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Update - V0.9.0 "Tangy Tomato"

Hello, Man, it's dank and unpleasant in here at the Subnet Swamp
Oh yeah, and Castle of Caretaker is here too
------

Patch notes V0.9.0 - Tangy Tomato:


  • NEW Level Subnet Swamp
  • NEW Level Subnet Swamp music added to soundtrack
  • NEW Level Castle of Caretaker but it's a meme level and it will disappoint you
  • FIXED Environmental particles and fog is better clipped through FoW
------

FAQ


How often do you intend to update the Early Access version? No promises. Does the game work on OSX? Yes but be wary of the hardware requirements and is not tested in ages. And Linux? Yes, but has not been tested properly in ages. Consoles? Mobile? Multiplayer No resources for anything like that, sorry. I found a bug or I got suggestions! Let us know on the steam forums. ------ Thanks for your support.


[ 2024-02-09 00:56:38 CET ] [ Original post ]

Update - V0.8.0 "Diddley Doo"

Hello, Next level "Fortress of FDISK" finally out. One step closer to final.
Drone icon now visible on strategic map for making things more clear
Also made some changes to multiple building and entity tooltips and descriptions to give better understanding of some mechanics. Old saves should work. ------

Patch notes V0.8.0 - Diddley Doo:


  • NEW Level Fortress of FDISK
  • NEW Level Fortress of FDISK music added to soundtrack
  • FIXED Strat map breaking down if save was loaded in strat map
  • UPDATED Drone icon visible now on stratmap
  • UPDATED Changes to many tooltip texts etc describing the mechanics hopefully better
  • FIXED Camera long distance clamp being too small and clamping sky dome sometimes
------

FAQ


How often do you intend to update the Early Access version? No promises. Does the game work on OSX? Yes but be wary of the hardware requirements and is not tested in ages. And Linux? Yes, but has not been tested properly in ages. Consoles? Mobile? Multiplayer No resources for anything like that, sorry. I found a bug or I got suggestions! Let us know on the steam forums. ------ Thanks for your support.


[ 2024-01-05 23:43:43 CET ] [ Original post ]

Update - V 0.7.0b

Patch notes V0.7.0b - Razzle Dazzle:


  • FIXED Problems placing buildings on geothermal and river points
  • FIXED Level Data Desert random location with no path to build
------

FAQ


How often do you intend to update the Early Access version? No promises, we've been in limbo for long enough. At this point we're just focusing of getting out of the early access. Does the game work on OSX? Yes but be wary of the hardware requirements. And Linux? Yes, but has not been tested properly in ages. Consoles? Mobile? Multiplayer? No resources for such things. I found a bug or I got suggestions! Let us know on the steam forums! ------ Thanks for your support!


[ 2022-05-22 22:09:20 CET ] [ Original post ]

Update - V0.7.0a

Patch notes V0.7.0a - Razzle Dazzle:


  • UPDATED Changed maximum solar panel amount to 12
  • FIXED Solar power panels were broken and did not send out cycles
  • FIXED Freeplay starting problems in build version
------

FAQ


How often do you intend to update the Early Access version? No promises, we've been in limbo for long enough. At this point we're just focusing of getting out of the early access. Does the game work on OSX? Yes but be wary of the hardware requirements. And Linux? Yes, but has not been tested properly in ages. Consoles? Mobile? Multiplayer? No resources for such things. I found a bug or I got suggestions! Let us know on the steam forums! ------ Thanks for your support!


[ 2022-05-05 10:41:18 CET ] [ Original post ]

Update - V0.7.0 "Razzle Dazzle"

Hello, Freeplay and next level finally here after year long hiatus!
Free play! It might be a bit rough around the edges, be gentle please!
Notice: Old saves might be incompatible due massive internal changes. Sorry. ------

Patch notes V0.7.0 - Razzle Dazzle:


  • NEW Freeplay mode
  • NEW Level IRQ Island
  • NEW Level IRQ Island music added to soundtrack
  • NEW Booster: Battery
  • NEW Booster: Capacitor
  • NEW Booster: Feeder
  • NEW Booster: Heatsink
  • NEW Booster: Optimizer
  • NEW Booster: Reloader
  • NEW Booster: Scanner
  • NEW Booster: Transponder
  • NEW Technology: Basic boosters
  • NEW Technology: Combat boosters
  • NEW Technology: Cooling
  • NEW Recipe info panel for refineries
  • FIXED Strat map breaking down if save was loaded in strat map
  • UPDATED Hub power capacity is no longer upgradeable, use battery boosters
  • UPDATED Level Bios Beach hub upgrade optional objective removed
  • UPDATED Level Mountains of Memory hub upgrade objective removed
------

FAQ


How often do you intend to update the Early Access version? No promises, we've been in limbo for long enough. At this point we're just focusing of getting out of the early access. Does the game work on OSX? Yes but be wary of the hardware requirements. And Linux? Yes, but has not been tested properly in ages. Consoles? Mobile? Multiplayer We have no resources for such things. I found a bug or I got suggestions! Let us know on the steam forums! ------ Thanks for your support!


