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Makin' A Dead End Job 01: "Meet The Ants!"


Hello! Im Tony and Ant Workshop, the developers of Dead End Job, is my company. So I guess Im probably the best person to tell you all about us and how this crazy ghost-filled shooter came to exist. Which I will do, over the coming weeks. Itll be exciting, waiting for the next instalment. Like TV in the old days! Ant Workshops based in Edinburgh, Scotland (which is a lovely city that is exactly the right size and that has a brilliant fringe festival every year), and was a one-person indie company.
One person, you might be thinking, one person made Dead End Job? Blimey. Well, reader dear, I have been in the games industry for quite a while. I graduated university in 2000 and went straight in to my first games dev job, based off the back of a whole load of Half-Life and Counter-Strike (1.6 - old school!) levels Id been making in my spare time, and sometimes instead of doing my actual university work. From there I got jobs working for Rockstar (on all of the handheld GTA games, as well as Red Dead Redemption) and later Activision (we made a fun Call of Duty that was half first person, and half top-down tactics). Ive worked at a bunch of other places as well, and eventually decided to go indie in 2015. But no, obviously a game as brillo as Dead End Job needs more than one person to make it. And I was lucky enough to be able to find a whole bunch of amazing freelancers who have the same Saturday-morning-cartoon-infused sense of humour as me. So ultimately a core team of five people (3 artists, a designer, and me) brought the game to life:
Joe was the first, and is the lead artist. I knew early on that the art style would be key to the games vibe, and when I saw that his website had a banner image that was basically a little cartoon version of himself dancing away, butt naked, I had to get him on-board. Joes own art style is squishy and stretchy and brilliantly cartoony, and was a perfect fit for what I had in mind. Searra was the next to join, and has done all of the games UI and enemy introductions (so any time you see Hectors hand close up and it makes you feel a bit queasy, thats her!) Ewan did all of the graphics of the locations you get called to, to bust up some ghosts and rescue some fools. He also made the Ghoul-B-Gone office, which is probably quite close to how our own office would look if we had one (because the team are all freelance, everyone works from their own homes - which is very nice and convenient and also means that I know what all of their bedrooms look like, which I guess is slightly weird). The last to join was Val, who brought Ewans environments and Joes ghosts to life and made it so that enemies were fun to fight against and didnt all just do the same thing, and that accidentally shooting stuff would often make it explode and sometimes give you money, which is the hallmark of a great game in my humble opinion.
But thats just the core team! There were so many other talented wonderful people involved as well. Will who did the audio (including singing the theme tune), Xalavier who wrote the script (including writing the theme tune), Korina who did the marketing (and was not involved in the theme tune), Steve who came up with the games ghostly logo, a handful of coders who each popped on to do little bits and bobs that I am not clever enough to write myself, and a bunch of artists who gave our milk cap collection the variety of styles it needed. And then there are all the ace people at our publisher, Headup, who laugh at all our dumb jokes and gave us lots of support and amazing advice about bits to tweak and add based on their frankly scary amount of Binding of Isaac knowledge (Tonys note: I did write this, they didnt edit it in after I sent them the text. Honest.) Anyway, thats a lot of words about the wonderful people (and me) that are behind Dead End Job, so I think well wrap it up there. Thanks for reading, and hopefully youll come back next week when I write about how the idea for the game came about in the first place. https://store.steampowered.com/app/827610


[ 2019-10-31 10:41:53 CET ] [ Original post ]

Dead End Job
Ant Workshop Ltd Developer
Headup Publisher
2019-12-13 Release
Game News Posts: 14
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (58 reviews)
Public Linux Depots:
  • Dead End Job Linux Content [1.98 G]

Dead End Job sends you into a madcap, Ren & Stimpy-esque world to bust up ghosts. It’s a procedurally generated, couch co-op, twin-stick shooter that straps a vacuum pack to your back, and puts a plasma blaster in your hand. For you, it’s just another day in the office.

Please note that Dead End Job supports mouse & keyboard controls for single player, but couch co-op requires at least one player to use a controller.

Familiar Haunts

You take on the role of Hector Plasm, a worker at Ghoul-B-Gone – ‘the Number One experts in paranormal pest control’ – as you’re tasked with heading to haunted offices, restaurants, and other everyday buildings before freeing them of unwanted guests. One minute you're sucking up specters, the next you're sucking up to your bosses, chasing that promotion.
Have you got what it takes to be the best at putting pests to rest?

Don’t Suck… Well, Actually Do

Exercise that fighting spirit, since every specter you snag and every resident you rescue is added to your client’s bill at the end of the job. Haunted by the ghost of your mentor, quite literally, you must learn the ropes and to save her soul before she’s forced to spend eternity as a spook (voted “Least Preferred Fate” in Ghost Hunter Monthly).

Kindred Spirits

Play alone or bust ghosts with a buddy in drop in / drop out co-op that works seamlessly within the main adventure. Plus you can play to an audience with Twitch and Mixer interactivity that allows viewers to help or hinder your assault on the afterlife.

Ghost Writer

Do you love 90's cartoons? Yeah, so do we, and we grew up on their stretchy squishy gross-out laughs. Our love for them spills over into the game like so much ectoplasm. See every nose hair in wacky, vibrant art that brings everyday items to life as screwball spooks to suck up. To top it off, the entire adventure is backed by music from the award-winning Will Morton (Grand Theft Auto series).
MINIMAL SETUP
  • OS: Ubuntu 16.04 LTS
  • Processor: 2.0 GHz Dual Core ProcessorMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: GeForce 8800 or equivalent
  • Storage: 2 GB available space
GAMEBILLET

[ 6040 ]

16.99$ (15%)
16.79$ (16%)
14.42$ (15%)
21.24$ (-64%)
6.22$ (11%)
17.79$ (11%)
26.69$ (11%)
4.12$ (17%)
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13.34$ (11%)
26.09$ (13%)
3.35$ (16%)
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13.34$ (11%)
16.59$ (17%)
8.17$ (18%)
17.59$ (12%)
33.95$ (15%)
12.59$ (16%)
13.19$ (12%)
16.79$ (16%)
33.59$ (16%)
26.69$ (11%)
4.24$ (15%)
16.99$ (15%)
26.39$ (12%)
32.97$ (18%)
13.34$ (11%)
GAMERSGATE

[ 1237 ]

4.95$ (67%)
0.18$ (91%)
5.4$ (82%)
2.88$ (71%)
0.75$ (85%)
5.4$ (82%)
7.49$ (63%)
1.13$ (77%)
1.5$ (85%)
5.0$ (75%)
14.4$ (64%)
3.51$ (88%)
0.9$ (85%)
0.89$ (91%)
9.0$ (70%)
1.32$ (91%)
2.2$ (91%)
19.99$ (20%)
13.5$ (77%)
7.2$ (82%)
8.0$ (60%)
30.0$ (50%)
0.89$ (82%)
3.56$ (82%)
3.0$ (80%)
0.75$ (85%)
8.99$ (55%)
0.9$ (92%)
0.75$ (85%)
1.0$ (80%)

FANATICAL BUNDLES

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