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Road to 1.0

My dear despots. Apologies for the radio silence. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here. Of course I've been available on email and on the discord. I'm now half-way through the next update V65, code name water. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible. So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. I am happy with the raw potential the game now has. I have now finished up the overworld mechanics into a state that I wished would have been in V64. But there was no time, (and it's always good to let things mature and collect feedback). UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. Manual trade agreements have been re-added. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. I've completely remade the world buildings to make it more interesting and have a sense of progression. There are now many more Special buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. The AI aggressiveness will of course scale according to that. The AI also communicates with you. From time to time they will send proposals, such as trade agreements, but also requests and gifts. For instance, a disgruntled king might demand of you to give up a region or face their armies. As for the city-builder, I'm now getting started on that part, and I have big changes in mind. For instance, I will separate services such as wells and baths, so that they will use both. Wells will have a small radius while the bath will have a huge one. That will force you to build a city centre as the city grows, and allow final results to look more organic. I will also separate the entertainment building such as the arena into fighting pits and Colosseum. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. Similar to this, I'm planning shrines vs temples. Food stalls (replacing eatery) vs restaurants (replacing canteen). I also want a new building bazaar with all equipment and furniture for you citizens. Housing will have more precise settings, allowing you to easily set up districts that do not burn down in brawls. As for the balance, I want a streamlined experience that lets you set your own pace and difficulty. If you want a cosy little city-builder, then you can have it by expanding carefully and slowly, and if you want a challenge worthy of 100s of hours, then you must expand and face the challenges. As for the water, I'll keep it simple. A bridge will be needed to clear deep water. You will be able to remove/add shallow water around the natural bodies of water. For irrigation, you will need a water pump, and connect canals to it. It will in other words cost you some manpower. Water table will be scrapped, but settling close to water will be equally important. Visually, I'm happy to announce that I've gotten help from a very talented artist, and all the icons of the game have ben redrawn to perfection. I will also dive into battle balance this time around, and make sure its well balanced. Speaking of which, I've added a very moddable equipment system with different kinds of damage and protection. I have added slash, blunt and pierce damage types, with equipment to go with it. I will leave magic to the modding community. release of the game is approaching. Apart from the 1.0 quality of existing features, I still have the following to add:

  • nobles (will include a whole set of posh buildings)
  • military (fix AI issues on the battlefield) Perhaps add commanders to divisions, more training options, royal guard)
  • Tutorial
  • Campaign
  • Zombies
  • Atrifacts
  • Sound overhaul
There are a pile of suggestions on top of this, and I know many of you might be waiting for this or for that. Boats and harbours for instance. Thing is, I do agree that the game would be better with boats, but the amount of work needed for this does not outweigh the benefit currently. Depending on how long I will work on the game, it might still make it into the pipeline. With 1.0, I envision a certain degree of quality. It's not the end of the game at all, but it's a shift in my work, and I'll have to be more careful not to break things, and keep the balance of the game. Raw progress will be slower. My plan on building and maintaining momentum for 1.0 release is you guys. I want to make the community come alive, have moderators, events, competitions, and most importantly modders. Taking advantage of you modders have been the plan from the start, as you create the best stuff. Vanilla will be as good as I can make it, but mods will make it excel. I hope to work more closely with you and guide you through the process, and hopefully present you with rewards and opportunities. I plan on opening up the entire code base for you to play around with, make changes, and finally release mods from it. If you would be interested of helping me with the community, please let me know! When the big 1.0 release might be, I do not know yet. It's always been 4 years now, but I do see the horizon within a year.







[ 2023-09-26 11:12:53 CET ] [ Original post ]

Songs of Syx
Jakob de Laval Developer
Jakob de Laval Publisher
2020-09-21 Release
Game News Posts: 38
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (5314 reviews)
Public Linux Depots:
  • Songs of Syx Linux [347.71 M]
Inspired by Nordic mythology and fused with nostalgia from the ’80s-’90s, Songs of Syx aims to deliver a unique city-builder experience on an epic scale. You start off as a colony-sim, and tend to your minions, micromanage your assets and try to stay off your neighbor’s radar. Grow crops, produce goods to trade and supply your subjects with the services they require. Then, as you grow into a city of thousands of inhabitants, you must turn your focus towards your scheming nobility, inflation, supply-lines, alliances, vassals, and conquest.

