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Developer Blog: Eco Infinite and UX focus

Hey all, were starting our weekly updates again and have tons of work to show on Eco. Over the past year weve had the good fortune to double the size of the team, which means lots more in the works. Were working on a lot of features in parallel, so youll see progress on a lot of these then suddenly theyre all the in game at once. As discussed in our last update, were focusing on a couple things with current dev:

  • A pack of features we call Eco Infinite, which expands the game to support thriving communities that dont end at the meteor, but can go indefinitely with interesting/challenging gameplay and social connections.
  • UX upgrade, making everything cleaner, smoother, and better; especially for new users.
  • Performance! Switching the engine over to Unitys ECS system + burst compiler which will give a giant speed up for animals, landscape generation, everything.
Heres the deets on some of the latest.

9.4 Update


Heres updates coming right around the corner (next several weeks) in 9.4:

World Generation


Eco dev Jason has setup an easy way to view the world youre going to generate, now you can tweak the parameters and the seed and hit generate and see a preview of the world, without having to do a full generate. This will let server hosters get that perfect world they want for building a society.

Realistic Power Generation



Also coming in 9.4: One of our longest standing issues has been fixed by our dev Marcus: waterwheels will now actually require flowing water (rivers, not lakes), windmills will require a cleared space around them, and solar generators will require sunlight. No more solar generators in your mines (shame on you in the first place if you did this). Now they will generate variable power based on their location in the world. And the waterwheel will get a significant boost if you put it in a waterfall:
Solar generator with some blocks slightly obscuring the sunlight and dropping its power supply:
And with a fully clear sun view:

10.0 Updates


Heres updates coming further down the pipe in Eco 10:

Boats


Long in hibernation, boats are getting lots of love lately and will be shipping in Eco 10 (date TBD). Check out this demo from dev Quadbro of a couple of the new boats, including the barge: [previewyoutube=b41X_VFO1oQ;full][/previewyoutube] Boats are going to really transform transport in the game, and will influence the location of towns and cities to have advantages along ports. Citizens will need to setup inland towns to mine minerals, and then a transportation network to move them to coastal port town, where they can be loaded onto boats and transported around the world. Part of the beauty of adding features at this point in the engine is one new feature will have infinite repercussions as all the systems of the game are intertwined; adding one new type of vehicle will influence the economics of the whole system. And of course creating boats will be a significant endeavor with lots of demands on the economy and government (and ecosystem for resources) as well. Heres the new shipyard object weve concepted out and are building:
And then lots of connecting parts for ports, like this selection of moorage points:
Prepare to see a big change in the world when theses make it into the game, port towns and seafaring will make the global economy run with much more depth.

Storage Systems


With the focus on transport of materials that boats bring, were also boosting up the focus on storage and containment, with specific types of storage to store specific types of goods. Check out the concepts from dev Rob and Milenko for the new objects on their way in (release TBD):

Wooden Liquid Storage Tank



Steel Liquid Storage Tank



Warehouse Storage Shelves



Each of these will specialize in storing different types of goods, and as you setup port towns and transport you'll need to use these to manage your supplies. Lots more in the works, stay tuned for updates on the Towns and Countries change, performance boosts, avatars, stores, chat, and tons more. Feel free to send us feedback in the comments or on our discord: https://discord.gg/eco - John K


[ 2021-05-16 16:40:32 CET ] [ Original post ]

Eco
Strange Loop Games Developer
Strange Loop Games Publisher
2018-02-06 Release
Game News Posts: 194
🎹🖱️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

[ 6140 ]

8.25$ (17%)
11.30$ (13%)
16.79$ (16%)
8.98$ (50%)
5.19$ (74%)
3.04$ (83%)
8.25$ (17%)
3.79$ (81%)
8.27$ (72%)
7.50$ (50%)
4.54$ (35%)
17.79$ (11%)
5.07$ (15%)
8.25$ (17%)
34.59$ (42%)
16.89$ (16%)
6.38$ (68%)
3.79$ (81%)
13.34$ (11%)
25.79$ (14%)
8.75$ (65%)
16.96$ (15%)
6.19$ (79%)
55.99$ (20%)
12.44$ (17%)
16.96$ (15%)
16.00$ (60%)
1.96$ (85%)
16.99$ (15%)
16.99$ (15%)
GAMERSGATE

[ 1688 ]

24.0$ (60%)
9.99$ (50%)
1.25$ (75%)
11.24$ (63%)
8.7$ (65%)
4.35$ (56%)
23.99$ (40%)
2.81$ (89%)
1.19$ (40%)
2.0$ (90%)
5.0$ (50%)
26.99$ (33%)
6.0$ (60%)
3.75$ (85%)
4.95$ (67%)
4.25$ (79%)
4.5$ (77%)
12.49$ (50%)
2.25$ (85%)
14.99$ (50%)
5.94$ (67%)
26.99$ (10%)
12.0$ (60%)
11.99$ (20%)
7.49$ (63%)
7.5$ (50%)
4.25$ (79%)
4.75$ (81%)
3.04$ (70%)
1.28$ (74%)

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