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Beta v 0.5.2.0

WARNING: This patch has two important patch notes: - Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches - Changed the way that town buildings are saved, forcing a wipe of all town buildings I try to avoid wipes, but the changes were to drastic with these two subjects. This patch sets up the foundation for a lot of upgrades to town buildings I have planned and posted a bit about on Tuesday. The new town system is also currently limited to only Outpost rank, though I hope to get the new crafter buildings, and possibly others, in tomorrow. As villagers will be the next big topic for upgrading, villagers are not currently being summoned/used in this build. Instead each building has a sign on it for interacting with, that will be used to assign villagers. One of the biggest "upgrades" to this system is building levels. In this patch the Storehouse now takes on a central roll, being what determines the maximum allowed population. The "Storehouse" actually starts out now as a "Stockpile" and can be upgraded through levels I - IV, which will then allow you to upgrade Stockpile IV to Storehouse I. These upgrades are visual, and also provide increasingly more storage with each upgrade. It is possible to get stuck inside during the Storehouse I upgrade, so try not to stand actually inside the stockpile when you upgrade it! And I will add a collision check to that tomorrow. Harvester and Crafter building upgrades I don't quite have working yet in this patch, as they require new items from other buildings, but soon further upgrades (and in the near future, better/different villagers) will be the primary source of unlocking new recipes. Now that we have a wardrobe system in and working I'm looking forward to adding more weapon and armor recipes, even if at the beginning they don't all have their own unique 3D models and textures.
One piece of new content in is the new resource scanners. Instead of being an "aura" purchasable from town harvesters, they are now craftable, placeable objects, than can be picked up and moved. They can be found under Masonry Facilities for now, though I plan to lock them behind town harvesters as something that can be learned. Note that they can only be placed in an area of equal or lesser tier than themselves, though their range can still reach beyond that, and they can be upgraded indefinitely. This is one of several steps being taken to remove the -need- for more than one to three towns There are a number of small but annoying bugs on the live build right now that I would very much like to patch, so I want to first get the upgraded town system back to a basic working state along with all the new functionality and push it live before continuing on with new recipes and villagers and everything else. v 0.5.2.0 2019.06.13 - Resource scanners are now craftable items that can be placed on ground or buildings - Storehouses can no longer be deconstructed while other town buildings are present - Solaces can no longer be deconstructed while town buildings are present - Player locked chests and facilities are now always openable in single player - Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches - Changed the way that town buildings are saved, forcing a wipe of all town buildings - Added town building placement obstruction and underground checks - Initiating town building placement will now place the "dummy" 6m in front of players close to the ground - Fixed save structure window throwing errors on structures with furniture - Fixed fruit trees interaction - Fixed procedural tower crates interaction - Fixed harvesting essences interaction Multi-player: - Servers now properly updating their player count - Server list temporarily not showing player count, ? instead, server details will show player count when selected - Fixed bows, wands, and staves during "host" mode - Fixed "host" mode not saving the host's data - Fixed a bug stopping multiplayer hunger and thirst - Fixed switching from single player to multiplayer not resetting "world shift" - There is a harmless error that will show up on dedicated servers that try to load a save with old towns You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!


[ 2019-06-13 14:14:53 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
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