TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]


Big announcements for Goblinz 5th Anniversary!

Hello everyone, Today is a special day for Goblinz, as the studio is already celebrating its 5th anniversary! For the past 5 years, we have been developing and publishing games we believe in. It's been quite an adventure, but this is just the beginning! For the occasion, we have surprises for you including new games announcement and big sales on all our games!

New published games: Diluvian Winds & Defend the Rook


We are so excited to announce the addition of Diluvian Winds and Defend the Rook in the Goblinz catalogue! Diluvian Winds is a sail punk city builder developed by Alambik Studio. In a context of exile due to the rising waters, survive as you expand your community in your lighthouse! https://store.steampowered.com/app/1561040/Diluvian_Winds/ Defend the Rook is a roguelike tactics board combat combined with tower defense elements developed by One Up Plus. Defeat the invading hoards to stay alive and save the land! Enjoy more tactics than a normal TD game, combined with the added challenge of building towers and fighting off waves of enemies! https://store.steampowered.com/app/1531250/Tactics_Tower_Mayhem/ Add these games to your wishlist and follow Goblinz Publishing on Twitter so you don't miss any of their respective news!

All our games on sale!



Take part in our publisher sale and save up to 90% on our games until March 25th! From Legend of Keepers to As Far As The Eye or the recently released ski resort tycoon Snowtopia, it's more than ever time to get the Goblinz games! Check out our sale page: https://store.steampowered.com/publisher/goblinz_publishing/sale/publishersale

Neurodeck is OUT NOW!


In case you missed it, our psychological deckbuilding card game is finally out! Build your deck and capacities by answering personality tests, visiting rooms or meditating. Face your phobia and defeat them through the power of life-inspired cards! https://store.steampowered.com/app/1253860/Neurodeck__Psychological_Deckbuilder/#app_reviews_hash Thank you all for your enthusiasm for our games! And don't hesitate to join us on Discord if you haven't already: https://discord.com/invite/goblinzstudio Cheers, The Goblinz Team


[ 2021-03-18 17:09:34 CET ] [ Original post ]


Snowtopia Early Access is out now!

Hi everyone, Goblinz Studio is releasing a new game with developer TeaForTwo.
Snowtopia is a ski resort tycoon in which you build your ideal ski resort. Keep skiers smiling with fresh pistes and fine facilities. Ski, build and chill in the wintry world of Snowtopia where everyone is welcome! https://www.youtube.com/watch?v=hvNzqfBlyAY&feature=youtu.be&ab_channel=GoblinzStudio For two years now, the Snowtopia community has been accompanying us on Discord as well as on different social networks. Thank you for all your feedback since the first version of the game in December 2018, and on all the updates. Your enthusiasm helps us a great bunch! The early access will allow us to be even closer to the players, who will have more than ever a decisive role in the development of our game. https://store.steampowered.com/app/1124260/Snowtopia_Ski_Resort_Tycoon/ Cheers, TeaForTwo & Goblinz Studio


[ 2021-01-26 14:09:40 CET ] [ Original post ]


Christmas wishes from Goblinz Team!


We wish you very Happy Holidays, wherever you are. And we hope that 2021 will be better than 2020!


The Christmas Season has begun with a lot of sales

Christmas Update and 25% off With exclusive 2 new monsters!


https://store.steampowered.com/app/978520/Legend_of_Keepers_Career_of_a_Dungeon_Master/

A lot of games in sale from Goblinz


https://store.steampowered.com/app/1119700/As_Far_As_The_Eye/?snr=1_1056_4_franchise_1057&curator_clanid=33025551 https://store.steampowered.com/app/1075740/Banners_of_Ruin/?snr=1_1056_4_franchise_1057&curator_clanid=33025551 https://store.steampowered.com/app/716640/Sigma_Theory_Global_Cold_War/?snr=1_1056_4_franchise_curatorfeatureddiscount&curator_clanid=33025551 View all games discounted

Upcoming games in 2021!


https://store.steampowered.com/app/1124260/Snowtopia_Ski_Resort_Tycoon/?snr=1_1056_ajaxgetfilteredrecommendations_franchise_curator-tabs&curator_clanid=33025551 https://store.steampowered.com/app/1253860/Neurodeck__Psychological_Deckbuilder/?snr=1_1056_ajaxgetfilteredrecommendations_franchise_curator-tabs&curator_clanid=33025551 https://store.steampowered.com/app/1244800/Terraformers/?snr=1_1056_ajaxgetfilteredrecommendations_franchise_curator-tabs&curator_clanid=33025551 Have nice holidays and stay safe everyone!


[ 2020-12-24 09:01:24 CET ] [ Original post ]


3 demos for Steam Game Festival

Ladies and gentlemen, fans of simulation and strategy games, it is time for:
Don't forget to follow us to be notified of releases :)
Explore, build and harvest in As Far As The Eye. Create a mobile village and travel with your tribe toward the center of the world.
https://store.steampowered.com/app/1119700/As_Far_As_The_Eye/ Manage your own ski resort, create lifts and slopes to satisfy your skiers need in Snowtopia.
https://store.steampowered.com/app/1124260/Snowtopia_Ski_Resort_Tycoon Build your deck and manage your mental health to face the worst phobias in Neurodeck.
https://store.steampowered.com/app/1253860 And we are very proud to announce the new game published by our studio: Banners Of Ruin. A roguelike card game with turn-based fights and breathtaking graphics. How not to fall in love? https://store.steampowered.com/app/1075740/Banners_of_Ruin


[ 2020-06-16 17:08:26 CET ] [ Original post ]


As Far As The Eye (Unexpected) is now published by Goblinz Studio

Goblinz Studio is publishing As Far As The Eye, a game developed by Unexpected. https://store.steampowered.com/app/1119700/As_Far_As_The_Eye/

When great minds meet


We met the Unexpected team during Paris Games Week and immediately saw the potential of the game. The team needed a few months to make it even better and stronger. We felt our expertise in making witty, community-centric games could fit very well with their project. Goblinz and Unexpected have the same ideals: We believe that this industry needs more games about living in harmony with nature, about non-violence. We want games that help you think and understand new dynamics with an ecological mindset. A FATE is totally that, a game where youre natures friend and co-exist with it peacefully. Check A FATE steam page to get more details about the game and wishlist it! https://store.steampowered.com/app/1119700/As_Far_As_The_Eye/

Goblinz Plans


We now manage 5 upcoming games you can find on our Publisher Page [link]. We try to support every game the same. Were dedicated to produce them with a fair consideration to team situations. We give them all the best chance of success! Noticeably, weve added a few months of production to A Long Way Down to increase quality. Snowtopia is on a good track to be a great game that gets regular updates. Iris And The Giant gets a Unity port to improve future plans. Legend of Keepers reached a 95% positive review and Top 4 free games on Steam for October. A new game means some changes in the organization, and a team update! Carla will be joining us a QA Manager. She will help us test thoroughly the game, record screenshots and gifs for social media. Welcome her kindly! Cheers, Goblinz.


