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Patch Notes - September 2022 - 0.36.6


Changes inspired by our community!

Major Features


    [hr][/hr]
  • New Playable Character - Octave: New range hero with 11 unique spells to unlock [hr][/hr]
  • New World to Explore - The Coral Archipelago: New assets, new traps and new enemies [hr][/hr]
  • New Zodiacs Battles: Scorpio & Pisces. Face these 2 members of the Orphne family [hr][/hr]
  • Scorpio & Pisces challenges: Get their summons through their challenges [hr][/hr]
  • Sun Room: Exchange your quartz to access powerful spells [hr][/hr]
  • Moon Room: Exchange your maximum life to access Zodiac unique powers [hr][/hr]
  • Zodiac Spells: Find and use 7 news powerful zodiac spells: Taurus, Virgo, Capricorn, Sagittarius, Leo, Pisces and Scorpio [hr][/hr]
  • Echo Isles Room & Summon your Friends: Pick among 15 different summons of your friends so they can help you during your run [hr][/hr]
  • New Miniboss - Draco: Fight a dangerous new Miniboss [hr][/hr]
  • community inspired Andromeda's bar interior: Visit the Zodiacs there and the more victory you have against them, the more likely they are to join you [hr][/hr]
  • Affinity Zodiac: Your Constellation sign can now randomly help you (once you met at least once) and will more easily join you in Andromeda's bar [hr][/hr]
  • community inspired Pixel Art Animated Portraits: Legacy Portraits will still be accessible through game options but default portraits will now be Pixel Art and hand-animated [hr][/hr]
  • Fight Rooms Rework: Complete rework in order to have waves / difficulty depending of level of the room [hr][/hr]
  • New Affinity System: Spells now have elemental affinities (fire/ice/thunder/poison and neutral) and they gain power with related elemental gambits attached (up to 100% bonus damage) [hr][/hr]
  • New Synergy System: Rework - Many Auras have been reworked and a dozen additional new auras have been added [hr][/hr]
  • New Synergy System: Rework - Many Gambits have been reworked and a thirty additional new Gambits have been added

Small Features


    [hr][/hr]
  • New effect: Ignition: Burns enemies over time and inflicts burn stacks [hr][/hr]
  • New effect: Fire Wisp: Summons a fire whisp that follows the hero, shoots enemies and inflicts burn stacks [hr][/hr]
  • New effect: Sapling: Summons a small sprout that runs, explodes against enemies and inflicts poison stacks [hr][/hr]
  • New effect: Slime: Summon slime that bounces and inflicts poison stacks [hr][/hr]
  • New Effect: Plasma: Create a lightning laser that pierces enemies and inflicts lightning stacks [hr][/hr]
  • New Effect: Cumulonimbus: Summons a cloud of lightning that blasts enemies and inflicts lightning stacks [hr][/hr]
  • New Effect: Thunder Orb: Create a lightning orb that persists on the field and inflicts lightning stacks [hr][/hr]
  • New effect: Snowflake: Create a snowflake around the hero and inflicts freezes stacks [hr][/hr]
  • New effect: Ice Idol: Create an ice idol that hits enemies and inflicts freezes stacks [hr][/hr]
  • New effect: Stalactite: Sends ice spikes bouncing off walls and inflicts freezes stacks [hr][/hr]
  • New effect: Critical: % chance to inflict a critical hit [hr][/hr]
  • Summon Zodiac: (Rework) Taurus: Now deals immense damage to all enemies on screen [hr][/hr]
  • Summon Zodiac: (Rework) Virgo: Now deals damage to enemies and has a % chance to spawn when hitting enemies during the hero's basic attacks [hr][/hr]
  • Summon Zodiac: (Rework) Sagittarius: Now follow the players by shooting arrows continuously and end up with a strong attack [hr][/hr]
  • Pantheon Room: Backers statues Room in now accessible in the Garden [hr][/hr]
  • Spells Reworks: We removed some of the beacon utility spells [hr][/hr]
  • Spells Reworks: Some common & specific spells have been visually and gameplay reworked [hr][/hr]
  • Spells Reworks: Dodge effect has been added to several spells, when a spell has it you are invincible during certain frames of the spell [hr][/hr]
  • Voices feedback: When being hurt and when casting spells [hr][/hr]
  • Camera: In several places we improved camera [hr][/hr]
  • Camera: Camera movement when Zodiacs do their ultimates [hr][/hr]
  • Camera: Camera is less zoomed by default [hr][/hr]
  • Camera: Challenge Sagittarius: Camera is more dezoomed [hr][/hr]
  • Cetus Room improvement: Better descriptions of the gambits, new categories of gambit and third random loot is more frequent and can only be a slot unlocker [hr][/hr]
  • Elites visual rework: Elites have been visually reworked a lot [hr][/hr]
  • Lupus Miniboss: During ultimate, a magnet effect affects player [hr][/hr]
  • Spells altar: New category of altar you can find during your runs where you can choose between 2 spells [hr][/hr]
  • Memory Fragments: You can now only get Memory Fragments from characters you already crossed [hr][/hr]
  • NG +: Thorn feedback improvement [hr][/hr]
  • Enemies: Improved behavior placement for many enemies [hr][/hr]
  • Enemies: Stacks effects above enemies visual rework [hr][/hr]
  • Enemies: Enemies placements have been globally improved [hr][/hr]
  • Enemies: Improvements of movement behavior for some enemies [hr][/hr]
  • NPC: Oloon - UI opens on last unlocked element [hr][/hr]
  • NPC: Poetic Peddler UI does not show locked characters spells anymore [hr][/hr]
  • Special rooms cannot appear twice in a row anymore [hr][/hr]
  • Faster end of levels & appearing in levels [hr][/hr]
  • Accelerated Aura pick-up [hr][/hr]
  • Accelerated Spells/gambits pick-up [hr][/hr]
  • Enemies projectiles improvements (visuals & behavior) [hr][/hr]
  • Yalees summon improved (visual and gameplay) [hr][/hr]
  • Game now playable with dpad of controller (game and interface) [hr][/hr]
  • Jump crystals lisibility has been improved [hr][/hr]
  • Spell order is reseted when coming back to the hub [hr][/hr]
  • UI is not removed when staying IDLE [hr][/hr]
  • You can now rush in Healing rooms and still get the heal/mana orbs

