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Update Notes: June 10, 2022

Welcome to our 364th update! This one is jammed full of new features and bug fixes. Let's take a look!

Animal Travel Mode


Since our recent addition of mounts, animal-form players have been asking for their own mounts. But some types of animals should really be able to travel on their own! In this update, we've given those quadrupeds a new "travel mode" which makes them behave as their own horse. Once a player meets the requirements, they can learn the appropriate technique from a trainer. After that, the Mount UI will appear (even if they don't have a horse in their stable), and they can "mount up" while in that animal form. This also lets these characters equip a saddlebag, if they have one. They can also earn Riding XP by "riding themselves." Don't think too hard about it. A couple things to note:
  • Bounceweed now has a new effect on these animals, increasing their animal-form top "travel speed".
  • The particle on the animal form's footsteps while traveling is a placeholder.
  • Not all animal forms have a travel mode yet; others' travel methods are coming soon!

Werewolf


  • Sanja in Kur teaches wolf players to enter travel mode. This requires Werewolf level 40.
  • The werewolf Hunting Speed abilities (1 through 3) are no longer sidebar abilities. They are now Riding abliities, meaning that you should place them on your ablity bar while "riding yourself" as a wolf. They are still unlocked via the werewolf altar as before.

Deer


  • Silvia in Sun Vale teaches deer players to enter travel mode.
  • Silvia also teaches Bounding Speed, a deer-only Riding ability.

Cow


  • Both Raul and the Suspicious Cow train player cows how to enter travel mode. This requires Cow 25 and Comfortable favor.
  • Both Raul and the Suspicious Cow train Cud Speed, a cow-only Riding ability.

Pig


  • Norbert trains player pigs how to enter travel mode.
  • Norbert teaches Porcine Speed, a pig-only Riding ability.

Archery Changes


Archery is a combat skill that can be learned early. It's not the easiest skill to get into (as you must either learn to make your own arrows or buy them), but the intent is that the skill rewards the extra effort: it has strong damage plus a lot of battlefield control (e.g. stun/mezz/movement). Archery was a very popular skill in alpha, but fell off in popularity over time. The skill had only a couple of great skill pairings, and its treasure hasn't been as exciting as some newer skills' offerings. In order to make Archery more appealing, we've kept the existing builds and skill pairings intact, and added a bunch more treasure effects. Some of the new effects synergize with older Archery treasure effects. Others were added to make the skill a better companion to other high-damage skills. We've also fixed some bugs in the skill's high-level treasure effects.

Removal of Basic Shot


Archery's Basic Shot was about as standard as a basic-attack could be, but there was a variant version called Blitz Shot. Blitz Shot was faster, but had reduced range and increased Power cost. These two abilities have been combined into one, taking the best features of both. Internally, we renamed Basic Shot to Blitz Shot, and deleted the old version of Blitz Shot. So if you were using Basic Shot before, you'll now see Blitz Shot on your ability bar. If you were using Blitz Shot before, there will be an empty spot on your ability bar... just put Blitz Shot back into the slot, and you're good to go. But note: there's two new tiers of Blitz Shot! Previously there were 7 tiers (ranging from level 1 to 80). We've added two more tiers, for a total of 9. This way players get a new tier of Blitz Shot every 10 levels or so. The only down side is that if you're high-level in Archery, you'll need to learn these new tiers. They are trained by Floxie in the Fae Realm. This also affects Faebows: you'll need to learn the newest tiers of Blitz Shot before you can use "Blitz Shot (Energy Bow)". Also note: as a minor side-effect, the level requirement for Long Shot 1 was changed from level 12 to 13. This will only matter if you happen to be exactly level 12 in archery: in that case, you've already learned Aimed Shot 1 prior to this update. Your character will still know the ability, but you won't be able to use it again until you reach level 13.

Note on minor Changes


Many of Archery's treasure effects were bugged such that they didn't correctly scale past level 80 (or in some cases past level 70.) These bugs have been fixed, and pre-existing high level Archery gear will automatically have the corrected stats. We also made lots of small changes to older treasure effects. All small number changes have been omitted for brevity, but all substantial changes are listed below. (As always, the most up-to-date numbers are available in the game's JSON data, so third-party tools will have all the latest numbers after they update.) Also note that most of the numbers here are for the hypothetical level 100 versions.