[ 2022-04-28 18:35:42 CET ] [ Original post ]

Update - V0.6.0c

Yet another hotfix ------

Patch notes V0.6.0c - Star Platinum:


  • FIXED Level Adobe of Administrator cannon script not triggering
  • FIXED Finally managed to fix the strat map icons causing problems
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2020-05-05 19:30:15 CET ] [ Original post ]

Update - V0.6.0b

Another small hotfix for fixing previous hotfix, heh. ------

Patch notes V0.6.0b - Star Platinum:


  • FIXED Level Abode of Administrator missing in the previous hotfix build
  • FIXED Level Corruption Caverns now allows building Mausoleums properly
  • FIXED Some enemy spawning problems and ranges in level Corruption Caverns
  • FIXED More attempts to fix the strat map icons causing problems
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2020-04-26 19:15:16 CET ] [ Original post ]

Update - V0.6.0a

Small hotfix for refixing Caves of CMOS museum bug. ------

Patch notes V0.6.0a - Star Platinum:


  • FIXED Resurfaced bug which caused Museum not being available properly in Caves of CMOS
  • FIXED Corner case problem for strategic map crashing and causing massive FPS problems
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2020-04-25 01:26:14 CET ] [ Original post ]

Update - V0.6.0 "Star Platinum"

Hello, Time to get those administrative rights!
Here are some highlights of this release: Time for some indirect fire!
New technologies
Healing!
Expect some new suprises as well. ------

Patch notes V0.6.0 - Star Platinum:


  • NEW Level Abode of Administrator
  • NEW Level Abode of Administrator music added to soundtrack
  • NEW Building: Cannon
  • NEW Building: Munitions Factory
  • NEW Resource: Shells
  • NEW Technology: Digital Esoreticism
  • NEW Technology: Garbage Collection
  • NEW Technology: Restoration
  • NEW Ability: Chaplain heal
  • NEW Introducing a new NPC
  • NEW Continuous spawning of enemies during long nights
  • FIXED Messages are now cleared on level restart
  • FIXED HUD 2x speed had wrong graphics when active
  • FIXED Neutral buildings are now more properly defined
  • FIXED Sunlight damage particles are no longer visible in FoW
  • FIXED Stratmap entity icons background had some alpha artifacts
  • FIXED Stratmap power overlay now shows power only for own buildings
  • FIXED Monolith research unlock no longer spawns Research Facility particles
  • FIXED Some typos
  • FIXED Stratmap river point icon no longer has outline artifacts
  • FIXED Crypt overload sometimes dropping below zero
  • FIXED Hexters are now less prone to fall into water when building or idling near cliffs
  • FIXED Some projectiles collided with wrong things, like enemies hitting seaweed etc
  • FIXED Adjusted bridge collider so Laser Tower properly aims enemies on top of the bridge
  • FIXED Cancelling blueprints no longer spawns destruction particles
  • FIXED Workshop autorepair no longer tries to repair blueprints or derelict buildings
  • FIXED Mortar grenade no longer explodes twice and adjusted explosion as well
  • FIXED Solar panel efficiency tooltip was missing
  • FIXED Danger prop caused some collision and navigation problems in certain conditions
  • FIXED Some resource / logistics related problems when loading a game
  • UPDATED New steam UI capsule and UI art
  • UPDATED Converted the soundtrack DLC to new steam soundtrack + new cover art
  • UPDATED Changed seaweed stratmap visibility for both botany and phycology
  • UPDATED Changed solar panel level of detail so status lights are visible further away
  • UPDATED Added working sfx for Smelter
  • UPDATED Reaper no longer harvests souls if Crypt is full
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2020-03-02 14:14:41 CET ] [ Original post ]

Update - V0.5.3b

Very small patch regarding some map deadends and unity version problems. ------

Patch notes V0.5.3b - Sublime Sealion:


  • FIXED Upgraded Unity version which (hopefully) helps with some version problems
  • FIXED Map dead ends so probe wouldn't get stuck (especially in level Defrag Desolation)
  • FIXED River point having wrong tooltip if bridge cannot be built
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-12-07 14:16:06 CET ] [ Original post ]

Update - V0.5.3a Logistics concept change

Logistics concept change and some small fixes. ------

Patch notes V0.5.3a - Sublime Sealion:


  • NEW Logistics zones now have different production and transport limits
  • NEW Beacon of a sector strategic map quick access for faster logistics configuration
  • FIXED Typos and missing tool tip strings
  • FIXED Locator markers blocking zoom in strategic map
  • FIXED Bitmobile and cargo drone contents no longer included in sector resources overlay
  • UPDATED New more extensive tooltip for setting resource sector limits / transportation
  • UPDATED Some minor geometry changes and fixes for Memcache Meadows level
  • UPDATED Refinery work time increased from 5 to 10 seconds
  • UPDATED Resources flow through sectors better now
  • UPDATED Geothermal vent and river point strategic map icons now match the build menu marker icons
  • UPDATED Multiple same type refineries get input resources more equally now
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-09-09 08:29:26 CET ] [ Original post ]

Update - V0.5.3 Strategic map rework

Strategic map rework! Lots of details, readibility and new completely new functionality added for your gaming pleasure. Some examples: Small Hexter icons in strategic map
Sector resources now show production and usage Improved resource overlay and new sector workforce information
Defense overlay shows tower defenses, along activity (that's a secret code for SHOOTING) and reload
Power overlay showing power flow and relative production/usage of buildings
Resource collecting buildings now show connection lines when placing
------

Patch notes V0.5.3 - Sublime Sealion:


