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Pro Gamer Manager 2 is now live!


The day we've been working so hard for, for such a long time finally arrived last night. The sequel to Pro Gamer Manager, Pro Gamer Manager 2 is now live! Visit the store page here. Here are some of the major differences:

  • You, the gamer, are now in more control than ever having ways to influence almost every aspect of the game.
  • You now have the possibility of playing the in game game with your Pro Gamers so you have a real chance of influencing the outcome, or you may choose to quick resolve them.
  • You can now build and furnish the house for your Pro Gamers to your own taste.
  • Your Pro Gamers now have their own distinct personalities that influence them both IRL and when gaming. Please note that the game is in Early Access and in it's alpha stage which means it has a good way to go before it's a finished game. If you like the idea and want to support us on the journey ahead, we welcome you with open arms. But if you expect a finished game, this is not the right fit for you right now. /Dev team


[ 2017-10-06 10:24:25 CET ] [ Original post ]


Closed Alpha


Just a quick heads up! Tomorrow afternoon CET we'll be releasing PGM 2 as closed alpha to our longtime supporters and fans. Stay tuned for more info over on PGM2 as it happens. /Dev team


[ 2017-09-29 18:19:03 CET ] [ Original post ]


Special Delivery


Happy Saturday everyone! You've earned this guys. With some help from Valve, everyone, and we do mean EVERYONE, should have PGM 2 in their Steam library as of today. It doesn’t matter if you bought PGM in October 2015 or last week. Everyone gets PGM 2 for free. How’s that for a Saturday surprise? :)

So, how come everyone gets it for free when we previously stated that only the people who had bought it before the big price slash would be eligible for getting a free copy of PGM 2?


After looking at a number of different solutions trying to separate the different groups of users, depending on when you’d bought the game, it would have been a logistical nightmare for us to try and keep track. It could have ended up with everyone having to send us their receipt. And we then sending them keys after we’d validated their purchase. It would have taken too much valuable time and effort for everyone involved. And most importantly of all, we would not have been able to guarantee that everyone would have had access to the game directly on launch. By giving it to everyone we can focus on the important part, developing the game itself.

So, what does this mean exactly?


Everyone who’s bought the game before today will have gotten the game for free. That is game should have turned up in your Steam library. Once the game is released, it will become available for you to play. With that our promise of giving you PGM 2 will come true. We’re hoping you’ll enjoy PGM 2 and that this gesture, along with playing the game, will restore your faith in us and make you want to join us on the journey of completing the game. Hopefully you’ll like to share your experiences with your friends and on social media platforms.

When’s the release then?


We’ll be announcing the date soon, we promise. We just don’t want to commit to a date before we know we’ll be able to actually release the game on that day. We would ask you for a small favour in this post as well, if we may. Please follow the store page here on Steam, our Reddit, twitter, and other social media where you hang out and keep the discussion going. Feel free to ask us any questions you might have and share your ideas for what you’d like to see featured in the game in the future. We value your input. It’s a key ingredient in helping us make the best possible product as we continue on the road towards a finished product. We’d like to remind you as well that the game we’ll be releasing this fall is in it’s pre-Alpha/Alpha stage. It’s by no means finished. It will have issues and bugs, all features planned will not have been implemented. They might show up as greyed out/coming soon. Or they might not even be visible at all playing the game at this point. Finally. You will notice that we’ve changed back the price on the original PGM to $9.99. We believe this is a more fair price considering how much content there is. And how many hours of enjoyable gameplay you can get out of it. It will also be more fair comparing with PGM 2 when we launch that at $19.99. Some of you might think this raising of the price is unfair. But considering the length of time you’ve been able to get the game for $2.99, we believe that most people have had the chance to get the game during what might have been one of the longest running sales on Steam ;) This does also mean that new customers will NOT be receiving PGM for free from this point on. Looking forward to chatting with you guys soon. Have a great weekend! /Eyoel, Anna and the rest of the dev team


[ 2017-08-27 15:04:57 CET ] [ Original post ]


New dev blog out

Hi guys! Hope you're not missing the latest devblog over on the new page. /Anna


[ 2017-08-25 10:48:34 CET ] [ Original post ]




Trailer and league - Dev blog #10

Hi! Trailer, sounds, league system and transfers. This has been our week in development. This week we've welcomed a couple of awesome guys that are going to do sounds for us including a custom theme song, really looking forward to hearing that. We've also started work on the teaser trailer for the game.