Balancing


    [hr][/hr]
  • Ayla Spells: Mana costs have been reduced [hr][/hr]
  • Ayla Spells: n428 Metal Star: Visual improvement. Damage increased [hr][/hr]
  • Ayla Spells: n 17 Toxic Bomb: Visual improvement. Improved area of effect. Damage increased [hr][/hr]
  • Ayla Spells: n 249 Unrelenting Tornado: Visual improvement. Improved area of effect. Damage increased. Go through enemies without making them move. [hr][/hr]
  • Ayla Spells: n 888 Fatal Dash: Much faster to use. Deal multiple hits. Damage increased. Added ""dodge"" effect [hr][/hr]
  • Ayla Spells: n 086 Lighning Speed: Damage increased. Added ""dodge"" effect [hr][/hr]
  • Ayla Spells: n12 Electric Scalpels: Damage increased [hr][/hr]
  • Ayla Spells: n840 Doppelgenger: Improved area of effect. Damage increased. Deal multiple hits. Added ""dodge"" effect [hr][/hr]
  • Ayla Spells: n+675 Moon Arch: Damage increased. Deal multiple hits. Added ""dodge"" effect [hr][/hr]
  • Ayla Spells: n005 Astral Powder: Damage increased. Added ""dodge"" effect [hr][/hr]
  • Kiran Spells: Mana costs have been balanced [hr][/hr]
  • Kiran Spells: Lightspeed Fist: Damage increased. Do not hit multiple targets anymore [hr][/hr]
  • Kiran Spells: Ground Pound: Damage increased. Deal multiple hits. Added ""dodge"" effect [hr][/hr]
  • Kiran Spells: Ultra Loaded Knucles: Damage increased. Deal multiple hits. Added ""dodge"" effect [hr][/hr]
  • Kiran Spells: Energy Projectiles: Damage increased [hr][/hr]
  • Kiran Spells: Windturner Up-smash:Damage increased [hr][/hr]
  • Kiran Spells: Cutting Kick: Damage increased [hr][/hr]
  • Kiran Spells: Rententless Fury: Damage increased [hr][/hr]
  • Kiran Spells: Helping Hands (Got It?): Damage increased. Deal multiple hits [hr][/hr]
  • Kiran Spells: Flamins Slide: Damage increased. Added ""dodge"" effect [hr][/hr]
  • Spells & Gambits: Spells level change is bigger between worlds and balancing of empty slots on looted spells [hr][/hr]
  • Spells & Gambits: Number of Gambits on spells by default has been greatly reduced [hr][/hr]
  • Spells & Gambits: Slot unlocker price has been increased [hr][/hr]
  • Spells & Gambits: Spells have minimum 2 unlocked slots and the slots probabilities have been reduced [hr][/hr]
  • Common Spells: Fireballs: Damage increased [hr][/hr]
  • Common Spells: Thunder Orb: Visual improvement. Improved area of effect. Higher damage rate. Damage increased [hr][/hr]
  • Common Spells: Spirit Sword: Damage increased [hr][/hr]
  • Common Spells: Magic Cyclone: Spell is slower. Damage increased [hr][/hr]
  • Common Spells: Surrounding Spheres: Summons 5 orbs instead of 3. Damage increased [hr][/hr]
  • Common Spells: Shooting Star: Damage increased [hr][/hr]
  • Common Spells: Ravaging Spheres: Damage increased [hr][/hr]
  • Common Spells: Glacial Spikes: Damage increased [hr][/hr]
  • Common Spells: Ice thrower: Damage increased [hr][/hr]
  • Common Spells: Frost Splinters: Damage increased [hr][/hr]
  • Common Spells: Dark Outbreak: Damage reduced [hr][/hr]
  • Common Spells: Electrospheres: Damage increased [hr][/hr]
  • Common Spells: Shattering Stars: Damage increased [hr][/hr]
  • Common Spells: Magma comets: Visual improvement. Damage increased [hr][/hr]
  • Common Spells: Ki Blast: Damage increased. Deal multiple hits [hr][/hr]
  • Common Spells: Dark Burst: Damage increased. Deal multiple hits [hr][/hr]
  • Common Spells: Aqua Ball: Damage increased. [hr][/hr]
  • Common Spells: Thorns Chains: Damage increased [hr][/hr]
