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Gamescom 2022 - we are here!


We are so happy to be taking part in Gamescom 2022 (24-28 Aug).



If you happen to be there too, please come and say hi to us, we will be very happy to meet you in person. We are in IAHol area!!!



Greetings, Artur


[ 2022-08-24 14:41:07 CET ] [ Original post ]

Jupiter Moons: Mecha at Save&Sound fesival!

Hi Pilots, We will be taking part in Save&Sound festival! I will be live streaming so there is a chance to talk / ask question. Artur


[ 2022-07-02 16:25:19 CET ] [ Original post ]

Development diary - 5 months of no devlog - shame on me!

Good day everyone, First of all, I would like to apologize to every one of you who expected me to be sending my devlog more regularly, shame on me as I realized it has been nearly half a year since my last Dev Diary. These past 5 months have been a mixture of some time off, due to Xmas and Easter, and focusing on implementing new ideas to the Prologue that I really would like to release ASAP. So what have I been doing except for resting, you may ask???

New resources


Game will have three main resources you can get after the battle, but they will be exclusive and you will have to think carefully which ones are most important to your current situation. You will be able to get: spare parts, credits, and experience points.
  • Spare parts are used to change mech loadout and repair body parts.
  • Credits will allow you to purchase items from orbital trade platforms.
  • Experience Points will contribute to the pilot level and will allow you to earn skill points. Skill points are necessary to unlock new skills or update current ones.
Let's say you got a pretty cool laser but your mech doesn't have enough heat sinks to operate it. Then you prioritize Credits as rewards so you can purchase a new heat sink from the orbital trade platform. (I will write a dedicated dev diary on skills before the Prologue release, they should open another dimension of customization and deckbuilding).

Trade platform


Once every 2-3 battles you will be able to visit the Orbital Trade Platform. You will be able to sell old items and buy new ones. Trade platform will be a powerful tool to get critical items that are essential for your current build but they didnt drop as battle rewards.

Scrapping


If you are in need of Spare Parts you will now be able to scrap old items.

New Heat / Stability / Energy HUD


Before:
After:

New warnings HUD



Overheating and shutdown (also staggering & knockdown) got an improved warning notification that is very hard to miss (there is an annoying alarm sound as well).

Energy - no more action points



Action Points were replaced by Energy, with some additions in form of different mech reactors and batteries. Energy Capacity - a new stat that allows storing energy between turns - gets increased by installing more or better batteries. Reactor overdrive - installing high-tech reactors on the mech will allow you to go into overdrive mode where you are no longer constrained by energy. You are pushing the reactor to its limits but this will generate a large amount of heat. If you can disperse it (or find some method to use it) you can turn your mech into a real beast.

Arenas


We redrew old battle arenas to be more diverse. Prologue will feature first biom: Ganimedes desert that is split into areas:
  • Plain deserts.
  • Military bases.
  • Mines & industrial areas.
  • Pirate bases.

Greetings, Artur


[ 2022-04-25 11:37:32 CET ] [ Original post ]

Development diary - November

Good day everyone, Another 2 months have passed, so time to tell you what was going on in October and November. I have to admit that those 2 months have been very busy, but also very different from each other.

Bug family


I will start with my latest updates to the game as they are fresh, and I wanted to share with you the effects. Currently, I am working on new mechs that will not only visually differ from each other, but will also have unique attributes. Here is a Bug Family:
If you look closely, you will notice that their names suggest what their role is. Assault Bug - this mechs special feature is increasing the attack's power. What it means is that he will spend 1-2 turns to increase its attack power so that when it finally attacks you, its laser will cause more damage than the initial value.
Gamma Bug - Comes equipped with Gamma Laser, which will heat up your Mech.
Support Bug - Its role is healing up his companions. This enemy is usually not attacking you as its weapon is not that effective, but it is helping the other allied mechs to heal.

Prologue release date & planned features


I currently plan to release the prologue around January 2022, the exact day is still to be determined. Current features roadmap for prologue:
  • Equipment shop.
  • Deck size perks for Mechs frame.
  • Pilots archetypes and skills.
  • More enemies archetypes.
  • New effects, cards and items.
  • Reworked action points and heat mechanics.
  • New battle arenas.
I hope in Decembers diary I will be able to share more new upcoming features!