[ 2019-11-27 14:17:37 CET ] [ Original post ]


Seeds of Resilience Postmortem

Postmortem


Hello everyone! Were Antonin (part of Subtle Games) & Tavrox (part of Goblinz Studio), who worked on Seeds of Resilience. The full team also includes Alexandre & other people you can find in the credits of the game. We wanted to take some time to make a postmortem of Seeds of Resilience. After 6 years, our environment friendly village builder went through a lot of hard times. Lets dive into the history of the project.

Project History : 6 years of labor



Year 1


At this time we are 4 in the team. The game we have in mind is a mix of all our ideas: A massively multiplayer browser game with RPG-like characters. You can also build villages with other players, explore a huge map. We use a home-made engine using HTML5/javascript, our team put no effort in project management, and has no game design skills. During this year, we work on our first prototype but we are amateurs. You know, the kind with big ideas way too big!

Year 2


While Alexandre rework the graphics, Antonin starts learning game design by reading and experimenting. He also starts to meet other indie developers that help a lot by giving constructive feedback on different parts of the project. Its also a great boost of motivation. At the end of the year, two team members leave the project because they cant or dont want to spend enough time to make the game progress. This is a hard time and we are close to give up.

Year 3


Alexandre and Antonin spend some holidays together and rethink the whole concept of the game. It helps them drop the RPG aspects and focus on village-building. Alexandre redraws everything while Antonin starts to do some serious project management. They both start searching for realistic data about medieval crafting and building techniques. At the end of the year, we have something interesting to play, though the UI is awfully unintuitive!

Years 4 and 5


Antonin realizes making a home-made engine is not a good idea. We switch to Unity, work in short iterations and remake every part to make it better. We put great effort into UI improvement but our lack of skill limits us. The environment friendly appears and looks really promising.

Year 6


We start working with Tavrox who handles marketing and community management. We launch the game on itch.io then on Steam Early Access. A lot of players give feedback and were more confident about the game. A few months later, we start working with Goblinz Studio. They invest in the game. With their help, we remake the whole UI for the sixth and last time. Its also at that time we get the game localized in 9 languages, add sound design and music. Finally, we released the game! Fun fact: Until June 2018, our game is called Stormland, but a big studio announced a game with the same name. It was a bit stressful for a few days but it gave us the opportunity to find a more suiting name.

What went right


Game mood & art direction



In the end, the game has a unique chill vibe. We see a lot of games with violence and killing; making a game that has none of those characteristics is very hard. It was at the core of the teams philosophy and is now a good solid point of the game. The visual arts are also very specials.. Ultimately, the sound designer brought a nice sound layer on top of all that. It doesnt have the ultimate graphics, but people like it for its simplicity.

Finally released & good sales!


Going through a very long development time, its hard to see the light at the end of the tunnel! Some of us have been in several game productions, and surviving through 6 years of development is hard. The 1.0 launch has been doing ok. The game is not recouped yet, but a good part of it is. In the end, the game is also timeless, it doesnt fit to a trend or anything. Its important because in the long run, it can make good sales.

What went wrong


Very long development time


The project had complete rework several times during the development, at least 3 or 4 times. As you could read in the chronology, it also meant several people worked on the game with several different art directions and game cores. 6 years for an indie project is quite unusual, what we see on average is more around 2-3 years.

Sole developer isolated


Antonin sometimes felt really isolated, living in the countryside far from other developers, sometimes having contact only once a week with Alexandre (who went travelling for a year in his van). Working remotely has many benefits but after years of doing so, the lack of social contact started to be a burden.

Marketing & sales overview


The project was in development for a long time with very few public demo. We only showed the game in local events such as Stunfest or Utopiales. It changed when Tavrox started to work on the game marketing and we decided to launch an open alpha on Itch.io.

Open Alpha


We also tried during the open alpha to make more community building and allow people to have a say about what will be in the next patches. For instance, we had a public trello where people could directly vote.
After a while, we met Aline and her platform Red Bricks, which looked interesting. Its a community building platform.Were glad to be the biggest project there. It is still in early development so in retrospect, it made the community building part a bit slower, but it wasnt a major issue. Also, it helped having things more streamlined.

Steam Early Access


Then, we launched on Steam and had a good first month, considering our very low marketing budget. We saw some opportunity and shared the figures with Johann (Founder & Gamedev of Goblinz Studio). He agreed to invest around 15k on the game to give it a real marketing chance. After a few months, Tavrox was hired by Goblinz Studio and Seeds of Resilience could get a good amount of marketing time and expertise. Johann did his amazing Steam marketing optimization and we got decent long-term sales during Early Access. Every month got an update, as you can read here (link). It was very interesting to incorporate the community and be very open about the development. Our major issue was the ping pong with Mixed reviews on Steam. During some weeks, the game would get into Mixed Reviews (<70% positives) and we had low sales. Then it would get back into Mostly Positive (>70% positive) and the sales would double or triple every day. It happened because the game is a bit special and some players that are looking for a standard, tailored experience dont always get it. Seeds is a calm, peaceful game.

Steam Launch : Praise for Chinese Players!


With the problems around mixed reviews, the launch was a bit harsh. The game is launched on June 13th, and as you can see on this graph, the launch day wasnt the biggest of our days.
It was the few ones after, because we worked with Maple Whispering on the Chinese Marketing. They did a great job and it was definitely worth working with them! As of today 09/07/019, we have around 20% chinese players. Overall, the reception to the 1.0 version was awesome and were glad the game is in a very good state. People like it, its not the million-dollar sellers that everyone will buy. Were in a chill nice and our players like that the game is different enough. The release feels like a moral and sales success to us. To this day, the game has sold around 8k units on Steam + a bit on Itch.io. In the end, its hard to see if we recouped because 6 years with very flexible hours is a very long time. But the game is now out and solid, ready to play for years to come!

What about the future?


