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Alpha 18.4.3


Greetings from the Elteria Adventures team! Despite this difficult time, when half of our team is hiding in bombshelters, and another half is doing everything to help, we still decided to fulfill our promise and release this update in time. It contains several months of our work, so we hope you enjoy it. We will continue working on this project for as long as we can. No to war.


From now on, you will have your very own, cubic companion! This critter will follow you, helping you dig and providing you with basic fighting capabilities just in case you havent crafted a good, trusty stick yet (or, you know, something better).
Its ray is highly efficient at digging singular blocks, and can be upgraded by feeding your cubic companion specific resource blocks - just click its icon to see the blocks it needs, and drag them there from your inventory! Ah, and you might still want to hold onto that Psychokinetic Splitter, just in case you want to mine in a wider area.
Your private islands can now be upgraded and expanded! With the new item called Island Core, you can add new islands featuring different biomes to your archipelago, to both add more space for your private architectural projects, and to diversify the scenery. There is a limited amount of these Island Cores available right now, and the changes applied with them are permanent (though that will change in the future)!
The Achievement system has been replaced with an Adventurers Journal. It features a number of exploration and adventure suggestions that you can fulfill at your own pace. And not just for bragging rights either, as you can receive Island Cores and keys that unlock next worlds with it!
The mob AI has been reworked, with several types of behavior models:

  • Calm mobs, that do their own thing, unless attacked (in which case, theyll attack you in turn)
  • Territorial mobs, that will attack you with other similar mobs in group if you disturb them
  • Cowardly mobs that will run and/or hide, and will call their stronger brethren for help if provoked
  • Small resource mobs that will try to scuttle away and disappear if spotted. Catch them, and youll receive a food item!
We believe that this new AI system will make the game far more engaging and interesting :)
Oh, and the inventory is now upgradeable. As in, you will be able to unlock new inventory slots as you progress through the game.

A massive rework of the way objects like rocks and trees are generated in the world. Long story short, the forests are now better looking and denser, so you wont be running out of building materials any time soon. Weve also reworked the way landscapes are generated, both upgrading the old types, and adding new ones (like canyons), so that you have even more fun exploring! Weve also reworked a lot of textures in the first tier biomes, so that they better synergize with each other. The cracks on the blocks also look better now! And so does the sky and the biome atmosphere! Ah, and for all the mushroom enthusiasts, the spawning of inanimate mushrooms now makes more sense. Weve also added new interest points in the form of hives and bone piles. In the first tiers, you will be able to farm honey from beehives (which might be risky if the surrounding bees spot you). You will also be able to farm bones from bone piles though be careful, as some of them might turn out to be still animated skeletons!
Meet the new 1st tier mob a Raspberry Snail. This adorable critter will drop Raspberries, which will restore your Health. Some adventurers say that its useful.
You have a Dash now. Normally tied to the [Shift] button, it allows you to start a sprint (just keep pressing Shift), dodge an attack, and even to cancel your attack in case you need to evade your enemys attack immediately. Which might be necessary since we also reworked the way casting an ability works if you input an ability within one second of it resetting, you will use this ability when its cooldown is up, allowing you to efficiently chain your abilities.
We have reworked base attacks for Sticks, Swords and Scythes. The hitboxes, animations and the feel of their attacks should feel much more natural now. The rest of the weapons (hammers, bows etc) are still in progress. Also, the Stick now possesses an ability called Blow to the Head that stuns your enemy for a bit. Thats pretty useful! We have also reworked the way weapons interact with blocks. Now, while it might damage blocks, it wont destroy them (swords and bows are for fighting, not for digging!), which means you dont risk destroying your architectural pieces while defending them from some stray Skeletons. Ah, and the sounds that your surroundings make from being struck by your weapons now make more sense. The players are not the only ones getting new features. Weve also added new abilities for Airshrooms, Boarmelons and Lemonbees. Plus, weve disabled the mobs friendly fire, and reworked the way damage dealt to mobs is displayed. Also, remember how if several players attacked the same enemy, the last to hit got loot priority? Now the loot priority goes to the player that dealt the most damage, making sure all your hard work isnt undone by a stray shot. Additionally, there are several smaller changes to different battle-related systems:
  • The weapons are now displayed behind the players back when not used, only appearing in your hands during an attack,
  • Reworked the animation indicating that the player took some damage,
  • Critical hits now apply stun,
  • Fixed the trajectory and visuals of arrows,
  • Tuned the way object damage is displayed.


