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Version 0.3 is live!


Now with boats, crossing that water between you and glory has never been easier! Boats are persistant and can be picked up for ease of use, and are currently the fastest and safest way to travel. We certainly plan to add storage and upgrades and much more to boats over time, and with the new small boat in and working all of that will be much easier when the time comes. Caves, both cold and hot are also new and very useful. Within caves is the only place to find gem veins making gem hunting now possible in place of gem grinding. Lava caves are the first of several "rare" caves planned, showing up roughly once every ten caves. In almost all cases you will need to build a bridge to make it to the other side of a lava cave should you wish to continue diving deeper.
Caves actually make use of a new system that completely side-steps the above ground terrain generation. Now that this alternative system is in and working, it will be much easier to create side "dimensions" or "pockets" for increasingly varied content beyond just more and more biomes. Harvesting tools and resource nodes have also had their math reworked into a linear system that is now much more balanced across all levels. For high level players still powering through resources with low level tools, this may come as a surprise. With the new harvesting tool enchants however, it's still very easy to get your harvesting strength well above the toughness rating of equal level resources. Next up on the todo list: Farming, fishing, and a number of other water related things. Thank you again to everyone participating in Early Access, and to everyone making suggestions and reporting bugs both here on the Steam forums and in our Discord server! For anyone interested in supporting Solace Crafting beyond the purchase of a Steam key, please check us out on Patreon Lot's more to come! Note: The windows executable is now "Solace Crafting.exe" instead of SolaceCrafting.exe, a change implement by Unity between 2017 and 2018. Steam has been updated to execute "Solace Crafting.exe." If you receive an executable error Steam may have updated the settings but not the game itself. Restarting Steam should force the update to begin as normal. Note 2: A known bug in the latest Unity, alt-tabbing destroys cursor lock functionality. This can cause the aim "dummy" to wander with the invisible cursor as opposed to the crosshair (center of the screen) after alt-tabbing from and back to the game and trying to place a facility such as a torch. Unity claims to have fixed the bug in their next release. A restart is required to return functionaly fully in the meantime. Opening the esc menu, or the tab menu will display the mouse letting you reposition it manually as well, though it will still wander while invisible. The cleaned up list of updates since version 0.2.2 are as follows: Boats - Added small boat as a known woodworking facility recipe - Boats can be picked up using the shift+interact radial menu Caves - Added cave entrances in place of half of the towers - Increased cave resources node rarity chances: Uncommon + 5% (base 5% at T1+) Rare + 4% (base 1% at T3+) Elite + 1% (base 0.25% at T4+) Legendary + 0.4% (base 0.1% at T6+) - Added ruby, amethyst, emerald, citrine, sapphire, topaz, and diamond gem veins to caves with 5-10 gems each - Gem veins have a natural toughness of +2 with an increased +2 per rarity - Gem veins are twice as likely to be a higher rarity - Added uncommon (1 in 10) lava caves that need to be built across to continue diving deeper - Lava IS lethal. Inventory items will be dropped on top of lava to make sure they are recoverable. Harvesting - Adjusted tool rarity damage bonus from 2.5 to 5 per rarity - Adjusted harvesting passive strength skills from 1 strength per level to 0.2 per level - Adjusted harvesting strong skills from 4 + 1.5 strength per level to 4 + 0.5 per level - Adjusted resource toughness from 15 per tier to 11 - Reworked tool damage and harvestable resources toughness - Resource toughness now displayed on mouse over - Damage done to resources now shown using a yellow damage display - Added 5 harvesting strength enchants - Harvesting enchants can only be placed on harvesting tools - Non-harvesting enchants can no longer be placed on harvesting tools - Harvesting experience is now 1 per harvest (at teir) not 1/10th - Harvested resources required to level reduced from 250 to 100 - First five harvesting level requirements reduced to 10, 20, 40, 60, and 80 - Harvesting tools now use harvesting levels to check if you can equip them instead of adventuring level Solaces - Solaces on the solace travel list can now be assign a color for sorting purposes: blackGeneral - Upgraded engine to Unity 2018.2.2 - The map will now automatically unlock all 8 sections adjacent and diagonal from the currently occupied section. Note that this requires the section be generated at least once meaning near terrain drawing distance will become a limiting factor in map section unlock distance. - Wall torches and ground torches are now stackable - Facilities (which includes wall and ground torches) can now be placed from the hotbars - Wall torch and ground torch light range upped from 6m to 15m, intensity reduced from 1.5 to 1.2 - Player torch (if equipped) light range upped from 10m to 25m, intensity reduce from 1 to 0.8 - Fixed hot bar keybindings for 11-40 not working - Improved player collision detection to help prevent falling through cave corners - Reduced the number of wandering Earth Elementals by roughly half - Control-shift now increases/decreases crafting level and tier selection by 100 - Turned off the lasting visual effect of the Protect spells - Hold shift to rotate facilities 3 times faster during placement - Improved tool descriptions to point out where they go - Added a helper to point out rotation capabilities during boat/facility/structure placement - Added a helper to point out keybindings during building construction - Added warnings to point out when a slot type or a recipe needs to be selected during construction Fixes - Fixed solace storage not accepting resources of tiers above 999 - Fixed not being able to construct resource scanners past tier 999 - Fixed tool strength and speed not showing up in item and recipe descriptions - Fixed uncommon set enchant icons - Fixed some skills not checking for enough energy/mana - Fixed Opportune Strike not dealing double damage on backstabs - Fixed energy and mana bars not updating immediately after skill use - Destroying an item in a trashbin while selected will now reset the item details to prevent dropping null items - Disabled draw/sheath weapon and weapon swap during boat/facility/structure/building placement v 0.3 specific patch notes from the latest beta build: - Disabled underground towns until properly implemented - Disabled terraforming until improved - Fixed abnormal health bar size bugs on enemies - Fixed shift-interact not working on doors - Improved corruption detection and handling of map files


