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Update 21 available now!


By David Thor Fjalarsson Hey everyone, Update 21 has just been released, introducing lots of new shiny things to play with over the holidays along with some broader gameplay changes. Theres a TLDR and an overview below, and if you want to get the full detail head here for the patchnotes. Boom, everyone's attention span covered. TLDR:

  • Colour scaling rework
  • Malaise rework
  • New mutations
  • New mob, weapon, outfits & diet
  • Backpack rework
  • Hand of the King lore room
  • Usual QoL fixes
The reworks will need some explaining for people who haven't been keeping up to date through the alpha, so I'm going to run through all the 'minor' bits first!

New Weapon


The most requested weapon from the community is now in the game! The Katana allows you to chain a standard slash with a dashing charge attack by holding the button, for the full experience wear the Ninja outfit at the same time.
We fully expect you to play with this for a day then start calling for Panchucks...

New Mob


This is the first mob in the game inspired by a Discord community suggestion (many thanks to Leylite#4491)!
Using the Explosive Crossbow, the Demolisher will blast you from a safe distance (oh how the tables have turned). It can be found ignoring all health & safety rules and blowing shit up in the Distillery at BC0 and in several places later on, mostly as an alternative upgrade to the Knife Thrower.

New Outfits


You might have guessed from the key art, but there are some jolly new outfits introduced in this update, including 2 Christmas-themed ones. Enjoy!
Ho ho ho, now I have a funny costume...

Hand of the King lore room


The mystery man becomes slightly less mysterious with a new lore room hidden somewhere in the castle...
Katana *tick*, Hand of the King lore room *tick*, what's next...

Cheese diet


No self-respecting French studio can pass up the opportunity to let you eat cheese, so were giving you the option to heal yourself with a nice smelly slice of Camembert!
So thats all the shiny pretty stuff, now on to the major changes.

Weapon colour rework


Colours had losta lot of consistency of playstyle between the 3 colours. So, we decided to change the colour scaling of a good chunk of items & mutations to refocus each statistic on its primary identity.
  • Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it. Dual scales with anything that wouldnt fit in that category but is poison or electricity gameplay (e.g. Sadists Stiletto is a melee weapon so it shouldnt scale with Tactics, but as its crits work on poison gameplay it is still a red/purple dual scaling weapon).
  • Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee. Grenades stay mostly red. Dual scale with anything that wouldnt fit in that category but is fire or blood gameplay.
  • Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with it. Dual scale with anything that wouldnt fit in that category but is root or ice gameplay.
In addition, the health points scaling of Brutality and Survival has been decreased in the late game while for Tactics it's been very slightly increased. However, it's mostly felt at high scrolls counts, so you wont feel it until late game at 3BC+.

Backpack


The Backpack was introduced in the 19th update to support transitioning from 2-slots weapons to two different 1-slot weapons. It's now a meta upgrade unlocked at the Collector, like Recycling or the random starting weapon tubes, and can be used with any type of weapon. You can store any weapons in your backpack, except 2-handed weapons and the Giantkiller (for obvious reasons), by pressing the backpack key (Y on Xbox controller, on a PlayStation one) when picking a weapon. Empty your backpack by holding the "use" key. Because we're all-round lovely people, video settings have also been added to accommodate everyone's backpack preferences. You can choose to put the backpack slot to the right of your skill slots or in-between your weapons and your skills, plus a slider for opacity.

Mutations


Five new mutations have been added, three were initially designed to support two-handed weapons through the backpack slot, but after some testing we've decided to let them be used with any type of build:
  • Acrobatic Preparation: Attacking with a ranged weapon also attack with the ranged weapon in your backpack. Roll to reload. (Tactics).
  • Porcupine Backpack: Rolling through enemies attacks them with the melee weapons stored in your backpack. (Brutality)
  • Tortoise Wheel: Rolling parry attacks and projectiles with the shield stored in your backpack. (Survival)

Porcupine Backpack in action The fourth mutation, Fatal Cadence (Survival), increases your attack speed when alternating in-between primary and secondary weapon slot. The final mutation, Ranger's Gear (Tactics) is like Scheme, but for ranged weapons, so your next ranged attack after using a skill will deal extra damage.

Malaise


Thanks to all your feedback through alpha and beta, we think we've arrived at an improved Malaise mechanic:
  • The bar now fills with game time, but pauses in lore rooms, chest rooms, shops. The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered "Malaise cleared".
  • The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage).
  • Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite. The spawn rate and Elite rate will also increase with Malaise.
  • Being hit doesn't increase your malaise anymore. Killing enemies, Elite, and Bosses decreases your malaise gauge.
  • Food looted in walls is always contaminated and will increase your Malaise bar, the "healthy" food looted on enemies doesn't decrease your Malaise bar. Healing with your flask does heal some Malaise too.
  • The "Malaise Cleared" event completely stops the bar from filling until the end of the biome, and even decreases your malaise gauge with the amount you would get by killing all the enemies left in the level. However, these enemies won't give you any more malaise reduction. Mobs and Elites will stop spawning for the rest of the level.
We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled and future updates will let us tweak it slightly if needed.