Antonin is taking some rest from the development of the game. Were not sure about what we will be adding or fixing within the next months or years. There might be nothing, there might be something, just dont expect anything. We are discussing with people about price of ports for consoles, but its interface is heavy so it might be tricky to do. Of course, if there are critical bugs that prevent players from playing on Steam, we will look into them. Thank you for reading, we wish you the best. Cheers, Subtle Games & Goblinz Studio.


[ 2019-09-24 12:55:34 CET ] [ Original post ]


Seeds of Resilience is 30% off!


Seeds of Resilience is 30% off! Want to start anew? In this game, you'll be able to build a village from scratch. It has 2 game modes : missions & survival. The missions allow you to discover the game mechanics at your own pace. The survival is the real challenge where you dropped in nature!


[ 2019-09-24 12:25:21 CET ] [ Original post ]


New languages added to the game!


We are happy to announce we added Korean and Turkish to the game!




If you see any mistakes, feel free to send us an email about it! A new update will arrive in the next month... with new missions <3 Stay tuned survivors!


[ 2019-09-23 08:14:11 CET ] [ Original post ]


Let's check Goblinz Studio lineup 2019/2020!


Goblinz Studio is proud to announce you that were getting bigger and specialize in turn-based strategy games. Its not anymore a pattern but a brand :)
Dont forget to follow our developer steam page if you wanna be the first to know about our news.

Here is our awesome upcoming games! Only Strategy & simulation games



https://store.steampowered.com/app/978520/Legend_of_Keepers
https://store.steampowered.com/app/1127610/Iris_and_the_Giant_Deckbuilding_card_game/?curator_clanid=33025551
https://store.steampowered.com/app/1124260/Snowtopia_Ski_Resort_Tycoon/?curator_clanid=33025551
https://store.steampowered.com/app/856990/A_Long_Way_Down/

And theres more:


-Sigma Theory full release arrives on Steam for November, with a Story mode! https://store.steampowered.com/app/716640/Sigma_Theory_Global_Cold_War/?curator_clanid=33025551 -Legend of Keepers will have a one-hour-prologue, available on Steam exactly the 26th of September. If you dont want to miss it, you can wishlist it ;) (isnt it our best slogan?) https://store.steampowered.com/app/1151080/Legend_of_Keepers_Prologue/?curator_clanid=33025551 We are super grateful for your hype, feedbacks and advise. If our game becomes a hit itll be thanks to you! Goblinz team


[ 2019-09-06 15:04:25 CET ] [ Original post ]


New languages added


We've just added Turkish and Korean languages in the latest patch.

Also, Gan the developer will be present at BIC (Busan Indie Connect), to showcase the game in South Korea!


[ 2019-08-01 13:03:33 CET ] [ Original post ]


Announcement regarding updates


Hello everyone! It's been a while without news so we wanted to give you updates regarding the future of Seeds of Resilience. The game is doing good, and we're pretty happy with the current state. It's not perfect, but it's a solid experience for all future players. We will be taking at Gamescom with future partners regarding potential ports. If we have ports, there will probably be a PC patch as well, even small. If there's no ports, we will probably not push new updates. IN ALL CASES, we will solve critical bugs that kill the game. We will maybe add a few missions. But don't expect much more, sorry. Gan, sole developer of the game, is still resting and looking at how the game is doing. He's been working on it for 6 years along with Alexandre so they definitely need a few months to process the release. We wish you all the best.


[ 2019-07-22 15:18:51 CET ] [ Original post ]


Patchnote 1.0.8

#Bugfix


  • Terrain is now properly updated when placing quarry and other buildings
  • Fixed incorrect pinecone name in Russian
  • Fixed resolution and fullscreen settings problems

#Other


  • Locked crafts and buildings are displayed along unlocked ones, with requirements displayed
  • Added keys to zoom in and out
  • Added information text when placing or removing soil (water depth after action, impossibility to dig next to a river...)
  • Added objective "Build a quarry" in mission "Mining in the forest"
  • Achievements translated in Spanish, Russian, Japanese and Italian


[ 2019-06-21 10:16:15 CET ] [ Original post ]


Seeds of Resilience 1.0 Release is OUT and a backstory!


After almost 1 year of Early Access and 7 years of development, Seeds of Resilience is out now. Its a 2D turn based survival management game where you have to make a new village from scratch.

A Story Made In Brittany


The game has a special story, it was born in a time where the environment was still a forgotten issue, 6 years ago. It was the kind of time where growth was the only thing people were interested in. The team is made of Antonin Deudon & Alexandre. During the development of the game, they were also involved in environmental activities. They made survivalist trips together, where they learned to live in harmony with nature.
The graphic artist, Alexandre, has a main business which is making durable, wooden insulative material for the construction industry. He invented and built a whole machine by himself to make those materials.
Something in French you probably can't read but I found it funny enough to add it here! Antonin, on his side, has started to make an eco-village. Its a village made of around 20 people who is fully built on having a resilient, plastic-free, auto-sufficient way of living. His family of 4 will be moving here in the upcoming months, it even has an internet connection!
Nowadays, many game developers are concerned with the environment and wondering : are video games worth it for the planet? I hope we can see that like Antonin and Alexandre, it doesnt have to be exclusive with other pro-nature activities people are making on the side.
Have fun with the 1.0 Release, happy game to everyone!


[ 2019-06-13 16:07:55 CET ] [ Original post ]


1.0 Release is in Beta + Sum-up of all Early Access


Antonin is working hard on the new bugs right now! He's sending out new bugfixes every day or two days, so please be patient with us :) We're still working out on the 1.0 release. Patchnote 0.16.17

  • #Bugfix
  • Fixed bug preventing to place soil
  • Fixed blocking bug with quarry
  • Fixed modifiers like Insomnia sometimes appearing twice
  • Fixed volume control settings not affecting music (some FX were not affected as well)
  • Allow both types of fishing hook to be used in both fishing buildings

Patchnote 1.0.0 (only in beta for now)


  • #Main content
  • 5 new missions
  • 20 achievements
  • #Bugfix
  • Unblocked "cooked fish" recipe in 3rd mission.
  • Fixed stone house strength and insulation values.
  • Fixed a bug with wind storms

------------- EARLY ACCESS SUM-UP -----------


Also, I've seen people say the game is still not ready for a 1.0. It may be true, it may not be! Our opinion is that the game is good enough to be released now and we need to reach that step. Antonin has been working on it for 7 years and myself for 1.5 years, we think it's time. It's fair to say it may not be ready, but here's all the updates we've made to consider it ready: June - Upcoming 1.0
  • Loads of bugfixes
  • Fine tuning
  • 5 new missions
May- Missions Update - 27 May
  • Players can now play 8 missions with specific objectives which unlock characters
  • Survival mode provide the unlocked characters and give new ways to play the game
  • Loooaddsss of big fixes thanks to an hired QA Team!
  • New trailer!

