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Developer Blog: Eco Infinite

Hey Eco citizens, in this post I wanted to talk about some of the changes in the pipe with a new additional direction to the game were calling Eco Infinite.
Eco Infinite will be adding gameplay and things to do Post Meteor, building up support for long term servers with goals and challenges to solve, and in the process aiming to create very tight-knit meaningful communities of players. Seeing the worlds that streamers and players are creating and the depth of the societies there has inspired us to extend the game to support long-lasting communities that dont break up after the meteor is destroyed. We want these worlds and the relationships that get built in them to continue post-meteor, with lots of rich challenges still in store. So whats there going to be post-meteor? Plenty, with the underlying theme of building a utopia. This means continuing to improve the lives of citizens through housing and food systems, but also brand new systems that will come over the next several releases like settlements (a blog on this here), education, culture, and tourism, all while living in harmony with the ecosystem. Well also be adding special support for events for players to take part in, like trials, debates, town meetings, and lectures. The more opportunities for collaboration the better, and progress will be unbounded. Achievements will track your progress, both personal and world achievements, and these may unlock aesthetics. More detailed designs will be announced for these as they start to get prototyped out, and our existing priorities will run in tandem with these which the team continues to work on (quality of life issues like making stores easier to use, performance, boats, tailoring, avatars, garbage, much more). These Eco Infinite items are big ticket items and will take some time to implement, most we will be adding as experimental features in an earlier release which players can enable to try out and give us feedback.

Community Tools


Some of the first changes coming in 9.4 will be simple tools to allow running communities better: - Max Active Players. By setting this optional value, players looking for servers can filter by how big of a community theyd like to play with. Once you reach that level of active players, it will stop being advertised; but then if players later become inactive the server will get a special boost to server rankings in the browser, and eventually achievements for users who come in to support a server that has a player leave. This is to address a common case where players leave a server and new players are needed mid-game, giving the chance for new immigrants to jump in and have a valuable role in the community there. We expect this feature to help a lot with keeping long term servers supported, and setting goals for community size. - Exhaustion Limits. Setting an optional Exhaustion Timer on servers will make players who are playing past a given time limit unable to expend calories (they become exhausted) until the next day. This will allow servers to keep a relatively even playing field, avoiding a common problem case we see where some players can put in an hour a two a day, but others are putting in 10 hours a day and leaving the rest in the dust. Players who do set a desired play-length per day will be matched with servers that have a similar exhaustion limit. This is an opt-in feature for both the server and the player, and we expect most servers will still be unlimited, but it represents another tool in the belt for users to build the type of communities they want.

Achievements


Also coming soon is Achievements. We will be doing something interesting with these: achievements earned on any server will give you steam rewards, but achievements earned on special merited servers will be transferrable between servers. Well be designing ways for dedicated community members to get the merited status with the approval of moderators, and this will be the beginnings of a metaverse within Eco, where aspects of your character will be transferrable between worlds (optional per server to enable this). To start it will be aesthetic features like achievements youve earned which show up as icons on your avatar and allow you to craft fancy skins and rewards and such, but later will be all kinds of things. Well also be introducing World Progress Achievements, to go in tandem with Eco Infinite. These will be milestones for your world to achieve, like economic progress, cultural development, well run government, biodiverse ecosystem, etc that will trigger server-wide achievements, and any player who has been active through the previous week or so will gain the achievement on their character. The progress levels will be unbounded, thus there will always be another milestone to achieve (hence the infinite in Eco Infinite). These features are our long term goals, while short term we have Quality of Life improvements prioritized (bug fixes, performance, balance improvements). 9.3 is coming out any day, and will include rent and tailoring improvements. 9.4 is shaping up to be a balance patch with extra server tools.
As anyone who has taken a peak at the Eco Tree has noticed, we have super ambitious plans for the games, were still at very early days compared to where we want to take it, and the support of our community as we build towards that is how we get there. Over the past several months weve seen a huge boost in new players, 2 years after our Early Access release and driven by streamers and word of mouth, and thats given us the resources to double down on development, grow the team and start to reach for the stars (if you get my drift). Feedback from the community is incredibly useful as we do this so dont hesitate to reach out via e-mail or on Discord to me or the team. Building Eco is like playing Eco: its a community effort. Cheers -John K, CEO Strange Loop.


[ 2021-03-25 19:33:41 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 ]

8.39$ (16%)
2.07$ (79%)
24.00$ (60%)
1.62$ (92%)
8.00$ (60%)
3.89$ (72%)
0.63$ (94%)
20.00$ (50%)
1.64$ (18%)
12.74$ (15%)
4.05$ (80%)
25.47$ (15%)
3.80$ (80%)
9.59$ (52%)
4.19$ (16%)
6.20$ (82%)
0.63$ (87%)
8.29$ (17%)
38.95$ (13%)
39.98$ (20%)
13.19$ (12%)
5.37$ (55%)
16.79$ (16%)
14.99$ (40%)
3.31$ (78%)
10.78$ (17%)
7.89$ (61%)
20.74$ (17%)
16.52$ (17%)
3.31$ (78%)
GAMERSGATE

[ 3458 ]

8.0$ (80%)
35.99$ (10%)
29.99$ (25%)
6.25$ (75%)
0.37$ (63%)
5.0$ (50%)
0.79$ (89%)
3.48$ (83%)
6.5$ (50%)
9.0$ (64%)
5.0$ (50%)
37.49$ (25%)
16.0$ (60%)
1.0$ (80%)
0.45$ (85%)
1.95$ (90%)
0.45$ (85%)
8.0$ (50%)
4.95$ (67%)
2.4$ (85%)
2.5$ (50%)
5.0$ (80%)
30.0$ (50%)
4.56$ (89%)
13.99$ (30%)
13.5$ (55%)
2.5$ (75%)
2.5$ (75%)
24.0$ (60%)
0.88$ (91%)

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