Treasure and Ability Changes


  • Changed treasure effect: "Long Shot boosts your Armor Regeneration (in-combat) +16 for 15 seconds" => "Long Shot and Hook Shot Damage +121"
  • Changed treasure effect: "Restorative Arrow restores an additional 126 Health over 30 seconds" => "Restorative Arrow restores 58 Power"
  • Changed treasure effect: "Restorative Arrow boosts target's Nice Attack and Epic Attack Damage +188 for 10 seconds" => "Restorative Arrow covers the target in a barrier that mitigates 40 damage from Crushing, Slashing, Piercing, Acid, and Fire attacks. Lasts for 20 seconds or until it has absorbed 200 total damage."
  • New treasure effect for off-hand: "Restorative Arrow targets yourself and all allies within 30 meters and restores +52 Health, but reuse time is +10 seconds"
  • New treasure effect for off-hand: "Hook Shot Damage +132. Non-Elite targets do not call for help."
  • New treasure effect for feet, necklace: "Long Shot increases target's vulnerability to Trauma and Acid +10% for 20 seconds. (Max of 2 stacks.)"
  • New treasure effect for hands, necklace: "Hook Shot increases target's vulnerability to Fire and Poison +10% for 20 seconds. (Max of 2 stacks.)"
  • New treasure effect for head, feet: "Hook Shot and Bow Bash deal +200% damage to Stunned targets."
  • new treasure effect for legs, ring: "Poison Arrow deals +480 Poison damage over 12 seconds"
  • New treasure effect for head: "Blitz Shot deals +59 damage, and the damage type becomes Poison."
  • New treasure effect for ring: "Direct Poison and Acid Damage +124 while Archery skill active."
  • New treasure effect for necklace: "Direct Fire Damage +124 and Indirect Fire Damage +16 (per tick) while Archery skill active."
  • New treasure effect for hands: "Multishot deals +99 damage, and the damage type becomes Fire."
  • Buffed effect: "Aimed Shot deals 132 additional health damage over 12 seconds" => 270 over 12 seconds.
  • Buffed effect: "Multishot restores 90 Health to you after a 15 second delay" => 132 health after an 8 second delay.
  • Buffed effect: "Long Shot restores 61 health to you after a 15 second delay" => 86 health after an 8 second delay.
  • Buffed effect: "Fire Arrow suddenly deals an additional 400 indirect Fire damage after a 12 second delay" => 500 after a 6-second delay.
  • Ability change: Hook Shot base damage increased slightly at all tiers.

Cow Changes


  • Chew Cud, Moo of Calm, Stampede: these abilities can be used while stunned.
  • Changed treasure: "Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +8 for 30 seconds (stacks up to 5 times)" => +16
  • Changed treasure: (Hands, Feet) "Chew Cud increases your mitigation versus Crushing, Slashing, and Piercing attacks +18 for 10 seconds" => "Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Fire attacks +18 for 10 seconds. Against Elite enemies, mitigates +18 more"
  • Changed treasure: (Chest, Ring) "Chew Cud increases your mitigation versus Crushing, Slashing, and Piercing attacks +18 for 10 seconds" => "Chew Cud increases your mitigation versus Crushing, Slashing, Piercing, and Cold attacks +18 for 10 seconds. Against Elite enemies, mitigates +18 more"
  • Changed treasure: "Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +8 for 30 seconds (stacks up to 5 times)" => +20
  • New treasure: (Ring): "Stampede boosts your Fire/Cold/Electricity Mitigation vs. Elites +20 for 30 seconds (stacks up to 5 times)"
  • New treasure: (Necklace): "Stampede deals +860% damage if used while you are stunned"
  • Changed treasure: "Cow's Bash heals you for 66 health" => "Cow's Bash heals you for 66 health and reuse timer is -1 second"
  • Changed treasure: "While Cow skill is active, you regenerate +40 Health every 5 seconds and resist +20 damage from Elite Crushing, Slashing, or Piercing attacks" => now resist all Elite damage types (not just Crushing/Slashing/Piercing)
  • Changed treasure: "Chew Cud's chance to consume grass is -42%" => "Chew Cud restores +80 Armor. Chance to consume grass is -42%"
  • Changed treasure: "Graze boosts your out-of-combat sprint speed by 8.5 for 30 seconds" => "Graze boosts your out-of-combat sprint speed by 3 for 50 seconds"
  • New treasure: (Necklace) "Stampede deals +1050% damage if used while you are stunned"

