The February build (v0.5.0) is now live!The February build is now live, including many improvements and upgrades to existing features, new content, and some bug fixes.
Patch Notes
Content
- Scully the big horn sheep has been added as a boss character. Scully has some unique mechanics to him, namely that he can only move in one of the four cardinal directions at a time, he has no movement limit, and he will move until he hits the edge of a map or a solid object, attacking and displacing every character in his path.

Scully's AI is a bit more advanced than the regular enemies, as he has to plot a path over multiple turns to avoid getting stuck bouncing back and forth between obstacles.
- A new level has been added, this is where you will be facing off against Scully.

This level splits your team up, leaving Otis left to fend for himself against the three other sheep, while Lupe and Lucas must navigate a maze to avoid Scully's attacks.
- A cutscene has been added to the previous level (Spoiled Operation) to segue into the new level. If you haven't seen it but have already played the level, just disable automatic cutscene skipping in the options.
- An opening cutscene has been added to the new level.
- A new music track has been added, serving as Scully's boss music.
- Steam achievements have been added to the game, starting with 6 basic achievements for now.
Changes
Some CPU performance optimizations.
Minor dialogue changes.
General AI improvements. In the previous version, AI characters would determine the best available target for each teammate by iterating through all available targets, then the teammates to determine which teammates are closer. This worked as intended, but in levels with more targets than teammates, the targets which were first iterated through and thus selected would not necessarily be the closest first. This also caused a hang each turn on the newest level, as there are a lot of monuments to work through.
The process has been flipped now, and targets are now iterated through each teammate, and a second loop ensures that the teammates are still targetting the best available target (which is what the inverse was designed to address). This is also much faster since it is technically more decisive.
An outline was added to the ground material to better be able to see where ledges are.
A dithered transparency has been added to all characters, the tile selection cursor, and the tile highlights to be able to see them better when behind large cliffs (such as the one in the newest level) and through grass and other obstacles.
In the clothing customization, clothing items with no customization will now no-longer display the color customization screen, and clothes with only 1 color to customize will only show 1 color to customize.
Bug fixes
If a cutscene was skipped mid-dialogue, the next time a dialogue window would appear, it would skip to whatever index it was on in the previous dialogue. This has been fixed.
Lupe's undo did not work in Spoiled Operation because her name changes from "???" to "Lupe" mid-cutscene, which breaks the undo as the map data would check against the name. It now checks against a GUID for each actor.
The attack indicator was bugged when using mouse controls, it now displays the correct icon relative to the strength of the attack.
A bug which I was not able to reproduce allowed Otis to overlap the luggage in the first level. Since the auto-select on the characters was based on actor position, the game would then soft-lock as the luggage was chosen as the selected character rather than Otis. This has been changed to theoretically, in the worst case scenario where two actors overlap to choose by turn order instead to avoid potentially soft-locking.
The camera portraits are supposed to update on different frames when they are not set to update on every frame to offset the rendering workload as much as possible. This was not working as intended and every portrait was updating on the same frame so it was updating every other frame, sparing the work on some frames but then dumping it all on the next frame. This has been fixed to behave as intended, where the portraits updates are offset from each other.
[ 2018-02-01 00:07:19 CET ] [ Original post ]
The February build (v0.5.0) is now live!The February build is now live, including many improvements and upgrades to existing features, new content, and some bug fixes.
Patch Notes
Content
- Scully the big horn sheep has been added as a boss character. Scully has some unique mechanics to him, namely that he can only move in one of the four cardinal directions at a time, he has no movement limit, and he will move until he hits the edge of a map or a solid object, attacking and displacing every character in his path.

Scully's AI is a bit more advanced than the regular enemies, as he has to plot a path over multiple turns to avoid getting stuck bouncing back and forth between obstacles.
- A new level has been added, this is where you will be facing off against Scully.

