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Feature Preview: Supreme Puzzles Floor

Hey, fellow dungeoneers! I hope youre healthy and safe, following the instructions to protect yourself and the others in these troubled times. A big shout-out to everyone whos fighting the disease or helping to overcome the whole situation! Each member of our little studio works from home now, and despite it being a lot less effective and slower, we still tirelessly work for Vaporum: Lockdown to be the title that youll love. Today, Id like to talk about how we want to tackle the difficulty and categorization of puzzles, based on your feedback from the original game. Some of you welcomed the hardcore challenge of the tougher puzzles, but the rest mostly preferred and enjoyed the other mechanics so typical for the genre, not so much puzzles. Its a big challenge to please both crowds without making it all just meh, while still keeping the game balanced and consistent. Thanks to some new puzzle-making mechanics we added to Lockdown, we came up with quite some elaborate, tough, and varied puzzles over time. We sorted these puzzles according to the feedback gathered in a few rounds of internal playtesting, giving us a good idea on the order in which they should appear in the game, graduating in difficulty.
(A partial view of our puzzle prototyping scene. Puzzles Puzzles everywhere!) But, a few questions popped up right here. What would be the difficulty ceiling for the puzzles? How many should we put in the whole game? If hard optional puzzles provide hefty rewards for beating them, how do we prevent casual players feeling left out and weaker for skipping them? And at the same time, how do we keep it challenging and rewarding enough for the so-called puzzle heads :) among you? We came up with a solution. Enter the Supreme Puzzles Floor! The toughest, most hardcore puzzles will reside in a special, separate floor in the tower, having a bit of lore tied to them to make it interesting. Each puzzle will be locked by a special key. You will need to find these keys, scattered across the game (mostly in secrets), to gain access to the supreme puzzles.
(An excerpt from the floors cross section map that is being implemented in the game.) Although we decided to make all these puzzles 100% optional, there still was a problem. How would these tough puzzles reward players who make the effort to crack them? Maybe put in some of the best unique items? But if we do that, will it be fair to casual players who will likely not even want to touch the supreme floor at all? Because thats a sure-fire way to force them to tackle the puzzles anyway; its something that they really dont want to do, but probably will out of fear of missing out! And that was against our original intention. After some thought, we came up with a solution. We will not separate players by rewarding them with different loot, but by rewarding them with achievements / trophies! Casual players dont usually hunt for every single last achievement; theyre much more interested in exploration, progress, and story. So they should not feel like theyre missing out on anything essential. On the other hand, people who crave to achieve everything the game has to offer also tend to put in a lot more effort, achievements themselves being the reward. We believe beating these demanding puzzles and getting achievements for them will be adequate in itself.
As some of you might know, we held a Level Design Contest some months ago. The goal was to create an independent level of up to 2020 tiles in size. The winning design, made by Lukas Kusnier, is actually a rather large & tough puzzle, and so we decided to include it in the Supreme Puzzle Floor. We hope we will please both camps this way, giving you hard puzzles to beat, if youre up to the challenge, but without making it too tedious for those who dont necessarily enjoy them. Wed love to hear your thoughts! Is there something we havent quite thought of? Do you have ideas on how to make it better? Feel free to comment here on social media or drop us an e-mail at support@fatbot-games.com! Thank you! Tibor


[ 2020-04-28 12:58:16 CET ] [ Original post ]



Vaporum
Fatbot Games, s. r. o.
  • Developer

  • Fatbot Games, s. r. o.
  • Publisher

  • 2017-09-28
  • Release

  • Indie RPG Adventure Singleplayer
  • Tags

  • Game News Posts 55  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (865 reviews)


  • Review Score

  • http://www.vaporum-game.com/
  • Website

  • https://store.steampowered.com/app/629690 
  • Steam Store

  • The Game includes VR Support



    Vaporum Retail Linux [5.36 G]Vaporum Press & Betatesting [4.96 G]

  • Public Linux depots

  • Vaporum is a grid-based, single-player & single-character dungeon crawler RPG seen from the first person perspective in an original steampunk setting. Inspired by old-school games like Dungeon Master I and II, the Eye of the Beholder series, and the most recent Legend of Grimrock I and II. Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is.




    • First person real-time combat
    • Puzzles and level-wide objectives
    • Gadget-based RPG system
    • Lots of exploration, loot, and character customization
    • Mysterious storyline filled with secrets
    • Fully voiced main characters
    • Immersive steampunk setting



    Combat takes place in real time. Each enemy has a distinctive set of strengths and weaknesses so you have to employ different tactics to beat each one. Weapon types have each a set of unique bonuses and behaviors which adds more depth and thought when choosing what weapons to equip.

    You will find many types of gadgets: direct attacks, area attacks, offensive & defensive buffs... These gadgets are powerful, but some enemies are immune to certain types of attacks, so you will have to figure out the best way to deal with every encounter the game throws at you.



    Solve intriguing puzzles and level-wide objectives where you have to use both your wits and reflexes. While most puzzles and riddles are contained in a single room, progression objectives can span an entire level or even multiple levels.



    Instead of increasing the abilities of your human character, you will improve an exoskeleton rig you wear. The game combines a "you are what you wear" aspect with a long-term development of your exo-rig. The gadget-based system allows you change your loadout of gadgets at any time, giving you a great deal of flexibility to deal with various situations. On the other hand, as you progress, you get to unlock useful circuits on your exo-rig, gaining significant permanent attribute bonuses and passive skills.



    Stranded on a small islet in the middle of an ocean, you enter a gigantic mechanical tower. Nothing makes sense to you, but it is all strangely familiar...

    If you want to get into the backstory and uncover the mysteries of the tower, you can delve right into it by reading all the notes you can find. Don't worry, though, you can safely ignore all the text. All major story points are narrated by the main characters and they are fully voiced!

    There are many optional areas in the game that you can choose to explore. They usually present some form of additional challenge, but come with a reward too! The tower is riddled with secret passages that contain unique items and notes of its inhabitants, giving you an insight into their lives and events that precede your arrival.
    MINIMAL SETUP
    • OS: Ubuntu 16.04 LTS
    • Processor: 3.0 Ghz AMD Athlon II X4 640Memory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 5700 series
    RECOMMENDED SETUP
    • OS: Ubuntu 16.04 LTS
    • Processor: 3.5 Ghz Intel i5 or AMD equivalentMemory: 6 GB RAM
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce GTX 960 2 GB video card or AMD equivalent
    GAMEBILLET

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