  • NEW Strategic map Resources overlay, showing resources and production / usage flow
  • NEW Strategic map Hexter overlay, showing the little dudes as small UI elements
  • NEW Strategic map Workforce overlay, showing a breakdown of sector workforce
  • NEW Strategic map Power overlay, showing an overview of power flow of all buildings
  • NEW Strategic map Defense overlay, showing defense tower ranges and activity like firing and reload
  • NEW Strategic map mode for sector designated haulers allowing more control over where the Hexters stay
  • NEW Geothermal vents now shown as icons on stratmap after hydroelectric power is researched
  • NEW River points now shown as icons on stratmap after construction is researched
  • NEW Sawmill radius is now shown when placing a Cutter
  • NEW A helper connection UI line is shown when placing new buildings which connect to other buildings (like Sawmill and Cutter) or resources
  • NEW Geothermal vents and River points are now selectable and also include a tooltip
  • NEW Added tooltips for inventory items in building panel
  • NEW Cargo drone resources are now visible ingame
  • NEW Trooper ranges also visible in new strategic map defense overlay mode
  • NEW Player is informed if a building is being built with no proper target build location
  • UPDATED Strategic map now contains toggleable overlays, allowing multiple overlay modes in the same time
  • UPDATED Strategic map sector UI box is now prettier and has more information with proper overlay setup
  • UPDATED Sawmill "No cutters" status icon now has it's own unique icon instead of generic exclamation icon
  • UPDATED Cutter work radius dropped to 15
  • UPDATED Level Memcache Meadows Sawmill objective improved with more instructions
  • UPDATED Quick build menu history items now ignore nodes as they are already permanently included in the options
  • UPDATED Building button now has small flame icon for buildings that are buildable only on geothermal vents
  • UPDATED Building button now has small water drop icon for buildings that are buildable only on river points
  • UPDATED Production buildings now fill their own internal inventory even if sector limits are hit
  • UPDATED Level Mountains of Memory logistics objective changed a bit due new strategic map stuff
  • UPDATED Cargo drone capacity increased to 12 from 10 solely due more visually pleasing results
  • UPDATED Drones now ignore building entry points
  • UPDATE Building panel now includes category icon
  • FIXED Cutter uses Sawmill radius for connection instead of itself's
  • FIXED Related buildings not being visible when blueprint not valid
  • FIXED Buildings in FoW showing radius in building placement mode
  • FIXED Not being able to zoom in our out when hovering a strategic map icon
  • FIXED Stockpile, Bitbridge and monoliths able to receive cycles, oops
  • FIXED Power production buildings generating power even after stopped
  • FIXED Bitmobile not being an attractive workplace when starting a level
  • FIXED Workplaces not properly updating missing workforce status when starting a level
  • FIXED Survey drone getting stuck in fragmentation
  • FIXED Bad typo in level Memcache Meadows concerning the eastern bridge point
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-08-13 22:21:27 CET ] [ Original post ]

Update - V0.5.2a Critical hotfixes

Hey, Critical hotfixes to some game-breaking problems, like drones going nuts after loading a save game and not being able to proceed properly in Caves of CMOS. ------

Patch notes V0.5.2a


  • FIXED Level Caves of CMOS building unlock problems
  • FIXED Level Memcache Meadows building unlock problems
  • FIXED Certain building visibility fixes in campaign
  • FIXED Monoliths now set investigated techs also to visible state
  • FIXED Storage of logistics zones didn't always update properly in certain conditions
  • FIXED Strategic map icons not colliding with game entities, heh
  • UPDATE Implemented avoidance to cargo drones to avoid them getting stuck in groups
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-07-26 21:01:19 CET ] [ Original post ]

Update - V0.5.2 New context menu

Hey, New context menu and quick build menu improvements ------

Patch notes V0.5.2


  • NEW Right clicking on a building now opens a context menu for quick actions
  • NEW Quick build menu now includes "previously selected" building as a quick selection
  • NEW Quick build menu now includes "previously built" building as a quick selection
  • NEW Quick build menu has a new building picker ability for quick building type selection
  • NEW Ability to copy building from context menu
  • NEW Researching Geology now reveals bit pillars on strategic map
  • NEW Researching Botany now reveals fractal trees and seaweed on strategic map
  • FIXED Relic, torch and other strategic map markers are now selectable from the actual icon
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-07-23 19:13:41 CET ] [ Original post ]

Update - V0.5.1 Research rework and bug fixes

Hola! Revamped and improved research tree is here! ------

Patch notes V0.5.1 - Research Rework:


  • NEW Implemented dangerous resource avoiding
  • FIXED Troopers were accidentaly immune to H.U.M.P.E.R. attacks
  • FIXED Tutorial build markers look normal again
  • FIXED Restored disappeared Corruption Caverns altar unlock effect
  • FIXED Relic icons were visible on stratmap without required technology
  • FIXED Buildable building visibilities in campaign missions
  • FIXED The infamous but amusing "hulk" bug where hexter carries a stack of resources and gets stuck
  • FIXED Production buildings getting "stuck" sometimes
  • FIXED Missing icon and capitalization in Sawmill description
  • FIXED Garage objective in Mountains of Memory triggering immediately
  • FIXED Visual perimeter glitches
  • FIXED Disappeared Defrag Desolation english objective string
  • FIXED Advisor program randomization on new game restored from "noname"
  • FIXED Bitmobile not being part of logistics zones
  • FIXED Bitmobile development sometimes never getting finished
  • UPDATED Reworked the research tree completely
  • UPDATED Research tree view is now smoothly zoomable in and out
  • UPDATED Added tiers and cateogories to technologies
  • UPDATED Added descriptions / tooltips for technologies
  • UPDATED Technologies now list what abilities or buildings they unlock
  • UPDATED Research facility's research button has a notification marker now if no technology is selected
  • UPDATED Research window gives some feedback now
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-07-08 13:04:31 CET ] [ Original post ]

Update - V0.5.0a HOTFIX

Hello, Some quick hotfixes after a major release. ------

Patch notes V0.5.0a - Sublime Sealion:


  • FIXED Level Memcache Meadows level complete was not triggering properly
  • FIXED V0.5.0 version notes had one "to do" line, removed
  • UPDATED Some terrain changes to Memcache meadows to allow power to be more routable over rivers
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-06-04 16:40:29 CET ] [ Original post ]

Update - V0.5.0 "Sublime Sealion"

Hello, Next level out, finally! The adventure continues! Say good bye to deserts and caves, welcome to Memcache Meadows! Now you will probably know if grass really is greener on the other side.
Here are some highlights of this release: Fractal trees! Exploiting fractal trees...
In not just one way!
River stuff like hydro powerplant and bridges:
Some new crowd control potential
More weirdness
New fun for the industrialist inside you
Standard internal improvements and fixes to improve the overall playability and performance of the game. ------

