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Version 0.6.3.11 now live!


Now live! This patch brings in the first phase of Workshop integration. Structures can now be uploaded to Steam Workshop, and other players structures can be subscribed to, making them available under the new "Workshop" tab in the structure load menu. Workshop support is intended for nearly all systems within Solace Crafting including items, enchants, recipes, monsters, skills, quests, encounters, and so forth.
Currently the item template creation/editing interface is also accessible. Though still undergoing some improvements, you can access the interface with the "i" key while in creative mode. Already the interface allows you to create new items, equipment, recipes, and so on, but is lacking in some information that should be made clear, cannot yet import sprites(icons), and is not yet connected to Steam Workshop. There are two major changes going on right now that are going to heavily affect further Steam Workshop integration. For one, I have been re-writing the world generation system from scratch to replace the 3rd party tool that we have been using from day one. It's a handy and well written tool, but doesn't work well in the way Solace Crafting needs to use it, and is the main reason why currently loading takes so long. The current system takes around 37 seconds to load on my computer. The new system, though not yet finished, loads in less than a couple seconds. It's also designed specifically to allow for new biomes, monsters, encounters, and everything to be easily added into new and existing worlds to really work in unison with Steam Workshop and community content. A wide variety of encounters, procedural quests, and just things to do in general has always been the number one long term goal for a long-lasting mod-driven community. I'm also building it so that several different categories of render distance settings will be available to players. This way stronger computers can turn up the terrain, tree, building, or resource draw distances for example, while older computers can fine tune them to what works best for them. There are some more advanced changes in the works with distance rendering as well, but I don't want to get ahead of myself... The other major news being, I have hired the part-time services of an outsourcing company. It's no doubt going to take them some time to dive into my 100,000+ lines of code, but I'm very excited to have some help in general with some of the things that I'm just not very good at. Namely animation and GUI design/graphics. I'm also looking to set our partners in audio to work in more sound effects in general as there are now quite a few monsters and animals with no audibles.
Also included in this patch are updates to the "new" building pieces that were added in last month, which had a number of problems, as well as 12 new animals. The animals are kind of all over the place right now, and the starting grass area is extremely flat and uninteresting due to some math errors with the current world generation system. These and a number of other problems that have been around for some time will be addressed with the replacement system which should be ready for beta before much longer. The condensed patch notes are as follows - Added Creative mode - Added Item Template Editor interface to creative mode - Added "Workshop" tab to structure loading interface - Added "Upload to workshop" button to structure save interface - Added thumbnail selection to the structure upload interface - Added boars, chickens, cows, crocodiles, does, foxes, goat, hippopotami, rabbits, scorpions, snails, and stags (unique drops pending) - Updated the majority of the new building models from 0.6.2.5 with tighter more performant models - Facilities are now upgradeable in Multiplayer - Items dropped within one meter of other dropped items will now combine into one bag - Items on the ground will now decay after 24 hours - Added /itemDecayTime and /tombstoneDecayTime to world settings and console - Added tombstones that spawn and store the items dropped by player death - Tombstones will decay after 7 days - Changed the fps counter (F3) position and color and updated it to a proper UI element - Added a new BGM track - Upgraded Unity to 2018.4.16 LTS - Turned on cloud saving The latest beta patch notes are as follows: v 0.6.3.10 2020.03.08 - Fixed navmesh data being unnecessarily recycled in some situations - Fixed entity AI engaging navigation prior to being enable in some situations You may need to restart Steam for the update to begin. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!


[ 2020-03-10 14:04:38 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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