Best of the rest


  • All biomes in BC3+ have less mobs overall.
  • An option to disable the gameplay slow-motion (most notably when elites die) has been added.
  • 2-slots weapons can now have different affixes on each part.

Christmas & January


Christmas is four days away, so obviously most of the team is imminently leaving for holidays (and panic buying gifts) until early January. We will be checking in just in case anything happens, but our hands are going to be full of food and drink for the next week, so don't expect much news until early January! Speaking of January, our next DLC, Fatal Falls, is just over a month away from release, if you want to chuck it in your wishlist we would be very grateful :) https://store.steampowered.com/app/1451460/Dead_Cells_Fatal_Falls/ The usual community highlights are below, but first we have a load of Motion Twin's concept art for rejected projects to show you, make sure to check them out below. That just about covers everything, we hope you have a great Christmas and we'll be back soon! Thanks, Matt, EE & MT Motion Twin concept art
















Community Highlights:
@Starbind_S
u/hauntedcactus
u/Teifling_Darkhalis


[ 2020-12-21 16:34:35 CET ] [ Original post ]

Dead Cells
Motion Twin Developer
Motion Twin Publisher
2018-08-06 Release
GameBillet: 10.99 €
Game News Posts: 91
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive (137387 reviews)
Public Linux Depots:
  • Dead Cells Linux Depot [766.14 M]
  • Dpt: Dead Cells For Press Linux [1.1 G]
Available DLCs:
  • Dead Cells: Rise of the Giant
  • Dead Cells: The Bad Seed

Roguelite? Metroidvania? Roguevania!

You grew up with the roguelikes, witnessed the rise of the roguelites and even the birth of the roguelite-lites? We'd now like to present for your consideration our RogueVania, the illegitimate child of a modern Roguelite (Rogue Legacy, Binding of Isaac, Enter the Gungeon, Spelunky, etc.) and an old-school MetroidVania (Castlevania: SotN and its ilk).

Features:


  • RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
  • 2D Souls-lite Action: Tough but fair combat, more than fifty weapons and spells with unique gameplay, and of course, the emergency panic roll to get you out of trouble.
  • Nonlinear progression: Sewers, Ossuary or Remparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style or just your mood.
  • Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air...

Interconnected levels and progressive unlocking of access to the island provides you with a real incentive to explore your surroundings. Add in a degree of evolution for your character and permanent weapon upgrades and you can see where Dead Cells borrows from the long line of MetroidVanias that precede it.

At the end of the day though, it’s YOUR skills as a player that matter most! Roguelites are about constantly getting better, until what was an insurmountable obstacle becomes a walk in the park. Unforgiving combat wed to the absence of any kind of safety net makes for an adrenalin pumping ride each and every run and unrivaled replayability.

Dead Cells left Early Access on August 7th 2018 and comes with:


  • 13 Levels - Each one with its own atmosphere, foes and secrets to discover.
  • 4 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers.
  • 90 or so weapons and skills - Spears, swords, bows, freeze blast, etc.
  • 4 special powers, unlocking new areas and paths (metroidvania gear lock items).
  • 1 epic responsive, fluid and fun to play combat system.
  • 1 Daily Run Mode Complete with leaderboards for lording it over your mates.
  • Hours of fun (depending on your skill, anything from 10 to 30 hours or more).
  • A few rage-quits, Ok a lot of rage quits… But you’ll git gud… Eventually.


MINIMAL SETUP
  • Memory: 2 GB RAM
  • Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
  • Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
RECOMMENDED SETUP
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
  • Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
GAMEBILLET

[ 6132 ]

14.99$ (25%)
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6.75$ (73%)
12.74$ (-42%)
25.95$ (13%)
6.00$ (70%)
3.75$ (85%)
6.01$ (14%)
5.22$ (91%)
42.45$ (15%)
21.22$ (15%)
12.21$ (69%)
27.99$ (30%)
GAMERSGATE

[ 2625 ]

1.2$ (85%)
20.0$ (60%)
1.6$ (90%)
1.69$ (79%)
5.0$ (75%)
3.75$ (62%)
3.4$ (83%)
8.69$ (57%)
0.45$ (85%)
2.23$ (75%)
4.69$ (81%)
2.7$ (82%)
12.88$ (63%)
7.88$ (77%)
0.89$ (87%)
9.37$ (63%)
3.0$ (70%)
3.0$ (80%)
13.49$ (25%)
4.0$ (50%)
11.69$ (10%)
9.71$ (46%)
8.92$ (40%)
15.0$ (75%)
3.0$ (70%)
3.0$ (85%)
11.99$ (20%)
1.05$ (85%)
1.69$ (79%)
10.44$ (74%)

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