  • Common Spells: Meteor Blades: Damage increased [hr][/hr]
  • Common Spells: Slashing Squall: Damage increased [hr][/hr]
  • Utility Spells: Fire Spreader: Visual improvement. Improved area of effect. Stack numbers reduced. Cooldown reduced [hr][/hr]
  • Utility Spells: Ice Column: Stack numbers reduced. Cooldown reduced [hr][/hr]
  • Utility Spells: Thunder Strike: Stack numbers reduced. Cooldown reduced [hr][/hr]
  • Utility Spells: Utility spells are now anymore a possible rewars at the end of rooms / bosses [hr][/hr]
  • Effect: Target: 100% chance to inflict a critical hit [hr][/hr]
  • Effect: Vulnerability is 5% per stack instead of 3% per stack now [hr][/hr]
  • Effect: Freeze slows now the enemies based on stack count and the stacks are reset once the enemy comes out of the freeze [hr][/hr]
  • Effect: Bosses can no longer be slowed by freeze but can trigger freeze related effects [hr][/hr]
  • Pavo Feathers: Feathers of +2 and +5 are less frequent [hr][/hr]
  • Minibosses: Health / damages balancing [hr][/hr]
  • Minibosses: Lupus Miniboss fall attack is faster [hr][/hr]
  • community inspired Minibosses: Lupus dash attack has a more forgiveable collider [hr][/hr]
  • Bosses: Zodiacs remove their stacks more often when teleporting [hr][/hr]
  • Bosses: Zodiacs are now invulnerables in more attacks [hr][/hr]
  • Bosses: Taurus Bull charges fire no longer hits behind him and Taurus no longer hits after he hit the wall [hr][/hr]
  • Bosses: Leo's ultimate starts at 50% and now remains in his ultimate [hr][/hr]
  • Bosses: Top attack laser of Capricorn is a bit higher now [hr][/hr]
  • Enemies: Sylvanian Protector enemy in world 1 is much faster now [hr][/hr]
  • Enemies: HP balancing [hr][/hr]
  • Enemies: Lava Spider W2 enemy attacks from distance only and has an improved behavior [hr][/hr]
  • Enemies: Elites HP balancing [hr][/hr]
  • NPC: Zim-Zim Weakness Exploit reduction [hr][/hr]
  • NPC: Itinerant merchant reset price changes with world [hr][/hr]
  • NPC: Itinerant merchant altar slots are not re-filled after reseted [hr][/hr]
  • NPC: Itinerant merchant altars are now always 2 spells, 1 utility spell, 2 gambits [hr][/hr]
  • Global HP of Heroes have been reduced [hr][/hr]
  • Fight rooms keys are now 3 by default then 4 with difficulty 4, 5 with difficulty 5 and 6 when difficulty 6 [hr][/hr]
  • Mushroom trap in world one only throws one pack of mushroom [hr][/hr]
  • Traps do more damages to enemies [hr][/hr]
  • Quartz level ingredient now breaks in less hits [hr][/hr]
  • Special rooms probabilities have been changed [hr][/hr]
  • Mana Tree ""unlimited mana"" buff duration nerfed

Level Design


    [hr][/hr]
  • New exploration rooms [hr][/hr]
  • New fight rooms [hr][/hr]
  • Enemies spawn areas have been improved (placements, size) in exploration rooms [hr][/hr]
  • Climbing walls are less present near fighting rooms to avoid auto-climbs [hr][/hr]
  • Improvement of placement of traps [hr][/hr]
  • Filled up empty spaces [hr][/hr]
  • Clouds are at a more similar height when escaping rooms [hr][/hr]
  • Fight rooms have been reworked to improve fight experience [hr][/hr]
  • Spaces for end level portals are bigger

Music & SFX


    [hr][/hr]
  • Add SFX feedback in many places [hr][/hr]
  • Adjusted volumes of several elements [hr][/hr]
  • Add many contextuals dialogs for heroes/npc/zodiacs [hr][/hr]
  • Added a sound when the hero takes a hit when he has the Shield effect [hr][/hr]
  • