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Solace Crafting
Big Kitty Games Developer
Big Kitty Games Publisher
2018-01-16 Release
Game News Posts: 426
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive (792 reviews)
The Game includes VR Support
Public Linux Depots:
  • Solace Crafting Linux [2.77 G]
Producer's Letter #6

Hello everyone, and welcome to the long-delayed sixth Producers Letter for Solace Crafting.

Im Fab. Todays letter is dense with updates on where Solace Crafting stands and where its heading.

Well talk Builder, Optimization, Modding, Creatures, Dungeons, Landscapes, Solaces and more.

First, a little bit of Quick backstory:


A year ago, Kyle and I teamed up to revitalize Solace Crafting. For him, its his lifes work and livelihood. For me, its about taking projects and people I believe in to the next level. The survival game market has changed fast since Valheim, and we knew Solace Crafting couldnt sit still.

We didnt wait for perfect funding or timing. We just jumped in, pulled from ourselves what wasnt provided, and started building.

At first, momentum was easy. Then life did what it does.

You know what that means. Things that should work but wont. Upheaval in ones personal life. Delayed resources. Morphing timelines. Tech that fails. Yeah. Not all bad. But gives you pause and delays all your plans.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/edad8f6af53be08d073cb304aca1566257ac9b7e.png"][/img]

Where We Are Now


Today, July 2025, marks our first year working together. Its marked by the release of our first Builder demo and a wave of new developments, alongside the usual short-term challenges that need overcoming.

Some of these challenges are serious. But Kyle and I dont quit. If theres no smooth path forward, well brute-force it with grit and resilience. Your support, through your likes, comments, and shares, has grown warmer and more encouraging, and it helps us tremendously. Keep it coming.

Staffing


Our first issue is right there. To reach where we want to go, we will need more staff.

We had begun solving that with the onboarding of Newbery, a developer I have personally worked with for years. I have nothing but great things to say about Newbery, hes a fantastic guy and a fantastic developer.

Unfortunately, we lost him some months ago to the drying up of our resources and a missed appointment with funding. Hes been on standby ever since and everyday we feel the pain of his absence.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/3b8be8f1f1e48ba667b5822f36ffeabd8be99975.png"][/img]

Newbery has given a lot, and we cant just ask him to work for free, he has his own family to take care of. So our absolute first priority, and the one if there was only one to focus on, would be that one.

Newbery is a gameplay developer, very versatile, its thanks to him that the game will find its flow, its smoothness, its richness in terms of sheer experience. We need him back!

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/ee3f23dccc7681a2145f22a49447135677a4efef.gif"][/img]

Another developer or two would not be too many, for sure but well take one Newbery over a bunch of strangers. So hes our top priority.

Quality


In many areas, we are still below standards. Some of you have seen our recent in-engine screenshots, or our general visual upgrades: game logo, company logo, key art. Thats the outer layer. The beast itself needs some serious improvements first and foremost on performance and optimization, then on game design and user experience quality. We are working on all this. Itll be impossible to make it where the game needs to be and where you deserve to be, without addressing all that. The recent releases, both small (visuals) and bigger (builder demo) are, to us, a kind of statement of this upgrade of standards we want to redefine BKG with from here on out. We have a lot to do, but were doing it. This is why we need not only Newbery but maybe another couple of him, as well as other collaborators. But were doing it.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/9c5f8f12efe2f41c107d4fbed0d0572787565a62.png"][/img]

Sustainability


Solace Crafting is a product. Companies survive and thrive on business models, which products are a part of. So we need to bring some improvements to the way Solace Crafting exists and makes its living. We will be exploring two ways to do so.

The first is by adding more products to Big Kitty Games lineup. Fear not, this is not something that will take us away from Solace Crafting: the Builder defines our approach:

Some of these new releases will be new entry points into Solace Crafting and products and experiences that help develop it. Part standalone thing for those who do not care about Solace Crafting, part modding tool for those who do.

Some of these new targets will be to turn prototypes I have developed over the years into opportunities to offer you more games, small but fun ones, through associations with other partners. Some of these will expand the worlds of Solace Crafting. Some of these will be new IP material entirely. All of it should be fun, wholesome and colorful, for that is BKGs identity.

The second is offering you meaningful opportunities to support us. The Builder, connected to Solace Crafting, will enable us to inject support packs into our lineup, focusing solely on cosmetic function. We are defining the approach that feels right for BKG, one where those packs are designed and distributed in ways that work and dont feel excessive, intrusive, awkward or otherwise inappropriate. Most of all, theyre supposed to give you, Solace Crafting and BKG value, not just transfer cash.

