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Now live! v 0.7.6.0

Now live! Patch 0.7.6 adds our first set of Steam achievements, auto-looting, new camera controls, lots of new map features, and of course lots of bug fixes. Please note that due to changes in how things are spawned, resources and encounters may shift around if playing on a save game from a previous version. The new updated methods used to determine town resource locations, for example, will no long be shifted around due to changes in decorations. Predetermined now are, in order: Large encounters, town resources, rare resources, tower ruins. Everything else is still generated on a per-area basis and subject to change if/when changes are made.
Tower ruins are a new addition just this week that have the first interactable source of the "light" currency. These are very common encounters and as such monolith spawns have been turned down a bit. I think it's important to point out that I do hope to use different assets for these rather than the standard building player pieces they're using right now, but I'm trying really hard to stick to my schedule of moving things forward towards 1.0. There is always more to do, and I don't want to get hung up on every little detail.
Speaking of which, I'd like to open up about my plans moving forward a bit. Tomorrow I want to start the process of finishing up the six encounter types that I have planned for progression. Currently you need silkenthread underwear to survive the temperature in certain areas and I want to expand this system with further "ranks" of materials. Caves, Goblin Dungeons, and the soon to be Undead Dungeons will all be Cold 1, meaning that normal health/energy/mana regeneration will stop unless you have silkenthread underwear on. At the end of each of these 3 encounters will be special resources used for crafting the third rank of materials. With rank 3 underwear you can proceed to temperature 2 zones: floating islands, lava caves, and water caves. Each of which will in turn have another set of special resources that will allow access to temperature 3 zones, though I don't plan to work on temerature 3 zones just yet. Once these encounters are in and working I want to move into 0.8 where I plan to revamp the combat math, attributes, and skill trees, as well as finish the job and class trees. During this phase I'll also be working on combat animations and controls, as well as monster skills and abilities. Moving then into 0.9 I largely plan to focus on improving performance, the user interface, color schemes, better controller support, as well as finishing up multi-lingual support. During 0.9 it's most likely that I'll be adding a main story quest line, though not set in stone. The real goal is to get a version 1.0 game out that is bug-free, stable, and worth 15-20$, keeping in mind that nothing is capable of pleasing everyone. It's a really hard subject for me to talk about openly, but I haven't really made much profit from early access these past years, and have really just been funding myself with the money I make. Which is pretty cool, don't get me wrong, but Solace Crafting could be so much more if I had enough money to pay for an artist and an animator, for example. That's the real goal for a 1.0 release Q4 2021, because there's still a LOT of stuff we CAN add to make the game everything that it can be. Luckily 99% of the Steam user base has still never heard of Solace Crafting, so there's still a lot of potential to make that dream come true, and is why I think sticking to the core plan towards 1.0 is important. All in all, progress continues, and there's a lot to look forward! As always I welcome everyone's comments on direction and features. We get into some great discussions in Discord. And a huge thanks to my Patreon supporters that very seriously make all the difference in allowing this project to continue! Happy gaming! Condensed patch note v 0.7.5.0 -> 0.7.6.0 - Added 62 Steam Achievements - Added procedural tower ruins with lootable light sources - Added rare stalk and timber nodes to underwater areas - Rare resources and town resources are now generated on a per terrain, deterministic system - Increased the default spawn rate of rare, elite, and legendary resources - Changed 3 large cacti to trees for rare spawns - Removal of items changed from displaying on the right as red to using the color rarity of the item - Rare resources are now spawned 1 per terrain on default settings, resulting in less uncommon resources - Toned down swamp flora a bit Multiplayer - Home solaces can now be set in multi-player on a per player basis - Resource scanners now work in MP System - Upgraded terrain flattening to allow multiple inputs during generation - Improved several AI scripts performance - Added three new world settings and console commands: /showBiomes /showEncounters /showResources - The will no longer be entirely visible if /showBiomes is disabled in world settings - Large encounters and town resources can now be seen anywhere on the map if /showEncounters is enabled in world settings - Rare resources can be scanned anywhere on the map if /showResources is enabled in world settings - Increased inventory item tier and amount text resolution and added a shadow - Added the ability to zoom the camera in and out when in targetting mode - Added the ability to raise and lower the came with shift+mouse wheel - Added shift+interact to auto-loot monsters - Camera state and position in regards to player are now saved Latest patch notes to live/beta: - Fixed the possibility of tower ruins spawning too close to terrain borders causing errors You may need to restart Steam for the update to begin. Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker


[ 2021-06-24 14:32:47 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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