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Never Split the Party
Legend Studio Developer
Legend Studio Publisher
2019-05-03 Release
Game News Posts: 34
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive (4331 reviews)
The Game includes VR Support
Public Linux Depots:
  • Never Split the Party Linux Depot [587.35 M]
Available DLCs:
  • Never Split the Party: Fellowship
The Million Milestone: Darkness Evolved

1,000,000+ DOWNLOADS!


Adventurers, we've crossed an epic threshold - over ONE MILLION downloads of Never Split the Party! This incredible achievement wouldn't be possible without our amazing community of dungeon crawlers. As a token of our gratitude, we're unveiling our most ambitious update yet!

MASSIVE UPDATE INCOMING


To mark this milestone, we've been hard at work on improvements to enhance your dungeon-crawling adventures:

STUNNING NEW LIGHTING SYSTEM


The dungeons are about to get dramatically more immersive! Our completely overhauled lighting system transforms the atmosphere with:
  • Dynamic illumination from enemies, fireballs, and magical effects
  • Lightable Lanterns that react when you set them on fire
  • Atmospheric glow effects that enhance the fantasy experience

SEE THE DIFFERENCE: NEW Atmospheric Lighting: [previewyoutube=k62BrccPKYY;full][/previewyoutube] Original Release (for comparison): [previewyoutube=Ldpg5Ne6U_c;full][/previewyoutube] Plus, we've upgraded to the latest game engine - bringing 6 years of optimizations for smoother gameplay, better performance, and enhanced stability!

SEAMLESS NETWORKING UPGRADES


Say goodbye to connection frustrations:
  • Network Reconnect System - Drop back into the action if your connection hiccups
  • Steam Relay Integration - Eliminates NAT issues and port forwarding headaches
  • Smoother multiplayer experience from start to finish

OTHER IMPORTANT FEATURES


  • Game Run Timer - To make the speed runners happy. Stops when the game does.
  • More Carryables - To make the game more interactive. Throw keys and coins around.
  • Stair Start - Instead of pressing 1 there's a convenient set of stairs to begin the game.
  • Steam Deck - Keyboard is no longer required so it plays a ton better on SteamDeck.
  • No Empty Chests - No longer are 4 loot chests spawned when there's only two players.
  • Difficulty Adjustments - Turned up the difficulty a bit. More to come here.
  • Steam Rich Presence - Friends can see what level your on and can now join mid-game!

NEW CONTENT PACK IN DEVELOPMENT


Our team is hard at work crafting fresh adventures for your party! (More details coming soon - you won't want to miss this...)

JOIN THE ADVENTURE TODAY!


CLICK HERE TO DIVE INTO THE DUNGEON Gather your bravest friends and embark on a journey through treacherous depths. Will your party survive where others have fallen?

EXCLUSIVE INSIDER ACCESS


SUBSCRIBE TO OUR NEWSLETTER to unlock:
  • Early access to beta features
  • Invitation to our private Discord community
  • Developer insights and behind-the-scenes content
  • First look at upcoming content packs