This level splits your team up, leaving Otis left to fend for himself against the three other sheep, while Lupe and Lucas must navigate a maze to avoid Scully's attacks.
- A cutscene has been added to the previous level (Spoiled Operation) to segue into the new level. If you haven't seen it but have already played the level, just disable automatic cutscene skipping in the options.
- An opening cutscene has been added to the new level.
- A new music track has been added, serving as Scully's boss music.
- Steam achievements have been added to the game, starting with 6 basic achievements for now.
Changes
Some CPU performance optimizations.
Minor dialogue changes.
General AI improvements. In the previous version, AI characters would determine the best available target for each teammate by iterating through all available targets, then the teammates to determine which teammates are closer. This worked as intended, but in levels with more targets than teammates, the targets which were first iterated through and thus selected would not necessarily be the closest first. This also caused a hang each turn on the newest level, as there are a lot of monuments to work through.
The process has been flipped now, and targets are now iterated through each teammate, and a second loop ensures that the teammates are still targetting the best available target (which is what the inverse was designed to address). This is also much faster since it is technically more decisive.
An outline was added to the ground material to better be able to see where ledges are.
A dithered transparency has been added to all characters, the tile selection cursor, and the tile highlights to be able to see them better when behind large cliffs (such as the one in the newest level) and through grass and other obstacles.
In the clothing customization, clothing items with no customization will now no-longer display the color customization screen, and clothes with only 1 color to customize will only show 1 color to customize.
Bug fixes
If a cutscene was skipped mid-dialogue, the next time a dialogue window would appear, it would skip to whatever index it was on in the previous dialogue. This has been fixed.
Lupe's undo did not work in Spoiled Operation because her name changes from "???" to "Lupe" mid-cutscene, which breaks the undo as the map data would check against the name. It now checks against a GUID for each actor.
The attack indicator was bugged when using mouse controls, it now displays the correct icon relative to the strength of the attack.
A bug which I was not able to reproduce allowed Otis to overlap the luggage in the first level. Since the auto-select on the characters was based on actor position, the game would then soft-lock as the luggage was chosen as the selected character rather than Otis. This has been changed to theoretically, in the worst case scenario where two actors overlap to choose by turn order instead to avoid potentially soft-locking.
The camera portraits are supposed to update on different frames when they are not set to update on every frame to offset the rendering workload as much as possible. This was not working as intended and every portrait was updating on the same frame so it was updating every other frame, sparing the work on some frames but then dumping it all on the next frame. This has been fixed to behave as intended, where the portraits updates are offset from each other.
[ 2018-02-01 00:07:19 CET ] [ Original post ]
Wolf Gang
Nylon Blonde
Developer
Nylon Blonde
Publisher
2018-01-11
Release
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
5 user reviews
(5 reviews)
The Game includes VR Support
Public Linux Depots:- Wolf Gang Linux Content [110.08 M]
Wolf Gang is a tactical turn based game where you play as a band of wolves as they make their way around the mountain, pursuing their territorial aspirations while fighting other animals. The combat revolves around a unique rule set that puts the tides of advantage constantly in flux. Knock outs are only temporary, and the traditional rock-paper-scissors strength and weakness hierarchy is subverted with a system of constantly rotating attunements.
Features
- Accessible pick-up-and-play puzzle game-play
- Story driven single player campaign
- Additional challenges for completionists
- Tons of unlockables and character customization
MINIMAL SETUP- OS: Anything Debian Based
- Processor: Intel Core DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics
- Storage: 150 MB available space
13.34$ (11%)
11.43$ (12%)
12.71$ (15%)
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33.17$ (17%)
1.63$ (18%)
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20.49$ (18%)
25.19$ (16%)
12.59$ (16%)
4.21$ (16%)
8.27$ (17%)
13.34$ (11%)
4.21$ (16%)
12.59$ (16%)
33.97$ (15%)
16.79$ (16%)
1.25$ (75%)
25.47$ (15%)
22.24$ (11%)
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33.59$ (16%)
4.19$ (16%)
25.19$ (16%)
56.29$ (20%)
3.0$ (85%)
2.7$ (91%)
4.37$ (78%)
1.78$ (82%)
5.0$ (75%)
2.0$ (90%)
4.88$ (62%)
14.0$ (65%)
0.56$ (81%)
9.0$ (70%)
7.5$ (75%)
4.8$ (70%)
4.39$ (69%)
2.88$ (59%)
31.49$ (30%)
4.5$ (85%)
16.2$ (73%)
5.4$ (82%)
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20.0$ (50%)
1.0$ (90%)
0.68$ (86%)
3.56$ (82%)
4.75$ (81%)
13.99$ (30%)
0.56$ (81%)
1.2$ (60%)
4.5$ (85%)
2.38$ (76%)
12.45$ (38%)
4.99$ (75%)
6.99$ (30%)
39.99$ (11%)
69.99$ (18%)
0.99$ (80%)
8.99$ (70%)
93.99$ (6%)
15.99$ (20%)
38.89$ (22%)
42.99$ (28%)
17.83$ (11%)
11.04$ (15%)
9.89$ (75%)
73.99$ (8%)
17.99$ (10%)
53.39$ (11%)
74.85$ (6%)
23.99$ (20%)
14.49$ (19%)
1.19$ (93%)
27.49$ (8%)
8.99$ (10%)
8.99$ (10%)
1.19$ (76%)
21.57$ (20%)
1.24$ (75%)
46.99$ (6%)
36.49$ (9%)
16.99$ (43%)
27.99$ (20%)
FANATICAL BUNDLES

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HUMBLE BUNDLES

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