Settings and menus


We've worked on the settings in the game adding full screen mode as well as different resolutions.

Pro Gamers


Pro Gamers can now eat food, use the bed shower and toilet. Their needs are changed accordingly. Characters can now be vegetarians. We've also been working on the path finding system, trying to work out the kinks.

League system


We've added notifications reminding the manager/player of scheduled matches in the league as well as the scheduling of those matches in the game. We've added a regional map to show all the teams in the league as well as the transfer system.

Teaser Trailer


As well as adding a couple of sound guys to the team we've started work on the first teaser trailer for the game. We've finished the storyboard as well as filmed sequences from the game and started the assembly of the footage.

Contact and feedback


We've started to implement a system to make it easy for you to send us your feedback. Of course we'll still use our social media platforms, but this will be a great addition to those.

Questions from the community


Q: Some information about new features (or dope features) would be nice and maybe something about game optimisation and system requirements. A: Our aim is to make the game as accessible as we can to as many people as we can. Therefore we can't say anything more about this at this point in time. Hopefully the first part of the question has been answered above :) Q: A release date? A: As soon as we have one set, we'll let you know :) Don’t forget to head over to Twitter and Reddit for sneak peeks and discussions about the game. /Anna


[ 2017-08-11 11:30:20 CET ] [ Original post ]


Ingame gaming - Dev blog #9

Hi everyone! Another week has flown by and we're already in august and the last summer month here in Sweden. So, what have we been up to this week?

Ingame gaming


We've worked on several aspects of the ingame gaming this week. You can now add a team logo to your team. Other teams will also have logos and are now added to the world. You can now access league tables. We've also updated the graphics and camera functions as well as adding hot keys. Data is now being transferred as it should in the game.

Functions


Saving and loading games now work both in start menu and while paused. We've added a change log to the menu. Work on animations has kicked off as our new animator is getting settled into work. Characters will now walk instead of glide.

Questions from the community


Q: Will you have different types of FPS games? A: At the moment we're focusing on making one. Q: Any more details on release and the promise of free PGM 2 for people with PGM? A: No, not at this time. All our previous info on this stand. Don't forget to head over to Twitter and Reddit for sneak peeks and discussions about the game. /Anna


[ 2017-08-04 11:18:25 CET ] [ Original post ]


Dev Blog #8

Well this has been an exciting week and month for us! I'll try to summerize what has been accomplished and what lies ahead.


Throughout July we've accomplished nearly 40% of where we want to be, with the current road map, at the end of the year. Which is amazing and fun! Now we're looking into QA, balancing and polishing the gameplay - which in itself is a huge challenge. Major milestones for July
  • Characters now have their own abilities and personalities and are unique beings
  • Technically, finished the transfer system
  • Hired a animator, to take PGM 2 to the next level
  • Begin talks with composer/musicians, to create our own original soundtrack for the game
  • Most of the core functions are implemented.
  • Same applies for graphics, most are there. Now we need to add lots of content. Our database (praise the lord) - makes adding content so easy, so a child could do it (I think) ;
Also, big thanks to the community! You guys keeps us on our toes, with your questions and ideas. Thanks! So what's august for us? Basically a loooooot of QA and polishing. Also, we're getting closer to a live store page on Steam, with all the goodies, from screenshots to a trailer. And of course - a release date If you have any questions, please don't hesitate. Also, there's a new screenshot on Reddit - Go check it out! :) /Eyoel


[ 2017-07-28 09:33:21 CET ] [ Original post ]


Dev blog #7

Hello Gamers! This week is coming to an end and the team is having some well earned rest! We have made a new blog post on Reddit where you can read the latest of what we have been working on during this week. Link Here: Or if you want to see a brand new work in progress screenshot, head over to our Twitter: :) We hope that you continue to ask questions, leave suggestions or just wanna say hi - all of it makes the game even better. Have a fantastic weekend! /Eyoel


[ 2017-07-21 13:09:21 CET ] [ Original post ]


Wire-framing – Dev blog #6

Greetings Managers! Wire-framing, notifications and tutorial, this is the latest from the development team.