Patch notes V0.5.0 - Sublime Sealion:


  • NEW Level Memcache Meadows
  • NEW Level Memcache Meadows music added to soundtrack
  • NEW Building: Cutter
  • NEW Building: Sawmill
  • NEW Building: Smelter
  • NEW Building: Harvester
  • NEW Building: Bridge
  • NEW Building: Hydropower plant
  • NEW Building: Mortar Tower
  • NEW Feature: Defragging
  • NEW Feature: River points
  • NEW Resource: Octahedrons
  • NEW Resource: Quad
  • NEW Obstacle: Fragmentation
  • NEW Introducing a new character with new fun skills
  • FIXED Cargo drone tooltip
  • FIXED Some selection related corner case problems
  • FIXED Cycles were able to pass derelict nodes and buildings in certain conditions
  • FIXED Building damage modifiers
  • FIXED Drones don't try to charge at destroyed beacons
  • FIXED Solar panel status icon
  • FIXED Nodes connecting to unrelated buildings in some corner cases
  • FIXED Medium Hub damage log message had missing icon
  • FIXED Many enemy projectiles collided with ground upon launching
  • FIXED Blueprints visible through FoW
  • FIXED Disappearing Geothermal building preview
  • FIXED Gameplay time not resetting properly when restarting level
  • FIXED Tooltips showing wrong values for max builders
  • FIXED Laser tower aiming problems
  • FIXED Squad button cycling focusing on derelict and unfound Bunkers
  • FIXED Non-selectable buildings being selectable in FoW
  • UPDATED Vault door investigation point improved
  • UPDATED Default logistics zone limits changed to 20,20 from 0,20
  • UPDATED Cargo drone navigation improved a bit
  • UPDATED Drone now drowns in water, don't ask
  • UPDATED ICE Module lightning causes stun in addition of damage
  • UPDATED Research labs remember the setup of previously configured subroutines
  • UPDATED Fleeing improved a bit, moves now more away from the actual threat source
  • UPDATED Reduced Glorg damage due new projectile fix
  • UPDATED Probe animation scaled to avoid it appearing out of thin air
  • UPDATED FoW fading optimized a bit
  • UPDATED Implemented system returning entities to surface if for some reason they get out of bounds and below terrain
  • UPDATED Tweaked fullscreen options
  • UPDATED Many technology related upgrades, such as upgrading engine version etc
  • UPDATED Since we dropped out forums lately the EA complete screen has been updated
------

FAQ


How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! Let us know on the steam forums! What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-05-26 16:26:04 CET ] [ Original post ]

Update - V0.4.0b HOTFIX

Hotfix! Fixed critical pathfinding problem where sometimes hexters got stuck navigating back and forth. ------

Patch notes V0.4.0b - Rubber Ducky:


  • FIXED Fixed Hexters sometimes getting stuck navigating back and forth
------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! We're sure you do, so let us know. What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2019-03-05 20:52:42 CET ] [ Original post ]

Update - V0.4.0a HOTFIX

Fresh hotfixes! Fixes some pathing problems and missing level Caves of CMOS level complete trigger. ------

Patch notes V0.4.0a - Rubber Ducky:


  • FIXED Garage objective was not triggering in Level Mountains of Memory
  • FIXED Factory was generating Bit Bricks regardless of its storage limits
  • FIXED Cargo Drones were unable to move across the Bit Bridge
  • FIXED Exit condition in Level Caves of CMOS not triggering
  • FIXED Level play time in pause menu was wrong after loading a savegame
  • FIXED Reaper carrying Soul Canisters were dropped on the ground after loading a savegame
  • FIXED There were some path-finding issues after demolishing a Firewall AND finishing Bit Bridge
  • UPDATED Hexters and vehicles now avoid walls and edges a bit better
View developer notes at Draconus forums ------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2018-12-10 19:22:10 CET ] [ Original post ]

Update - V0.4.0 "Rubber Ducky"

Hello, Hexters is turning one year old in a few weeks and we're releasing our biggest update this far! We got a new level Corruption Caverns for you, including new character, mechanics and game dynamics for your delight. Hope you enjoy it! Here are some highlights of this release: Push deeper into the dark caverns
Mysterious monoliths...
Dabble in digital dark arts, by having Reapers to harvest the soul weed left from the enemies...
...And bring it back to the Crypt where it can be used to compile more Hexters!
Mausoleums allow Reaper quickly move to where the action is
Or perhaps you prefer the light arts, build Chapels and employ Chaplains!
It's time to now get get rid of that annoying Corruption!
If you think you can pass the digusting Corruption Cores
And of course, as usually a lot of internal improvements and fixes to improve the overall playability and performance of the game. ------

Patch notes V0.4.0 - Rubber Ducky:


