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Patch 1.0.4.b and 1.0.5 Visioning

Features

  • Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs
  • Fixed a bug where scoped weapon skill icons were not displaying on the equipped weapon
Visioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story of the game and have new players spawn on the stolen frigate. This change will also provide a better and safer tutorial area, and easier access to multiplayer functionality for those looking to join their friends, or use the ship to move to another planet. I'm very happy with the new quest system and I'll be using it to provide a more complete tutorial which will also provide new players with some credits and additional items. Congratulations to those who aided in the capture of the Frigate, you are the stuff of legend. Version 1.0.5 will focus on the commander class, as many of its functions are tied to the multiplayer element of the game and can be utilized from a more advanced position in the game. Players starting with the Commander class will start with access to the Matamata Mobile Command Ship, the ability to summon a squad and relay stratgies to other players. Several elements from the Operator class are also affected by the skills in the Command skill tree, so similarly to how the Command tree is now, I'll be making some of the Operator tree available for testing. I'll also be moving the default starting position of the ship to Pendrith, and rework the entry onto that planet to fit the current timeline of the plot. A systems test for the planet to planet travel will be available for those wishing to revistit Pulverem. Several people have reported a crash involving loading the Pulverem game. The problem has been traced to the volume of loading which is occuring from the large tileset which feels barren and I have less desire to explore it. As such, I'm looking to transition back to a more detailed static open world, and use a smaller tileset for random dungeon like spaces available from a static open world which will unlock a shortcut on the map upon completion, for quick replaying of the mission area. This will also allow for a more linear difficulty scaling, which I've been holding back on. Currently enemies are either Spiderants or Raiders equipped with a machete. These were only ever intended as a starting level difficulty level. Starting from the capital ship gives a softer entry still, but allows for the progression in difficulty to now scale upward. If you were able to defeat the Scarcrow Sentinel during this patch, you can preview the first mech which I'm working on adding to the game. Along side this in an open world I can also implement the firearm variants giving a larger specturm of combat introduced in a progressive way and get into more challenging situations. Previous tests have indicated that Pendrith is very dark. This is done intentionally as I'll be using the Engineer class to develop several "Light as a Resource" mechanics in addition to the offensive mechanics of the class. Similar to the preview of the Command & Operator classes, I'll make these skills avaialble for early testing as soon as possible. Linux Due to the failure of the large open world random tile test I see little point in rolling out this build on Linux, and have delayed the release until 1.0.5. I feel the time it will take to cross-compile the current build of the game are better spent developing content instead. I am but one and I hope you understand.


[ 2017-07-20 09:33:54 CET ] [ Original post ]


Patch 1.0.4.b and 1.0.5 Visioning

Features

  • Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs
  • Fixed a bug where scoped weapon skill icons were not displaying on the equipped weapon
Visioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story of the game and have new players spawn on the stolen frigate. This change will also provide a better and safer tutorial area, and easier access to multiplayer functionality for those looking to join their friends, or use the ship to move to another planet. I'm very happy with the new quest system and I'll be using it to provide a more complete tutorial which will also provide new players with some credits and additional items. Congratulations to those who aided in the capture of the Frigate, you are the stuff of legend. Version 1.0.5 will focus on the commander class, as many of its functions are tied to the multiplayer element of the game and can be utilized from a more advanced position in the game. Players starting with the Commander class will start with access to the Matamata Mobile Command Ship, the ability to summon a squad and relay stratgies to other players. Several elements from the Operator class are also affected by the skills in the Command skill tree, so similarly to how the Command tree is now, I'll be making some of the Operator tree available for testing. I'll also be moving the default starting position of the ship to Pendrith, and rework the entry onto that planet to fit the current timeline of the plot. A systems test for the planet to planet travel will be available for those wishing to revistit Pulverem. Several people have reported a crash involving loading the Pulverem game. The problem has been traced to the volume of loading which is occuring from the large tileset which feels barren and I have less desire to explore it. As such, I'm looking to transition back to a more detailed static open world, and use a smaller tileset for random dungeon like spaces available from a static open world which will unlock a shortcut on the map upon completion, for quick replaying of the mission area. This will also allow for a more linear difficulty scaling, which I've been holding back on. Currently enemies are either Spiderants or Raiders equipped with a machete. These were only ever intended as a starting level difficulty level. Starting from the capital ship gives a softer entry still, but allows for the progression in difficulty to now scale upward. If you were able to defeat the Scarcrow Sentinel during this patch, you can preview the first mech which I'm working on adding to the game. Along side this in an open world I can also implement the firearm variants giving a larger specturm of combat introduced in a progressive way and get into more challenging situations. Previous tests have indicated that Pendrith is very dark. This is done intentionally as I'll be using the Engineer class to develop several "Light as a Resource" mechanics in addition to the offensive mechanics of the class. Similar to the preview of the Command & Operator classes, I'll make these skills avaialble for early testing as soon as possible. Linux Due to the failure of the large open world random tile test I see little point in rolling out this build on Linux, and have delayed the release until 1.0.5. I feel the time it will take to cross-compile the current build of the game are better spent developing content instead. I am but one and I hope you understand.