Wire-framing


We’ve made good progress on implementing the wire-framing in the game. This means putting together all the different parts of the game into one framework including the menus.

Ingame


The implementation of traits has begun. Traits is what makes the characters in the game have their own personalities. We now have a working notification system in place. We've created an in game tutorial to help new Managers find their way around in the house.

Behind the scenes


The work on databases to handle information behind the scenes continues. The databases will make it a lot easier for us to add more content and change values in the game. We've also been working on our social media platforms, check out the new reddit here.

Questions from the community


Some of you have wondered about the people who've bought the game after the price slash we talked about in last weeks post. You will of course be eligible for some nice discounts on PGM 2 as well. The price slash is when we made a permanent reduction of the the game of €2.99 for PGM. I just wanted to add that it's nice to hear that you guys read this and that you like it. Keep your feedback and questions coming. /Anna


[ 2017-07-14 13:56:34 CET ] [ Original post ]


Sneak peek

Hi guys, Just dropping in quickly to show you the first sneak peek of the game. Hope you like where we’re going with this :) Keep checking in to the website for all the latest, for example this brand new sneak peek of the game. Be sure to subscribe to our newsletter while you’re there so you can get information about the game delivered directly into your inbox. Note that we’re starting this fresh, so even if you’ve signed up before, you’ll need to sign up again if you want to get emails in the future. And please don’t forget to follow us on our other social media channels, [url=twitter.com/progamermanager] twitter, facebook and reddit. /Anna


[ 2017-07-07 09:35:39 CET ] [ Original post ]


Modifiers - Dev blog #5

Greetings Managers! Modifiers, Game Assembly and Multiple Platforms. This has been our week in PGM 2 development.

Modifiers


After several weeks of hard work we’ve finally implemented a class that can alter the conditions of anything in the game. Whether it’s diseases, skills, injuries or the effect of consumables on our Pro Gamers. All these are now easily added and tweaked which means that we much easier and quicker can add content in the future.

From Spaghetti to Lasagna


What started of as a big bowl of tangled spaghetti is slowly turning into a smooth lasagna as we now turn our focus towards the assembly of the game’s different parts. Menus, Pro Gamer world and the ingame gaming are all becoming one.

Bug hunting


As more and more parts are implemented into the same build, we’re seeing more and more bugs. We’ve assigned our best bug hunters on making sure the game is as bug free as possible. And they’re doing an awesome job squashing them as they appear.

Mac and Linux


We’ve been having some issues with porting the game to Mac and Linux. Hopefully these should be sorted out now. It’s important to us that the game is available on all three platforms upon release.

PGM 2 for free?


Some of you are wondering about our pledge to give our loyal fans and customers PGM 2 for free. This is of course still very much true.We will create a window where you may claim a key to PGM 2 for free. That is, if you’ve bought PGM for it’s original cost ie before the big price slash this year. We’re still sorting out the details on how. As soon as we know the best way to do this, we will let you know.

New Developer


This week we’ve welcomed a new developer to the team and he’s taken to the project like fish to water. We feel lucky to have him on board <3.

Interested in graphics?


Head over to our Twitter and Facebook feeds for frequent sneak peeks! Anything you’d like to know more about? Get in touch on one of our channels and we’ll try to answer it in our upcoming blog posts. Until next week, Anna


[ 2017-07-07 09:35:04 CET ] [ Original post ]


Dev blog #4 - Midsummer Greetings

Hi Guys, Just dropping you a few lines this week as we’re having the rest of the week off for Midsummer. Even though it’s a short week we’ve managed to get some important things done. We’re starting to add more and more things to the office testing build including some finished graphics which makes all the difference when you’re playing the game. We’re getting ready to show you guys a sneak peek, just be patient a little while longer :) Alpha testing You guys have been asking about if we’ll have a closed or public alpha. Our plan at the moment is to start off with a closed alpha before making our public release. Exactly how we’ll do this, and who’ll be able to join, is still being considered. Multiple titles Regarding multiple titles in FPS, MOBA etc, it’s not something we’re planning at the moment. In-game game Yes, the experience when the gamers play their game will be more immersive and you’ll be more involved than before. If you want to keep up to date with all the latest news, talk to us more directly or ask questions follow us on Twitter, Facebook, Reddit and our blog of course. Happy midsummer! /Anna and the rest of Millenway