Psychology Changes


  • Ability change: Soothe: all tiers have higher base damage; reuse timer changed from 15s to 13s; Power cost increased
  • Ability change: Cause Terror: all tiers have higher base damage
  • Ability change: But I Love you: all tiers have higher base damage
  • New treasure: (hands) "Fast Talk targets all enemies within 10 meters and Power cost is -18"
  • New treasure: (chest and feet) "But I Love You and Cause Terror Damage +58%"
  • Changed treasure: "Fast Talk heals you for 74 armor" => "Fast Talk reduces target's rage by -1190 and reuse timer is -2 seconds"
  • Changed treasure: "Inspire Confidence restores +104 Health after an 8 second delay" => "Inspire Confidence restores 60 Power over 9 seconds to all targets"
  • Changed treasure: "Soothe further reduces target's Rage by 1210" => "Soothe reuse timer is -1 second and it further reduces Rage by 1370"
  • Changed treasure: "Fast Talk taunts -540 and reduces Rage by 900" => "Fast Talk taunts -2196"
  • Changed treasure: "Inspire Confidence increases the damage of all targets' attacks +16 for 30 seconds" => +69 for 30 seconds
  • Changed treasure: "Tell Me About Your Mother restores 177 Armor to you" => "Tell Me About Your Mother restores 123 Health (or Armor if Health is full)"
  • Changed treasure: "Soothe boosts the healing from your Major Healing abilities +56 for 10 seconds" => "For 10 seconds after using Soothe, your Major Healing abilities restore +68 Health and your attacks generate -30% Rage"
  • Changed treasure: "But I Love You boosts your Nice and Epic Attack Damage +91 for 8 seconds" => 10 seconds (fixes description typo; actual effect was already 10 seconds)
  • Changed treasure: "Cause Terror Damage +214" => "Cause Terror deals +214 damage and restores 46 Health to you"

Staff Changes


  • Blocking Stance: Reduced bonus mitigation vs. elites by 50%. Thus Blocking Stance 1 now mitigates +5 and +5 more vs. elites; previously it mitigated +5 and +10 more vs. elites.
  • Changed treasure: "Deflective Spin restores 82 Health instantly and provides +58 Mitigation from all Elite attacks for 15 seconds" => restores 82 health and provides +37 mitigation from all Elite attacks for 10 seconds
  • Changed treasure: "Blocking Stance mitigates +15 physical damage (Crushing, Slashing, Piercing) for 30 seconds. Against Elite enemies, mitigates +30 more" => "... Against Elite enemies, mitigates +15 more"
  • Deflective Spin ability: "You take X% less damage from all attacks for 15 seconds." => 10 seconds
  • Changed treasure: "Deflective Spin costs -11 Power and mitigates +13 damage from each attack for 15 seconds" => "Deflective Spin damage +100. Targets' next attack deals -10% damage"

Shield Changes


  • Shield: "While Bulwark Mode is enabled you recover X Power per second" -> "While Bulwark Mode is enabled, abilities cost -X Power to use"
  • Shield: "Elemental Ward mitigates +40 elemental damage (Fire, Cold, and Electricity) for 30 seconds" => "Elemental Ward mitigates +40 elemental damage (Fire, Cold, and Electricity) for 30 seconds. Against Elite attackers, mitigates +40 more"
  • Shield: "Slashing Mitigation +8, Piercing Mitigation +7, Crushing Mitigation +7 while Shield skill active" => "While Shield skill active: Mitigate Slashing +16, Piercing +14, and Crushing +14. Versus Elite attackers, these values are doubled"
  • Take the Lead abilities: now boost sprint less. (Take the Lead 6 was +10.5, now +6.5)
  • "Take the Lead boosts your sprint speed by an additional +5 and you recover 48 Power after a 15 second delay" => "Take the Lead boosts your movement speed +3 and you recover 58 Power after a 15 second delay"