FULL CHANGE LOG


Fix stonecutter exploit. Backported Console to NSTP. Begin implementing alchemist character class start work on conversion to unity 6000 Removed NATTraversalForUNET, Smooth Sync. Updated Rewired Added Mirror package. Added FileBasedPrefs & PlatformServices. First compile on Unity 6 Backported Menu console commands. Added Kcp Transport to launcher. Restored NetworkIdentity to Player and Game Server.prefab Fixed crash in player Awake method. Added a destroy parent to the test player object. Fixed GameServer authority issue. Fixed Identity on Room prefab. Started fixing placeables. Got rooms and doors working again. Fixed pickup networking. Fixed common enemies network identities. Fixed enemy movement. Backported latest ApplyPrefabChanges. Fixed enemy attacks. Fixed identity of other placeables. Fixed NPC identities Fixed bosses. Fixed lit bomb Fixed dying. Fixed Familiars. Missing script fixes. More missing NetworkIdenties fixed. Fixed some disconnect crashes. Fixed explosions. Fixed audiolistener on disconnect. Fix carryable throw Fix carryable break on hit Fixed PlayerVisual network identities. Change carryable authority checks to NetworkServer.active Fix Chest.cs loot drop (isOwned to NetworkServer.active) Fix Damageable.cs ownership check Fix Room.cs ownership check Fix Pickup.cs ownership check Fix Scroll.cs ownership check Fix Shop.cs ownership check Fix Stairs.cs ownership check Fix Switch.cs ownership check Fixed NetGraph Steam Lobbies are now created. Fix room.cs ownership check resolving boss stairs and chests First network connection! Fix carryable throwing prefabs (Give Network Transform) Give chests NetworkTransform allowing them to be pushed Added NetworkTransform to Player.prefab Remove network rigidbody from Metal Chest.prefab Fixed network transforms for basic enemies and player. Fixed doors on clients. Improved console message logging. Automated connecting and server starting for test builds. No longer parent entities to room to avoid issues with networked objects Manage room entity cleanup since they're no longer parented. NSTP Localization work Remove own duplicate platformservices Fix LobbyMenu.cs initializelobby call Remove debug line from Carryable.cs Updated Steamworks.NET to latest. Fixed PlatformServicesSteam.cs Steam lobbies and rich presence. Got lobbies working reasonably well. Added FizzySteamworks transport as an option. Fixed room items spawning in wrong location due to parenting. Set boss NetworkTransforms to Server to Client mode. Fixed rooms not getting generated after restarting a server. Setup dedicated server support (untested) Added ForceSteamTransport flag. Hooked up SteamTransport matchId (untested) Steam release fixes. Fixed bomb position issue on client. Improved transport selection code. Fixed Red Blood Stain.prefab Turned down debug logging. Fixed client bomb explosions. Fixed reviving. Added networking to Invulnerable blinking. Set Launcher default transport to avoid warning. Refactor Level.cs Create separate Game Manager and Level Manager objects Migrate prefabs Make metal chests spawn dynamically based on player count Delete Level.cs Update sprite references from Level.cs to GameManager.cs Add syncvar with hook for level number (needs fixing) Add Blacklist.cs for banned players Fix lobby levelnumber not updating Fix seed not updating on run start Fix seed not being synced correctly between clients Added CurrentPlayers to Main Menu Added Odin Inspector Removed calls to AddCommands since they are automatically loaded now. Added Steam rich presence for menu state. Fixed anchoring of HUD and main menu. Fixed pause menu widescreen. Fixed lobby menu wide screen. Rename scroll to potion Fix potion pool not generating on starting run Rename GameQuit to GameRestart to better match function Remove 10 second defeat screen from Restart Rename LevelManager.CurrentLevel to LevelManager.CurrentLevelDesign Uncomment line resetting LevelNumber to -1 to allow connecting to a new server after initial disconnect Rename GameEndReason.Restart to GameEndReason.Manual Change CurrentLevelDesign to get Designs[0] instead of returning null on invalid level number Add bool Player.SelectedClass (will be extracted and renamed with other save data for reconnecting) Add transport logging. Hide menus on connect on clients. Trigger class select menu in Player.Awake. Call DoLevelLoaded on the client from the player instead of calling ClassSelect directly. DoLevelLoaded already checks if a class is needed. Move level initialization out of server side call in Launcher.cs Stop hiding error on invalid level number passed to level designs Update code to fix all deprecation warnings Move PlayerMovement Start code to Awake Fixed disabled boss attacks. Fixed ExplodeOnCollision projectiles. Fixed all spawn Pickup parenting. Fixed Teleport move. Fixed clay pot lag. Rename 'Roles' enum to 'Role' for consistency with naming conventions Rename roles in Player.cs to roleFlags Declare roleFlags as syncVar Perform full role reassignment on player disconnect and reconnect Fix player respawn being performed on every floor Revert Role to Roles to match Microsoft naming conventions Add test for incorrect visual in Room.cs LateUpdate Fixed incorrect room visual for off host by bringing RpcGoToLevel back Fixed carried upgrades getting wiped. Switched to URP rendering! Added door lights Toggle lights on door open. Added lights to npcs. Lighting tweaks Move assign roles call to cmdGotoLevel to avoid illegal client call to RpcAssignRoles Fix role reassignment happening on every floor Fix class select menu not showing on connect mid game Hooked up LevelDesign.AmbientLight Adjusted door lighting Added light to Flame.prefab Add lighting effects to fire sprite and fireball prefabs Begin light fade implementation Added Torch Carryable.prefab Fixed lighting of enemies. Made Keys and Potions Carryable. Made coins carryable. Fixed null ref on disconnect in role assignment code. Updated lighting shader for bosses. Remove torch flicker from player fireball to allow fade (will probably be overhauled) Add syncvars to door type and state Move SelectedClass set from ClassItemButton to CharacterSelectionButton avoiding double class popup Don't clear level when connecting to stop removing pickups spawned on connect Refactor Item.cs Fix room roles not updating on role assignment for joining player Add sync var to door isLocked Updated localization code Removed need for Item.Familiar reference Localization fixes Exported all existing translations. More lighting work Flame knight lighting. Water Witch lighting Pumpking lighting Convert Item to struct to allow Inventory to be a synclist Convert Inventory to synclist The Ancient lighting. Fixed The Ancient attack sound glitch. Remove syncvar from Inventory Remove unnecessary null check causing error on pickups Fix items not being added to inventory base Fix consumables not activating Fix lit bomb throwable prefab not stopping on throw Fixed Charging thru walls. Added screen shake on local player hit. Fix instant disconnect from invalid inventory Rpc modification Add small soft light to Countess and attacks Add stairs to lobby room for starting run Fix fade transition (broken by URP) Fix character class items not being added to off host inventories Worked with steamworks to get builds working again. Add global volume manager for extra post processing and fade transition Make Mana Gem and Unlit Bomb carryable Lock rotation of Coin and Unlit Bomb Fix coordinate space from local to world on all familiars to avoid fly in from spawn room Remove "press 1 to start" text from lobby room Switched Item back to class. Added Item.IsDirty flag. Sync item changes with Inventory.ForceUpdate. Added InventoryListAll command to help with debugging. Turned up brightness on the default light so that it shows on the main menus. Optimized mallocs. More malloc optimizations. 