[ 2017-06-21 09:04:23 CET ] [ Original post ]


Dev blog #3 – The more the merrier

Hello again! The end of another exciting week in the development of PGM 2 is coming to an end. This week has flown by, it feels like only yesterday it was Monday, but a lot of good things has happened, and it’s always satisfying seeing things starting to fall into place. But enough of that, here are the answer to a few of the things you’ve been asking us since the last blog post. #1 Will it be possible to create an e-sport organisation with a second team? And will it be possible to have teams playing in different genres? H*ll yeah! If you want to set your sights on being the best in more than one genre, be our guest. Or if you want to have two starting lines in the same genre to keep your talents fresh and on their toes, go for it. Just be aware of the fact that the bigger your organization, the harder it will be to keep track of everybody and their needs. BUT, as we’ve previously said, starting off there will just be FPS. Other genres will be added as we go. But know that our goal is to add on more genres for you to shine in. #2 Expanding beyond FPS and MOBA Hmm, we haven’t really thought about this, more than it is something we find very interesting. One way to go so more genres could be introduces more swiftly could be to introduce more genres through mods. We know that our awesome community has a lot of ideas that would make both interesting versions of the genres we’re building as well as new genres. But, as we said, we haven’t really sat down to think all this through properly but as soon as we can we definitely will #3 Multi-player No, on our current roadmap we do not have multi-player planned. Where are we now? Development keeps rolling on as expected. Our first bigger internal tests has given us tons of feedback and things we need to work on and adjust. But the general feeling in the office is that we’re making some awesome progress. If you guys have any wishes on what you would like to see added to our road map, leave a comment here or on any of our social media platforms or send us an email. We’ll try to answer as many questions we can in these blog posts. Next week is mid-summer here in Sweden, and we’ll be having a short week but we’ll try to squeeze in a post before taking a couple of days off to recharge our batteries with pickled herring, schnaps and strawberries


[ 2017-06-16 10:03:15 CET ] [ Original post ]