What happened in October?


Going back to October - it was a month of gaining experience in physical events. I was hoping Covid-19 situation would not interfere with my plans, and the events would not be canceled like it was last year. Luckily, everything worked out. [olist]
  • Pixel Heaven was one of them and took place on October 8-10, 2021 in Warsaw. My indie basement booth was modest, but it was not a very big event, so most of the small exhibitors looked similar to our booth.
  • PGA 2021 event took place in October (21-23) in Pozna. The route to get there was not easy. We met a sandstorm and driving to Pozna was quite a challenge. Fortunately, we finally managed to arrive in the evening the day before and prepare our booth for the event. I think it turned out pretty well, don't you think? [/olist]
    Greetings, Artur


    [ 2021-12-02 10:45:36 CET ] [ Original post ]

  • Development diary - Tooltips and new tactic cards.

    Hello, my dearest followers, It's about time to share the latest news about August/Septembers work, events, and everything else that has happened to JMM. In the coming weeks, I will release two demo updates. The first one will focus mostly on the quality of life changes like additional tooltips, text updates, and some bug fixes. A second larger update will introduce new mechanics and more varied enemies. When the second demo update is out, we will start preparing for beta release for free Prologue, you should expect closed beta signups for prologue around November. Details of the changes. New and improved tooltips

    • Cards - explanation of keywords and mechanics,
    • Statuses - explanation of statuses that affects player and enemies,
    • Intentions - you will get a full breakdown of enemies' actions, including the body part from which enemy action is coming from.
    • Body parts stats - full details stats for each body part on player and enemy mechs.

    Frames with different body parts Some mechs got unique frames that copy the actual presentation, eg. a large spider mech that has a skeleton that has four legs and torso split into three parts: front, left and right. Some smaller mechs like small spiders will only have a single body part, and scout/stalker mech will only have arms and torso (this mech floats, dont have legs).
    Tactic cards There will be new sets of yellow cards that will allow you to set mech tactics for a few turns. They will have a great impact on the battlefield with the option to counter tactics by using other specific tactics. For example, you can use ambush tactics to counter and gain bonus damage against enemies that use assault tactics.
    Apart from standard gamedev work, please see what I have been through: 1. The Gamescom 2021/Indie Arena Booth - great stuff!!!
    The event took place around a month ago and what I must say - for my game, this was the best event so far. We have appeared in the Awesome Indies category and that was very helpful in getting awareness among payers. We have revealed our newest gameplay trailer with spider Mechs (for those of you who have not seen it yet, here is the link: https://www.youtube.com/watch?v=J2RgvWF4oEY). 2. The GDWC Fan Favorite Weekly vote #26 - what a nice surprise! In week 13-19th of September, my game was nominated with 8 other games to fans vote. Apparently, it turned out that Jupiter Moons: Mecha was so popular that it deserved a victory - my biggest thanks for your votes! 3. The Escapist Indie Showcase. My game also took part in that event, it was a nice show with a bunch of great games. If you are interested in watching an interview with me, you may see it here: https://youtu.be/G5pIeLyx6Uk?t=1634
    4. Best Indie Games - YouTube channel. Last but not least - on 16th September there has been revealed a very subjective (but really kind to us) listing of TOP 10 BEST Upcoming Rogue-lite Deckbuilder Indie Games. We are there as #1 - very cool, thanks! (https://www.youtube.com/watch?v=MZpRhsrPs8Y) So whats next: In October 2021 we are going to focus on work! And physical events in Poland: - PIXEL HEAVEN 2021 (Warsaw) - PGA 2021 (Pozna) If you want to meet us, please join us there! Artur


    [ 2021-09-28 12:28:01 CET ] [ Original post ]

    See you at Gamescom/Indie Arena Booth!

    Hello folks, This year's August is full of great opportunities for Indiedevs like me.

    Tiny Teams has been so great!