0 malloc is now typical in normal game play. Move stairs to bottom right corner of LobbyMenu Fix null reference on drop item Fix? familiar null reference Added room lighting to Fire floor. Disabled Doppler audio effect. Add PlayerData saving to server dictionary on disconnect and restore on connect Fix incorrect room visual Add room visual check for mismatch on door in update Fix seed mismatch due to syncvar updating after item pool initialisation (fixes mismatched potions issue #32) Close chat bar on go to level fixing issue #19 Added delay on stair spawn in lobby Remove player name and reserved status from player reserved upgrades on disconnect Null check familiar sound on activate for non local players Added torches to start room Fixed promo menu links. Removed ScriptTemplates. Imported localizations from Crowdin. Added Zarathan.aseprite Added Aesprite importer Fix items disappearing when picking up multiple close together Convert special inventory slots to properties for more consistent access Rename item amount to counter Fix Item.Has incorrectly testing for amount Fix heart container icon Some dedicated server fixes. Clean up stats menu Fix item reserved on drop Fix Stonecutter stairs spawned by client never cleaned on level transition Force Kcp transport for dedicated servers. Console log cleanups. Dedicated server tweaks Fix double rechargable item from class items Fixed malloc in door on every frame. Convert Inventory three properties FirstOrDefault to not use Linq so they do not allocate memory. Fix alignment on command options fix skeletons rapid charging with no delay reapply heart container icon fix fix incorrect door visuals - required expensive call fix many broken items, see github issue #18 Updated to latest Unity release. Fixed jars hitting twice. Fix bug causing player to not respawn in correct room on run end (after timer) Add transition to run end (after timer) Use syncvar hook to sync chest visual open state Added black and white go stone carryables. Tested changing Pixels Per Unit on cauldron. Set to 32 and adjusted prefab visual scale. This would be needed if we tried to get tilemaps working. Add lightable script for placeables that can be lit by fire Add CanLightLightables property to projectile class Allow mage, paladin, and fire sprite to light torches fix torch visual offsets Initial Tilemap bits. Rule Tile Divider. Adjusted pixel size of all sprites and prefabs. Rule Tile Pipe.asset Added Rule Tile Pipe. Added Rule Tile Pit.asset Added 5 more rule tiles. Renamed Tile Palette Commit lightable script Fix torch scaling Re-enable lightable check on projectiles Fix torch intensity Fix summon not teleporting players Add lighting to paladin weapon Added AccountId to PlatformServices Fix group heal and hawkmoth heal activation Change save player data keys to string Apply account id correctly on awake Fix isLocalPlayer null reference Add rpc call to hide class select menu Test remove OnStartClient - overriding restore data Removed GameManager.Account properties. Fix accountId not being set for server Added Odin Inspector. Added Rule Tile Grey Walls. Failed to update PlayerVisual system. Fixed Familiar item being null issue. Syncvar all player data. Reduced light count in room from 8 to 1. Added CullClusteredLights flat to TorchFlicker. Disable room lights on player leave. Prevent Countess kiting by adding .5s delay to charge move Clear level on quit to menu to remove lobby overlay Set ambient light to lobby light on exit to menu Fix pit material (change to Sprite Lit) Expand Paladin weapon light (may need to consider changes to light radius when prefab weapon size changes) Increase intensity of flame light to avoid dark spots Overhaul RoomVisual system to integrate it with level design Push NetworkServer.active call further back in Room LateUpdate to allow clients to update incorrect visual on mismatch CameraController center on player improvement. Add level visual class Added some test assets. Fix ClassSelect menu displaying for a short time by moving its display later Make SelectedClass (bool) a SyncVar Added NoClip command. Used bind to bind NoClip to F3 when in editor. Create syncvar hook on player CharacterClassType to setup class on reconnect Polished Rule Tile Grey Walls. Fix explodeable destroy being called without networkserver check Move respawn on starting run to happen on TransitionToLevel based on if Stairs have RespawnPlayersOnActivate flag Treat closing class select menu with Esc as a class being selected (defaults to Fighter) Fixed Tilemap colliders Moved enemies. Removed Launcher.DefaultServerMode. Fixed Launcher.LastGameMode persistence. Made Player.IsWaitingForSpawnRoom public. Fixed projectile penetration across small colliders. Fixed class menu showing on Challenge modes where classes are not selected. Added Challenge.ClearObjectsOnClearLevel flag. Allow Enemy.Room to be null. Just disables pathfinding when no room present. Fixed Weasel pickup instead of carry. Fix Weasel not collecting pickups Started backporting SequenceMove. Sequences are flexible and powerful and can perform most of the existing moves. Add run timer which stops on killing a boss with Final flag Prevent Throne Room visual renderer null throwing exception on enter Switch all timers to test against GameServer RunStart instead of player instance to avoid speedrun unlocks being granted incorrectly Remove test torches from floor 4 spawn room Fix misaligned barriers in floor 5 room Add dynamic chest spawning for player count from ChestLayoutData Apply dynamic chest spawning to Boss and Treasure rooms Remove chests tmx files in Treasure room designs Add unsaved changes to ChestLayoutData.asset Refactored Move by splitting non-essential elements into MoveOld that previous moves now derive from. Note that base.DoMove() must be called now or unity will crash. Assign chest layouts to level manager Added more base calls. Fixed infinite loop in MoveOld that was causing unity editor to crash. Fix door collider scale Fixed bombs not being carryable. Add unlock2 tag to dlc rooms Fix room add player spawn chests being called on clients Fixed Moth Familiar on client. Fix sentinels spawning in spawn room Fix attack rate modifier divide by zero for familiar Fix sentinel of frenzy spawning in incorrect place Update timer to use network time Increased enemy health when not at full players. Fixed room clear with revivable enemies. Fix lobby not re-enabled when entering lobby after quit to menu Made ranged skeleton really pissed off. Boss defeat fanfare is now 2d. Fixed steam invites. Added Utility.Play2D methods. Turned up Fire Pumpkin. Attempt fix honeypot bug by avoiding spawn potions on client Modify force components to cut from 5 to 1 new Vector2 alloc per call to ProcessInputs Fix Switch not playing sound on clients with RpcPlayOpenSound in Switch.cs Updated credits Updated Zarathan.aseprite Add bomb explosion light effect Fixed Wind Beast - Attack 2 Effect light timing. Added Davinci Resolve Project Library Created announcement thumbnail image. Created Darkness Evolved.gif & .mov Fixed Earth Giant on client warnings Updated Localizations Remember the adventurer's creed: Stand together or fall alone... Never Split the Party!