Dev blog #2 Insight in to some mechanics

Hello again, This week we’ve enjoyed having a shorter week since we’ve had the ‘Swedish National Day’, a bank holiday here, which is nice, but have also kept us more busy here at the office the other days keeping up with internal deadlines. Our last post, the first in our developer blog series, has given us a lot of good feedback and ideas from the community and almost all of these have been implemented or is on the roadmap for the future. Below I’ll go into a bit more details about what these are and a little how we’ve reasoned when taking our decisions on how to proceed from here. Please note that even though we may go into specifics in features, nothing is set in stone, we might still decide to rework or completely eliminate some of these. #1 Manager Mode vs Career Mode As we’ve mentioned earlier, we’re trying to create a path where advocates for both sides will have an enjoyable gaming experience. Personally I’ve always leaned more towards the manager mode as I feel it provides a much deeper and larger game play focusing on the whole team instead of just one individual. But at the same time, a group has to be build on individuals if you want it to feel authentic and dynamic. Therefore we’ve put a lot of effort into making every character drafted to your team, and to some extent your organization, equally as important. We want you to become emotionally invested in them, how they feel, what they need, all the way from noobs to highest ranking professionals. We also want you to be emotionally invested in the team itself, with it’s development, selling and trading players, working for the collective success of the organization. So instead of separating the game into two game modes as it was before, we’ve merged them both to fit in the same one, making it richer and more enjoyable to play for all. #2 FPS vs MOBA This time around, we’ve made sure to build the game more modular and scalable than it ever had the chance of becoming before. But we can’t do it all at once, so we’ve had to pick somewhere to start. Without going into too much detail (we’ll show you how it looks and feel soon) we can tell you that we’ve primarily been focusing on the FPS part of the game. But instead of making a 'Counter-Strike simulator', we are trying to create something more original, something we feel confident you will both find entertaining, challenging and a joy to play. How are you going to play this in game game? The short answer is there’s going to be three ways of doing it: either you just simulate the game getting a quick result, or you watch the game being played ot for you letting the AI play the game from some kind of instructions you’ve given it starting off or you manage the game play by play until the match is over. As we can’t do everything at once we’ve had to prioritize between these as well so all game modes may not be present as we make the first alpha release. Still, I can’t wait to show you glimpses of this :) By building this smart with the basic rule that everything should be expandable, other game modes, by your request, won’t be hard to create and implement from a back end, programming, point of view. But we also want each game, or genre, to feel, look and sound unique, therefore we’re focusing on one at the time, and it happened to be FPS this time around. #3 Staff To be a successful pro gamer you need to be able to dedicate as much time as possible on gaming. Therefore it’s crucial to be able to hire support staff to help you do this. I mean, there’s no point in having a pro gamer cleaning the bathroom if they could be gaming :) We have a long list of professions we want to add, we haven’t quite settled on which one will end up in the game just yet, so I’ll leave it at that for now. But staff, as every NPC in the game, will have different skills and skill level, so you may for instance hire a one star maid or a five star maid, costs will vary depending on which as will the quality of the work they’re doing, #4 Sponsors Again, we don’t want to get into the itty bitty details of these things just yet, and this is a whole blog post in itself, but sponsors will be a part in how you manage your team. They will affect how much money you earn and make demands for you to fulfill if you don’t want to loose them again. Some deals will just give an extra income, and some will bring things like more fans or fame to the team. You may also get access to items locked for you otherwise or making them free instead of costing you a large chunk of your savings. But, as mentioned, sponsors also have demands, and if you don’t perform as agreed they will drop you making it harder for you to find a new one as your reputation will drop at the same time. These are just a few of the questions you guys have asked, and I’ll continue to answer a few each week in these posts. I’ll try to get to them all over time, but 4-5 in each post feels like a good amount to start with. Focus will be on the things we’re most sure of will end up in the game at some stage of development. With each day we draw closer and closer to the revealing of our first alpha build, to be tested in a closed group, and we’re looking forward to the additional feedback that will give us as we continue with the development. As always, a huge thank you for sticking with us, know that we all appreciate it. And know that we’re making great progress each and every day. Until next time! /Eyoel


[ 2017-06-08 10:20:05 CET ] [ Original post ]


Dev Blog #1 - We’re all gamers!