    My game Jupiter Moons: Mecha got the highest number of wishlists in its history (increase during a week by 2,713). Thank you, everyone, that is a huge motivation for me, I really appreciate every single wishlist! Speaking of wishlist go checkout & add to wishlist game from our indie friends https://store.steampowered.com/app/1296610

    Gamescom & IGN


    Next on the list is Gamescom/Indie Arena Booth (25-29th August) that Jupiter Moons: Mecha is taking part in. IMPORTANT!!! My game will be featured in Awesome Indies on Thursday, August 26th at 12:27 pm PT (21:27 pm CEST).
    [strike]During Gamescom, there will be a new trailer revealed featuring a new quadruped/ spider mech family and refreshed skins for old mechs models! A little foretaste just for You, hush hush[/strike]

    Indie cup


    Furthermore, my game has also been nominated as one of the 20 indie games in Indie Cup in BEST UNITY GAME category. The results of the Indie Cup summer season will be announced on September 14th, so fingers crossed!
    Greetings, Artur


    [ 2021-08-24 08:03:25 CET ] [ Original post ]

    Development diary #12 & Tiny teams!

    Hello everyone again, I have not realized that it has been 2 months since my last devlog, my deepest apologies! I'll try not to let it happen again, I promise! So let me show you what I have been working on during this time and what is going to happen in August: [olist]

  • Mech selection screen - this new feature will allow the player to see a preview of his/her mech as a wireframe. The base of the mech is a frame, and afterward there will be a selection of armaments to choose from. Take a look at the gif below, I am still improving some details, but more or less that will look like this.
  • DreamHack Beyond took place from Jul 24th to Jul 31st of 2021 and Jupiter Moons: Mecha took part in it.
    This festival was pretty successful in terms of collecting new wishlists on Steam, as they increased by 1,300! In this place I would like to thank all of you who wishlisted my game during this event and not only, of course, I am so happy because my game has recently crossed the magical line of 10k wishlists, yey!
  • Tiny Teams - another great event that my game has managed to join. This will be a week-long celebration of some fantastic games made by micro studios such as Rock&Bushes. I hope this festival will support my game to raise its awareness among fans of roguelike deckbuilders as The Prologue is about to be released very soon! [url=https://www.yogscast.games/tiny-teams]
    [/olist] Hope to see you there! Artur


    [ 2021-08-06 14:04:46 CET ] [ Original post ]

  • Demo patch: 0.1.1.20210628

    Date: 2021-06-28


    Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210628 Bug - Minor UI changes & improvements - Linux shader problem on integrated card graphics


    [ 2021-06-28 13:24:43 CET ] [ Original post ]

    Demo patch: 0.1.1.20210623

    Date: 2021-06-23


    Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210623 Development GJM-325 Localization - Added Steam integration, language selection based on steam client settings - New build pipeline, to allow demo builds with / without steam integration Bug GJM-349 cardSoundController is sometimes null


    [ 2021-06-23 19:41:34 CET ] [ Original post ]

    Demo patch: 0.1.1.20210615

    Date: 2021-06-15


    Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210615 Development GJM-325 Localization - Feedback from discord to Spanish & Portuguese - Brazil - Fixes for Japanese localization


    [ 2021-06-15 13:17:09 CET ] [ Original post ]

    Localization update

    Date: 2021-06-11


    Jupiter Moons: Mecha Prologue - Demo Version: 0.1.1.20210611 Bug GJM-332 [Inventory] Cards in list where not removed GJM-330 In rare cases dynamic language reloading is failing GJM-326 [Inventory] Grid snapping Development GJM-325 Localization implemented GJM-333 Smaller font sizes for JP GJM-331 Portuguese - Brazil improvements by ! HT Pereira !


    [ 2021-06-11 17:27:01 CET ] [ Original post ]

    Development diary #11

    Update from Developer - June


    During the last month, we worked very hard to add localization support to the game. You will be able to judge our results in a few days when we release a Demo update that will feature localization to 9 languages:
    • French
    • German
    • Spanish - Spain
    • Japanese
    • Korean
    • Polish
    • Russian
    • Simplified Chinese
    • Portuguese - Brazil

