies -At the end of the match your personal score is uploaded to the leaderboards -Objectives cannot be recaptured Gameplay -Added support for the new game modes -Adjusted FOV and camera distance to get a closer look at the action -Increased scaling of player characters to make them stand out from the crowd Visuals -Added an effect which is played when capturing objectives in Coop Crawl -Reduced the amount of lights in the scene a little -Terrain: Replaced 2d grass with 3d models AI -Fixed a bug which would prevent bodyguards from moving in certain situations UI -Disabled buttons which are not supported by the current game mode


[ 2017-05-08 18:45:50 CET ] [ Original post ]

Update to v.0.1.2

Change log Gameplay -Added diplomacy in preparation for the upcoming single player mode -Added personality traits to NPCs, which are used for diplomatic decisionmaking -Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version -Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance -Fixed a bug which prevented new matches from starting correctly -Fixed a bug which gave players a head start on consecutive matches -Removed cost of soldiers -Reduced rate of income -Removed wave movement from arrows -Increased arc and velocity of arrows to make them more distinguishable from regular bullets Visuals -Changed the look of various arrows Audio -Muted death sounds on game over Pathfinding -Disabled local avoidance, it caused desyncs in multiplayer Performance -Reduced memory allocation during gameplay a little, hiccups are still there, tho UI -Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character -Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update -Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user -Removed buttons from the technology panel which are currently not in use -Added support for diplomacy overview, diplomatic events and diplomatic actions -Fixed a bug which made certain ui components unresponsive on consecutive matches Capture The Flag -Fixed a bug which moved the flag outside the map -Fixed a bug which made it impossible to return your own flag -Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalemates Escort -Added decorations to each destination -Fixed a bug which prevented scoring Input -Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.


[ 2017-04-24 09:55:21 CET ] [ Original post ]

Update to v.0.1.1

Change log Audio -Capped the number of concurrently playing SFX audio clips -Reduced the volume of SFX clips (mostly affects weapon sounds) -Reduced the range from which you can hear audio clips -Regular soldiers no longer play death speech sounds on incapacitation Visual -Your player character now spawns and respawns on a circle placed behind your start position(visualized as a tent) -Your player character is now always marked with a light above their head UI -Moved buttons used to manage troops and their targets into a new panel -Screen resolutions can now be selected properly without going full screen


[ 2017-04-09 00:03:13 CET ] [ Original post ]

TMM: Entourage
Chocolate Ship Games Developer
Chocolate Ship Games Publisher
2017-08-31 Release
Game News Posts: 29
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
2 user reviews (2 reviews)
The Game includes VR Support
Public Linux Depots:
  • TMM: Entourage Depot Linux [1.26 G]

Description

Tales of Mystics and Madmen: Entourage or TMM: Entourage for short is a top down shooter with a couple of RTS mechanics mixed in. You pick one of three sides and fight either the other two in various competitive or just one side in cooperative game modes. Each player character is joined by three bodyguards which may be controlled by your friends at the push of a button on a gamepad. The game offers various objective-based game modes which vary in length and style, with most of them sharing the same principles.

Although this game can be played by yourself, it is more fun to engage in conflict with your friends locally and with others around the globe.

Background

Three sides fight for supremacy. They are called Primitivists, Progressionists and Royalist. The Prims are deeply connected with nature and draw influences from various African and Asian cultures. Progs have aristocratic origins and happen to be techno-lovers (literally), they tend to invent the next big thing before anyone else gains knowledge of their last big thing. The Royals foster nobility and pride and like to duel each other if not fighting off some bigger threat.

Key Features

  • Competitive Game Modes: King of the Hill (hold 1 objective), Escort, Team Deathmatch, Warfare (hold 6 objectives) and more
  • Cooperative Game Modes: Stronghold (Hold 3 objectives at the same time), Onslaught (survival mode), Tug of War and more
  • Each mode changes gameplay in some way
  • Leaderboard support for various Game Modes
  • Campaign Mode: Play increasingly difficult matches with your friends vs bots, progress between sessions is saved
  • Hotjoin local coop: Up to 4 players can play locally, three of them can join/leave at any time
  • Lead the charge as Commander, your bodyguards (Entourage) follow you
  • Change the appearance and weapons of your Commander and bodyguards during the match
  • Unique RTS/Shooter mix: control a single unit and build turrets directly, order troop movement indirectly and their composition
  • Invade the enemy's base to kill their workers reducing their income
  • Various weapons with primary and secondary fire modes unique to each faction
  • RPG mechanics to round up the gameplay: gain technology points by defeating enemies and empower your troops, use skills to buff your allies
  • Call and enter a gunship to turn the tide of battle
  • Procedural map generator: each game mode requires a different map layout, the map generator creates maps according to set rules
  • Match customization: there are various parameters which can be set to adjust game length, starting resources etc
  • New game modes and maps will be added at irregular intervals as free DLC

MINIMAL SETUP
  • OS: Ubuntu or equivalent
  • Processor: Quad Core 3.4GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon HD 7800Network: Broadband Internet connection
  • Storage: 4 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu or equivalent
  • Processor: Quad Core 3.4GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon HD 7800Network: Broadband Internet connection
  • Storage: 4 GB available space
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