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Producer's Letter #3

Greetings and welcome to the third Producer's Letter for Solace Crafting. I'm Fab, and today, we're going to spend a little time talking game design and what we have in mind for the near-future of Solace Crafting in that area. Game design is a vast and rich discipline, in that it pertains to any and all aspects that will determine the kind of experience the player will ultimately have. From the numbers that go into a combat system to the way a specific interaction feels, or even the psychology of certain goals and moments of gameplay, or the way lore informs experience, as game designers we must be on top of all that and more. Solace Crafting is a vast and systems-rich game, with plenty to do. However, if the What can be quite clear most of the time (explore, fight, harvest, build), streamlining the How, the Why and the What For is part of the update strategy we have recently embarked on. As those among you who already play the game know, Solace Crafting is named after Solaces, the crystalline nodes around which you will indeed Craft and Build, from a simple workshop at first to an expanding town later on. Being the central concept of the game, we felt there was much more we could do with them in terms of tying things up together and creating a stronger game. So as we currently update many front end aspects of the experience, such as graphics, controller and enemies, we are preparing to launch a revamp of Solaces themselves. In the multiverse of Khora, that youve been exploring through your worlds creation in Solace Crafting, Solaces act as nodes in a network of energy, enabling forces to circulate. Youve seen this from the way you can use them as spawn points and fast travel points. Another aspect of Solaces we will be expanding as we tie their gameplay tighter together, is their function as a reality stabilizer or maybe even as a reality manipulator, and their relationship with the player character itself. We call player characters (and ultimately you, dear players), Astrals, which is also a sort of short for Astral Prodigies, that is souls that have awakened, consciously or not, to the endless breadth of the multiverse and can exist within its worlds. Astrals are connected to Solaces and can operate them in ways others cannot. First, we plan to make the Solaces upgrade cycle much more central to your experience. As you venture out, not only will you want to come back to the Solace regularly for crafting and maintenance, but also to upgrade and empower the Solace itself, discovering new functions and powers it grants you. Second, the worlds of Khora, which you explore and inhabit, will contain scores of pre-existing Solaces. These we call historic Solaces, for they were here before you and have things to bequeath you, from mere lore to new opportunities to weigh upon your worlds. These Solaces you find, out there in the worlds, could take you to hidden locations, allow you to manipulate time, weather, life cycles within biomes, grant you new powers lasting or temporary, and many more things. All Solaces exist thanks to a mysterious focus of energy, called by some an Astral Egg, which you can harvest. However, doing so will destroy the Solace, but the Astral Egg can be carried to manifest a new Solace elsewhere or empower an existing one. This loop of exploring, finding Solaces, interacting with them and deciding what to do with each and with its Astral Egg will be much more prominent in the updated Solace Crafting we are headed to. The goal of this looming update is to infuse your gameplay with more meaning, with a lot more Why and What For to your actions in the game. So that having a lot that you can possibly do in Solace Crafting also means a lot more reasons to do each thing and to commit to a specific path of play. This series of updates touching on the game fundamentals should begin around late December to January, and follow on through. We are still very much focused at the moment on more technical or artistic aspect to bring Solace Crafting into the current times in terms of looks and feel, but we are already hard at work planning those gameplay/experience steps as well. New, or updated ways to interact with the world, will be a thing as well, as previously hinted at. New locomotion modes, more dynamic harvesting, more exciting obstacle navigation and many more. Its a titanic undertaking. An interesting thing is, the more experience you have working on games, the more even a small update turns out to be imposing in terms of implications and repercussions. I can remember, way back before getting involved in game design and production, thinking Oh, the devs should do this or that to improve the game. Lots of grand ideas which, on paper, would have made the game better. Now, after about a decade and a half hands-on, every new feature I plan, every new change gets me like this is going to be so much to do But we keep pushing, because nothings more beautiful than a vision fulfilled and a playerbase happy. Its a beautiful job, a great opportunity, and as I always say, success and fulfillment follow a lot more easily when you love what you do, love the people youre doing it with and love the people youre doing it for. This was intended as a Producers Letter, not quite a Love Letter, but we all know how for Kyle this has been a labour of love and so how could I join this beautiful undertaking with any less than these same feelings? So here we are. Happy to be here and looking forward to it all! - Fab


[ 2024-12-10 13:40:03 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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