April - Traits update - 30 April
  • Random traits for villagers
  • Character sheet showing more stats
  • Energy Bar around
  • Bugfixes

March - Agriculture & sound design update - 28 march
  • Agriculture gets reworked and you can now see crops status!
  • Late game buildings added
  • Full sound design & music rework
  • Big optimization, FPS x3
  • Bugfixes

January - New Interface Update - 23 Jan
  • Complete rework of the interface!
  • Shells, crabs & frogs now respawn
  • Announcement of publishing by Goblinz Studio
  • Bugfixes

November - Early Island Update - 14 Nov
  • Procedural generation for islands
  • Modifiers that allow
  • Tutorial with 3 islands
  • Random villagers
  • Bugfixes

October - Seasons Update - 11 Oct
  • Game now has 4 seasons with different challenges and conditions
  • Lot of graphic work for winter stuff!
  • You can harvest and place layers, sand, dirt to terraform terrain
  • Easy map
  • Bugfixes

September Update - PROCEDURAL - 11 Sept
  • Island is now procedurally generated
  • Seeds to customize generation
  • Zoom in & out
  • Achievements
  • Storm Warning
  • ITA localization
  • Ingame Shortcuts

August - Better life update -- 2 Aug
  • Improved UI & UX for game sessions
  • Separate storage window showing you what you currently have
  • Objectives that teach you throughout the game
  • Localization in Portuguese, Russian, German
  • Bugfixes
July - Launch Update! - 19 Jul
  • Small bugfixes
Thank you for helping us on testing, keep the bugs coming in :)


[ 2019-06-10 09:46:22 CET ] [ Original post ]


Trailer for 1.0 Release on June 13th!


We're releasing a new trailer to showcase the 1.0 release of Seeds of Resilience. The whole team of Goblinz worked on it, shoutout to Mathieu & Jrme for the editing & sound design. Check it here > https://www.youtube.com/watch?v=BrLUHKkthdY


[ 2019-06-03 13:03:02 CET ] [ Original post ]


Patch 0.16.14 is live


Hello everyone! The patch 0.16.14 is live and we're planning to bring even more before the release.

#Bugfix


  • Fixed Spanish translation problems
  • Fixed a bug that was making items in warehouse disappear
  • UIScale is now applied on title screen
  • Fixed visual problem with tornado
  • Removed unwanted "notifaction" sound on new game
  • Fixed "poor appetite" food need reduction appearing as "glutton" on the food needs per day info bubble
  • Changed text showing "health has changed during last night" when health actually didn't change
  • Rafts are no longer overlapped by water (though there still are some minor glitches)
  • Fixed graphics of additional crates on Stardew Island mission
  • Fixed 2 storeys stone house which was lacking a plank floor
  • Fixed partially disappearing UI components on game lost

#Other


  • New sounds when game won or lost
  • Indication of how many villagers are assigned to a house
  • "Restore default controls" button in settings
  • Removed Awena's Natural-born woodcutter trait
  • UIScale minimum is now 0.6 so it can fit on 800x600 screen resolutions
  • UIScale is now automatically clamped according to the selected screen resolution (e.g. with 1024x768, the maximum scale is 0.7)
  • Added a text showing current and max health over the health bar in the character window


[ 2019-05-31 06:58:36 CET ] [ Original post ]


May update - Missions!

May update - Missions! There is now a mission mode which offers new challenges, sometimes in special environments. Compose your team and start playing! Completing missions will unlock new characters, some of them having really helpful traits in certain situations.
There are currently 7 missions, the first 3 being the new tutorial. We plan to have 10 more missions for the release on June 13th!
Ship building Survival mode now has an objective: To build a ship so your characters can leave the island!
Bugfix and general improvement As we near the release, were putting great effort into fixing all the bugs and adding small improvements to enhance the user experience. For example, you can reorder you characters, assign them to houses more easily, and theres permanent information about your food stocks and how much is needed to feed everyone.
Whats next? Seeds of Resilience will leave Early Access on June 13th. Until then, well continue to do some polishing, and prepare new missions with various environments. Were also going to rework the Steam achievements!


[ 2019-05-27 14:52:05 CET ] [ Original post ]


LAUNCH 1.0 Release on June 13th!


Hello fellow villagers! Were glad to announce that Seeds of Resilience is coming in 1.0 release on June 13th. SOR has been in development for more than 6 years now and we feel like its a good time to release it.

PLANS AFTER 1.0


Antonin aka Gan has been the solo game programmer on this project, with the great arts by Alexandre & marketing by Goblinz. Being the only programmer on a project is a GREAT task. We know everyone would love more features, more work, more content. We would like to give SOR a good 1.0 release before looking at the post-release content. Were discussing with partners to bring it to Switch or mobile platforms. If we do this, we may bring a bit of new content along with those platforms.

MISSIONS UPDATE TEASING.


We hired a QA team, will be pushing the Missions Update and bringing tons of new fixes for the game on June 13th. Our graphic artist is also working on a new trailer that showcases the latest features. You can already test the missions update in the beta test. Thank you to everyone for all the feedback and joy shared making Seeds of Resilience. Join us on June 13th to celebrate the 1.0 release of SOR :) Cheers, Love from all Subtle Games & Goblinz Studio.


[ 2019-05-23 14:57:04 CET ] [ Original post ]


Traits Food - April Update Is Live!


Your villagers now have traits that can help (or not) your village to survive! We've also reworked the food / health / sleep system to make it more intuitive. --------------------- Play it now! https://store.steampowered.com/app/877080/Seeds_of_Resilience/ ---------------------
The journal window now explains why your characters lose health points and why they have more or less action time.
Also, food rationing controls have been removed.

See all remaining time at a glance


We implemented a great suggestion from @Botaxalim on Discord, which was about displaying a time bar around character buttons.

End of Turn Tips


You will now get tips to improve your game at the end of every turn. For instance, if you don't build a home, the game will suggest you to. It's a pretty simple system that can be improved so let us know if you have suggestions!

Better rivers


Rivers have been reworked so they always are long enough to build both the sawmill and the grain mill.

Survivors & Missions, Next update!


