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Development Update - July 2019


I get the feeling I've been working on too many things at once lately. It's understandable because there is so much I still want to get done from here on, regardless of how far we've come, but it feels like there are too many "unfinished" features in-game right now. I'm actively working on towns, villagers, crafting skills, and multi-player, more or less all at once, with 5-6 other things I'd really like to get started, all while trying to clean up the project to get ready for the possibility of additional staff. In light of which, I'd like to take this opportunity to reassess where priority should be given, both in my opinion as well as the communities. I have prepared a small survey to try and gauge how the community feels about how things are, what's to come, and would very much appreciate everyone's time in answering: https://www.surveymonkey.com/r/8XYVZSD As for my own thoughts, here are the things I am working on right now: 1. Multi-player Multi-player has 1-2 major bugs at the moment I'm actively working to fix. I am also working on improving the connection process both to better explain the current state of an attempted connection, and to bind server-side saves to client SteamIDs, and/or offer per-character password protection for servers not interested in requiring an active Steam connection. A number of features are currently turned off in multi-player, most notably caves and towns. Caves and floating islands shouldn't be very difficult to get working and more than anything just have not been tested yet, and should make there way into multi-player soon. Towns will no doubt require a bit more work, and are not currently planned to be added to multi-player until they are further fleshed out in single-player. Multi-player specific features such as partying and being able to tell where your friends are on the map or compass, I do want to get the basics of in and working, but for the most part plan to dedicate most of my attention to single-player most likely until we have additional staff. 2. Town buildings and villagers + Steam Workshop The current town system has a strong base, but is still missing a lot of meat. I want to re-enable the custom building + villager summoning options with less strict building requirements as the primary (cheapest) means of summoning villagers rather than the current pre-made structure plop method. While still of course offering the plop method for people that aren't as interested in building. This also plays into the first phase of Steam Workshop integration which I have been researching lately. In short, an in-game way to upload saved structures to Steam Workshop for sharing with other players around the world. Steam Workshop integration once working, will eventually branch off to items, skins, quests, and more, but with most of those types still further down the road. Villagers, or town NPCs, were temporarily turned off while undergoing some changes, and have remained off for too long. I want to get them at least appearing again as soon as possible, but ultimately am looking to upgrade them into having stats and skills that grow over time. This may be more of a luxury system than something needed right now, and judging by the results of the survey may be pushed to the back burner. 3. Crafting and harvesting skills and facilities One of the biggest "eye-openers" I've come to accept over the past couple months is that Solace Crafting is not a game where player level is the deciding factor as to where a player can travel and survive. It's not difficult for a level 20 player to craft and enchant gear strong enough to let them survive just fine in level 25 or 30 territory, for example. That switch in mentality, that it's more about gear and skills than it is actual player level has done away with my hesitation to add more crafting and harvesting skills. I was worried about making already "overpowered" equipment even stronger, but realize now: that's ok! I want to add an "offensive rating" and "defensive rating" showing roughly what level monster your offensive and defensive capabilities should be on par with. This will be pending some equipment math changes as there is some multiplication currently being used that gets out of hand at higher levels. The current enchanting skill tree gives a decent example of where I want to take crafting and harvesting skill trees. Providing higher level recipe unlocks as well as improved skills to be chosen and unlocked over time. With the recent implementation of schematics we have already started to introduce more powerful equipment, and soon with skills like "smithing melee damage" it will be possible to specialize specifically to your characters play style, slowly making their equipment stronger and stronger. This also plays into the benefits of multi-player play, as one smith can focus on armor, while another can focus on weapons. Note that there will of course never be any skill caps added in single-player limiting anyone from upgrading both armor and weapon skills, for example, it will just take longer to try and "master" both by yourself. 4. Continuing towards version 1.0 There is a lot that I was originally planning to get in prior to 1.0 that I think now will actually be better after 1.0, the biggest of which is the elemental planes. They will add a lot of depth to exploration, new resources, new monsters, and so on, but I think some of the more obvious features that we are still missing and general optimizations should be checked off before we dive too deep into more "advanced" features such as that. Some of the features I consider important for version 1.0 include cooking, fishing, monster skills, and quests, as well as adventuring jobs and classes. I should make it loud and clear, here and now, version 1.0 will be no where near the end of development for Solace Crafting. It's a major step to transition out of "Early Access" into "Released" and is also a prerequisite for many players and organizations that are tired of early access games being abandoned and so just don't cover/play them at all. Releasing version 1.0 is most likely not something I can do on my own, as optimization and polish is a big part of it. But, as sales slowly increase, the prospect of additional staff grows closer and closer to reality.
As always, feel free to comment here, start a discussion on the discussion boards, or join us in Discord at discord.gg/solacecrafting and thank you everyone for your support! Kyle Postlewait Big Kitty Games


[ 2019-07-15 06:13:04 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

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