    In the meantime, there happened 2 quite important things relating to our project: [olist]
  • Jupiter Moons: Mecha has been featured in Kotaku article https://kotaku.com/if-you-want-indie-gaming-news-you-just-have-to-ask-1847004718
  • We took part in Indie Expo 2021 - https://store.steampowered.com/sale/indieliveexpo2021 [/olist] Last but not least, we also continued working on the campaign map, here is how it looks at the moment:
    If you find any mistakes or better expressions to use in our localizations, you are very welcome to share them with us, so that the game meets your expectations! We want YOU players to be happy, keep it in mind! steamhappy Please join our Discord to provide feedback to localization: [url=https://discord.gg/sHNysXG]


    [ 2021-06-07 13:59:25 CET ] [ Original post ]

  • Development diary #10

    News from Developer - May


    It has been another 3 weeks spent on game development, time goes really fast, I have to admit We are in the middle of designing campaign maps for Prologue. For the prologue, there will not be any procedural generation for campaign maps, just two fixed maps but with random encounters. Prologue will feature two mini-adventures: [olist]
  • Tutorial - introduction to game mechanics.
  • Story prologue - how nano corruption started. (pssst. I wont spoil more of the story...) [/olist] Work in progress screenshots for the campaign map:
    Creating assets is very time-consuming and this process sometimes gets monotonous, so what a nice variety to the everyday work was a video of Splattercat playing Jupiter Moons: Mecha! I have to say that I got very excited as I am his follower and I really like what he does on his channel. https://www.youtube.com/watch?v=jep2J6-f0NQ

    Please remember to wishlist both, our prologue and main game:


    https://store.steampowered.com/app/1286690/Jupiter_Moons_Mecha__Prologue/?curator_clanid=37617607 https://store.steampowered.com/app/1288540/Jupiter_Moons_Mecha/ I got some questions and feedback about inventory/slots systems. So it's a good time to explain how it will work in the final game. You will be able to choose from a number of starting mech frames and customize it a little. Mech frames will have different types of body parts and different sizes. For example, there will be frames with shoulder mounts or knee mounts. Two examples: 1. Melee frame -> tall arm slots to fit melee weapons and shields.
    2. Range frame -> long arm slots to fit range weapons.

    If you have any suggestions, please feel free to tell us about them.


    The game is for you - the players - so your voice is the most precious. Please, keep that in mind! [url=https://discord.gg/sHNysXG]


    [ 2021-05-07 08:13:55 CET ] [ Original post ]

  • Development diary #9

    This time the dev diary is later than usual. Unfortunately, not much progress has been made with the game in March. We mostly worked on the graphic side of things. I hope next I will be able to show more new features we are working on, like the campaign map. Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles. We have discord, join us for some exclusive development news!

    Wishlist full game!


    The first one is Shadow, and his cloak animation.



    Blade master. Mech frame equipped with an energy blade.



    Death Archangel. Mech frame with wings for a glider surprise attack and energy whip.



    Eagle Eye. Support Mech frame that stays hidden until the target is engaged and exposed.



    Grim Reaper. Heavy frame, that can withstand prolonged melee combat.




    [ 2021-04-14 14:23:28 CET ] [ Original post ]