We're already working on the next update, which will improve game progression. We feel like today, it's a bit hard to get into it. We hope it will help new players understand the game, and older players get cool missions to do!
  • Chose your team
  • Unlock characters by playing scenarios
You'll also be able to choose a new team of villagers to make your next game. This will allow you to have more choice in the difficulty setup as well. We will communicate more about this, but Seeds of Resilience will probably be released in June, so stay tuned!


[ 2019-04-30 14:55:53 CET ] [ Original post ]


"Traits" April update teasing


Hello everyone, The team gathered and decided what will be in the April update : Traits! Your villagers will get random traits that can help (or not) your village to survive! Here is an example of a character sheet, in french (sorry, its our work language :p)
We also had great suggestions from @Botaxalim on Discord that well be using, noticeably the thumbnail showing energy on characters from this picture :
and potentially more in May's update. We will also improve and rework the food / health / sleep system. It needs to be reworked for the traits and want to simplify it a bit. Finally, well add new musics to improve the games mood and finalize the audio part. That should be all good for Aprils update :) Well keep you up with the news!


[ 2019-04-02 10:52:11 CET ] [ Original post ]


"Agriculture Sound design" - March Update


The March Update is here, its called Agriculture & Sound design. In this update, youll get to understand better how plants are evolving in the game. You now have small panels ingame and a better interface to show you whats planted and when it will grow. Edit : I forgot but we also tripled the FPS ingame...no more lags, people!
You now have more than 20 sounds in the game that are creating a complete soundscape, and a natural ambiance which varies according to the season (and the zoom level!). We will be bringing a few more sounds and short musics with the next update as well. You can congratulate Antonin (programmer) & Jrme (our sound designer) for their work on it!
Players also get new buildings and items for the late game, including advanced workshops like a forge, a foundry, a sawmill Existing content has been a bit modified for balancing, e.g. fishing rod has been replaced by a pronged spear (some kind of rudimentary harpoon) and planks are now made in the sawmill instead of the wood workshop. Have a good day and see you for the next update. We should give more information about it next week!


[ 2019-03-28 16:07:08 CET ] [ Original post ]


March Update Teasing!


Hello there! Sorry we kept you waiting because we needed some time to rest. Our main developer didn't get much vacation for the last months so we felt it was a good time to take a break. The team also wanted to think about the next updates carefully. We sat down and you can now check our March Update on Red Bricks https://redbricks.games/home/brick/march-update-agriculture-optimization-105
Here are some core things we'd like to work on:

  • Better UX for Agriculture
  • Villagers with random traits,
  • Specific mission with specific challenges that will unlock some of those villagers
  • Sound design is being reworked right now! We'll ship stuff when it's ready
  • Optimization, still WIP but should be much better for our 1.0 release players in a few months!
  • Add a bit more narrative for empathy with the villagers
The core problem we'll try to adress is PROGRESSION! What do you think? What is the ONE THING we should be working on according to you?


[ 2019-03-05 16:28:25 CET ] [ Original post ]


Kon'nichiwa N ho, SOR is now in Japanese Chinese


Hello there! We just pushed an update with a bit of optimization and Chinese + Japanese for the Lunar New Year! The game is also on sale at -20% so share the news with your friends if you like the game!


[ 2019-02-05 14:20:44 CET ] [ Original post ]


Robothorium is now out on Steam and Switch!!!

Robothorium, our cyberpunk dungeon crawler with turn-based fights, is now complete and ready to get out of Early Access. https://www.youtube.com/watch?v=zepugcb30F0&t=2s Two years ago, we have started the development of Robothorium. We had no idea where it would lead us.
6 months after starting the development, weve decided to change the art direction. And it was a great decision!
Weve released the game on June 7th 2018 in Early Access, and it wasnt that easy! After 8 months of Early Access, tons of updates, the support of our great community on our Discord and the great work of our partner for the Chinese market, Whisper Interactive, we are more than happy about the development of Robothorium and we are ready to let it fly on its own. https://store.steampowered.com/app/657090/Robothorium_Scifi_Dungeon_Crawler/ Thank you all for your commitment, we are glad to have you in our community!!! The Goblinz Team


[ 2019-01-31 17:51:01 CET ] [ Original post ]


0.13 NEW INTERFACE Update


0.13 - NEW INTERFACE Update!


It was a long work, but it was needed! UI is now smaller, easier to use, with some additions like a report panel at the end of each turn, giving you more information about the well being of your survivors.
We also reworked keyboard shortcuts, take a look if you like to use the keyboard rather than the mouse.

Shells, crabs and frogs


Finally, shells respawn! A reproduction behaviour has been implemented: once a year, every shell breeds: it produces another shell, giving there is space on its natural environment, and there are not too many other shells around.
The same behaviour is used for crabs and frogs, two new animals that offer new sources of food.

Removed stockpile


You no longer need to place stockpiles before harvesting resources. Items will simply stay on the map, clearly identified by a white outline. Next step is to add proper warehouses to store all those items and protect them from the storms.

Minor changes


Now, Snow only appear on higher parts of the islands on the first day of winter. On the second day, it covers more land. On the third day, ice forms on the coast. On the fourth day, ice recedes, kind of announcing spring is close. Balanced strings and bamboo amount required for fishing buildings and floating bridge

Bugfix


  • LOTS of bugs fixed by the new UI!
  • Zucchinis are no longer immortal, ever producing top tier vegetables. They die in winter along with tomatoes and other annual plants.
  • Snow no longer persist in spring
  • Tool durability and villager time updated every time an action is performed
  • Added missing translations
  • Prevented appearance of fake buildings
  • Fixed storms taking way too much time to finish
  • Fixed static tornadoes
  • Building rotation is now properly restored on loading
  • Firecamp can now be destroyed by a tornado
  • Fixed new buildings appearing damaged
  • Fixed old skills reappearing
  • Prevented selected character changing when zooming
  • Moving map with mouse sometimes didnt work, everything is fine now
  • After 10 villagers, empty rafts no longer arrive
  • When all villagers died at same turn a newcomer arrived, game was lost (because for a very short time, there were no alive villager on the island and the game detected it). Game is no longer lost on this occasion now.
  • Rationing cursor position is now properly restored on loading

We're also proud to announce we're working with Red Bricks (https://redbricks.games/) to improve our community link! You can now submit features, bugs and others directly here!
All of this was made possible because Seeds of Resilience is now published by Goblinz Studio. We're all french people trying to make good indie games. Goblinz has been putting money & efforts to bring more quality & marketing to Seeds of Resilience! https://store.steampowered.com/app/877080/Seeds_of_Resilience/


[ 2019-01-23 16:26:18 CET ] [ Original post ]


Discover and help us test the new UI!


