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June 2019 Update - Alpha 2.2 Released

An ever-so-slightly late update this month (oh no it's July already!), and we're celebrating that Alpha 2.2 has been released. The main feature in this version is that you can now discover giant mushrooms (they're rare, they prefer to hang out in the larger caverns that you can discover in the middle of the mountainous regions) and harvest them as an alternative to lumber/logs from trees. https://www.youtube.com/watch?v=YFzjUG9NC3A For now this is mostly just an unusual colour alternative to the kinds of wood you're used to, but in the future as the economy is added, giant mushrooms are very rare and much-prized by the dwarven community, so this will be a particularly valuable resource to export or craft with. Also, different materials will have different properties - perhaps giant mushrooms are softer/springier than normal wood and you might be able to find a use for this (a better material for a bow, perhaps?). Alpha 2.2 also includes quite a number of small bug fixes and quality of life improvements. Bugs in systems-driven games like this tend to be darkly amusing and one that I quite liked is that previously, dwarves would jump up out of bed the moment they're starving or critically dehydrated. A change in Alpha 2.1 allows dwarves to sleep at least for a while with a life-threatening unmet need like this. The unintended consequence of this was that dwarves could now die while asleep in bed which they wouldn't do before. As this wasn't noticed during development, it's been possible for dwarves to die while in bed and quite literally stay in that bed forever, decaying away to a skeleton as each dwarf is responsible for getting itself out of bed (i.e. there's no job to go and pull a dead body out of a bed). Instead of the grisly task of removing bodies from beds like that, dwarves now fall out of bed when they die as shown in this dev mode video: https://www.youtube.com/watch?v=FW-dNtVYW8c The main changes in Alpha 2.2 are those behind the scenes - I've implemented the artifact-based mod loading and parsing as described in last month's dev update. This massively speeds up the time to add and process new assets that make up the base mod, as well as being a future improvement for modders to make use of. The other main improvement is that until now, when adding sprites to the game I would manually trim the PNG images down to eliminate unneccessary padding/whitespace from the edges and calculate how this would affect the offset of the sprite being rendered in-game. That was an extremely laborious, time-consuming process which I'm sorry to say I spent quite so long on sometimes. Now that I have a good understanding of that process, I've been able to write a simple automated tool which performs the same job, but taking milliseconds rather than minutes of manual effort! This will also form part of a suite of tools modders will be able to use to make it easier to add assets to the game. The next milestone, Alpha 3, is the modding release. First I'll be tidying up the existing data structures and mod files so there's better (or at least some) consistency in the data files for modders to expect, as well as a general cleanup of unused or incomplete asset files and data. Part of this includes adding the Kickstarter-backer-specified natural resources to the game! I've only received about half of the possible responses to the email for that reward so please do get in touch if you haven't already and you were a Kickstarter or Backerkit backer who had "Add a natural resource" as one of your rewards. Otherwise, see you next month and thanks for reading this update!


[ 2019-07-02 05:28:24 CET ] [ Original post ]

King under the Mountain
Rocket Jump Technology Developer
Rocket Jump Technology Publisher
2021-11-24 Release
Game News Posts: 58
🎹🖱️Keyboard + Mouse
Mixed (129 reviews)
Public Linux Depots:
  • King under the Mountain Linux [712.99 M]
King under the Mountain is a simulation-based settlement-building strategy game set in a fantasy world.

The game is based around these central pillars:
  • A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
  • Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
  • Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
  • Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
  • Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
  • Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work).

MINIMAL SETUP
  • Processor: Intel Core2 Duo 2.4Ghz or HigherMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 3000
  • Storage: 500 MB available space
GAMEBILLET

[ 6140 ]

24.82$ (38%)
4.29$ (14%)
8.39$ (16%)
0.76$ (92%)
4.12$ (17%)
4.19$ (16%)
16.96$ (15%)
8.27$ (72%)
3.32$ (50%)
5.07$ (15%)
8.54$ (57%)
11.04$ (15%)
14.08$ (17%)
17.49$ (13%)
4.19$ (79%)
7.50$ (50%)
15.99$ (20%)
5.77$ (17%)
16.97$ (15%)
25.18$ (16%)
17.79$ (11%)
8.49$ (15%)
5.36$ (82%)
13.64$ (55%)
22.74$ (35%)
6.00$ (70%)
8.89$ (11%)
16.97$ (15%)
12.71$ (15%)
17.59$ (12%)
GAMERSGATE

[ 1688 ]

0.9$ (92%)
5.78$ (66%)
1.7$ (83%)
4.25$ (79%)
35.99$ (28%)
7.92$ (74%)
5.7$ (81%)
8.5$ (66%)
16.0$ (60%)
18.0$ (55%)
1.3$ (90%)
3.9$ (70%)
3.0$ (85%)
20.0$ (50%)
5.4$ (73%)
3.5$ (65%)
34.99$ (50%)
11.24$ (63%)
11.24$ (63%)
3.0$ (95%)
1.25$ (75%)
3.48$ (83%)
8.91$ (70%)
13.74$ (45%)
6.96$ (65%)
3.26$ (78%)
3.92$ (74%)
7.4$ (63%)
3.26$ (78%)
6.0$ (70%)

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