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Patch 0.2.20: The Into Breach Update

Many objectives in the tutorial now have a video showing you exactly what to do. Airlocks in derelict stations are now locked, and must be breached with a security guard. Heads, in Jar and Corpses can now be stored wherever items are stored. Added a new Prison Ship dungeon, and drug rework (more details below). Many many many dungeon objects are now purchasable and placeable as "decorations", so that anything you find can be replicated in your own base. Also fixed many bugs

Changes


  • Added videos to many spots in the tutorial
  • Added more arrows throughout the tutorial.
  • You can no longer turn npc objects offline/online.
  • Added Bypass Module. Crafted at the programming terminal. Has 10 uses. Colonists with this item acquire a new context option, "hack", that deals 50 damage to bots.
  • Many doors are now locked in derelict stations, and require a guard to breach them. Breaching requires a Bypass Module.
  • Colonists assigned "security" are automatically assigned "Bypass Module" as a loadout item.
  • Breaching is now the only way to get into dungeons (also C4, removing the door, replacing a wall with a window and then removing the window, finding an opening, or picking up and dropping your colonists)
  • Reduced snap chance from .1 to .05
  • Colonists now restore morale through catharsis much more slowly.
  • Renamed "Metal Framework" to "Hull Framework" so that it's less confusing with "Metal"
  • Renamed "Star Fuel Station" to "Star Fuel Extractor".
  • Added dead body and head to item filter, so that BloklanderXD will be less lonely. (Medical > Waste). Also added the "Carry Dead Body" job task.
  • Increased build cost of additional ships to 200 Hull Material and 20 Electronics (first build is still free)
  • Added Prison Ship dungeon / derelict station.
  • Added Small Turret. It shoots colonists that walk in-front of it. Can be hacked with a Bypass Module to fire at enemies. Steal the ammo and it will also stop firing at you. You can also punch it.
  • Added Small Turret to the "cheater" menu. Type "cheater" into the build menu's search bar to view all cheats.
  • Added Tranquilizer. It spawns in the prison ship and whereever relics spawn. Instantly knocks out the target colonist. Has 3 charges.
  • Many many many (aiming for 100%) dungeon objects are now "decorations" and can be purchased and then placed anywhere you want. Decorations don't do anything, but they look interesting. A few examples: Ship Thruster, Trash Eater, Medilab Terminal, Extruder Crane, Magma Pit
  • Added context option to steal from unconscious colonists.
  • Colonists will now assist other colonists in combat. They must be friends with the other colonist, and they must not be friends with the target. They must also be conscious and reasonably close to assist in combat.
  • Added recipe to convert corpses into DNA frags at the Medical Desk. (you have to place a new desk to see the new recipes)
  • Added recipe to create pigments at the Chem Table. Ingredients: Red Cuddler Sac, Green Biomass, and Blue Jelly (you have to place a new chem table to see the new recipes)
  • Added Hotkey to activate the mining/harvest tool. Press F (U for other dvoraks among us). TELL US THE OTHER HOTKEYS YOU WANT
  • Reduced chance for colonists to become space rock users, space rock addicts, and alcoholics.
  • Space rock now awards +2/+5 morale (memory, "I used space rock" / active effect, "I'm spacing out...dude") now increases movement speed even more, restores sleep and hunger, and increases competency by 25. Also tastes delicious
  • Purple Mushrooms now award +2/+7 morale (memory / active effect). Mushrooming colonists are now pacifists. They remove all bad memories with a morale penalty of -3 or greater. Cures all madnesses, manias, nightmares, etc. Chance to have a "bad trip". Colonists experiencing a bad trip can go crazy and suffer from brain damage.

Fixes


  • Colonists with the snap perk "lazy" will now eat when hungry.
  • Monsters no longer destroy locked npc doors.
  • Monsters no longer get "stuck" on each other. Monsters will continue to block colonists, but not each other. Nothing blocks monsters anymore.
  • Dead and unconscious colonists no longer block pathfinding.
  • Updated FMOD, this should fix issues with audio on linux.
  • Space whale meat no longer displays as "rotten" in a living space whale (they live).
  • Explosives now display a warning in the hud before exploding (click to goto).
  • Fixed a bug where stars disappeared from the galaxy map sometimes. (a list was being reused, rip)
  • Placing an external object on an external floor will no longer remove the warp zone. (placing a solar panel on an external floor, for example)
  • Colonists will now spawn only 1 rainbow mushroom per day max (when puking).
  • Colonists no longer have a chance to get infected when performing star fuel missions.
  • Removed cuddler, zombie, and slime symptoms from generic viruses.
  • Treadmill no longer displays warp zones.
  • All "thin" tables (2x1) can now store and display 2 items.
  • Fixed build grid looking weird.
  • Colonists now restore morale through catharsis even when unconscious.
  • Agoraphobic colonists will no longer fly away in ships (because space is really really far from their bed)
  • Fixed a bug where walls would sometimes use external light colors even when inside.
  • Shamblers now deal direct damage to HP, in addition to organ damage.
  • Fixed a bug where sometimes carried items weren't dropped when a state was abandoned/failed.
  • Ore objective is now finished with ore outside player's base.
  • Camera bounds are now expanded if you expand your base beyond the border (so that you can pan the camera to the new objects).
  • Decreased amount of scrap that spawn at each node from 1-5 scrap to 1-2 scrap.
  • Increased chance for traders to have pigments.
  • Toilets now request offload of anything colonists poo inside them.

What's Next


  • Quests
  • Faction System
  • Throwable Biowaste (adding a system for colonists to throw items as weapons)
  • Return of the gossip system?


[ 2024-01-24 19:48:42 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

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    2.5$ (75%)
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    0.45$ (92%)
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    4.34$ (71%)
    2.0$ (80%)
    10.49$ (48%)
    3.75$ (75%)
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    5.0$ (80%)
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    2.63$ (92%)
    8.0$ (60%)
    0.68$ (89%)

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