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Leaving Early Access, version 1.0.0

Hello everyone ! Oh guys how I am excited ... Jeez ... We freakin did it. I started this project alone in December 2019, never made a single game using Unity, and been programming for only a year. After a 6 months developing period, we finally are leaving Early Access. This is just incredible. For those of you who got the game when it first got released, you probably are as amazed as me by the work we achieved together. Yes, we. I have been behind my laptop programming, but you, you have been giving me the ideas, the suggestions, and the feedback we all needed for this game to be something great. I just want to say thank you to you all, thank you for the support, and all the feedback. I also want to personally thank Lorne, my Australian friend, he has been with me since the beginning, we've been talking a lot by email. Mark, my neighbour from the US, if you're reading those lines, it's been a pleasure and always will be a pleasure exchanging with you ! Bob, from THE Netherlands (I won't fix this one, sorry), probably the player that gave me the most feedback and suggesting the most things, but also been the most annoying. Don't worry I like you though haha. Big up to my brother Jules who's been responsible for making the tiles and the wallpapers + the entire game's UI. TU GERES. So again, thank you to all who made this possible by buying the game, or sending me nice messages. THANK YOU. What does leaving Early Access mean ? It means I consider the game stable enough, with enough content to be paid full price / be considered as complete. Doest that mean the game won't receive any support / get new content / updates anymore ? Absolutely not. This game is a part of me now. I won't let it down, I have been working hard, every day for 10h since December to make it happen, and even if I consider the game to be paid full price right now, it doesn't mean I will stop adding new content or fix stuff if there is a need for it. What next ? - I still have work to do upon campaigns. I'd like to make more what ifs scenarios. - Japan still has no campaign available at this time. - The US still have no campaign in the Pacific. - I really want to look into a map converter, from a satellite pic / GPS data INTO a game map. This would be an amazing feature to have. - A demo will soon be available for the game. - I would like to release the game on iOS / iPad OS. Change log : ADDITION(S) - Added : Show general's bonus radius when you have your mouse over them. CHANGES - Change : When zooming out, only VP city names will remain. All other text will disappear. - Change : The way a targeted unit look, instead of changing the tile's colour to red I added a new target icon under the target. - Change : Updated Australia's units texture. - Change : Now the AI when moving will make noise if not in the fog of war. - Change : Two units indicator was white, its now light grey to fit the rest of the UI. - Change : Sounds when planes attack will now be based on the weapon they carry (torpedo, bomb, rockets). FIXES - Fix : Not all units would appear in the store (Due to the modifications I made about the month). - Fix : Stats at the bottom when your unit is selected are now updated (Armour and HP). - Fix : When the AI attacks one of the unit controlled by a human player, the unit if retreating would get selected. - Fix : AI bug with landing / couldn't perform landings properly. - Fix : Several instances of AI overlapping its units / stacking on one tile. - Fix : Could not unlock the retreat and surrender achievements. - Fix : Coastal batteries and bunkers could be embarked / disembarked with transport ships if they were on a harbour. - Fix : When a unit was attacked by a boat and there were units nearby that would defend it, they would attack the boat. - Fix : Mortar now give support fire. - Fix : Resupplying both fuel and ammo would do only one. - Fix : Harbours not counted as city in the filter of the strategic map. - Fix : UI buttons in the mod manager. - Fix / Change : Captured units now don't count in your total core unit number. Even though they are core units. I also updated the game's guide with the latest new mechanics. And for the occasion, I remade brand new screenshots + trailer for the game's store page + translated the description in Russian, Spanish, German, French.


[ 2020-08-31 17:11:13 CET ] [ Original post ]

Operation Citadel
Valentin Lievre Developer
Valentin Lievre Publisher
2020-03-05 Release
Game News Posts: 428
🎹🖱️Keyboard + Mouse
Very Positive (484 reviews)
Public Linux Depots:
  • Operation Citadel Depot : Linux [1.65 G]
Leaving EA on the 31 st of August. Get them game now before I change its price to 14.99usd !

