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Fictorum
Scraping Bottom Games Developer
Scraping Bottom Games Publisher
2017-08-09 Release
Game News Posts: 59
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (1002 reviews)
Public Linux Depots:
  • Fictorum Linux Depot [12.01 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
v2.1 is Out Now!

Hey wizards, We've just released a brand new patch to Fictorum! This one was primarily focused on performance and quality of life fixes, but there's a bit of new content in there too.

Major Improvements


New accessories are available and can be unlocked


You can now unlock accessories based on the number of titles you've unlocked. We've also added in a few new ones, specifically one that we probably should've had at release.

The third person camera has been significantly improved


We've received a bunch of feedback on our third person camera and we've worked hard to improve this. It's now faster, adjusts better to the environment, and will do it's darnedest to stay out of the way of your current spell. In addition, we've nixed our adjustable indoor boom and now use indoor transparency trackingmeaning your camera boom length will no longer need to adjust when entering houses.

A new statistics window has been added to the main menu


We wanted to provide you with more about your progress in the game and a tool to assist you with getting some of the more difficult achievements unlocked (like Master Modifier and Master Wizard). So we created this new statistics screen that shows the number of playthroughs, victories, losses, spell usage, and rune usage!

Enhancements


  • Upgraded our Unreal Engine version from 4.18 to 4.25
  • Falling deep enough into the miasma will teleport player back to a safe position on lower difficulties
  • Spellblade and Blink Strike can now be charged. Damage will scale from 33% damage to 100% damage over 2s.
  • Concentrate will now reduce area and collision radius
  • The hard cap for damage taken from mana has been increased from 75% to 100%
  • Stat descriptions have been added to the character details
  • Roller spells (e.g. Tremor, Fire Wave, and Gust) velocity will be boosted by 50% of player forward speed
  • All standard projectile spells have a minimum velocity clamp of 125% of the player's forward velocity
  • Doombolt's damage has been doubled
  • Flamethrower has been reworked and is significantly better
  • Aspirant channeling spells have been nerfed
  • Successive, rapid hits of rubble damage are ignored
  • It is now much more obvious when on map locations when the Inquisition will arrive
  • Flash's Thunderhead Arrows will now be slightly slower have less Spread applied
  • Previous/next spell can now be bound to hotkeys
  • Tooltips will appear for starting title buttons while using gamepad
  • Sell cost will appear for equipped items on equipment comparisons
  • Game mode tooltips will now have more information
  • New items and affixes have been added that will affect arcane bonus damage
  • A backup of the settings file will be created upon opening the main menu and loaded if there are issues with the primary save.
  • Discord button has been added to the main menu
  • Passives will now display on the Character Details panel
  • Storm runes will now provide a significant bonus to maximum range
  • Familiars and Sentinels will now shoot at quest targets
  • Initial mana costs have been lowered by 50% for channeling spells
  • Loading in between levels will have better fade in/fade out and more consistent load progress
  • Extra clarity added and action required for Delete All Starting Titles
  • Forsaken archers will have less seek applied to their Eldritch Blasts
  • Familiars cast times will now scale with familiar rune strength
  • Touching enemy shields (Talisman and Phalanx) will no longer yeet the player off the map
  • The Bulwark starting title has been reworked
  • Rising Shadow's cooldown has been reduced 7->5 seconds
  • Burrow's channeling cost has been reduced from 60->25 mana/sec
  • The opening splash screen has been removed
  • Sparkwhip will no longer launch bosses and will only launch champions under 50% health
  • Eldritch Blast's description provides more useful information about the spell
  • It's no longer possible to make spell radii too small to deal radial damage
  • Storm has a higher spawn weight at the center
  • Targeting opacity can now be adjusted from game settings
  • Storms have a faster cast frequency and a ludicrously high maximum input (have fun!)
  • Events will no longer occur within the same chapter
  • The event tooltip will display that the final battle will have the inquisition legion
  • The game will be saved after selecting all rewards from an event
  • Channeling sentinels with annihilator beam have an easier time aiming at sentinel towers
  • First reachable chapter locations will now always be unavoidable combat
  • Destroying a house with items inside will now give full disenchant essence amount
  • The blizzard event has been tweaked for clarity
  • Annihilator Beam's VFX have been improved
  • Sentinels are now immune to self harm

Bug Fixes


  • Cast actors + non-offensive spells will work properly
  • Fixed a bug that would cause softcore players to enter a soft game lock when dying from an event
  • Fixed a bug that would cause defense goals to still show in clairvoyance after completing the location's quest
  • Canthick's miasma has been lowered
  • Hidden chests will no longer spawn empty
  • Fixed a bug that would cause a strong character rotation offset if the player was knocked down while flying
  • Fixed some oddly rotated decorations in town halls
  • Cyclone, skull grenade, and arcing ball's visual effects will properly scale with collision radius
  • Fixed a bug that would occasionally cause enemy weapons, bows, and shields to float in midair after death
  • The shaping triangle UI will now properly update visuals for all spell schools
  • Most instances of floating objects remaining after destruction will no longer happen
  • Fire Beam sound effect volume has been increased
  • Fixed a bug that would cause fall damage if landing while shaping, slowed, or regenerating mana
  • World map music will fade out when killed by an event
  • The Fictorum's head will no longer be visible through the helmet of shame
  • Destroyed doors no longer have stone-like visual effect
  • The inventory can no longer be opened while traveling to a new world location
  • Sentinels, Familiars, and Storms no longer care about draw time for arrows, airblades, and windshots
  • Fixed a bug that would prevent the Grand Inquisitor from floating in phase 2
  • Fixed a bug that would cause certain bosses to permanently aggro a sentinel or familiar if it was cast fast enough
  • Fixed a casting lock that could occur when casting certain spells after Rising Shadow
  • Incendium will properly delay its explosion after a chain reaction
  • Invigorate's visual effects will show properly and the animation has been improved
  • Fixed a bug that would prevent removal of items
  • Fixed a bug that would prevent the inventory background from fading on the world map
  • Burrow will no longer lock jumping if cancelled before hitting the ground
  • Fire manifestations will properly despawn
  • Rintara's Battleground and the tutorial has had some landscaping done to fill holes
  • Pressing the directional keys on the map will no longer switch spells
  • Storm and Chaos will now properly work together
  • Fixed several issues with Blink Strike
  • Fixed a bug that would occasionally load the wrong spell slot icons on the world map
  • Fixed a bug that would prevent some items from being sold or disenchanted
  • Fixed a bug that would occasionally cause projectile shields block friendly spells
  • Spells should no longer block the third person camera
  • The poorly scaled fullscreen issue has been resolved (we think)
  • Projectile spell VFX and meshes (like spears) will properly scale with collision radii when cast from NPCs
  • Sparkwhip's lasso effects will properly stop on landing
  • Mastery achievements, Master Modifier, and Master Wizard will properly trigger once achieved
  • Trees move more predictably when receiving hits and while falling
  • Gamepad focus has been improved across all interfaces
  • Using gamepad shoulder buttons to change spell on the world map will work better
  • Javelin and arrow have had their collision radii reduced
We hope you enjoy the changes! Feel free to reach out if you have any feedback or issues.


[ 2021-04-19 13:35:06 CET ] [ Original post ]



A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.

In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.

Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.


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