  • NEW Level Corruption Caverns
  • NEW Level Corruption Caverns music added to soundtrack
  • NEW Building: Crypt
  • NEW Building: Chapel
  • NEW Building: Mausoleum
  • NEW Structure: Monolith
  • NEW Structure: Mysterious altar
  • NEW Structure: Corruption core
  • NEW Prop: Decorative torch
  • NEW Prop: Mysterious altar mechanism
  • NEW Log message: Building overload
  • NEW Log message: Hexter recompiled
  • NEW Log message: Corruption Core detected
  • NEW Log message: New torch revealed
  • NEW Log message: Vault door opened
  • NEW Introducing a powerful new mysterious character
  • NEW Ditty system when Hexter acquires a special role
  • NEW Reaper ditties
  • NEW Chaplain ditties
  • NEW Gameplay dynamics with actively spreading corruption and cleansing
  • NEW Leash fx when Hexters are hauling a data module (artifact, blueprint, mapdata etc)
  • NEW Info panel action buttons can now display alerts (used in Research Lab to denote misprogrammed recipe)
  • NEW Each building or construction site now displays all hauls coming in
  • NEW Finally added random idle animation to advisor character
  • NEW Soul weed functionality
  • NEW Spreading corruption with corruption core is present
  • NEW LMB on worker slot now selects the worker
  • NEW World boundaries are now rendered as never ending terrain instead of just being cut off
  • NEW Domicile "rest until full HP" functionality
  • NEW Unlit, revealed torches now have an icon in strategic map
  • NEW Added sfx to certain actions and events
  • NEW Death sfx for hexters
  • FIXED Resources would sometimes get out of world bounds and mess hauling AI
  • FIXED Last vault door in Caves of CMOS could not be opened and the required relic amount is decreased
  • FIXED Research overlay getting stuck when leaving build mode on research buildings
  • FIXED Save failed when stockpile was under construction
  • FIXED Relics in museum had status icons
  • FIXED Hexters are no longer afraid of dead enemies
  • FIXED Cyberscapeologist no longer targets hives
  • FIXED In some rare conditions enemies could pass closed vault doors
  • FIXED Perimeter did not take in account steep walls
  • FIXED Drones had some pathing problems in certain conditions
  • FIXED Enemy detected log message clicking was disabled
  • FIXED HUD was not properly always updated when buildings were completed
  • FIXED Game over restart button asked for confirmation
  • FIXED Vault doors could be selected from the bounding box instead of the actual mesh
  • FIXED HUD research facility button tooltip string was missing
  • FIXED Squad button was missing hotkey string
  • FIXED Extract task for bit pillars had wonky pathfinding issues in certain rare conditions
  • FIXED Enemy sometimes chose unreachable targets
  • FIXED Laser generated new damage FX every frame if game was paused
  • FIXED Flashlight shadows were unnecessarily way too accurate
  • FIXED Having multiple Bunkers made squad HUD button to work a bit wrong
  • FIXED Some corruption related data was not serialized properly
  • FIXED Cycles did not vanish if connection was severed
  • FIXED Overloading barrier controls caused the node connection to persist
  • UPDATED Tweaks to undesirable job handling
  • UPDATED Lots of jobs and tasks now properly show the decal lines
  • UPDATED Drastically toned down the repository character random idle animation
  • UPDATED Soul weed visual changes
  • UPDATED Removed deprecated designated hauler dialogue from Bios Beach level
  • UPDATED Smoothed W.I.S.P. movement
  • UPDATED Lamp intensity changes
  • UPDATED Node changes in world map
  • UPDATED Improved Research lab tool tips
  • UPDATED Improved research window
  • UPDATED Improved error messaging if load game fails
  • UPDATED Game will now trigger game over if all hexters are dead and there are no possibility to compile more
  • UPDATED Research complete sfx volume increased, was a bit too easy to miss it
  • UPDATED Enemy detected now triggers only after the first enemy is seen
  • UPDATED Doubled flee task duration, should help hexters to run away from enemies better
  • UPDATED Implemented max cap for level enemy spawning for more control in late game
  • UPDATED Added User Statue to main menu background scene
View developer notes at Draconus forums ------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2018-12-03 16:09:32 CET ] [ Original post ]

Update - V0.3.1d HOTFIX

Hey, Another batch of hotfixes to help with some save/load and level script issues. ------

Patch notes V0.3.1d:


  • FIXED Some save/load issues
  • FIXED Internal changes in wire connections broke level Defrag Desolation level scripts
  • UPDATED Increased robustness when loading level with invalid level data items such as resources in invalid locations
View developer notes at Draconus forums ------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2018-11-04 01:27:20 CET ] [ Original post ]

Update - V0.3.1c HOTFIX

Hey, More hotfixes! ------

Patch notes V0.3.1c:


  • FIXED Research lab external dependencies were working without dependent lab producing anything
  • FIXED Research labs were forgetting selected recipe upon saving the game
  • FIXED Under rare conditions save games could not be loaded (not corrupted, now they can be loaded)
  • UPDATED Some Bios Beach level dialogue was outdated and was removed
View full update ------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our ber-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2018-11-02 21:32:01 CET ] [ Original post ]

Update - V0.3.1b HOTFIX

Hey, Hofixes! Includes two versions due a slight mistake. ------

Patch notes V0.3.1b:


  • NEW Auto open slots of special buildings (configurable)
  • UPDATED Tweaked resource specific priorities so that Bytes and Triangles don't take too much preference over Bits
  • UPDATED High priority toggle now works on decomission as well
  • UPDATED Some performance optimizations for building placement mode
  • FIXED Level 01 Domicile tutorial was broken
  • NEW Multi-threaded path-finding to improve efficiency
  • UPDATED Visible leash when fetching Data Modules
  • FIXED Minor UI issues
  • FIXED Distance cutoff when choosing workplaces prevented Hexters from completing certain tasks
View full update ------

FAQ


How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our ber-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------ Thanks for your support!


[ 2018-10-23 14:54:04 CET ] [ Original post ]

Update - V0.3.1

Hello, The most asked feature is finally here, building priorization:

    We got some optimization and improvisations going in as well, helping performance on the bit older rigs. ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.3.1 - Cool Cucumber:


    • NEW Building blueprints can now be halted and prioritized
    • NEW Max limit set in Beacon for Logistics zone now acts as a hard limit for production
    • UPDATED Added Restart level confirmation dialog
    • UPDATED Improved logistics zone route UI to make assigning cargo drones easier
    • UPDATED Various optimizations
    • FIXED Level geometry did not properly continue at the borders
    • FIXED Boosted priority of stockpile in Bitmobile when unloading
    • FIXED Loading savegames while already in-game did not work properly
    • FIXED There was hauling jitter between Storage and Refinery under certain conditions
    • FIXED There was noticeable frame-rate stuttering when research building overlay was open
    • FIXED Game speed display was not always in sync with the actual speed
    View full update ------ Thanks for your support!