    Development diary #8

    Jupiter Moons: Mecha - March Developer Update


    Hello future pilots, Its been an incredibly exciting 2 months for Jupiter Moons: Mecha. As many of you know, we featured as part of the Steam Festival back at the beginning of February, which offered players the first public opportunity to buckle into the mech action of Jupiter Moons: Mecha. This update will be sharing some of the key numbers from the demo, as well as introducing you to the first group of mechs youll be fighting against, Taka Constructions. The Steam Festival was out of this world! Being part of the recent Steam Festival was no easy feat. I spent a lot of long days getting the demo ready for public use, and going into the festival, I was a little worried with the depth and gameplay it offered. So, its fair to say I was blown away by the incredibly positive response the demo received. On a feature basis, some leading content creators from the deck building genre played the game, and enjoyed the game. The most notable piece of content created was from Wanderbot, which can be found here. On a more (dry) statistics level, featuring of the demo in the Steam Festival really helped give Jupiter Moons: Mechas Steam numbers a hefty boost. The festival saw over 1,800 players play the demo, with an average play time of 49 minutes. There were also 1,690 wishlists during the festival period, which, broken down equals an average of 241 wishlists a day throughout the festival. I cant lie, these numbers are amazing. Were still a way off release, but the platform we now have from this boost means the daily average is up by a respectable amount. I owe everyone who played the demo, wishlisted the game, joined the Discord or reading this a huge thank you, so thank you. Building an army
    Im really excited to introduce you to the first (finished) group of mechs for Jupiter Moons: Mecha, Taka Constructions. Taka Constructions are an army of ex-construction mechs, repurposed for war. Their industrial design is emphasized through the use of heavy duty lasers, impactful hammers and gigantic shields. Youll meet Taka Construction mechs throughout the story of Jupiter Moon: Mecha. In the final version of the game there will be a variety of mech groups/identities, all of which will be contrasting from each other, in both a visual and gameplay aspect. Im not ready to share any of the other factions yet, but they are currently in the works - more info soon. Lots too look forward too The demo provided a lot of feedback for me to work on. Currently, Im playing with different updates to the tutorial, mainly with thematic tool tips to help with in-game interactions for new players. Im also working on getting the entire Taka Construction army in the game, as well as the design for the other mechs. With the design and development of the different mechs, the lore of Jupiter Moons: Mecha is growing and I look forward to sharing more of this with you in the coming months. Once again, a huge thank you to everyone for their support with Jupiter Moons: Mecha. Artur


    [ 2021-03-04 11:46:21 CET ] [ Original post ]

    YOU ARE AWESOME!

    Dear Steam Players, The February Festival has been an amazing experience for our upcoming project. steamhappy We have released demo of Jupiter Moons: Mecha - Prologue and we would like to say a BIG THANK YOU to all of you, who have downloaded and played it. Here is what Steam statistics say:
    So now, being so motivated by you, we continue the hard work to release the full version of the Jupiter Moons: Mecha. Lets keep our fingers crossed for success! Best regards, JM:M Team


    [ 2021-02-16 10:59:00 CET ] [ Original post ]

    Developer Lifestream #2

    Join a lifestream play as a Mech pilot and freelancing bounty hunter. Chat with a developer, give your feedback, ask questions, and share suggestions!!! Let's meet on February 8th at 10 pm CET/1 pm PST!


    [ 2021-01-28 08:07:34 CET ] [ Original post ]

    Developer Lifestream #1

    Join a lifestream play as a Mech pilot and freelancing bounty hunter. Chat with a developer, give your feedback, ask questions, and share suggestions!!! Let's meet on February 5th at 10 am CET!


    [ 2021-01-28 08:01:15 CET ] [ Original post ]

    Development diary #7

    Jupiter Moons: Mecha Devblog January Let me start by saying Happy New Year! I hope you all had a wonderful holiday period and took some time to relax. While I did manage to squeeze in needed family time, I was also continuing with work on the Jupiter Moon: Mecha demo, which is nearly here (I know, I say that every month). Throughout December I focused a lot on the (boring) back-end of the game, which isnt the most exciting but is extremely important. This mainly included finding and patching bugs that kept popping up with the addition of new content. On the visual front, I managed to get some UI work done (the start screen (below) is now in the game), item tool-tips, a game over screen, and some design work on the nano corrupted arenas youll be fighting in.
    Battles need a worthy arena A few months back I shared the random arena generator, which is working really well. However, as you venture through the story of Jupiter Moons: Mecha I wanted the growing presence of the corrupted mechs to become apparent. For this, I decided to manipulate all the current arenas to become corrupt. You can see a preview of the new nano corrupted arenas below.
    A Powerful mech deserves some powerful items In December I shared the new post-battle reward screen where youll be received powerful items. I spent the last month updating these items and making them more cohesive with my final vision of the game. The balance of the items will no doubt change once the demo is available and I can see whats potentially too powerful or slightly underwhelming. Heres a shot of all the items currently in the game.
    So, how far away is the demo? As I keep saying, the demo is nearly ready. I want to be transparent with you and let you know exactly whats missing, which is what Im going to be focusing on in January and February. At its core, the demo build needs more content, mainly in the form of campaign generators. This will allow the demo to offer a scaling difficulty with progression, cards and items that scale with rarity, and an increase in the variety of post-battle rewards. Included in my more content list is also the addition of 3-4 more card mechanics. I would love to introduce a new card type for every 5 minutes of gameplay, with the whole demo aiming for a 20-25 minutes play through. Finally, the demo needs a shop. This will not reflect the shop in the final game, but, as I write this, any currency earned in the demo is about as useful as a destroyed corrupt mech! The in-game shop will provide a little bit of variety to playthroughs, allowing you to experiment with different items and mech builds. Its pretty safe to say that not all of this will be done before February. Ive had an overwhelming number of offers to test the game/alpha demo. Its possible I have an alpha build ready very soon, but this will be missing some of the features mentioned above. Once again, I want to take a moment to say a massive thank you to everyone who has read this/these developer blogs, interacted with me in Discord, shared any of my content on social media, or even shown an interest in Jupiter Moons: Mecha. The progress I made as a game developer in 2020 was amazing, and a big part of that was down to knowing people are interested in Jupiter Moons: Mecha. I hope you all have a wonderful start to the year. Take care, Artur