[ 2017-07-20 09:33:54 CET ] [ Original post ]



Advanced Gaming Platform::Epica
AGP::Studios
  • Developer

  • AGP::Studios
  • Publisher

  • 2016-12-22
  • Release

  • Action Indie RPG Simulation Singleplayer EA
  • Tags

  • Game News Posts 24  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Negative

    (66 reviews)


  • Review Score

  • https://discord.gg/FhCdDXz
  • Website

  • https://store.steampowered.com/app/398120 
  • Steam Store

  • The Game includes VR Support



    AGP::Epica Linux [8.36 G]

  • Public Linux depots

  • Marked for death by the Imperial Corporation™, you have been marooned on a desolate planet in the Attria Prime system. Fight to survive the inhospitable frontier in a post-earth dystopia. AGP::Epica is tactical, open world RPG intended for advanced players seeking a challenge.

    Key Features:


    Open class system

    Experience limitless freedom in character creation as you customize your character with 216 skills slots -without your hand leaving WASD

    • Eliminate enemies with rifle, shotgun, stealth, cover and grenade skills from the Assault class skills
    • Infiltrate the networks of your adversaries - or reign down orbital and electrical attacks with Cybermage skills [incomplete, currently in development]
    • Build an army and command it with the Commander orders and summons [incomplete, currently in development]
    • Craft your way to victory using Engineer skills [in development]
    Solider Skill tree is completed. The remaining core trees (Commander, Engineer and Operator) are disabled as they're being actively worked on. Upcoming planned development includes additional melee skills, Akimbo pistol skills, gunsmithing skills and expansion of all existing subclasses (Merchant, Medic, Omnitech, Mecha, Cybermage, Infiltrator and Templar)


    New in 1.0.5

    In 1.0.5 players being with an Assault Carrier Capital Ship and can select from 1 of 3 starting classes, with its own unique weapons and skills.

    • New characters are offered a tutorial to help ease them into the game.
    • Explore the Assault Carrier capital ship
    • Explore the first few feet of Pendrith, a darker world with dangerous enemies in the shadows.
    • Preview some of the up coming areas and look back on some of the previous mission areas.


    Combat

    Fight your way through unending waves of enemies.

    • Advanced lethality system picks up where most games drop off - one shot, one kill Lethality based combat
    • No hit points - strike enemies in vulnerable areas instead of spending hours grinding down a health bar
    • Watch your back - Advanced AI units coordinate together to flank, suppress and destroy the players without mercy



    MINIMAL SETUP
    • Processor: Quad-core Intel or AMD processor. 2.5 GHz or faster.Memory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • Storage: 10 GB available space
    RECOMMENDED SETUP
    • Processor: Quad-core Intel or AMD processor. 3.5 GHz or faster.Memory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • Storage: 10 GB available spaceAdditional Notes: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    GAMEBILLET

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    2.21$ (78%)
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    24.87$ (17%)
    5.77$ (17%)
    20.00$ (50%)
    16.89$ (16%)
    3.40$ (83%)
    21.24$ (15%)
    9.19$ (8%)
    5.78$ (17%)
    21.19$ (15%)
    0.76$ (92%)
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    16.79$ (16%)
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    9.99$ (50%)
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    2.81$ (89%)
    4.5$ (85%)
    3.75$ (75%)
    1.84$ (74%)
    5.63$ (81%)
    7.88$ (74%)
    0.38$ (92%)
    4.0$ (80%)
    10.0$ (75%)
    20.82$ (40%)
    0.38$ (92%)
    21.99$ (45%)
    0.6$ (92%)
    3.48$ (83%)
    1.69$ (89%)
    2.25$ (92%)
    15.0$ (62%)
    1.5$ (81%)
    0.94$ (81%)
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    11.43$ (43%)

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