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Eco Game Arc: From powerless to powerful

Eco is a game that has a huge scope, covering a massive section of human development and history, and through that time humanitys powers have increased exponentially. Thats what we want the arc of Eco to be: the progression from powerless to massively powerful, and the increasing need for management of those powers to prevent them from becoming self-destructive.
The driver of this progression is technology, and as an Eco world advances in technology their ability to impact the world increases massively, for better or for worse. With each advance in technology, you gain the ability to do everything you already do in greater quantities. And with each step in technology, the challenges become greater, making those powers very necessary to continue advancing. This manifests in gameplay in the following ways.

  • Gathering resources becomes faster. Your tools get more powerful and you can gather more. New resource types are unlocked like oil. You move from handheld manual tools to powerful machines and vehicles that gather for you. From axe to chainsaw, from shovel to excavator. By the end of the game you have the ability - and need - to move mountains of material. Massive quantities of materials will be needed for end game content, and you will have the ability to gather that. The impact it has on your environment will be equally as massive.

  • Transport becomes more powerful. At the beginning youre moving things by hand, and slowly you gain abilities to transform your world to make moving larger quantities of materials faster and more efficiently. What once were local villages (where trade happened only within them) become global networks connected by roads (and eventually, rails). The world becomes smaller, youre no longer limited to your immediate area, and the world begins to be shaped by the infrastructure build to move resources around it.

  • Building can be performed in bulk, with new construction equipment like the crane, and the ability to transport materials easily to new places with infrastructure. Soon the habitats and industry and commerce of humans are displacing the natural environments that once thrived there, and the byproducts of that growth can affect the surrounding areas in significant ways.

Weve got the broad-strokes for the technology arc already, but its something were continuing to build through early access. Vehicles are a huge part of this, and with 8.2 were tuning up the use of the existing vehicles, and in future updates we will be adding more and making them more useful and flexible. This growth in power will put enormous pressure on the ecosystem, and thus follows the purpose of the government, to regulate and decide as a group how those powers should be used. As your powers grow, so must your regulations, ideally leading that progress rather than playing catch-up, but that is not so easy. Government, then, is a tool to manage the powers you are gaining as a society and keep them pointed towards sustainable growth. Thus, there is an arc of government that mirrors the arc of progress: from free-reign at the beginning of the game when powers are meek, to complex regulations when powers are extensive. Going through this whole process should be an illuminating experience, and different every time, with tons of potential problems coming up that youll need to solve as a group. With our 9.0 government upgrades, the ability to do this will become much more flexible and powerful.
Well need the communitys help with this as well. When we get the 9.0 test server up well need lots of feedback. And ideas you can submit to our suggestion database here. So many great ideas come from the community, and developing it in tandem with them has been a great experience. We also have a dev tier available on our website for those that want to dig into the code. Thanks for following Eco and looking forward to lots more to come.


[ 2019-04-23 02:17:31 CET ] [ Original post ]

Eco
Strange Loop Games Developer
Strange Loop Games Publisher
2018-02-06 Release
Game News Posts: 193
🎹🖱️Keyboard + Mouse
Very Positive (10380 reviews)
The Game includes VR Support
Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.

Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.

A world-survival game

Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.

Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.

In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.

  • Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
  • Create a player-run government to make decisions as a group, proposing and voting on laws
  • Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
  • Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
  • Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
  • A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.

MINIMAL SETUP
  • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
  • Storage: 2 GB available space
RECOMMENDED SETUP
  • Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
  • Storage: 2 GB available space
GAMEBILLET

[ 6138 ]

1.88$ (81%)
4.12$ (17%)
12.59$ (16%)
6.00$ (90%)
1.50$ (90%)
25.47$ (15%)
2.53$ (58%)
45.47$ (17%)
8.00$ (60%)
10.00$ (75%)
19.79$ (34%)
21.24$ (15%)
4.14$ (17%)
21.24$ (15%)
12.67$ (68%)
0.90$ (82%)
0.90$ (85%)
16.79$ (16%)
7.20$ (52%)
16.19$ (35%)
5.70$ (81%)
7.84$ (87%)
15.31$ (49%)
22.89$ (8%)
15.99$ (20%)
8.39$ (72%)
12.74$ (15%)
2.73$ (73%)
5.31$ (73%)
2.00$ (80%)
GAMERSGATE

[ 3458 ]

0.58$ (92%)
0.45$ (85%)
0.88$ (91%)
13.99$ (30%)
0.75$ (92%)
10.0$ (75%)
0.88$ (91%)
12.99$ (35%)
12.37$ (59%)
6.0$ (80%)
3.33$ (67%)
19.0$ (52%)
10.79$ (46%)
11.99$ (40%)
20.0$ (50%)
0.75$ (85%)
5.7$ (70%)
9.74$ (25%)
1.2$ (85%)
5.0$ (75%)
29.99$ (25%)
6.0$ (80%)
17.49$ (30%)
3.0$ (62%)
4.5$ (85%)
0.87$ (91%)
4.5$ (70%)
6.11$ (49%)
15.83$ (37%)
6.0$ (80%)

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