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Iron Reckoning 1.0.2 Update

The first few patches for Iron Reckoning are now live! Versions 1.0.1 and 1.0.2 include several important fixes for Linux and the way resolution is handled, as well as a new option for custom resolution found within the settings.xml. Check out the Readme file for the location of this file on your platform! And now, here is the full list of changes for both updates which are being released at the same time:

Version 1.0.1 Changelog


  • Custom refresh rate setting added; active when "useCustomResolution" is set to 1
  • Fixed UI error message on startup
  • Screen is correctly set to Exclusive Fullscreen when that setting is used instead of just to FSW
  • When using preset resolution, Screen now utilizes displayed Hz instead of the monitor's max refresh rate

Version 1.0.2 Changelog


  • Added extra nature details to Varam East
  • Added fallback camera target rotation if the target is behind the camera
  • Slightly increased enemy target rotation speed
  • Added new Bladerush tutorial sequence in Kydonia East
  • Added fallback RobProductions logo/timer for Linux builds to fix splash screen not progressing

Patch Details


The goal of these changes are to fix critical bugs and buff up the game's handling. For Linux, it appears that in some cases the opening logo can be broken, resulting in the main menu never loading since it hooks on to the end of the video that gets played. The fix for now is to simply show a fallback logo for Linux platforms and manually run a timer that loads into the next menu. I've noticed in a few YouTube videos of the game that some players missed one of the crucial mechanics and ended up having a hard time progressing as a result. The new tutorial sequence should help players become more acquainted with the Bladerush mechanic as you are unable to leave the tutorial area until you have demonstrated that you can use the ability. The fallback is that if for whatever reason you are unable to input the two buttons necessary, the tutorial will time out after 60 seconds and you can resume playing as normal. Finally, I added a few nature details to the Varam East area to improve the visuals and make it more in line with the rest of the levels. There's still more I think that needs to be done there, but currently I wanted to get these fixes out more quickly so it'll do for now, and I don't see the experience changing wildly as a result of any new update. Thanks to everyone for playing and trying out the game! I hope these are positive changes that improve the game for all players, and I'll continue monitoring the forums for bug reports and tackle them as soon as I can. If you have any questions about the patch changes, the story of the game, the settings screen, or anything else, feel free to contact me here or on Twitter. If you want to hear the latest news I always make regular updates there so I appreciate a follow if you can. Stay safe and I hope all new players will enjoy the game :) -Matt


[ 2021-01-14 17:50:15 CET ] [ Original post ]

Iron Reckoning's Soundtrack Now Available!

I'd like to thank everyone that has tried out Iron Reckoning so far! A big part of this game's development was crafting music that fit the mood of each scene and carried consistent melodic ideas to bind the soundtrack together. The OST features a lot of instruments and motifs that get repeated throughout each track to build the character of IR's music. Today I'm proud to announce that the entire soundtrack is available on Steam right now! You can check out the store page here: https://store.steampowered.com/app/1404290/Iron_Reckoning__Soundtrack/
There are nearly 2 and a half hours of content in the OST, a feat that took everything I had in terms of energy and creativity. I'm happy to say that this is by far the best music I've ever crafted for a game project, or at least the most pleased I could be with the result so far. I'd like to just talk a bit about some of the most impactful tracks and how they came about, as I find music analysis to be pretty interesting and music in general to be crucial to the whole game experience.

Descent Revitalized


This is the first track I made for IR. Well, the first track that actually made it into the final game. It started with a chord progression on strings--highly inspired by Nier: Automata, I wanted to provide a chromatic shift to really make the mood seem intense and magical. The 6th bar of the chord progression is the key behind that shift, and really becomes the core of what Iron Reckoning's music revolves around. Halfway through writing, I tagged on a very retro arp instrument to reinforce the sci-fi ideas shown throughout the game. By the time I heard the fast melody I had crafted, I was in love with the sound. In fact, I accidentally jumbled some of the notes together resulting in a gap during part of the melody, but I actually liked the spacing and rhythm it created, so I kept it in. The sound was crafted from an instrument that replicates the JUNO-60 synth. From then on, this became a key instrument in future songs.

Corruption Amplified


I opted to make a few "dynamic" tracks for IR this time around. It's a concept I've implemented before, and really enjoy due to how much variation you can get from different gameplay situations. The idea is to build multiple layers of music that play at the same time, and vary the volume to match what happens on-screen. I believe this is called "vertical mixing" or something like that according to FFXV music developers. For Corruption Amplified, there are 2 tracks; one for ambient exploration, and another for combat. The song itself uses a slow-building piano melody along with an industrial drum loop to give the feeling of machinery being crafted. More retro instruments fade in over time, and a cathedral organ plays ominously in the background. This is a trick I use in many of IR's songs to really fill out the sound and provide theming. The dynamic version plays back a lead synth with heavy filters that I created for another song, Unbridled Prognostication.

