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Development log for the Encounter update (v0.10.0)

Hello captains! In this post I will be keeping you up to date with the development progress for version 0.10.0 Come to discord to see the images for each of the new feature as well as the full changelog. https://discord.gg/F6XGWnHA6Y Planned release date for version 0.10.0 is April (as a closed Beta).

2021-02-27 WEEKLY UPDATE 8


  • made lights start up slowly instead of by flickering
  • added destroy ship and repair ship dev guns
  • lots of small tweaks to tutorial and some bugfixes
  • implemented a new popup text

2021-02-20 WEEKLY UPDATE 7


  • updated planet base design
  • new wreckage design
  • added light damage flicker
  • made most creative commands available from chat
  • added teleport to planet command
  • added fill grids command
  • new chat ui
  • some bug fixes

2021-02-13 WEEKLY UPDATE 6


  • random wreckage spawner (hence the name Encounter Update)
  • major rewrite for the ship component script
  • implemented a ship despawner system to remove wreckages/drones and save performance if they are far away
  • dynamic lights (save performance when far away)
  • New planet framework (PART 4) [olist]
  • planet base spawning (based on the new marker system for efficiency)
  • configurable basecount per planet per gametype [/olist]

2021-02-06 WEEKLY UPDATE 5


  • new background system for handling ui input that can be changed at runtime
  • made the ship be completely generated at runtime instead of a prefab
  • implemented markers (3d positions associated with events)
  • made cargo generate loot when searched, not at startup
  • optimized the ship data for save files by not storing unchanged vanilla ship data, in some cases reduced the file size by 400%
  • made max ship hp be based on volume, not based on hardcoded values
  • made station, wreckage and planet base classes configurable so you can have your own station in game
  • lots of optimizations to the ship block code
  • other bug fixes and tweaks
  • autosave settings
  • New planet framework (PART 3) [olist]
  • new atmosphere effect
  • planet resolution and quality settings [/olist]

2021-01-30 WEEKLY UPDATE 4


  • negative damage now visibly heals the ship
  • doubled sector size (for the new larger planets)
  • made sector size and planet size configurable
  • new custom made sunflare
  • started rewriting the ui callback system
  • New planet framework (PART 2) [olist]
  • culled unseen chunks optimization
  • lava, water & atmosphere are back
  • planet rings!
  • integrated the system in the game (removed legacy one) (planet generation time decreased from 300ms to 30ms)
  • made planets activate collider chunks for vehicles and ships as well [/olist]

2021-01-23 WEEKLY UPDATE 3


  • New planet framework (PART 1) [olist]
  • better lighting
  • biomes
  • configurable colors
  • more advanced terrain features
  • supports any size (even earth) and any resolution (previously it was 128x128 per face)
  • very fast (quadtree algorithm)
  • more efficient colliders [/olist]

2021-01-16 WEEKLY UPDATE 2


  • obj model export option for ships
  • new savefile format
  • projectiles now bounce of shields (chance)
  • fixed pda to belt
  • added keybindings for pda and map
  • tweaked pda aspect
  • now players have the starting items in their backpack instead of cargobox
  • rewrote from scratch all the mission related code, config data and classes
  • new mission objective: enter a ship of a specific class

2021-01-09 WEEKLY UPDATE 1


  • new driving camera modes: free orbit and target follow
  • small ui tweaks and a bugfix
If you want to support the game try the demo and wishlist! Over and out, Beholder


[ 2021-02-27 19:20:09 CET ] [ Original post ]

Adrorium
Beholder Developer
Beholder Publisher
2022~2024 Release
Game News Posts: 21
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)
Build your ship, defend against drone waves and explore hundreds of sectors filled with stations, asteroids and planets with lots of POIs. The ship systems can be controlled via consoles with several hundred buttons. Craft equipment and blocks, loot the POIs and disabled drones. Upgrade your ship and venture to the center of the galaxy.