    [ 2021-01-15 13:10:33 CET ] [ Original post ]

    Ho ho ho, Mecha Christmas!

    To all Mecha fans out there. Ho ho ho, Mecha Christmas!




    [ 2020-12-23 19:23:43 CET ] [ Original post ]

    Development diary #6

    Hello pilots!


    November has been a very productive month for Jupiter Moons: Mecha. Not so much on the flashy front end of the game, but more so in tidying up the back end of the game. There are three main areas Ive been focusing my time this month; updating the items and graphics with a new UI, finishing a full game loop, and implementing an overall UI to the game including the start screen, credits, and the main menu.

    Updated items and weapon graphics


    You may remember a few months back I spoke about how the loadout for your mech works as a mini-puzzle, in the fact that you need to manage Tetris style shape in your inventory. Well, the placeholder art for the weapons and items youll take into battle has been updated with shiny new ones. Not all these assets have been updated, but its the start of a big step to having a fully polished loadout screen.

    Full gameplay loop...it works!


    This has ultimately been the main goal for a long time (since I started the project 9 months ago!). Im so pleased to share the news that Jupiter Moons: Mecha works! You can load in from a start screen, win a battle, collect some rewards, change your loadout, and then dive back into battle. The development build of this gameplay loop is not fully polished, but it works - which is the main thing right?! In all seriousness, its the biggest step Ive taken with the development of Jupiter Moons: Mecha, and a giant step towards having a playable demo for you to pilot through.

    Its really starting to look like a game!


    Off the back of finishing the full gameplay loop I wanted to polish up the UI, giving the game a sense of being a real game. There is now a working start screen, setting screen, and credits. The setting screen isnt fully functional, but its in there, as is the main menu. The UI currently in the game isnt final, but its unlikely to drastically change, honestly, Im really happy with how it looks and the tone it brings when loading up Jupiter Moons: Mecha...which you can all do soon!

    Whats next?


    The main focus now is finishing up the programming of some of the other card options and UI. At the time of writing only the attack cards are fully working. I have all the art finished for the other cards, I just need to program them. Finishing the cards will ultimately result in the completion of the demo. Im hoping for Jupiter Moons: Mecha to feature in some indie game focused expos next year, for which I will need a playable demo. I want to finish up with another huge thank you. Whether youve like a Twitter post, shared a gameplay video, comment in Discord, or upvoted on Reddit, every bit of support does not go unappreciated. Im so grateful for the positive response Jupiter Moons: Mecha is receiving and I cant wait for you to be able to play the demo soon. I wish you and your family a wonderful holiday, stay safe and Ill see you all in the New Year. Artur

    Consider joining our Discord for some bonus wallpaper pack!


    https://discord.gg/jHsGh3a472


    [ 2020-12-16 09:37:33 CET ] [ Original post ]

    Jupiter Moons: Mecha - Prologue
    RockAndBushes Developer
    RockAndBushes Publisher
    TBA Release
    Game News Posts: 21
    🎹🖱️Keyboard + Mouse
    No user reviews (0 reviews)

    Enjoy complex Mech simulation in a single-player, deckbuilding, roguelike adventure. Change Mech loadout to customize your card deck. Level up your pilot, test countless card combinations, and discover powerful combos.

