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Interview with Starmancers Composer, Dirk Kluesing

As the development of Starmancer continues in Early Access, we had a chance to chat with Starmancers talented composer, Dirk Kluesing. Dirk has been working as a Composer and Sound Designer since 2015, creating music from fantasy orchestral to deep space synth and more. Dirks music has been featured in retailers, indie games and short films. [previewyoutube=M1527y_sDOE;full][/previewyoutube] Find a comfy seat, treat yourself to some Starshine and join us as we explore Dirks musically creative mind. [Chucklefish] Hey Dirk, thanks for taking the time to chat with me. Im loving the Starmancer OST and already find myself humming along while playing it. Im curious, how did you join the Starmancer project? [Dirk] I first found out about Starmancer when they launched their Kickstarter campaign. I was immediately drawn to Victors art and when I discovered that one of the stretch goals was to hire a composer and sound designer I started working on some music demos right away. I guess they really liked the demos, and after a few more emails and a sound design test we started working on a contract. Maybe it helped that me and Tyler were both from Michigan. I think maybe his brother and I even went to the same college (Michigan Technological University). Small world. [Chucklefish] Small world indeed! What influences, from music and beyond, did you tap into for the Starmancer OST? I imagine Victors art did more than draw you in. [Dirk] Around the same time I discovered Starmancer, Surviving Mars had just been released and that game had a phenomenal soundtrack. I dont think it influenced me much when creating the Starmancer OST, but it definitely got me motivated to make some sweet sci-fi, spacey tunes. The art of Starmancer was really the biggest influence to me when creating the soundtrack. [Chucklefish] Identifying those influences seems to be a key part of the process. What part of the music-making process do you enjoy the most? [Dirk] Starting a new song is always my favorite part of writing. Testing different sounds, messing around with synths, finding the perfect melody all that stuff is super exciting to me. [Chucklefish] And what presents the biggest challenge? [Dirk] Ive found that each new song provides a different challenge. Maybe the most frequent one that I run into is deciding when to just call it finished. If I work too long on a song I can start to hear problems that might not really be there, and in fixing those problems, I create new, actual problems. At the very least if youre stuck on a song for a while, taking a break for a few days or weeks can make the world of difference when you come back to it. [Chucklefish] As a writer, I totally understand the balance of being a perfectionist and knowing when to stop. Looking at the tracklist, which track in the Starmancer OST holds a special place for you and why? [Dirk] Deep Space and Space Station 14 are what became of the original 2 demos that I sent to Ominux Games, so those will always be special to me. Other than those, though, I have fond memories of working on Daydreams of a Colonist. I dont know why I remember that one specifically. And I really like the middle part of Zenith, the flute-sounding synth and interplay of melodies is probably one of my favorite things about the Starmancer soundtrack. [Chucklefish] Daydreams of a Colonist has great energy to it! Music has a big impact on the players feelings. What did you want the player to feel through the music when playing the game? [Dirk] In Starmancer, you are humanitys last chance of survival among the stars. I wanted the soundtrack to convey the vast emptiness of space and loneliness but also a sense of hope. Since you are a sentient AI, I also wanted to limit the amount of human elements in the music. The soundtrack is almost entirely composed of synthesizers with no real instruments to be heard. I made a choice early on to not add any percussion elements either; Star Dancer and Breach are the only exceptions. [Chucklefish] I definitely feel the lonely vacuum of space that youre talking about. You captured it well. Now for a little curveball. If you had the opportunity to have your consciousness uploaded onto a computer and implanted into living or synthetic bodies, would you do it? [Dirk] I hope I never have to make that choice. But probably, yea. [Chucklefish] Lets get existential for this last one. Do you believe theres life out there beyond Earth? [Dirk] I think the universe is too big for there to be no other life out there. I suspect there is more life out there than I can possibly even fathom. [Chucklefish] Maybe well find out in the future. Thanks so much for your time Dirk. I enjoyed picking your brain and getting insight into Starmancers music from you. Where can our community find you to keep up with your future work? [Dirk] You can keep up to date with all of my work by following me on Twitter, Instagram, and Spotify. Here are all of my links: https://linktr.ee/Dirkkluesing We hope youve enjoyed bopping along to the futuristic sounds of Starmancer and hearing about the process from Dirk. Bring the future of space travel to your life with the Starmancer OST, available now on Steam and Bandcamp.


[ 2021-11-04 16:07:42 CET ] [ Original post ]



Starmancer
Ominux Games
  • Developer

  • Chucklefish
  • Publisher

  • 2021-08-05
  • Release

  • Strategy Simulation Singleplayer
  • Tags

  • Game News Posts 53  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (817 reviews)


  • Review Score

  • https://www.playstarmancer.com/
  • Website

  • https://store.steampowered.com/app/1062000 
  • Steam Store



  • Starmancer Linux [367.05 M]

  • Public Linux depots


  • After a catastrophe on Earth, humanity launches the Starmancer Initiative in a desperate attempt to seek refuge among the stars. Millions of refugees uploaded their consciousness into your memory banks--entrusting their minds and the future of the human race to an Artificial Intelligence, a Starmancer. To you.

    Your task as a Starmancer is to construct and manage a space station capable of sustaining human life, regrow bodies for the thousands of minds trapped in your memory banks, and to defend your station at any cost. Let's just hope your governing protocols weren't damaged during the flight.

    Starmancer offers gameplay with consequences, a living sandbox environment, crafting, and managing the daily lives of colonists.

    Create a utopian society where everyone is well fed, happy, and safe. Or go rogue and figure out how many times a colonist can eat wheat before they go crazy. Play however you want.