Hello everyone! We know we've been a bit silent those last months, because of Christmas but also because of this new UI. We took some time to make a brand new user interface that will allow you to navigate more quickly in the menus. You can test it onto the public beta test branch, like this
Feel free to give us your feeling about this new UI in the comments here :) It's not 100% perfect and we'll improve UX over and over but most of the rework is here! The UI update, unless there are major bugs, will be pushed onto the main branch next week. -Tavrox https://store.steampowered.com/app/877080/Seeds_of_Resilience/


[ 2019-01-18 10:52:01 CET ] [ Original post ]


EARLY ISLANDS Update - Beginner islands + new proc generation criteria


0.12 - Early Islands


This update focuses on new players first experience, a side of the game that becomes more and more important as we reach new people. To all our long-time players: Thank you for your patience, we assure you new content will come!


A proper tutorial


There is now a new tutorial: A series of 3 small islands with objectives that progressively introduce the mechanics of the game to new players.

Better procedural generation


The map generation algorithm has been enhanced to guarantee the presence of enough resources on the island.

Difficulty selection and customization


When starting a new survival game, you can now choose between 3 difficulty modes. They offer different storm frequencies, island sizes and resource distribution.
Additionally, you can set your own settings. Optimal resource distribution always generates a great amount of every natural resource. Random distribution is nearly complete random and might lead to islands with a single bamboo or tree, which you will need to reproduce before harvesting it.

Positive side of the storms


Storms will now bring some surprises After a hard night that might have damaged your village, crates containing seeds and other items could wash up on the shore.

Minor changes


Your first 3 villagers are now randomly picked instead of always being the same ones

Bugfix


  • Fixed tornadoes not moving
  • Remade the wind storm destruction sequence, it should never last longer than 5-10 seconds now; so this fixes the extremely long storms problem
  • Fixed pink alerts
  • Prevented fake building creation
  • Remade the way storm warnings are displayed, fixing bugs in the process

Our next update will be in JANUARY and features a complete rework of the UI. Trello Here's a teasing!


[ 2018-11-14 15:27:59 CET ] [ Original post ]


SEASONS Update! Survive against the four seasons!


0.11 - The seasons update


Seasons


This is it! Its been a huge amount of work on our side as we had to draw an integrate lots of new graphics, so we have autumn leaves and snow everywhere in winter. More, the growth of each and every plant has been entirely remade, to comply with the calendar. There probably still is some balancing to do, so please give us feedback! Most trees and plants produce seeds or roots that remain in a dormant state during winter and sprout in spring. Theres also a seasons wheel, with a storm indicator attached to it:
Theres now a seasons wheel, with a storm indicator attached to it:

Soil layers


Sand, dirt and clay are now stackable layers you can harvest. Later on we plan to add the ability to put back sand and dirt on the ground so you can create terrain.

Fish population management


Until 0.10, fishing was wayyyyy too easy, because you could fish endlessly with a good yield. The amount of fish you get now depends on the fish population in the area around the fishing building. And fishes are then removed from the sea, so the population decreases. They multiply in spring.
Also, there are now 3 kinds of fishes:
Small, yellow ones that can be fished with a simple fishing rod.
Schools of small red fishes. You need a fishing building for those.
Big blue fishes which you can only get with the fishing cabin. They give a large amount of food when cooked.

Trees offering protection against strong winds


Voted by community


As you can see on the following gif, the shelter on the beach is destroyed by the storm whereas the one close to the trees is protected from the wind.
To achieve a consistent behaviour, Ive done some reading on the subject of windbreak. Maybe Ill detail the algorithm later.
Credits: Martin Crawford / Creating a forest garden

Wealthy islands


To improve first player experience with procedural generation, we added a beginner mode which activates the tutorial objectives and guarantees a map with enough resources (instead of generating a random seed, the game takes it in a predefined list).

Quarry giving ore


Quarries now exist in 3 different sizes and give ore when digging tiles with ore veins. There are now plenty of ore veins in the ground. Finally, the mine building has been removed.

Minor Changes


  • Spanish localization has been added
  • Trees have an intermediate form, smaller than the fully grown tree, but giving the same materials (in a smaller amount, obviously)
  • Crafting a string can be done with no survival skill (level 1 required before)
  • Floating platforms and fix fishing rods are now damaged by storms

Also next update will be EARLY ISLANDS https://trello.com/b/VZ2LWnRS/seeds-of-resilience-public-roadmap Vote for the community feature and get a glimpse of next month update.


[ 2018-10-11 12:46:11 CET ] [ Original post ]


PROCEDURAL Update - New game = new island!


Hello (Insert random name.... oops) and welcome to the procedural update! We didn’t choose the features by random but sure got some stuff done this month!

FYI the game will be on sale from tomorrow (Sept 12) for 2 weeks at 20%!


https://store.steampowered.com/app/877080/Seeds_of_Resilience/

Update summary


  • Procedural Map Generation: every new game, the island is procedurally generated. You can share seeds with other people on our Discord (http://discord.gg/seedsofresilience)
  • Storms Warning
  • Steam Achievements
  • Access hidden resources with CTRL shortcut
  • New localization: italian
  • Zoom In & Out
  • Ingame Shortcuts
  • More & More bug fixes !
Here are a few pictures from the upcoming content:
New game panel with seed display
Storm warning, voted by the community!
Shortcuts we want you to see
See behind trees with CTRL Jump into the game and try out this slick generation! Tell us what you think in the comments or on Discord.