    [ 2018-09-28 16:27:05 CET ] [ Original post ]

    Update - V0.3.0 "Cool Cucumber"

    Hey, After a slight hiatus in a form of life in general here is finally the next bigger update with new features and a new level. Hope you enjoy it. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used ;-) Here are some highlights of this release: Adventure continues! Enter the dark Caves of CMOS.
    Cyberscapeologists have completely new functionality after certain new technologies available: Enter fog of war...
    Fight back, with a whip of course!
    Ignite torches to reveal FoW!
    Build museums!
    And bring back ancient relics of unknown origins!
    No probe available underground so it's permantenly dark and your cyberscapeologists with their new abilities can help you. ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would not be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.3.0 - Cool Cucumber:


    • NEW Level Caves of CMOS
    • NEW Level Caves of CMOS music added to soundtrack
    • NEW Feature: Outpost quest mode
    • NEW Feature: Wireless Illumination Service Providers (WISP)
    • NEW Cyberscapeologist functionality: arc whip for fighting back
    • NEW Cyberscapeologist functionality: light Torches
    • NEW Cyberscapeologist functionality: retrieve Relics
    • NEW Cyberscapeologist functionality: enter FoW
    • NEW Light source: Torch
    • NEW Technology: Retrology
    • NEW Technology: Digital physics
    • NEW Technology: Illumination
    • NEW Building: Museum
    • NEW Building: Lamp
    • NEW Ditty system when Hexter acquires a special role
    • NEW Trooper ditties
    • NEW Technology recipe: REP
    • NEW Technology recipe: REM
    • NEW Status icons and states for research buildings
    • NEW UI marker for newly acquired buildings
    • NEW Load game screen now has markings for incompatible save games
    • NEW Improved robustness of failing to load or save game
    • UPDATED Some aural and sequencing improvements to research lightning
    • UPDATED Path finding improvements and optimizations
    • UPDATED Added missing stop button to certain buildings
    • UPDATED Generic optimizations and improvements
    • UPDATED Save games now have proper level names instead of level ID
    • FIXED Depot tooltip did not list missing garage
    • FIXED Some building did not release resources when destroyed
    View full update ------ Thanks for your support!


    [ 2018-09-19 19:15:19 CET ] [ Original post ]

    Update - V0.2.1

    Hello, Back in business, here's few nice additions while waiting for bigger features.
    Engineer have now auto repair functionality in addition of 1.5x repair modifier
    Some delicious drone recharge visuals. Drone can now also recharge from Beacons. ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.2.1:


    • NEW: Engineer auto repair
    • NEW: Engineer repairs now with 1.5x modifier
    • NEW: Drone charge visuals
    • NEW: Drones can rechange from beacons
    View full update ------ Thanks for your support!


    [ 2018-07-07 19:54:38 CET ] [ Original post ]

    Update - V0.2.0 "Ants in the pants"

    Hey everyone, Here's the first big content update amongst a lot of other fixes, changes and improvements. Apologies for the delay in release. We hope you enjoy the next level in the adventure! We're now in the new major, uh, minor version 0.2 called ants in the pants. If you got suggestions for the next version name, let us know. If it's silly, it might end up to be used :-) Here are some highlights of this release:
    New level! Time to develop a burning hatred for sand in Data Desert!
    In this level, we will be introducing the Research System.
    Burn your enemies to crisp with a Laser Tower!
    And talking of enemies, hope you like fast-moving, self-replicating enemies who love to wreak havoc to your base.
    Also complete rework of logistics limit UI to give explicit feedback of what the gargo drones are going to do. ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.2.0 - Ants in the pants:


    • NEW Level Data Desert
    • NEW Research System with technology tree
    • NEW Level Data Desert music added to soundtrack
    • NEW Introducing a new science related character
    • NEW Building: Laser Tower
    • NEW Building: Solar Collector + panels
    • NEW Building: ICE Module
    • NEW Location markers that must be explored with drone even if not in FoW
    • NEW Extractor now has limited work radius with visuals
    • NEW Other types of data modules introduced, blueprints and map data
    • NEW Sunlight damage to Scourge now raycasts, so no damage in shadows (uh oh)
    • NEW Ingame pause menu now shows elapsed level time
    • NEW Stockpile limits per resource can now be configured manually to prevent production deadlocks
    • NEW Release notes splash screen with some fancy info (you're looking at it)
    • NEW Level Mountains of Memory Beacon building objective now shows visual range
    • UPDATED Cycle spreading logic change, Hub now allows cycles to pass-through
    • UPDATED Improved wire connection detection related to blocking buildings
    • UPDATED Tweaked Survey Station and Heuristics Module add-on distances
    • UPDATED HUD now shows "RMB to move" tooltip constantly when waypointable entity is selected
    • UPDATED Building decomission tooltip now lists resource yield
    • UPDATED Waypoint line now turns red if no path is found
    • UPDATED Survey Drone shows no path status icon if path-find failed
    • UPDATED Path-finding related improvements
    • UPDATED Hub now only stores bits
    • UPDATED Barrier Controls has a new mesh
    • UPDATED Adjusted LR Node description to point out the longer range only works between 2 LR Nodes
    • UPDATED New warning log icon
    • UPDATED All buildings with visible inventory should now also show the limits (Refinery, Hub etc)
    • UPDATED Domicile now shows resident count in an infotile
    • UPDATED Survey Station now decomissionable, and only buildable near Hub
    • FIXED Bit pillar is now destroyed after being harvested completely
    • FIXED Quarry stockpile now has status marker when full
    • FIXED Garage distance problems
    • FIXED Level Mountains of Memory had bizarre visual garble in one dialogue
    • FIXED Geothermal Generator particles are no more when visible in FoW or when derelict
    • FIXED Level Mountains of Memory had some missing Finnish language strings
    • FIXED Cycles are not visible in FoW anymore
    • FIXED Breach and Investigate button now properly takes in account if Hexter has the required skill
    • FIXED Buildings in FoW won't affect Hive aggro and won't be targetted by Scourge
    • FIXED Clicking a log item with multiple entries now properly cycles through them
    • FIXED Entity tooltip should no longer get stuck on the screen
    • FIXED Survey Drone and Squad HUD buttons sometimes were not in sync to what happened in game
    • FIXED Survey Drone reveal pulse now follows the drone instead of spawned position
    • FIXED Extractor and Refineries had no visible HP info tile
    • FIXED Hexters will not try to haul inaccessible resources anymore
    • FIXED Rare Extractor deadlock
    • FIXED Blueprint stockpile not correctly getting updated when enqueued or cancelled
    • FIXED Dropped attachments (hats, armour) not selectable by player anymore
    • FIXED World map tutorial arrow was going wonky when target behind camera
    • FIXED Defense towers reload infotile had missing translation
    • FIXED Survey Drone is now automatically set to "recall" when spawned
    • FIXED Optional text in objectives now properly localized
    View full update ------ Thanks for your support!