First of all, the active buttons during building were switched: [LMB] for digging, [RMB] for building. Mostly because the Cubes digging with [LMB] by default, so doing otherwise would be confusing. Added the building wheel - a menu that opens whenever you hold the [Tab] button, and that allows you to quickly pick the necessary building shape. Clicking [Tab] once will allow you to quickly switch between shapes as per usual. This will also help you with digging in building mode, as now the shape of the affected blocks will depend on the picked building shape. On the other hand, digging while holding a building object (like a workbench) will result in just one block being affected. The slopes have been updated. Now they are displayed properly in preview, you can change their angle with [Q] and [E] buttons, and we have also added horizontal slopes to allow you to make your buildings a little bit smoother (if you want that). Additionally, weve fixed the way blocks are placed when theres something in the way. Now, they will still be placed in all empty spaces without replacing the old blocks. For example, placing a small rock block, and then placing a large wooden cube around it will result in said wooden cube forming around that rock block. We have also finished updating the line building feature. Long story short, now the lines will almost always go wherever you want them to. For now, the changes have been applied to straight lines, while the diagonal lines were not affected. Also, the player model will not be completely hidden during building now, and will even actively gesture as you are placing blocks and objects. Additionally, there have been several smaller updates to the building mode:
  • Improved the way previews of objects bigger than 1 block are displayed,
  • Fixed the way doors and windows are placed to make it more intuitive,
  • Fixed the blocks still being placed when you are pressing [Alt] while clicking the interface buttons,
  • Additional small bugfixes.

  • New, updated starting quests,
  • New item: Golden Beacon. When used, it protects you from losing any items next time you die. Can be obtained via Adventurers Journal,
  • The chest dropped upon a players death has got a new model. It will also now properly disappear on a timeout even if there is no player around to see that,
  • Speaking of, falling into the abyss will now apply a proper penalty for dying,
  • On the other hand, reviving in your private world wont apply a double penalty for dying anymore.
  • Removed stronger (bigger) versions of several mobs,
  • Increased the speed of [Mouse Wheel] scroll through quick slots,
  • Tuned the way objects in the inventory are moved for better feedback,
  • Fixed compass markers so that they are displayed regardless of the distance,
  • Several visual bugfixes related to rendering, lighting and shadows,
  • Added screen resolution change for full-screen mode in Options. Also, the interface will be automatically resized on Ultra-Wide screens,
  • Fixed the way the images in the intro and on the loading screen are scaled,
  • Several additional small bugfixes,
  • Optimized the memory usage.


[ 2022-03-02 18:26:56 CET ] [ Original post ]

Elteria Adventures
Elteria Team Developer
Heatherglade Publisher
Coming Soon Release
Game News Posts: 97
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews (0 reviews)

The world of Elteria is fully changeable. You can break it, you can build it. Even with basic abilities you can make holes in the world or create platforms in midair, you can throw your enemy in the wall and there will be a hole! The landscape is your weapon: shape it and use it to your advantage in fights with monsters or players! To make it possible, we use our own lighting-fast voxel engine that was in development for the last few years.

The core principle of Elteria is more game mechanics, fewer numbers. Abilities, artifacts, and enemies - all have different mechanics. The major part of gameplay is Artifact crafting. Every artifact gives you some ability and has its own way of acquisition. Equipment slots differ by the abilities given by the items going in each one, not by anatomical forms.