Next Month update: SEASONS


The planned content for next month is SEASONS. The game will now have Summer, Winter, Autumn and Spring like in real life. Basically, in winter the crops will be more sparse and the soil will become frozen. You’ll have to plan your game more carefully! There are 3 features to vote [url=https://trello.com/b/VZ2LWnRS/seeds-of-resilience-public-roadmap]

Minor Changes


  • Added “place stockpile” as the first objective
  • You no longer get chestnut when cutting down a chestnut tree. As with other trees, you have to harvest the seeds that spawn around the tree
  • Added Credits on title screen
  • Window buttons now toggle the window instead of opening them
  • Removed some plants graphic variations that were too hard to see (spelt, flax and cotton had versions with only a couple stems)

Bugfixes


  • Fixed quarry no giving any stone
  • Fixed fishing shack repair cost being zero (in time as in materials)
  • Deactivated keyboard shortcuts during writing save file name
  • Set up the right sound when picking tree seeds up
  • Fixed a problem when placing several stockpiles rapidly
  • Fixed quarry/mine making game freeze when trying to extract past the limit
  • Fixed too long repair time by applying a logarithmic function on the original repair time
  • Fixed tree seeds spawning in water
  • Fixed a silent error occuring when trying to craft a tool while missing a material
  • Recycling a building now checks if there’s enough space in the storage
  • Fixed “return to main menu” button which was inactive when on the “all villagers are dead” screen
  • Fixed a glitch that allowed you to have infinite ore veins if you recycled and rebuilt the mine before it depleted
  • Fixed “villager affected to houses” count which wasn’t working, preventing from unlocking the Hamlet achievement
  • Fixed mine building corrupting save files


[ 2018-09-11 15:44:38 CET ] [ Original post ]


Patchnote 0.9a

Minor changes


  • Balanced tomato, zucchini and spelt growth and yield, considering players feedback on the matter

Bugfixes


  • Prevent quarry rotation
  • Replaced mining skill by stonecutting skill when working in quarry and mine
  • Made loading screen slider non-interactable
  • Discord & Wiki icons on title screen no longer appear above save/load/new game windows
  • Fixed stuck loading bar when you started a new game after having launched another one then returned on main menu
  • Handled corrupted save files in the loading process (it no longer crash the game, there’s an error message then the game returns to title screen)
  • Fixed loading bar that didn’t always start at 0%
  • Harvesting using a tool always consumed 1 use, even when the harvest required 2 or more uses. Fixed.
  • Fixed plants prematurely dying after reload


[ 2018-08-05 10:20:37 CET ] [ Original post ]


BETTER LIFE Update - UI, Objectives much more!



(game now available in German, Russian & Portuguese!)

Bigger updates


Before the Early Access release, we pushed one update every two weeks. It was a lot of pressure for our sole developer Gan. We’ve decided to make only one update per month but it will be at least twice bigger! So 0.9 is the first of our big updates, we hope you will enjoy the improvements. You can also now vote for new updates every month! Click here to vote for September's community feature. August's one is the "show skill evolution feature".

UI/UX improvements


The biggest work in this update was to improve user interface and user experience. Let’s be more specific.

Clever harvesting and recycling


Harvesting and recycling stuff on the map is way quicker. You don’t have to select the right tab anymore! Say you are on the crafting tab and you just lack one branch to complete an axe recipe, you can simply click on a sapling to obtain a branch, and then click on the craft button.

Intuitive building selection


Before this update, selecting a building required to close the parchment. Not intuitive at all, I know… At the time I made that, it seemed pretty logical to me, and I needed players feedback to realize it was not a good design. Anyway, now you just have to click on a building and its description will open. From there you can repair it, recycle it, or use its special abilities like fishing.

Storage in a separate window


Storage is not in the parchment anymore, but in a separate window. Food rationing slider now shows in this window when you select the Food category.

Simple objectives


In replacement of the sorry excuse for a tutorial we had before, there are now a series of objectives that should guide new players in the first turns of their first game. We’ve studied the things new players were often missing and invited them to do it in the tutorial so they cannot miss it anymore. Later we could add long-term objectives that will be like achievements for experienced players.

Other improvements


  • A loading screen with a progress bar, displayed when you start a new game or load a save file.
  • “In construction” and “damaged building” indicators always visible on the map.
  • Waiting time for actions like crafting, fishing, working on a building have been drastically reduced (for crafting we went from 2 seconds to 0.15 second). So now this is nearly immediate so you don’t have to wait, and still this tiny delay gives feedback that makes you sure that the action was made.

Skills Window


We asked players to vote for a feature (chosing between 3), and the winning one was a window showing information on skills evolution and unlocks.

Mine


This new building has to be placed next to an ore vein. It allows extracting large amounts of ore, which is essential when you start to produce metal tools. Using the mine is also quicker than breaking the boulders on the map.

Quarry


In the same idea, the quarry is an efficient and nearly endless source of stone, but requires to clear a large area to be built. As you can see in the gif, this will alter terrain.

Localizations


We’ve got translators working hard for us this month! The game is now available in three more languages: Portuguese, Russian and German. The Steam store page has also been translated. I also worked on a tool that automatically finds missing translations, because I was always missing a few with each new update.

Minor changes


  • Woodcutting and woodworking skills have been merged, as were mining and stoneworking.
  • Cooking fish is now associated with the Survival skill. Villagers should now be able to learn Survival and Stoneworking skills (where before it was really hard to practice).
  • When a villager is level 1 in a skill, practicing level 0 actions will make it progress twice less than practicing level 1 actions.
  • Tree stumps are now removable with a pickaxe.
  • Pressing Escape when a raft is coming to the island will instantly end the movement (so you don't have to wait)
  • Some buildings were showing material lines with a required quantity of zero. Those lines are now hidden.
  • Removed "difficulty level" in save file previews

Bugfixes


I spent a few days on bugfixes. I wished I could have done more but we chose to focus on new features first. The interesting thing is that some of the UI/UX improvements fixed several bugs by just being implemented.
  • Fixed bugs that occured while loading a save
  • Bronze tools recipes now really produce bronze tools instead of rudimentary ones
  • Screen resolutions higher than 1920x1200 available
  • Fixed workshop requirement tooltip
  • Fixed skill progress bar that was showing 100% before really reaching the next level (it happened when the value was something like 99.7%, it was rounded to 100).
  • Several minor UI adjustments
Cheers! Gan (I, developer), Alex (graphical artist) & Tavrox (Marketing)


[ 2018-08-02 13:12:53 CET ] [ Original post ]


Next update teasing: UI UX improvements + a bit of content


Hello everyone! Gan (the developer), Alex (the graphical artist) & I wanted to keep you updated for the next update. It's currently planned for August 2nd! First we know there are still a lot of bugs! We're working on those as well. It's hard but we try to do a bit of everything so everyone's pleased with the game dev progression.
Harvesting will be made easier. You can directly harvest without leaving the building idea m/
Storage is clearer and better sorted, also gets it's own deported panel. It's still displayed if you load another panel so you can keep an eye on your storage.
Repair & Recycle is made directly from the building!
Simple objectives will help you on the first baby steps of the game. Everyone needs a bit of guidance before being left in the wild :)
New building: mines! You will be able to harvest veins and gather metals by new means. It will give a bit more diversity to the tech tree.
We're also currently building the wiki so if you want to help us, send us some suggestions about what to put inside! For instance, what stuff you didn't understand on your first plays. It'll help us tremendously! https://www.reddit.com/r/SeedsOfResilience/wiki/index