    [ 2018-03-25 21:25:37 CET ] [ Original post ]

    Update - V0.1.2

    Hello, We're working hard on the next level (that would be more content!) but it's sadly not quite good enough just yet. Here's a patch which actually has quite a lot of more fixes and changes than what the change log shows. We also put effort to improve the node connections and manually reconnecting them. ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.2:


    • FIXED General performance (CPU) optimizations
    • FIXED Few AI Path-finding issues related to Barrier and Firewall
    • FIXED Cycle sending algorithm had hard limits that prevented sending cycles in certain conditions
    • FIXED Out-of-charge behavior of Survey Drone was confusing, the lights now flicker to inform when the drone has run out of charge
    • FIXED Hive did not have a proper icon
    • FIXED Never ending night when loading a savegame made during the night
    • FIXED Several minor bugs
    • FIXED Level Defrag Desolation barrier had pathfinding issues
    • NEW Reload info tile added to towers
    • NEW Added Uplink building to enable Stratmap
    • NEW Node connection preview now highlights the selected connection(s) instead of just showing all potential connections
    • NEW Readability of Node reconnection panel has been improved, and it also now displays how many connections each node already has
    • NEW Made bit pillars selectable and show resources left
    View full update ------ Thanks for your support, and please wait for just a moment more for the next level!


    [ 2018-02-02 21:58:10 CET ] [ Original post ]

    Update - V0.1.1a HOTFIX

    Hello, Lots of small fixes, changes and improvements! ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! Just make sure your hardware is powerful enough. And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.1a:


    • FIXED: Small dialogue and translation changes and improvements, a lot of typos fixed
    • FIXED: Added some additional info to Cyberscapeologist objective in level Defrag Desolation
    • FIXED: Added missing tooltip descriptions for Barrier Controls and Exit Conduit
    • FIXED: Some changes and intensity increase to Survey Drone lights
    • FIXED: Glitching lights on characters hopefully fixed
    • FIXED: Level Defrag Desolation had anomalies which yielded Quads, oops
    • FIXED: Hud hide shortcut Shift-H was not working due brainfart
    • FIXED: Broken SSAO effect was updated
    • FIXED: Select buildings in the FoW
    • FIXED: Beacon could have 3 Storages attached
    • FIXED: Logistics jitter bug related to Storage and Stockpile
    • FIXED: Level Mountains of Memory had enemies that should not appear yet in the game
    • FIXED: Barrier in level Defrag Desolation was not being save properly into a savegame
    • FIXED: Missing cataclysm meteor explosion sound
    • UPDATED: Beacon discharge rate was reduced by 50%
    • UPDATED: Exit Conduit discharge rate was set to zero
    • UPDATED: Hexter nearest domicile distance reduced to avoid them leaving too far
    • UPDATED: Made Hexters faster to accept tasks afar
    • UPDATED: Better logistics route generation to avoid complete mess when with multiple Beacons
    • NEW: Bunker and Domicile passive healing
    • NEW: Added healing to Bunker and Domicile tooltips
    • NEW: Added world illuminating probe charging to Hub tooltip
    • NEW: Improved exit conduit visuals and added charge gauge info tile
    • NEW: New event log icons which should fit the overall visual theme better
    • NEW: New Hexter death log message
    • NEW: Added F1 ingame help menu mention as a hint to main menu
    • NEW: New building upgrade log message
    View full update ------ Thanks for your support!


    [ 2018-01-12 21:37:27 CET ] [ Original post ]

    Update - V0.1.1

    Hello, Here's a nice batch of fixes and improvements to get the year started in cyberscape! ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.1:


    • FIXED: Garage blueprint UV coordinates fixed
    • FIXED: Some typos fixed in Finnish
    • FIXED: Improved and tweaked context menu readability a bit
    • FIXED: Translated missing cargo drone build button label
    • FIXED: Entity info panel was not hidden when build menu was opened
    • FIXED: It was possible to click tutorial placement helpers and see info about marker buildings
    • FIXED: Survey Drone could move through Firewall in Level Mountains of Memory
    • FIXED: Different Entity info buttons were not ordered in any particular way, they should be more consistent now
    • FIXED: Heuristics Module upgrade could be upgraded before Heuristics Module was fully constructed
    • FIXED: While building Survey Station and Heuristics Module at the same time, cancelling Survey Station did not cancel Heuristics Module
    • FIXED: Changed Cargo Drone and Bitmobile build cost
    • FIXED: Lot of tweaking to level Mountains of Memory enemies and hives
    • FIXED: Removed H.U.M.P.E.R. enemies from level Mountains of Memory spawning
    • NEW: GFX Effects options added in Options menu to help running the game on lower end devices
    • NEW: Depot construction projects (Bitmobile and Cargo Drone) can now be cancelled with right-click
    • NEW: Bunker worker slots now automatically get closed when Trooper dies to prevent the meat grinder problem
    • NEW: Stratmap contents and building icons now appear at different zoom levels
    • NEW: Added info about zooming in F1 ingame help menu
    • NEW: Exposed Hive pressure to player and is now visible as bar (when <100%, similar to hitpoints)
    • NEW: Added out of charge status icon to Cargo Drone
    • NEW: Added level Mountains of Memory tutorial to assign Cargo Drones
    View full update ------ Thanks for your support!