Unbridled Prognostication


For this one I really tried to use a lot of synths, and vary the sound after the intro. The goal was to make a lot of small repeatable melodies within the synths, akin to what I did for my last game, Burden of Proof. The lead synth was a huge step forward for me, the modification and filters gave this very off-putting noise that highlighted the feelings of being surrounded. A gong hit plays in the background to emphasize the drops.

Tranquil Prognostication


I took a vastly different approach for this song. Starting with a weird flute instrument, I made an eerie melody that took center focus. Then slowly faded in the stems from Unbridled Prognostication to live up to the song's namesake. This flute melody was another huge part of the soundtrack, and I used it several other times to bring back the isolation felt through this instrument. This song plays when you uncover the field in Lumia South, a huge open area. I felt it was the perfect track to set the mood for really realizing what you've stumbled into when it comes to the Aalegan Isles.

Boss Tracks


I utilized a lot of organ progressions and choir instruments for songs like Cultivated Ascension and Cultivated Destruction. The goal was to make this big, epic reveal and transition to the action that you would soon be playing through. The turning point in writing was when I took a bass and played really low, ominous notes throughout the main chorus. I think what I learned from these songs was to make sounds that represent what will appear on screen; the low bass could've easily been a noise coming from the Vagabonds, that's why it fit so well.

Reckoning Unlimited


This is the ultimate boss track. To make this, what I did was literally stick 3 different songs together, and then rearrange the parts until it sounded coherent. I also swapped a lot of parts for many instruments to vary the sound and make it unique. But at the same time, I did keep a lot of dissonance on purpose to really make all these different themes clash together. This is the culmination of all areas and enemies fought prior to this point, so it had to pop. That's why I built up to a huge drop at the end, combining the main theme (Descent Revitalized) with the strongest instrument at my disposal: the lead from Unbridled Prognostication. I think this is the most intense track in the whole game, and I was pretty proud when it was completed.

Conclusion


I hope some of you found that interesting! This soundtrack has been a huge aspect of my development time, so I hope you can appreciate the dedication I had in creating a coherent OST. I'm always open for more discussion about development, so if you have questions you can always ask in the Steam discussion forums! You can keep up with my latest news and announcements on Twitter. Thank you again for checking out Iron Reckoning and listening to the music; making content for people to enjoy is my passion, and I'm happy to be able to share it with all of you. I'll continue working on my new ideas for games and updating you all when I have more to show! Stay safe! -Matt


[ 2020-12-04 18:41:01 CET ] [ Original post ]

Welcome to Iron Reckoning

It's been a 15 month long development journey, filled with countless hours of stress and hard work. But today, Iron Reckoning is finally available to the public! This is the third game I've released on Steam, following in the footsteps of Burden of Proof which had a pretty outstanding "cult following" of sorts. If you're coming here from BOP, I implore you to check this title out! It shares much the same style, from storytelling, level art, character design, and music, though the quality of each has improved by a lot, and I've grown quite a bit since my last release. It's without question that this is the most involved and highest quality game I've ever crafted. And I'm still looking to improve further for future projects, when it comes to art, animation, and soundtrack. Speaking of music, I actually ended up composing about 2 and a half hours (!!) worth of original songs. I'm extremely proud of the OST, and I'm sure players will appreciate the motifs and recurring themes I've layered throughout the whole experience. More info on the soundtrack release will be shared shortly, so stay tuned!
This time around, I opted for fully animated, realtime cutscenes. It's a bit of a departure from the novel style I tried last time, but I think it pays off. I had an incredible performance for the lead villain recorded by the talented Thomas Cuba. It's thanks to him that Nomad was really brought to life. You'll have to play to get the full context, but I think this character is really fun and has a lot of great moments throughout the game. I'm confident players will enjoy the final hours and all the story developments and confrontations :) The gameplay of Iron Reckoning utilizes a unique movement mechanic called Bladerush. This creates tons of options in combat and terrain traversal, allowing you to control your momentum as you soar through the air. This sort of game style should really motivate speedrunning and personal challenges if you wish to complete levels in the shortest time. I'm looking forward to seeing how players will utilize this power!
For new players, I encourage you to follow me on Twitter if you'd like to keep up with the latest news! You can also check out my YouTube Channel for trailers and videos on my latest works! If you come across a bug or would like to request a new feature, please create a post in the Iron Reckoning discussion page in the appropriate category. If you need urgent help, you can also message me on Twitter. For extra info, you can check out the README file which is included in your game download. It has all the details on controller support, hardware requirements, and local storage. I plan on continuing support for Iron Reckoning for quite a while. I will be monitoring the discussion page and making regular updates if bugs are reported. I have a few ideas for new content and UI features which I will take a look at soon. Patch notes for new updates will be announced here on the Steam news portal. I'll also have much more to say in the coming months, and I might do some dev stories, tech explanations, or story discussions if players are interested in that sort of thing! Thank you all for your interest in Iron Reckoning. It means the world to me that people look forward to my stories and get to experience them in my games! I hope you'll enjoy the game :) -Matt