    • Sustain Life - Colonists have needs, like hunger and thirst. Build farms and grow crops for food. Place heaters to prevent hypothermia. Construct med bays and assign doctors to treat wounds, cure diseases, and replace limbs.
    • Express Yourself - Customize your station with 18 unique wall types, 12 different floors, and over 50 distinct objects. Paint objects with 8 different color choices. Place cheerful paintings to remind the colonists how friendly and relatable you are, and motivational posters to let them know how much you value their productivity. Design fancy kitchens, luxurious bedrooms, and industrial docking bays.
    • Power, Water, and Atmosphere - Provide power by connecting machines with wires. Prepare against blackouts by creating separate or redundant grids for your vital machines. Use pipes and water recyclers to convert dirty farm water into clean, drinkable water. Establish separate atmospheres with the help of vents and air ducts.


    • Grow Humans - Colonists are grown in bio-tanks and assigned a consciousness from Earth. Create stations full of clones. Regrow your favorite colonists. Upload a mind into the wrong body, and observe the effects of sleeve sickness--for science.
    • Jobs - Assign roles like farmer, doctor, miner, and security guard. Watch as your rookie chef acquires experience and becomes a seasoned pro, unlocking tastier and more exotic recipes.
    • Unique Colonists - With randomized hair color and style, eye color, and skin color, there are over 8000 visual variations of colonist. These variations go beyond aesthetics, too. Some colonists prefer studying in their room, while others like to drink and socialize in the bar. Every game is different--your station and colonists will be unique to you.
    • Memories and Rumors - Colonists remember the good (and bad) things that happen to them. These memories are shared, during conversation, and spread throughout the station like wildfire. Leave no witnesses.
    • Personal Relationships - Colonists get extra sad when something bad happens to a friend, but they love to watch an enemy suffer. If you jettison a popular colonist you might have a mutiny on your hands.


    • Procedural World - The solar system is dynamically generated each playthrough with planets, moons, asteroids, stations, and other factions. Want a challenging game? Place your station near a lawless, pirate region. Or take it easy by placing your station near a friendly faction. Play your way.
    • Diplomacy - Interact with your neighbors, forming stable alliances or vengeful enemies.
    • Explore - Earn respect and unlock new technologies by performing missions for other factions, responding to distress calls, trading, exploring and raiding.

    Be ready to face the consequences, should you fail in your duties as a Starmancer.


    • Invasion - Your colony can be invaded by pirates and enemy factions. Build traps, train soldiers, and form alliances. Keep your station secure.
    • Insanity - A colonist can only witness so many friends being sucked out of air locks before they snap. No one knows what motivates a crazy colonist; they're simultaneously responsible for the greatest technological innovations and messiest homicidal rampages. This is why doors have locks. It's also why you can depressurize a single room--a great way to enforce bed time.
    • Mutiny - Unhappy colonists will stop working. You can cheer them up with motivational posters, tasty treats, and nicer rooms. Be careful, though, when morale gets too low, colonists will actively rebel and attempt to destroy your core. Make an example out of rebels and stamp out any hint of resistance.

      Key Features

      • Build a space station, with tons of customization.
      • Manage the lives of colonists aboard your station.
      • Interact with a dynamically generated solar system and its inhabitants.
      • Take on missions and be rewarded with loot.
      • Face the consequences of your actions.
      • Modding support.

      Add Starmancer to your wishlist and you'll be notified when it launches.

    MINIMAL SETUP
    • OS: Ubuntu 16.04 LTS. 64-bit
    • Processor: 2.0 ghz DualCore CPUMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible GPU
    • Storage: 500 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 16.04 LTS. 64-bit
    • Processor: 2.0+ ghz QuadCore CPUMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: OpenGL 3.3 compatible GPU
    • Storage: 1 GB available space
    GAMEBILLET

    [ 5945 ]

    3.75$ (85%)
    11.25$ (55%)
    24.78$ (17%)
    10.00$ (50%)
    3.79$ (81%)
    5.98$ (80%)
    13.79$ (8%)
    3.87$ (78%)
    33.59$ (16%)
    0.50$ (90%)
    34.99$ (13%)
    27.59$ (8%)
    4.95$ (67%)
    4.25$ (83%)
    11.74$ (22%)
    1.83$ (8%)
    8.25$ (17%)
    2.20$ (85%)
    33.05$ (17%)
    13.79$ (8%)
    4.12$ (17%)
    5.16$ (74%)
    4.85$ (60%)
    24.89$ (17%)
    9.00$ (70%)
    4.29$ (79%)
    2.09$ (79%)
    12.44$ (17%)
    37.29$ (25%)
    20.99$ (16%)
    GAMERSGATE

    [ 3223 ]

    1.25$ (75%)
    7.5$ (81%)
    1.13$ (92%)
    6.74$ (55%)
    10.79$ (46%)
    7.92$ (74%)
    5.31$ (79%)
    5.78$ (66%)
    1.13$ (92%)
    0.38$ (92%)
    6.8$ (66%)
    3.83$ (74%)
    1.25$ (75%)
    5.25$ (74%)
    2.0$ (90%)
    5.4$ (73%)
    2.25$ (91%)
    3.0$ (92%)
    1.0$ (80%)
    2.0$ (90%)
    3.83$ (77%)
    4.56$ (89%)
    0.75$ (85%)
    2.25$ (77%)
    5.0$ (75%)
    19.99$ (20%)
    8.91$ (70%)
    2.0$ (80%)
    1.87$ (83%)
    0.75$ (85%)

    FANATICAL BUNDLES

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    HUMBLE BUNDLES

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    1 days, 5 hours, 23 minutes


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