Vision


  • Scale Population caps and army sizes are 5-digits, while still sticking to the near 1:1 scale of traditional village-simulators.
  • Nobility In the colony phase you will be busy managing individual subjects, but as you grow you can elevate your favorite plebs to positions of prominence and have them help you govern and boost different parts of your city and empire. Beware though, as even your most trusted and beloved friends might secretly forge plans to usurp you.
  • Influence Being a ruler doesn't necessarily mean absolute power. You must grow and maintain your influence over time by accommodating your plebs and your nobility and be forced to make choices that lie in their interest rather than your own. If you overstep you can expect riots, betrayals, invasions, and emigration.
  • Dynamic Culture Races and factions will start with a certain mindset, religion, and culture, but there is nothing stopping and influential king from molding a unique identity for their people. You will be able to dictate to your own laws and policies, to sophisticate or plunge your civilization in savagery.
  • Trade Anyone can set up a self-sustaining shithole anywhere. But if you want a city and later, an empire, you need to get into the game of trading where goods are priced by supply and demand and wars and fierce diplomacy is waged for the control of goods and trade-routes.
  • Maintenance Every construction you build and every technology you research will require maintenance in the form of labor and resources. Failing to deliver that might cause ripples that can quickly collapse a once-mighty civilization.
  • Modding The game itself is built like a mod of simple text-files, sprite sheets, and a few scripts. It will be easy and encouraged to make your own races, stories, and worlds.
  • Hordes, Immigration, Slaves The global climate might plunge into a mini ice-age, or suffer from a severe drought which can set in motion vast migrations and hoards, looking for their next meal, or fertile lands to settle on. Might be yours. Break the backs of slaves as they toil day and night plowing your fields and cleaning your latrines. They might not be happy about it though. Open your gates to all the kinds of strange races of Syx and see your economy and culture blossom from the diversity or hate and racism tear your city apart.

MINIMAL SETUP
  • OS: Java 8 compliant
  • Processor: Pentium 2 266 MHz processorMemory: 256 MB RAM
  • Memory: 256 MB RAM
  • Graphics: 256MB with opengl 3.3 support
  • Storage: 300 MB available space
RECOMMENDED SETUP
  • OS: Java 8 compliant
  • Processor: 2.0 GHZ 4 cores or greaterMemory: 256 MB RAM
  • Memory: 256 MB RAM
  • Graphics: 512MB with opengl 3.3 support
  • Storage: 300 MB available space
GAMEBILLET

[ 6140 ]

12.87$ (8%)
30.79$ (56%)
8.79$ (20%)
6.19$ (79%)
6.39$ (82%)
16.52$ (17%)
25.47$ (15%)
26.39$ (12%)
6.77$ (15%)
5.58$ (72%)
3.17$ (79%)
21.21$ (15%)
6.79$ (-127%)
8.39$ (16%)
3.82$ (87%)
24.91$ (11%)
16.59$ (17%)
12.29$ (18%)
25.49$ (-2%)
8.39$ (16%)
50.39$ (16%)
8.49$ (15%)
12.27$ (18%)
16.94$ (15%)
11.98$ (40%)
8.42$ (16%)
13.19$ (12%)
5.95$ (80%)
6.79$ (15%)
16.89$ (16%)
GAMERSGATE

[ 1688 ]

14.99$ (50%)
3.26$ (78%)
1.28$ (74%)
1.36$ (83%)
10.79$ (28%)
1.49$ (85%)
3.26$ (78%)
7.0$ (65%)
1.5$ (81%)
3.19$ (79%)
1.88$ (62%)
4.0$ (80%)
11.74$ (22%)
2.5$ (90%)
17.99$ (28%)
2.0$ (75%)
4.94$ (25%)
2.04$ (74%)
12.49$ (50%)
10.79$ (46%)
5.0$ (75%)
6.0$ (80%)
20.0$ (50%)
1.0$ (90%)
4.25$ (75%)
3.75$ (85%)
12.59$ (37%)
16.24$ (35%)
2.8$ (44%)
5.1$ (66%)

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