This is the beginning of a series where we (I, Eyoel or Anna) will share our progress of PGM 2 with the community. We will also start to showcase artwork for the game, give you a chance to ask questions, give feedback or present your suggestions to us. Tdlr; See summary at end of text. Basically, a beginning for us to come even closer to what you guys want too see happening with the game as we continue the development of PGM 2. This first post will be quite lengthy as we’ve come quite a way on this project since we last shared something with you. But if you are not the kind of person that are into reading long texts, you will find a short summary at the end of the text :) So, where do I start? Well, by being humble and saying a heartfelt thanks to all of you who continues to support and give us energy to work on this project! We know that we f***ed up hard last year, vastly underestimating the amount of work needed to fix the original game. But we learned a lot from that. Since the beginning of the year we have been working hard on the sequel, finding the right people to expand our team with, changing ownership of the company as well as a lot of important behind the scenes organizational stuff. And now we feel we’ve reached the point where it’s time to present to you guys what the game is going to be about. We sifted through all the feedback and issues the community had with the original game to set up our game plan. One of the major issues with PGM was the RNG element in the game. Other major things were a lack of depth, tutorial or explanations on how things worked making it hard to play if you weren’t already familiar with the terminology used in the game. So how is PGM 2 going to be different? Instead of dividing the game into gamer and manager we’ve chosen to focus primarily on the manager aspect of the game putting you, the player, in the driver seat. You get to act as a “god” and as such get to control all the players on your team, either micromanaging their every move or letting them go about their business, taking care of their own needs, praying that things don't go to south. We have split the game into two major parts, one is the house and the other is the arena. To keep this post from running way too long, we will only cover the house part in this update, saving the arena for the next dev blog. Pro Gamers This, to us, is the heart and soul of the game. This includes anything from the purely managerial parts of running the organization such as buying and selling players, playing matches in league and tournaments, keeping an eye on salary caps coming up next season, winning grand prizes and much much more. Apart from this we wanted to use this opportunity to create something much more engaging, something that gives more depth as well as giving the game a more unique touch. That’s why we’ve given every character in the game their own unique setting of personality traits, abilities and skills. Emotions and needs that needs to be fulfilled, both social and more basic like food. As much as the pro gamers are individuals, they also need to function as a team, and that’s where team chemistry comes into play. Build and keep it up and it will help you win more games than if your gamers hate each other. We’ve put massive effort into creating this mechanism, because it’s gives a new depth to the game. You can’t just simply buy the best player and magically win or pick any player on the team to play an important match since they might be having a bad day. Group synergy as well as individual skills make up the best teams. Personality traits and individual skills may develop during a pro gamers life time. There might me talented pro gamers, with an amazing potential that might be emotionally unstable the day you’re hitting a losing streak grating on their nerves until they can’t take it any more. Your star pro gamer might feel unhappy and are their needs not met, they might just quit the team. Another example can be how they feel about breaking a sweat. Pro gaming is not just about putting in the hours in the game, you also need to take care of your physical body. Some pro gamers might love this part of life, others not so much and will therefore try to get out of it if you don’t keep your eyes open. These are just a couple of examples on how we want the pro gamers, as well as other staff (more on these in a later post), to be more dynamic characters, with more skills and needs than just the gaming. E-sport is a part of life, not something isolated from it, and we want to reflect this in the game. We’ve also wanted to change the graphics of the game a bit. We want all gamers to be individuals in appearance as well as personalities. From skin to hair color and body size. Everything is built in modules to adding new stuff along the way will be easy. So there you have it, the creating of characters with depth that is our core. Everything from the newly signed talent, to the maid, to the team captain is something picked by you, the manager, and it’s how you treat them that will decide if it will all end up in success or epic failure There are tons of more stuff we will reveal as time goes on, but this gives you an idea of some of the basics in the game. We will unveil more of the Arena (the part how matches are being played) soon, as well as more specific features in the game, give a deeper understanding of how the economy and the game progression as well as diving into the art style we’ve chosen for the game. But this is start, and we’re aiming to do weekly updates for you guys. All the latest will be found on our (for now slimmed down) website where you can also get a sneak peek of the new logo for the game :) Summary We have built an AI and character driven game, where personalities, skills and traits are different and can change during the course of the game. We want every choice to have a consequence and to give you as Manager as much space as possible to create your own world and gaming experience. Now it's time to get back to internal testing of the game, see you all again next week. Have a great one! /Eyoel


[ 2017-06-02 13:57:01 CET ] [ Original post ]


Busy little bees

Hi! I thought it was time to give you guys a little update on how things are going here and what we’ve been doing. Unfortunately this is not the time to showcase anything from the game, yet. But I thought I’d share some insight into the changes we’ve been doing from an organizational point of view the last couple of months alongside the development. All changes have been made with one goal in mind, to create the best possible conditions for the development of PGM2, and we can already see the benefits of these changes every day. We now have all the pieces in place to create the game both we, and you the community, wants to play. If company news is not your cup of tea, you can stop reading now.

  • From the very beginning, we’ve been owned by a Venture Capital company. As of May 2017 I’ve purchased 100% of the company to ensure that the strategy making and all decisions regarding the game stays in-house, with the people who are passionate about the game and who works and lives by it everyday.
  • When this game was first created there were just two guys doing it all. When we worked on the DLC in the autumn of 2016, we were 4. Now with the purchase of the company, I’ve invested every cent I could get my hands on, and now we’ve expanded to (starting June) 15 (!) awesome, full-time people, giving this their all. The team now includes developers, artists, community managers and game designers. This ensures that nothing leaves this building (not even Elvis) without being of the highest possible quality.
  • We are considering rebranding ourselves again to our original name, which was ”Millenway”. We aren’t publishers any longer, we are dedicated developers and want to set our mark with our own product. More on this later.
The day when we’re ready to share what we’ve been working on and what our plans for the future looks like is drawing closer. And so is the day when we can start working with our players and community, getting invaluable feedback to light our path going forward. This game is becoming better and better every single day and I (we) can’t wait to unveil it :) Thank you for your continued support on our PGM journey. /Eyoel


[ 2017-05-24 14:13:21 CET ] [ Original post ]


Happy Spring!