First and foremost, we are players, equally disgusted as most of you have been by the way the market/industry have gone and we both literally put our lives and livelihoods on the line to take a shot at making games in a way wed keep finding healthy and wholesome. So both these goals (new products and value-rich support opportunities) must fit that bill.

Future Plans


We just released the builder demo. Now here are our plans for the rest of the year.

  • Builder. Well keep updating the builder into a more rounded and more content-rich demo, which we will release for free, with its own Steam page. That demo will allow you to build more detailed structures and more lived-in spaces. We will keep supporting it until its September-October release. The demo will ship with cosmetic preorder packs. Our hope is to generate enough traction to stabilize our resources and secure our core needs.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/a8988bb95223efcc79016077cb6defd86fa2e9f7.png"][/img]

  • Optimization. We will optimize the game for acceptable performance. It is our current primary focus. It might require us to make some strong choices to how the experience presents itself, maybe dial down some features initially, maybe not. But I think we all agree that walking back the games scope for a while to rebuild clean foundations to thrive better and longer on, is better than releasing broken betas that fall apart and set fires to GPUs.

  • Modding. The builder is the first step towards modding. We have said it elsewhere: we dont want you to be able to just build characters and buildings. We want you to be able to build worlds. See a cliff you like? See a large tree you want to bring to your backyard? Want to turn this corner of the world into a custom biome? Want a herd of cows grazing your land? The builder is the first step.

  • Creatures. Brice, a senior 3D artist has kindly lent us his skilled hands to provide new animal assets for the game. Were starting with the wolves that have been chasing you around and expanding into other forest animals. The wolves come in five forms: Grey Wolf, Brown Wolf, Snow Wolf, Timber Wolf, and Warg. Each has a Young, Adult, and Alpha version. These will be in-game soon. We just need to rig them properly, finalize the swaps, and set up their spawns. Other animals will join them, for you to hunt, be hunted by, or tame and add to you little sanctuary.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/e23e230fb37006952c98581860781440c1ad832c.png"][/img]

  • Dungeons. Were improving dungeon assets to support more coherent and organic layouts. The secret here is that dungeon pieces will eventually also be included in the Builder, so youll be able to design and share your own dungeons for Solace Crafting. While this is a longer-term, content-heavy development path, its a central part of the games identity. Were treating it as a cornerstone of our user-generated content strategy.

  • Improved Loops & Landscapes. The landscape generation system has stabilized. What it now needs are proper landscape features. The broader creative revamp of Solace Crafting is about giving you more power over the worlds you generate and shape. This new loop will enable you to explore the map for natural structures, then use those structures to customize your world, in effect playing landscaper with rocks, trees and various environmental assets. All you have to do is find their natural blueprint and collect the needed resources to replicate it. We love the idea of a play experience where you dont have anything other to do than walk around, find and collect impactful, meaningful things to build your world. No UI or metrics to monitor, no creatures to fight, just good old exploration.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/e29ba452077508fda9f376c46add924f57f83c72.png"][/img] Can I bring this tree home, I wonder?

  • Solaces. Putting the Solaces Back in Solace Crafting is another priority. In a previous Producers Letter, we shared our plans to bring more meaning and mystery to Solaces. The first step is to implement them as major landscape features using the Points of Interest system. Solaces will no longer just be the core of your hub. They will become places of power, each offering unique effects: energy to harvest, resources to mine, world-shaping mechanics to experiment with, buffs. Theyre becoming actual destinations and solid gameplay nodes.

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/9a337177e7866b37081cd4fedb5e8a6f3e55354c.png"][/img]

The past few months have been relatively quiet on the public front, mostly because weve been deep in this work and juggling multiple challenges. As you can see, quiet doesnt mean inactive. Communication-wise, weve remained most active on Discord, where youre welcome to join us and follow more casual and more frequent progress posts. For those of you who dislike Discord, dont worry, we are never far from the Steam Page.

https://discord.gg/solacecrafting

Thank you, truly, for being here.

What You Can Do To Help


If you wanna push us up, either one of these will support us more than you know

[img src="https://clan.cloudflare.steamstatic.com/images/29537945/33753a07e25c1208840b66df6e26be6280359ba9.gif"][/img]


[ 2025-07-12 14:31:45 CET ] [ Original post ]

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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MacGamestore

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