Ice Magic Changes


  • Ice Armor: now has reduced mitigation vs. elites. (Was 27 and 54 more vs. Elites; is now 27 and 27 more vs. Elites)
  • New treasure: (Chest, Hands) "Blizzard Damage +150 and you gain Elite Resistance +10% for 20 seconds"
  • "Ice Spear heals you for 58 health after a 15-second delay" => "Ice Spear heals you for 80 health after a 7-second delay"
  • (head, feet) "Frostbite causes all target's attacks to deal -22 damage (this effect does not stack with itself)" => "Frostbite causes all target's attacks to deal -22 damage, and their Rage attacks are further reduced by 10%"
  • Ice Veins, Ice Armor, Cryogenic Freeze: these abilities can be used while stunned

Other Balance Changes/Fixes


  • Animal Handling: treasure effect "Animal Handling pets recover +X Armor every five seconds" now actually recovers the armor.
  • Bard: Fixed bugs that allowed abusable "stacking" of bard song healing.
  • Bard: Added damage type (trauma) to Song of Discord description.
  • Fairy Magic: The treasure mod 'Fae Conduit's Power cost is -X and reuse timer is -Y seconds' now actually reduces the reuse time.
  • First Aid: Reset time changed from 30s to 20s for Treat Disease [1-4], Set Broken Bone, Moss Bone Repair, and Soberize.
  • Rabbit: effects that change Bun-Fu Blast and Bun-Fu Strike damage to cold will no longer revert the damage type later on.
  • Unarmed: New treasure effect: (Hands): "Cobra Strike, Mamba Strike, and Slashing Strike deal +50 damage and can be used while stunned. Doing so removes the stun effect from you."
  • All metal armor has been rebalanced to give slightly less Max Armor and slightly less Armor recovery from combat refresh. In exchange, it now has modest Power recovery from combat refresh.
  • Pulling a target toward you (with E.G. Hook Shot) will no longer fling the target off into the distance if you are standing on top of one another.
  • Bonus pet health and armor from treasure effects will now persist through the pet's death.
  • After zoning, pets will now have the correct state selected in the UI instead of always Follow.
  • The werewolf altar buffs to increase physical mitigation have been changed into percentage-based vulnerability buffs.
  • Transmutation costs will be reduced for the next month for Archery, Cow, Staff, Psychology, Shield, and Ice Magic skills

Boss Encounter Revisions


Some high-level boss encounters have been tweaked as follows:

Gazluk Healing Suit Tester:


  • The healing crystals now have a much more pronounced effect on the boss's regeneration. When all 8 crystals are up, he recovers 100% of missing health every 5 seconds.
  • Healing Crystals now have 8000 max health each instead of 125.
  • Destroyed crystals respawn more quickly.
  • Nearby "Healing Suit Technicians" are now Elite.

Gazluk Clutchmaster:


  • More eggs spawn at the beginning of the encounter.
  • Eggs have more health (but still not all that much).
  • When eggs hatch, they now spawn an Elite urak that wanders.
  • Eggs respawn more quickly.

Productivity Expert:


  • The expert's assistants are now Elite, and more numerous.

Arkura:


  • Arkura has been upgraded from a named Elite to a Sub-Boss, with commensurate bonuses to health, damage, and annual compensation.
  • Some of Arkura's skeleton minions have been replaced by (elite) Mutterer Cabalists.
  • Arkura and her minions have exceptional help-shouting capability.

Shower Slime:


  • Has more health and lots more regeneration.

Zukelmux the Intransigent:


  • Zukelmux's summoned backup are now Elite.

Beakhorse:


  • Beakhorse is a bit more powerful (especially the beak).

Captain Evergloam's Bridge:


  • The captain and her crew have all been promoted one or two tiers of potency. This makes Captain Evergloam an Epic Boss.
  • This does not change their loot, because their loot was already epic-tier for some reason.

Coldfeather:


  • Security crystals have more health (but remain extremely vulnerable to knockback).

Hotfeather:


  • Hotfeather has more health and offensive power.
  • Hotfeather and friends have larger help-shout radii.

Dalvos's Astral Projection:


  • Summoned assistants are more powerful and numerous.