TL;DR. Development of PGM 2 is going really well. We will not give you any dates, promises or features at this moment, just know that things are going really well. I just wanted to take a moment and share some information with you guys and give you a heads up about how things are going at the moment. Development itself is moving along quite nicely, but it’s a painstakingly slow process working methodically one step at the time. We’ve realised that to make this game based around character evolvement takes a lot of time, testing and well written code, much more than we initially thought. The first quarter of this year has been spent on building a solid foundation that’s easily adaptable as we’re moving forward and closer to be able to share things with the outside world. To make this game as good as it can be, we’ve taken the conscious decision to not share details of the game or release any planned dates to you guys, not because we don’t want to share what we’re doing with you, but because we don’t want to make any promises we might later have to break due to things we can not know about at the present. Right now the game is still quite fuzzy around the edges, we know the core but exactly which features will make it into the final game is not yet set in stone as we might come up with another one that makes the overall gaming experience even better. And it’s the same with dates, we won’t know how long it takes to build things as we don’t know exactly which features will be included or not. The main thing is not to rush something just because we’ve given you guys a date and we don’t want to disappoint you by not delivering. So at the moment our sole focus is to shape the game we want to build. As the game should have been from the beginning. And when the time is right, we’ll unveil more information about features, design and our plans for future development. Stay tuned! /Eyoel


[ 2017-04-06 09:16:39 CET ] [ Original post ]


Update about PGM 2 and the future

We know that a lot of you have questions about PGM and PGM2, here’s an update that hopefully will answer a few of them. TL;DR. PGM 1 was broken, we’re sorry and we will give everyone a window of opportunity to get PGM 2, the full game for free. Firstly, we do know that the original PGM went south in many ways. The idea that you all bought into was, and still is, strong, but the execution was lacking in so many ways. For that we are truly sorry and to compensate for this we’ve now decided to give everyone who’s bought the original PGM a window to download PGM2 for free, that means the full game through the whole development including the final product. Exactly when we’re ready to start releasing PGM2 is difficult to say right now, or even exactly how we’ll do this, we’re currently working on how to do make this happen in the best possible way. As most of you know by now, the code we took over from the original developers was much too disorganized and full of half executed ideas for one developer to sort through as we tried initially so we’ve now truly started from scratch both team wise and code wise. And already we’re seeing the wisdom of that, with a new team of soon six people and someone new to work on the graphics we’re starting to see the game both you and we dream of take shape. It’s all baby steps at the moment, but we’re all feeling a new excitement for the project. We understand you all being upset and disappointed, to put it mildly, over buying a game that’s clearly underdeveloped, being given promises of something better, and then that falling way short of the mark. We hear you, and we’re doing everything to keep that from happening again. That’s why we’ve now sifted through all your feedback as well as our own ideas to build a solid plan for how to build a game that truly reflects the initial idea. To do that we’re building everything up methodically from scratch again. So what does this mean? We’d love to tell you more but at the moment we’re still very much in the prototype stage and we don’t want to present things that might not make it into the final product and disappoint you again, so we want to wait to reveal more details until we feel we have that solid ground. All we can say is that we’re building something the original PGM for many reasons never could have been. And we hope that you guys will want to join us going forward. That’s why we’ve decided to give all existing owners of PGM a window to get a key to the new PGM, full game, when we’re ready to make that available. We’re currently working on our website to make that the heart of or communication with you. We’re also creating a forum to give you guys even better ways to stay involved in the development to make PGM2 into the awesome game we all want it to be. Stay tuned for more information as soon as we have it. /Eyoel Lundberg, Head of dev team


[ 2017-03-17 09:40:39 CET ] [ Original post ]


Dev update

Hi guys, Just wanted to give you an update on how things are going. We’re deep into the production of prototypes for the pre-alpha and we’re really excited by what we’re seeing. We hope you will be too once it’s ready for debut outside our team. We’ve taken all your feedback on board regarding our announcement on how we will proceed with PGM, ie that we’ll not be doing any more updates for the current PGM but focusing on doing PGM2. So, what can we do for you in that department here and now?

