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February 2020 Update

Welcome to a late King under the Mountain monthly dev update in what is now a grand tradition of being a bit late!

Begin the tutorial!


The main body of work achieved this month was finally adding a tutorial to the game. [previewyoutube=AM0TiYcn6o0;full][/previewyoutube] Actually, what's been added is support for a set of "hints" that can pop up when the player performs an action, such as placing a specific piece of furniture for the first time, or another event, in this case starting a new game. The hints are very configurable - they can have multiple buttons to perform different actions, such as showing another hint (which in this case is used to actually start the tutorial from the "new game started" hint) or disabling hints entirely (which can be re-enabled from the options menu). Rather than having a simple "dimiss" button, hints can also have a set of progress indicators, which is the primary way that the tutorial works. The game explains a mechanic or concept, which initially is placing farm plots, and tracks how many farm plots have been placed and how many tiles of farm plots have been placed. When both of these progress indicators are complete, the hint's first (and only) action is triggered, which in the case of the tutorial is to show the subsequent tutorial prompt in a series of them. As with almost everything inKing under the Mountain, the hints are defined in simple JSON files, with the hope being that modders will look at these and expand upon them when adding new gameplay via mods. Perhaps a mod adds a new type of room or furniture which performs a special task - now a hint can be shown to the player the first time they go to place this room or furniture. Of course, this is in addition to the tooltips that have been implemented for most items and other things in the game. King under the Mountain is now a much more user-friendly experience than it was previously! One of the design goals was to allow for deeply simulated and interesting gameplay, but in a way that is very accessible to new players to the genre. The tutorial is released today with Alpha 3.5!

EGX Rezzed


As mentioned in last month's update, the plan is to exhibitKing under the Mountain at EGX Rezzed in London from 26th March (less than 3 weeks!). Personally I'm expecting it to be cancelled following Coronavirus fears and an increasing number of cases in the UK (and the rest of the world), I can't see an event where thousands of people are touching the same keyboards and joypads as being allowed to go ahead. Still, if it does go ahead, I'll be there exhibiting the game, so please drop by and say hello if you're a reader of this dev update! You can bag some fairly exclusive King under the Mountain pin badges too. That's all for this month. I'm hoping to have the long awaited brewing of beer implemented in time for Rezzed, I suppose we'll find out how that went in the next monthly update!


[ 2020-03-08 12:04:30 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 ]

52.75$ (12%)
9.12$ (70%)
17.39$ (13%)
9.00$ (70%)
9.16$ (77%)
8.88$ (80%)
17.79$ (11%)
21.21$ (15%)
2.81$ (81%)
11.30$ (13%)
16.97$ (15%)
3.93$ (21%)
3.84$ (81%)
4.24$ (15%)
5.70$ (81%)
7.55$ (16%)
7.95$ (80%)
8.17$ (18%)
6.87$ (14%)
16.00$ (60%)
17.79$ (11%)
8.39$ (16%)
8.49$ (15%)
1.55$ (69%)
33.97$ (15%)
16.96$ (15%)
36.95$ (26%)
12.59$ (16%)
21.24$ (15%)
16.94$ (15%)
GAMERSGATE

[ 1688 ]

20.0$ (50%)
4.8$ (70%)
10.5$ (65%)
2.5$ (50%)
15.74$ (37%)
1.5$ (90%)
14.99$ (50%)
26.99$ (33%)
9.37$ (63%)
12.79$ (36%)
33.99$ (15%)
1.8$ (82%)
11.99$ (40%)
5.4$ (73%)
22.49$ (25%)
3.3$ (78%)
2.5$ (50%)
3.25$ (75%)
10.13$ (77%)
21.59$ (28%)
4.5$ (77%)
8.5$ (66%)
10.58$ (47%)
1.5$ (90%)
1.92$ (81%)
17.99$ (28%)
6.8$ (66%)
1.69$ (81%)
8.92$ (40%)
4.5$ (85%)

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