[ 2025-04-19 22:53:47 CET ] [ Original post ]

Never Split the Party is an ultra social rogue-like! You're one of four adventurers entering an epic dungeon to take down the vampire known only as The Countess, who is constantly bombarding you with insults. (Our vampires are unique because they have Tourettes!)

Explore a programmatically generated dungeon, amass powerful upgrades, cooperate with your fellow adventures to conquer and crush the evil dungeon champions!

Never Split the Party has over 120 upgrades, 19 magical potions, 28 unique enemies, and over 425 room designs spread among 5 programmatically generated dungeon levels for maximum replayability!

In addition each player will receive a unique role in the game. The Cartographer tracks the dungeon maps. The Treasurer tracks each players inventory. The Vitalist tracks each players health. And the Loremaster tracks all knowledge of the upgrades.

If you were to be split from the party, say through an Skeleton Wizard's teleportation or a Punter that knocks you into the next room, then everyone else would lose access to your roles vital info until you're reunited.

You'll also get to unlock and choose your character class. While the initial Paladin class will be FREE for everyone (so that you can always play with your friends), access to the other 5 classes require the paid DLC.

MINIMAL SETUP
  • OS: Ubuntu 12.04+. SteamOS+
  • Processor: SSE2 instruction set support.Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: DX11 capabilities
  • Storage: 1 GB available space
RECOMMENDED SETUP
  • OS: Linux Ubuntu 16.04 or newer
  • Processor: Intel Core i5 2.5 GHz or betterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GeForce 8000 Series or betterNetwork: Broadband Internet connection
  • Storage: 1 GB available space

GAMEBILLET

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MacGamestore

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FANATICAL BUNDLES

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