[ 2018-08-20 10:18:51 CET ] [ Original post ]

Solace Crafting
Big Kitty Games Developer
Big Kitty Games Publisher
2018-01-16 Release
Game News Posts: 416
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive (776 reviews)
The Game includes VR Support
Public Linux Depots:
  • Solace Crafting Linux [2.77 G]

Background


My name is Kyle Postlewait (35) and I got into game development years ago because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is NEVER ABANDONED. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability, and maintain all intellectual rights, never selling power to sponsors, publishers, or anything that could endanger continued development.

Early access ends when there is enough content to constitute selling the game without the above warning. Even after we leave early access the game will continue to be improved and expanded on, and has a long list of planned features post early access including other dimensions and multiplayer.

All features listed on this page are undergoing constant improvement and are subject to change.

Short description

Solace Crafting is a crafting and building heavy survival RPG focused around player crafting, building towns, and summoning NPC townspeople. With an open class system, open-recipe crafting, customizable enchanting, modular building, defensive structures, town management, distance-based difficulty, and an infinite game world, players are free to move and level at their own pace. With an uncapped leveling system you can try to push further than anyone ever has. You can try and make the ultimate sword, staff, or anything, thanks to complete control over all recipe settings. Build massive towns full of NPCs not limited by physics-based construction. Seek out rare enchants and exotic resources.

About the game

Survival
Solace Crafting starts out much like similar survival games: you need to make clothes to avoid freezing to death, you need to find food to keep from starving to death, and you should build shelter from the dangers of nightfall.
Crafting
Once you are surviving it's time to evolve. Build resource processing and crafting facilities to create improved weapons and armor. Leveling up your professions levels up your recipes and allows you to unlock new recipes and crafting abilities. Our crafting system is quite unique, allowing even the creation of custom sets. I definitely recommend you watch the getting started video available above.
Role-Playing Game
Once you're armed and ready it's time to push back against evil and it's minions. Level-up and develop your character using an open-class system of evolving skill trees. Mix melee, ranged, magic, and heals however you like. Skills are being designed with fun and visual uniqueness in mind, not minimalism and strict balance.
Solace Crafting
Crafting and placing a solace will allow you to instantly return to it from any other solace in the world, letting you create your own points of interest. Be careful though as the further you travel in any direction, the more difficult everything becomes. In order to level up a solace you'll have to defend it from waves of attackers that will try and stop the procedure. Build static defenses to help protect your solaces during upgrades.
Town Management
An upgraded solace allows you to summon townspeople. In order to summon higher level NPCs you'll need to push deeper into the wild, setting up towns of various sizes as you go.
Astral Travel (not yet under development)
When the time is right you will find your way to the Elemental Planes. Most heavily affected by the infectious anger and hatred, these have becomes dimensions of extreme danger, both environmental and sentient. You must find out where the hatred stems from and find a way to put an end to it once and for all. The Elemental Planes are also the birthplace of all resources mundane and exotic alike. Only here will you find the purest, most powerful resources for crafting and enchanting equipment worthy of a hero.

Developed by a gamer

I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:
  • No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
  • No metered progression
  • Level any and all professions freely, no arbitrary caps
  • Minimal sub-ingredients, minimal crafting and refining timers
  • Completely open, point and level based branching skill trees
  • Multiple, incremental skill points every level
  • Classic roles, not forced balance. Some classes may be harder than others.
  • Unlimited player levels
  • Completely open physics-based world, no off-limits
  • No "realistic" building physics that destroy everything
  • Unlimited access to parallel realities (alternate seeds)
  • Shape and color your avatars freely instead of using preset races
  • Allow alternate characters in the same world

I know how to, and will accomplish everything written here. It's only a matter of time. If the game sells I can hire help with what I'm bad at and focus on what I'm good at.
I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!

Multiplayer, and all of its many features will absolutely be implemented when a much more content rich single player experience has been achieved. Multiplayer like single-player will be PvE oriented and grief prevention/anti-cheat will always take top priority. Turning single-player towns into multiplayer guildhalls complete with defense quests and special achievements is something I very much look forward to, and have quite a few plans for.

Unix and Mac support will be tested and released soon.

The best is yet to come!

MINIMAL SETUP
  • OS: Ubuntu 12.04+
  • Processor: Dual Core 3 ghzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 680
  • Storage: 8 GB available space
GAMEBILLET

[ 6089 ]

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