HARDCORE SHIP MANAGEMENT

  • Hundreds of buttons over multiple consoles and functional blocks
  • Subsystems defined by blocks
  • Docking + station services
  • Power grids + plasma grid, liquids(atmo, fuel, water, coolant) + internal atmosphere
  • Toggle blocks to save power
  • Nuclear reactor + fuel + turbine management

SPACE SURVIVAL

  • Farming, crafting
  • Sleep, eat, heal, drink, and other mundane everyday tasks
  • EVA suit for looting and raiding
  • After you disable drones, go inside them and scavenge resources with tools

EXPLORATION

  • Hundreds of sectors per galaxy (procedurally generated)
  • Multiple points of interest (stations, asteroid fields, planets, bases,....)
  • MFM drive (ftl+stl travel)
  • Planets can be explored with a planet elevator and a rover



SPACE SIM

  • Newtonian physics + autopilot
  • Docking (ship-ship or station-ship)
  • Dogfight against enemy drone waves
  • Mine asteroids + use hook gun to grab the ores

LOOTING

  • Hundreds of items and crafting recipes
  • Drones and bases are filled with loot containers and rare blocks that can be dismantled
  • Stations have many traders (and one secret trader) that can buy your extra loot
  • Many handy inventory shortcuts(hover send, take all if item owned, send stack,....)

SHIP BUILDING

  • Hundreds of blocks, majority are functional like cockpit, ship weapons, doors or consoles
  • The hull is editable with tools (NYI)
  • Draw ship design in pda and purchase at station with money from trading and missions
  • Repair after drone fights and upgrade blocks

PROGRESSION

  • Missions, campaign,
  • Many upgradable tiers for blocks
  • Research, skills (NYI)

IMMERSIVE

  • No loading screens, no press E to insta drive
  • Realistic and complex ship procedures
  • Use planet elevator to reach planet with rover, explore wreckages after drone fights

FEATURE FULL

  • Over 30-40 standalone mechanics
  • Adrorium has the most features that I have ever seen in a game

MULTIPLAYER

  • Maximum 2 players for now (will increase to 64 in the future, perhaps to even more)
  • Currently using Photon to avoid NAT issues, dedicated servers will come soon

OTHER

  • Joystick/controller support
  • Localization (NYI, coming soon)
  • Memory efficient (only 160 MB)
  • Runs on potatoes, very well optimized
  • Full modding support
  • The game is in early access so expect regular updates with new features and bugfixes

MINIMAL SETUP
  • Processor: Most processors since 2010Memory: 1 GB RAM
  • Memory: 1 GB RAM
  • Graphics: OpenGL compatible. at least 500 MB VRAM
  • Storage: 200 MB available space
RECOMMENDED SETUP
  • Processor: intel I5 gen 5 or equivalent or betterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: GTX 1050 or equivalent or better
  • Storage: 500 MB available space
GAMEBILLET

[ 6079 ]

8.27$ (17%)
8.39$ (16%)
16.79$ (16%)
16.77$ (16%)
14.42$ (15%)
8.39$ (16%)
25.19$ (16%)
42.46$ (15%)
22.98$ (23%)
10.91$ (16%)
25.49$ (-2%)
17.79$ (11%)
21.99$ (12%)
25.19$ (16%)
21.74$ (13%)
1.81$ (70%)
4.12$ (17%)
17.79$ (11%)
26.09$ (13%)
16.99$ (15%)
24.87$ (17%)
12.59$ (16%)
29.72$ (15%)
32.78$ (18%)
10.67$ (11%)
25.47$ (15%)
8.47$ (15%)
11.30$ (13%)
16.39$ (18%)
48.98$ (18%)
GAMERSGATE

[ 1468 ]

1.11$ (91%)
1.91$ (79%)
1.5$ (85%)
1.8$ (91%)
6.0$ (70%)
0.85$ (91%)
4.5$ (70%)
3.26$ (78%)
13.2$ (67%)
21.24$ (15%)
14.4$ (64%)
7.2$ (64%)
0.84$ (58%)
12.74$ (15%)
0.6$ (85%)
4.46$ (70%)
8.5$ (83%)
7.49$ (63%)
0.68$ (91%)
3.0$ (85%)
0.75$ (85%)
13.59$ (32%)
3.28$ (78%)
0.85$ (91%)
0.85$ (91%)
1.02$ (91%)
0.51$ (83%)
0.6$ (80%)
1.5$ (85%)
4.34$ (71%)

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