[ 2020-11-05 19:16:58 CET ] [ Original post ]

Iron Reckoning
RobProductions Developer
RobProductions Publisher
2020-11-05 Release
Game News Posts: 3
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
3 user reviews (3 reviews)
Public Linux Depots:
  • Iron Reckoning Content Linux [4.55 G]
Iron Reckoning is an action-oriented adventure game that unravels within a sci-fi/fantasy setting. Utilize a unique movement mechanic to traverse the environment and gain an advantage in combat! Test your reflexes and timing as you wield the ability to summon weapons and cast offensive magic! Face off against a variety of enemies, from the ruthless soldiers of the Ward clan to the menacing Vagabonds. Every challenge will highlight your resilience and creativity in battle. Explore the Aalegan Isles, reclaim the lost territory, and unveil the truth behind the machine presence that threatens humanity!



In the distant future, the warrior called Jaena is tasked with eradicating the machines which reside on an artificial island. In order to stop them, she must explore this uncharted territory and uncover the mystery behind what her enemies have been planning for the past several centuries. But this is no easy task; many obstacles block her path, including the towering Vagabonds, weaponized robotic golems that were built for war, and a maniacal cult leader who has earned the title "Nomad." As this quest becomes personal, the challenges will test Jaena's resolve and threaten her humanity, the only quality which separates her from the machines she had sworn to destroy. Your only choice is to cut through your enemies, prove your worth as a warrior, and claim control over the Aalegan Isles.



As Jaena, you must master the legendary Bladerush ability in order to take the fight to the machines. Summon a dagger, and throw it in any direction. Your power is linked to the blade, and its strength allows you to pull yourself towards it at a high velocity. This flying leap is the core purpose of Bladerush, and it is a necessary tool for gaining an advantage in combat, as well as exploration. The potential is endless--throw your dagger into an enemy to soar towards them for a quick attack, or keep a blade hidden somewhere safe for a quick getaway. You can even chain Bladerush jumps to stay airborne for long periods of time, flying through the air for as long as you can manage your mana resources. This power is yours to wield.



Massive leaps through the air can get you close to an enemy. But to deal real damage, you'll need to wield Jaena's signature broadsword, Claymore V. Timing is everything, waiting for the ideal moment to strike as you create opportunities with offensive magic and movement skills. How and when you summon your weapons will be key in discovering your strategy for eliminating your foes, and clearing the island of the machine threat!



  • Navigate a fantasy-inspired landscape using Jaena's Bladerush ability
  • Take down waves of enemies that wield a variety of weapons
  • Uncover the mystery that lurks within the Aalegan Isles
  • Unleash a flurry of combat maneuvers & parry attacks by mastering Jaena's blade
  • Encounter a series of bosses, including the towering Vagabonds
  • Go head-to-head with Nomad, the ruthless leader of the Ward Clan
  • Full story experience & a vast world that is yours to explore
  • 4k screen support & runs at any framerate
  • Native versions for Mac OSX, Windows, and Linux
  • Support for common input hardware, including the XBox One and PS4 controllers
  • Complete subtitle support and other common accessibility features
  • Full original soundtrack & album release

MINIMAL SETUP
  • OS: Ubuntu 16.04/SteamOS+
  • Processor: Intel Core i3 or EquivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce 820M or Equivalent
  • Storage: 5 GB available spaceAdditional Notes: Older processors and graphics cards are supported. but may suffer from performance issues.
RECOMMENDED SETUP
  • OS: Ubuntu 16.04/SteamOS+
  • Processor: Intel Core i5/AMD Ryzen 3 or EquivalentMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce 1060 or Equivalent
  • Storage: 5 GB available space
GAMEBILLET

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GAMERSGATE

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