    [ 2018-01-06 23:03:20 CET ] [ Original post ]

    Update - V0.1.0d HOTFIX

    Hello, Last fix before christmas, time to take the rest of the year easier now! ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.0d:


    • FIXED: HUD resource grammar in Finnish translation
    • FIXED: Context menu strings now fit better in non-English versions
    • FIXED: Tweaked Survey Drone active and passive power consumption
    • FIXED: Increased Survey Drone light intensity for better illumination during night
    • FIXED: Cargo drone logistic problems
    • FIXED: Cargo drones causing problems if beacons were destroyed
    • FIXED: Broken node connections after loading a savegame
    • FIXED: Object selector updating now when building state chages
    • NEW: Added point light to Survey Drone for better illumination during night
    • NEW: FoW now has some visuals to differentiate it from darkness
    View full update ------ Thanks for your support and merry christmas!


    [ 2017-12-23 16:12:17 CET ] [ Original post ]

    Update - V0.1.0c HOTFIX

    Hello, More small fixes on the way! ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Hotfixes are naturally faster. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.0c:


    • FIXED: Localization related problems, such as non-translated tutorial
    • FIXED: Info panel UI works better with long strings now
    • FIXED: Building decomission had too much priority over hauling and construction
    • FIXED: It was possible to decomission Survey Station in Level Defrag Desolation but not build it
    • FIXED: Survey Drone was actually invulnerable
    • FIXED: Screen was randomly flickering with white color
    • NEW: Survey Station has now charge info tile
    View full update ------ Thanks for your support!


    [ 2017-12-20 23:08:34 CET ] [ Original post ]

    Second update right after the release (V0.1.0b)

    Hello, More small fixes on the way! ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at http://forum.draconus.com/forum/3-hexters/ What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.0a:


    • FIXED: Hexter compile queue number in HUD was not shown in Level Defrag Desolation
    • FIXED: Artifacts were not working after loading a savegame
    • FIXED: Wire connectors were missing in Level Mountains of Memory
    • FIXED: Restarting level under certain conditions caused level script errors
    • FIXED: F8 key for save load menu was missing in ingame F1 help menu
    • FIXED: F1 help menu back button not working
    • FIXED: Localization content fixes / changes
    • FIXED: Some particle effect related colour palette changes
    View full update ------ Thanks for your support!


    [ 2017-12-19 20:10:30 CET ] [ Original post ]

    First update right after the release (V0.1.0a)

    Hello, A quick first hotfix right after the release :) ------

    FAQ


    How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. Does the game work on OSX? Absolutely! And Linux? Oh yes! Consoles? Mobile? Nope. Maybe in the future consoles might be interesting. I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forum.draconus.com What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :) ------

    Patch notes V0.1.0a:


    • FIXED: Savegames not being loadable on another computer under certain conditions
    • FIXED: Survey Drone not being able to reveal FOW
    • FIXED: Savegame not being loadable under certain conditions because of Survey Drone AI
    • NEW: Added low charge status icon to Survey Drone
    View full update ------ Thanks for your support!


    [ 2017-12-17 22:58:34 CET ] [ Original post ]

    Hexters
    Draconus Entertainment Ltd Developer
    Draconus Entertainment Ltd Publisher
    2017-12-15 Release
    Game News Posts: 34
    🎹🖱️Keyboard + Mouse
    Positive (22 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Hexters Content Linux [219.06 M]

    Explore Cyberscape

    "Welcome to Cyberscape, User!"

    You've already spent a lot of time on your computer. It's time for you to learn what really goes on inside!

    In this bizarre, yet somehow familiar environment live small digital life-forms called Hexters. It is your role to assist these little guys and learn about bits, bytes, polygons and hexadecimals (it's all nonsense by the way).


    Meet some helpful programs

    Interesting and quirky programs will help you to unlock the secrets of the Cyberscape.


    Build and expand

    Start from a meager Hub - the center of your operations - and plan your expansion. Everything must be connected to your node network for power to flow.


    Power is life

    Nothing works in this world without power, and there are only so many computational cycles available. Make sure you always have enough of them to power up your buildings, otherwise bear the consequences of inefficiency.

    Extract, collect, refine and improve

    Find all the resources available to you and build refineries, extractors, polysmiths and other buildings to improve them.

    Day & Night cycle

    Even inside a computer it can get scary when it's dark. Hexters prefer to stay inside the base perimeter during the night, and move slowly outside with their flashlights while figuratively pooping their pants (which incidentally has no visual nor mechanical representation whatsoever). Hope you generate enough power as you need to recharge your illumination probe for night to end.

    Oh, by the way: During the night... There be dragons.


    Fight back

    There's all kinds of problems inside a computer, like viruses and glitches. And those things wants you GONE, permanently. You will need to come up with some creative ways to stand your ground and survive.

    MINIMAL SETUP
    • OS: Any reasonable new Linux distro (Ubuntu 16.04)
    • Processor: Intel Core i3-4340 / AMD FX-6300Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
    • Storage: 1 GB available space
    GAMEBILLET

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    FANATICAL BUNDLES

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