Join us on Discord -> https://discord.gg/tavRA6W

Hi I'm Valentin, young French developer of 21 years old. I started this game in December 2019 from scratch after playing my first wargame for a couple of hours.
Working alone on it with my brother who's responsible for the art.

This game features :
  • Over 700 units
  • Customizable units (Rockets, bombs, drop tank, torpedo, trucks, half tracks, horses etc)
  • A rank and experience system for the units, and the player
  • Any country you want to play
  • A unit editor (Create or modify any unit you want)
  • A tile editor (create or modify any tile you want)
  • A country editor (Create any country you want)
  • A map editor allowing you to recreate any battle of your choice (up to 300 x 300 hexes and above if your PC can handle it)
  • A fully functional steam workshop to upload your work to, and download other's
  • An entire Europe map
  • An entire Pacific map
  • An entire Eastern front map
  • A campaign for major countries, with a core-unit system (Keeping units between scenarios)
  • A supply line mechanics (Optional)
  • Blowing up or repairing bridges mechanics
  • Diving / going to surface, and spotting mechanics with submarines
  • Retreat, surrender, capture mechanics
  • A morale mechanics (Optional)
  • A season mechanics + weather mechanics (Optional)
  • No time limit to complete scenarios if you don't want to
  • Daily, or almost updates
  • A complete guide on Steam + official tutorials on youtube
  • A cool developper :))

Operation Citadel isn't just about the eastern front, and even less just about one battle. To be honest, all good names were taken and I could not think of one.
If you have a better idea, I would be happy to hear it, send me an email or drop by our discord !

The game should run just fine on pretty much anything. If not, you'll get a refund, but let me know so I actualize the requirements !

If you have any suggestion, critic to make, send an email or leave a message on the discord, or open a topic in the forum. You will ALWAYS be answered to.

And last but not least, if you like the game and want to support me, leave a positive / constructive review here on Steam, share the game with your friends, knock yourself out !

MINIMAL SETUP
  • OS: Im not sure
  • Processor: i3 or higherMemory: 1500 MB RAM
  • Memory: 1500 MB RAM
  • Graphics: 512Mb
  • Storage: 1700 MB available space
RECOMMENDED SETUP
  • OS: Im not sure
  • Processor: i3 or higher
  • Graphics: 512Mb
GAMEBILLET

[ 6138 ]

8.96$ (80%)
24.89$ (17%)
0.88$ (56%)
4.00$ (80%)
25.47$ (15%)
17.99$ (28%)
8.49$ (15%)
5.03$ (16%)
3.30$ (82%)
4.09$ (18%)
33.97$ (15%)
8.29$ (17%)
6.44$ (79%)
20.74$ (17%)
2.99$ (93%)
1.00$ (90%)
2.60$ (80%)
2.00$ (80%)
3.00$ (90%)
3.30$ (83%)
0.73$ (85%)
12.29$ (18%)
49.64$ (17%)
12.59$ (16%)
24.89$ (17%)
18.69$ (25%)
10.65$ (73%)
1.50$ (85%)
3.29$ (18%)
52.75$ (12%)
GAMERSGATE

[ 3458 ]

10.2$ (66%)
0.6$ (92%)
3.75$ (85%)
4.65$ (53%)
6.25$ (75%)
3.32$ (74%)
20.99$ (40%)
5.0$ (75%)
1.05$ (65%)
4.8$ (84%)
5.0$ (90%)
1.31$ (81%)
3.0$ (85%)
7.13$ (71%)
8.55$ (71%)
6.0$ (70%)
1.5$ (75%)
25.0$ (50%)
1.5$ (70%)
3.25$ (75%)
5.0$ (75%)
0.45$ (85%)
3.75$ (75%)
3.0$ (80%)
10.03$ (67%)
2.0$ (90%)
7.2$ (64%)
3.75$ (75%)
14.99$ (40%)
5.78$ (71%)

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