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October Progress Report


Cory and I are beyond excited about the progress weve made on the game over the past year. Sometimes it is easy to get stressed about individual milestones and internal delays, but as we hit our stride in Q4 of 2020, we are taking a moment to look back with deep gratitude for all that you, our backers, have given us. Cyber Knights has now been in the works for almost two years if you include all the planning and build up to the Kickstarter and the wild ride since. But weve been dreaming about it for a lot longer. This game is built on a campaign world more than 10 years in the making, and each of you who joined us as backers have become part of this decade-long journey. We have such a dedicated team of creative people who have put so much work into making this game a success. Along the way weve gained new partners, new allies, new team members and more. So -- while there are still mountains to climb -- we want to once again, say thank you to the Cyber Knights team! Our commitment is to keep you updated on progress continually, even if nothing earth shattering has happened. Were making steady progress toward alpha, building out systems, playing, testing, iterating to improve.

Iterative Deepening


Our promise to you is to create complex systems with extreme replay. One of the ways we have always achieved that at Trese Brothers is to practice an iterative style of development. We trained in this style for years working with larger teams and razor-thin deadlines in the enterprise software world. It has served us very well in game dev and so in the month of October weve been doing a classic iterative deepening pass on some of the game systems. In October, weve been revisiting the distinct planning phase of missions and working to make the breadth of pre-mission advantages even more exciting and impactful. When we set out to iterate on a system, we look specifically for ways to increase player agency and help the system cleave closer to the original feeling we wanted it to create -- in this case, the pre-heist planning before the high-tension mission. As we find with many deepening passes, the new planned improvements are going to expand and make this part of the game even more important, fun and impactful on how your team approaches missions. Our focus here has been how to allow your pre-mission planning to alter a mission's structure so that if you plan for it, you can choose different entry points, skip certain segments and avoid or hunt out optional challenging objectives. And, while it may not seem like the most likely component, we have been revisiting our movement and pathing system. It is a key component that underpins everything -- from assisting a player find the right cover position to driving enemy patrol paths and hunting behavior. Weve found consistently over the last few months that we are bumping up against the edges of what we can achieve with Unitys built-in navmesh and pathing system. In this deepening pass, were coming back through to replace the movement and pathing system with a best of breed 3rd party component -- the A* Pathfinding Project -- that promises to provide the APIs we need to smooth out those edges and open up new capabilities for smarter AI movement, better handling for flying drones and improved assistance to the player when entering move orders. [previewyoutube=sPcACkoNO1I;full][/previewyoutube]

Art and Music Milestones


The art team is approaching an important alpha ready milestone, meaning they will have completed all of the art that is planned to be rolled out during the alpha phase of the game. This is a massive achievement with thousands of 3D pieces included from environments to weapons to faces. Were exceedingly proud of the work they have done and cant wait to start the next phase of the project which will be to take alpha feedback and gather the Early Access ready project manifest. On the music side of the house, both the Skyrise and Safehouse tracks are now in composition. Well share more soon but we are working on some exciting directions for the Safehouse tracks, including bringing on voice talent for one track and using a vocoder to punch up another.

Executive Producers & Patreon Meeting


The invitations for the next Executive Producers meeting have now been sent out. We are bringing together this team to do a deep dive into Cyber Knights multi-Job system and all of the abilities that they can unlock through their advancement trees. This week we will also be sending out an invitation to our 102 supporters on Patreon to join us for a separate meeting that will dive into the same topic. This is a special reward offer we have extended to our patrons who have supported our studio for a long time, many giving a small monthly pledge for years. If youre interested in helping the studio continue to grow beyond Cyber Knights and like digital rewards and sneak peaks, you might consider joining us there! https://www.patreon.com/tresebrothers

Reward and Stretch Goal Progress


In updates we always make a point to include the progress bar infographic to ensure that our dates, progress and commitments are clear. With this update weve completed two more of the art stretch goals that stand in the way of the alpha. As the art team nears their final milestone of alpha-ready were closing in all of the art stretch goals coming to pass. The art team has recently completed the Attack Drone and Support Drone stretch goals and they are looking awesome, as you can see below. These additional drone types greatly expand the options of chassis that we will be able to include in the game, making the drone pilot all that more fun, and the enemy drone fleet all that more terrifying. The heavy chassis of the support drone is slow moving on its hover rings but is capable of packing powerful weaponry as well as extra gear and powerful buffs and defensive maneuvers.

The lightweight chassis of the attack drone is built around its weaponry, speed and jets. Targets are spotted, hunted and eliminated.


[ 2020-11-03 15:20:24 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 244  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (507 reviews)


  • Review Score

  • http://www.tresebrothers.com/cyberknights.html
  • Website

  • https://store.steampowered.com/app/1021210 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.


    • Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
    • Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
    • Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
    • Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
    • Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
    • Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.




    Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.

    The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).

    And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.


    The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.

    We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
    MINIMAL SETUP
    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
    • Memory: 1000 MB RAM
    RECOMMENDED SETUP
    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
    • Memory: 1000 MB RAM

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