[ 2018-07-19 16:14:14 CET ] [ Original post ]


Vote for the "community feature" that will make next patch


https://trello.com/b/VZ2LWnRS/seeds-of-resilience-public-roadmap We want to include the community in our development! Alongside with our planned feature for next patch (which is aim for August 2nd) we are pushing 3 ideas. - Creation of a 3rd map, to improve game length and diversity - Show skill evolution on a panel ingame - Customize tempest frequency at the beginning of a map pick You can now jump in on our public Trello map and vote for your favorite feature!
https://www.reddit.com/r/SeedsOfResilience/wiki/index We started a new wiki here to explain the mechanics more deeply. It takes a lot of time and we only spent an hour on it so you'll have to wait for more! For now, we gave details about Disasters & Skills.
A bit of bad news we have to be clear upfront about. We know we kind of pushed the campaign mode (and it's still appearing ingame) but Gan is developing the game alone. We have to be really careful about where we put the focus. Right now, we mainly need better UI/UX & a bit of late game content. Campaign is very costly and lengthy to do, so we'd rather cancel it for now. Rotating the map is 100% impossible with our current engine & technology. We don't want to spend several months making a new system to only be able to rotate the map! We know those are quite important for you but at least we can give our explanation & point of view about those.


[ 2018-07-05 14:08:37 CET ] [ Original post ]


Ready for a new start?


Hello villagers! After a few months of open beta on itch, we’re ready for the next step: STEAM! You can now play Seeds of Resilience here. https://store.steampowered.com/app/877080/Seeds_of_Resilience/
The Early Access is intended to last for a few months before turning to final release! We will announce new ideas to help engage the community in the next weeks. Some translations will also be progressively implemented in the game. Join the community on Reddit & Discord. https://www.reddit.com/r/SeedsOfResilience/ http://discord.gg/stormland


[ 2018-07-04 14:33:55 CET ] [ Original post ]


Launch day small patch


Small patch with a few bugfixes - Version 0.8.3b Bugfixes: - Fixed a bug that was making the control bar disappearing - Fixed a problem with the Millstone which prevented other buildings to be selected in the UI - Oak trunks was set to have Fir material essence instead of Oak


[ 2018-07-04 09:25:26 CET ] [ Original post ]



Seeds of Resilience
Subtle Games
  • Developer

  • Subtle Games
  • Publisher

  • 2019-06-13
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 35  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (252 reviews)


  • Review Score

  • https://seedsofresilience.com
  • Website

  • https://store.steampowered.com/app/877080 
  • Steam Store

  • The Game includes VR Support



    Seeds of Resilience Linux [233.37 M]

  • Public Linux depots

  • The Game:

    Build a village on a desert island, and prepare for merciless natural disasters! Learn to choose the right items, understand nature's behaviour and use real medieval construction and craft techniques in this turn-base management game.

    Features

    • Patiently go through the steps of re-creating a civilization: Start with a stone axe and a shelter made out of branches to finally build elaborate houses and mechanized workshops.
    • Survive in a harsh environment where storms and other natural disasters occur way too often.
    • Turn based: Take all the time you need to plan your actions. When you're done, click the end turn button and start a new day.
    • Detailed building construction: Choose natural resources according to their properties. Use them to craft the materials needed to assemble a building.
    • Realistic medieval construction and craft techniques. Everything could be made in real life the same way.
    • Observe the environment response to human activity. Maybe you should avoid fishing everyday at the same spot or cut down the whole forest.
    MINIMAL SETUP
    • OS: Any
    • Processor: Intel core 2 duoMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 5500
    • Storage: 200 MB available space
    RECOMMENDED SETUP
    • OS: Any
    • Processor: Intel core i3-500 or betterMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 2 Go
    • Storage: 200 MB available space
    GAMEBILLET

    [ 5951 ]

    11.89$ (15%)
    8.49$ (15%)
    5.57$ (15%)
    10.00$ (50%)
    17.39$ (13%)
    2.00$ (80%)
    9.98$ (67%)
    3.60$ (80%)
    8.47$ (15%)
    13.91$ (30%)
    20.99$ (30%)
    21.90$ (37%)
    9.90$ (67%)
    24.87$ (17%)
    12.59$ (16%)
    8.17$ (73%)
    20.62$ (17%)
    3.51$ (12%)
    2.22$ (78%)
    16.99$ (15%)
    33.19$ (17%)
    20.49$ (18%)
    17.19$ (14%)
    8.59$ (14%)
    41.49$ (17%)
    5.94$ (15%)
    5.91$ (85%)
    4.22$ (15%)
    16.89$ (16%)
    12.74$ (15%)
    GAMERSGATE

    [ 3198 ]

    1.13$ (89%)
    5.0$ (50%)
    4.88$ (62%)
    2.25$ (89%)
    2.38$ (76%)
    2.0$ (90%)
    2.0$ (80%)
    2.7$ (77%)
    4.5$ (77%)
    4.5$ (70%)
    5.78$ (71%)
    14.87$ (40%)
    9.99$ (50%)
    4.5$ (77%)
    0.56$ (81%)
    6.38$ (57%)
    11.99$ (20%)
    0.63$ (91%)
    4.95$ (67%)
    4.73$ (68%)
    3.0$ (62%)
    5.1$ (66%)
    4.12$ (59%)
    9.89$ (51%)
    9.59$ (20%)
    4.95$ (67%)
    4.0$ (80%)
    2.93$ (77%)
    3.38$ (89%)
    4.79$ (40%)

    FANATICAL BUNDLES

    Time left:

    1 days, 2 hours, 39 minutes


    Time left:

    24 days, 2 hours, 39 minutes


    Time left:

    6 days, 2 hours, 39 minutes


    Time left:

    37 days, 2 hours, 39 minutes


    Time left:

    43 days, 2 hours, 39 minutes


    HUMBLE BUNDLES

    Time left:

    3 days, 20 hours, 39 minutes


    Time left:

    3 days, 20 hours, 39 minutes


    Time left:

    12 days, 20 hours, 39 minutes


    Time left:

    19 days, 20 hours, 39 minutes

    by buying games/dlcs from affiliate links you are supporting tuxDB
    🔴 LIVE