Chet Thunder:


  • Chet Thunder is stronger.

Gue and Wormback:


  • Both have been promoted from Elites to Basic Bosses.

Eeaeiikik and Funguile:


  • Eeaeiikik has been promoted from Elite to Basic Boss.
  • Funguile is a bit stronger.

Everhorn and Shockybug:


  • Both have been promoted from Elites to Basic Bosses.

Vemuta's Area:


  • Vemuta has been promoted from Basic Boss to Epic Boss.
  • Some of the myconian students in each teaching cluster are now elites. (Randomly picked, with higher chances of elites in Vemuta's cluster.)

Imarak:


  • Imarak has been promoted from Basic Boss to Epic Boss.
  • Imarak's adds are a bit stronger.
  • Young mantises in general are stronger.

Guzyerp:


  • Guzyerp has been promoted to Epic Boss, with commensurate loot improvements.
  • Nearby bears are a bit tougher.

Peacemaster Guztok:


  • Guztok's hobgoblins are a bit tougher in general.
  • Guztok is more epic.
  • Guztok now calls for Elite backup after taking a little damage.

Deathcore Penalty


The Death Penalty sign in Serbule Keep now lets you switch to "DEATHCORE" death penalty. DEATHCORE death penalty is not really intended for regular use; it's for special situations, such as a guild all agreeing to participate together. In DEATHCORE penalty, you simply cannot respawn at all. If other players know how to resurrect people, they can still resurrect you, and special items such as Eternal Greens can still respawn you. Other than that, though, if you die, you will stay dead forever! There are no additional benefits for using DEATHCORE over Hardcore. There will never be any extra reason to enter DEATHCORE mode except for the challenge and the bragging rights.

Discord Integration


If you use Discord a lot, you'll be excited to know that we've added some basic Discord integration. There is a new "Discord Integration" tab in Preferences where players can decide what info is displayed about them in Discord (while they are playing the game): their character name, guild name, and/or general location. The default setting is to not display any info in Discord, so if you're not interested in this feature you can just ignore it. There's also a new chat command /discord to quickly join the official Project: Gorgon Discord server!

UI Improvements/Fixes



Project: Gorgon
Elder Game, LLC Developer
Elder Game, LLC Publisher
2018-03-12 Release
Game News Posts: 106
🎹🖱️Keyboard + Mouse
Very Positive (2062 reviews)
The Game includes VR Support
Public Linux Depots:
  • P:G Linux [7.37 G]
Available DLCs:
  • Project: Gorgon VIP Membership
  • Project: Gorgon - Extra Character Slots Pack



GO ON AN ADVENTURE

Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.

AN IMMERSIVE WORLD

When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:

  • Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
  • You can drop items on the ground, and other players can pick them up. What’s so great about that? Imagine laying down a trail of literal (virtual) breadcrumbs to guide your friends (or lure your enemies) into the woods.
  • Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
  • If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
  • You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!

UNIQUE EXPERIENCES

In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:

  • Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
  • Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
  • Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
  • Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
  • Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
  • That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.

Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.

You can become a Druid - which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.

New opportunists come open, but others will be closed. Can you bear heavy burdens in exchange for greater power?

JOIN THE COMMUNITY

The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:

  • Live Events with a focus on story.
  • Mechanisms For player-created quest content.
  • Player housing (limited and instanced).
  • Player-managed shops and vendor stalls.
  • In-game communication tools like bulletin boards.
  • Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).

HELP DEFINE THE GAME

During our beta ("early access") period, your feedback helps improve the game, from small things like bug-reports to large things like new skill suggestions, monster ideas, and more! We've already used hundreds of player-provided suggestions during our alpha period, and we'll use even more suggestions during beta as we get into the down-and-dirty details of combat, crafting, and exploration.

MINIMAL SETUP
  • OS: Ubuntu 18.04
  • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated GraphicsNetwork: Broadband Internet connection
  • Storage: 10 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04
  • Processor: Quad Core Processor 2.4GHz or fasterMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
  • Storage: 10 GB available space
GAMEBILLET

[ 6115 ]

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GAMERSGATE

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1.74$ (91%)
3.19$ (79%)
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12.79$ (36%)
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2.48$ (77%)
10.13$ (77%)

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