  • We’ve decided to pull the DLC as it’s not really connected to the original game anyway.
  • And we’re in the process of reducing the price of the game from $12.99 to $2.99.
Please keep your suggestions and other feedback coming and know that we read and consider everything. We’ll update you all again as soon as we have something concrete to say. /Dev team


[ 2017-02-13 15:02:07 CET ] [ Original post ]


The future for PGM

To all our players! First of all, thank you for your feedback, ideas and everything so far during the life of Pro Gamer Manager. Since we took over the development we have been struggling to get it right and many decisions and outcomes so far have not had the planned outcome. Fixing the original game’s issues has been too big of a task for our small team. We’ve set our aim high but have missed the mark. Neither the patch in October, or the DLC in December, turned out as we’d hoped, and for that we are sorry. We know what you guys want. We’ve read every tweet, forum discussion, email and review and have a clear overview of where we’ve gone wrong. Just to show you, here’s a few of the things that you’ve missed and requested:

  • Remove randomness, make every decision count.
  • Focusing more on gameplay than graphics.
  • Functioning tournament system where you can influence the outcome of matches.
  • Grinding and lack of depth.
All of this should have been addressed, but we failed in our attempt at doing so. Hard. Twice. But we’re still very much determined to make Pro Gamer Manager into the product it and you deserve.

So how are we going to do it?


The short answer - we’re going to make a sequel. The long answer is that we feel the need of creating something of our own, not bound to someone else’s work where we keep getting stuck trying to put out fires. We want to base the sequel on the original idea, fixing all the things that were wrong with it, like the things mentioned above, and more. The only way we are going to be able do it is to work with you all, our fantastically supportive community. Our plan is to release a public alpha for people to play and put their support behind in the nearby future and probably stay in alpha phase for a long time, making sure the product delivers on all promises of the initial idea and everything we say we’re going to do along the way. As a token of our gratitude to all of you who’ve purchased Pro Gamer Manager so far, you’ll be able to access the pre-alpha for free. We’ll also throw in a special deal for you if you want to get in early on the alpha for PGM2. In any case you’ll be able to continue to follow the development as well as support it by buying the alpha from our website and with that purchase get free updates of the new game until it’s ready to be released here on Steam and until it’s fully launched. We’ll also set up a blog and a public Trello board so you can more easily follow our continued development. We feel confident that if we include you all, our existing customers and make you happy, you will spread the word to your friends and the sales to fund the continued development will come. We have invested everything we have into making this alpha a solid base, opening up for the future possibility of mods and focusing all our efforts on building a solid ground for the gameplay. We’ve gone from a team of three to six people bringing the number of programmers up to four. So we haven’t given up, far from it, and we’re not blind to the fact that we have some way to go before we’ve restored your faith in us and in the product itself. We will tell you about, and show you more of PGM2, very soon and hope that you will continue to see its potential the same way we do. /Dev Team


[ 2017-01-25 12:52:45 CET ] [ Original post ]



Pro Gamer Manager
Raptor Claw Games
  • Developer

  • 501 Industries
  • Publisher

  • 2016-04-28
  • Release

  • Indie Simulation Sports Singleplayer
  • Tags

  • Game News Posts 21  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (603 reviews)


  • Review Score

  • http://www.progamermanager.com/
  • Website

  • https://store.steampowered.com/app/408740 
  • Steam Store

  • The Game includes VR Support



    PGM2 Linux [3.81 G]

  • Public Linux depots


  • Game is not tagged as available on Linux on Steam.


    Linux is not in the OS list.

    The way to become a pro gamer!

    Create your own unique gamer and begin the journey to the Pro Leagues. Manage your economy, health and career to continue moving upwards. It’s your decisions, in and outside of gaming, that will decide if you will ever reach the very top.

    Team up!

    As the days go by and you climb the ladder of success you will be invited to tournaments where you can gain more fame, earn more money and even be signed for a team. When you’ve become good enough in the competitions you might even get seen by scouts and sponsors that wants to endorse you and your bid for glory.

    Money talks!

    Remember, you have to be able to pay your monthly rent. If you can’t manage to make a living through Esport fast enough you might have to take on another job to keep your Esport dreams alive while also taking away precious time from your gaming.

    Remember, the sooner you begin your Esport journey, the quicker you can reach the top.
    GAMEBILLET

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