Players can choose one of many character classes - Callings - which give abilities too! Each has a different playstyle. There are no artifact equipment restrictions, this way many unpredictable and funny combinations can emerge. Players will need to choose artifact sets for different situations. We love to see which combinations of abilities players will invent! We will listen to your feedback and the game will be balanced and improved continuously. Three of callings are already playable and two more in development. You can expect the continuous addition of artifacts and callings.

In Elteria, you have not only the usual MMO or RPG feel, but platformer-like too! The world is made of flying islands, some are large, some are archipelagos of small ones. For ease of movement between them, there are jumper mushrooms, sunflowers, and other fun movement objects. They create a unique platformer feel while remaining a 3D open-world RPG. Some abilities allow you to move even better. Just look at that:

Almost anything you see on the screen is interactive more than in most other games. You can break it, or it wants to break you. Explosions make huge craters and break trees, you can break walls with enemies, mushrooms propel you in the air or on another island, tentacles emerge from the floor and hit you, some plants are mines, some are collectible, and of course, monsters are trying to kill you or do other fun stuff with you!

The game has a deep narrative. The following is the part of the playable character's story.


Your old world was full of misery and injustice, but suddenly strange portals started to appear in cities. You decided there is nothing to lose and stepped in. You found yourself in the lush and magical world of Elteria, filled with peculiar creatures and flying islands! After you finished staring on the massive planet in the sky, the green piglets and another floating island, you notice the large blue crystal, hanging in the air. You came to it, and suddenly, a mysterious projection of a woman appeared and started talking to you! She wants to help you. You don't know her motivation, but she seems very friendly. You have so many questions about this world...

We have also created a backstory of the Elteria World itself, called Elteria Cataclysm. In the game, the narrative will continue to evolve, being mysterious and thought-through.

Elteria once was a beautiful world inhabited by all kinds of people. It was a place similar to Victorian London – bubbling with life and constantly evolving. But everything changed with the discovery of new properties of the very fabric of reality. Civilized world was swept away by Magic Rush – every scholar dived into the new branch of science trying to make a breakthrough.
According to her theory, such object combined with a sophisticated system of gem drainage would allow opening a stable rift between worlds, giving pretty much an unlimited amount of energy. She wanted to create a utopia and to achieve this goal a research group was put together. Thus began the “Magical World” project.

Read the full version

Players have their free personal Home Field. We plan to add large guild spaces. You will be able to build fortresses on islands, and on them you will be able to fight other players, to attack others, or to protect them from PvE events. There will be battlefields and leaderboards, but imagine how fun it will be to battle with other players using all these land-altering abilities!


Your main building tool is blueprints. The voxels are very small and placing each individually would be too slow, but with blueprints, you can instantly create some forms. Yes, you CAN use them in battle! Some BPs are basic forms; some are complex and rare ones even have aura effects on them. I.e., a wall which slows enemies around it. You still need materials to place BP. The material will define structure durability. You can find BPs anywhere in the world, and once you found one, it's yours.

To make full use of voxel world, we are considering adding a separate world with creative mode and no monsters, for players to express themselves fully. We are not yet sure and will evaluate the feedback later.

The visual appearance and style consistency of the game is crucial for us. You already can see day and night cycle, voxel lighting and you can expect continuous polishing of visual style.
We have written an entire gamepedia wiki about Elteria Adventures! If you are interested in detailed information about the game, check it out!

MINIMAL SETUP
  • OS: Ubuntu 14.04 LTS
  • Processor: Dual Core 3GhzMemory: 6 GB RAM
  • Memory: 6 GB RAM
  • Graphics: 2GB Video Memory. OpenGL 3.2+ supportNetwork: Broadband Internet connection
  • Storage: 4 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 14.04 LTS
  • Processor: Quad Core 3GhzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 950 / AMD RX 460Network: Broadband Internet connection
  • Storage: 4 GB available space
GAMEBILLET

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