    Features

    Deck builder - craft perfect card deck of the many unique cards.

    Procedurally generated - missions, enemies, items are procedurally generated. Each game run is unique.

    Equipment management - Equip your Mech with various weapons and support items. Each equipped item adds new cards to the deck. Change Mech loadout to craft a unique card deck.

    Pilot skill tree - Level up your pilot and choose its skill. Skill can create powerful combos with properly constructed card deck. Experiment to discover new card combinations.

    Campaign - Prologue contains the first act of the campaign. Learn the origins of the ancient device that corrupts machines.

    Tons of content - Prologue features one Mech variant. In the final game you can choose one of four unique Mechs and more:

    • 30+ different weapon types. All weapons and items are randomly generated ARPG style loot (5+ in Prologue).
    • 20+ support items types (5+ in Prologue).
    • 200+ unique cards (25+ in Prologue).
    • 20+ enemy Mechs and their corrupted variants (4+ in Prologue).
    • 6+ unique bosses and their corrupted variants (1+ in Prologue).

    Story

    Jupiter's moons were colonized, megacorporation cities were built and then the war between corporations came. Cities were bombed, millions died. The moons were mostly abandoned by corporations.

    Jupiter's moons are more like the old Wild West. Home for lawless and brave souls seeking new life - slowly rebuilding. Immigrants from Sol’s system other planets come here to start a new life. Only law-keeping forces are freelancing bounty hunters.

    When Ganimedes Capital was bombed something awakened from a long hibernation. Mysterious force manifested that corrupts machines. Affected machines are merged with a biological organism, gain conciseness, and became hostile to people.

    The player is Mech pilot - freelancing bounty hunter. Because corruption is spreading, bounties are more laborious but more profitable than ever.

    MINIMAL SETUP
    • OS: Ubuntu 14.04 LTS
    • Processor: 2GhzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: 2GB memory
    • Storage: 1 GB available space
    GAMEBILLET

    [ 6132 ]

    10.91$ (16%)
    16.97$ (15%)
    33.59$ (16%)
    4.19$ (16%)
    1.00$ (90%)
    13.79$ (8%)
    6.00$ (70%)
    23.99$ (20%)
    15.99$ (20%)
    4.32$ (86%)
    16.99$ (15%)
    1.00$ (80%)
    12.74$ (25%)
    14.00$ (60%)
    2.34$ (82%)
    12.20$ (39%)
    16.87$ (44%)
    9.89$ (34%)
    2.22$ (78%)
    13.60$ (66%)
    23.95$ (20%)
    24.89$ (17%)
    1.98$ (90%)
    12.71$ (15%)
    4.13$ (79%)
    5.00$ (75%)
    15.99$ (73%)
    12.44$ (17%)
    2.10$ (58%)
    12.44$ (17%)
    GAMERSGATE

    [ 2625 ]

    7.5$ (75%)
    2.55$ (87%)
    14.99$ (40%)
    0.85$ (83%)
    11.52$ (62%)
    15.74$ (37%)
    3.0$ (85%)
    5.0$ (80%)
    17.99$ (28%)
    0.89$ (87%)
    7.19$ (20%)
    3.48$ (83%)
    15.74$ (37%)
    0.75$ (75%)
    16.74$ (33%)
    0.9$ (85%)
    3.0$ (85%)
    11.69$ (10%)
    1.05$ (85%)
    8.1$ (73%)
    0.64$ (87%)
    0.68$ (83%)
    1.69$ (79%)
    3.6$ (80%)
    2.4$ (80%)
    2.5$ (50%)
    0.89$ (87%)
    3.3$ (78%)
    8.0$ (60%)
    13.59$ (32%)

    FANATICAL BUNDLES

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    9 days, 1 hours, 23 minutes


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    15 days, 1 hours, 23 minutes


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    12 days, 1 hours, 23 minutes


    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

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    Time left:

    12 days, 1 hours, 23 minutes


    Time left:

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    Time left:

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    40 days, 1 hours, 23 minutes


    HUMBLE BUNDLES

    Time left:

    3 days, 19 hours, 23 minutes


    Time left:

    17 days, 19 hours, 23 minutes

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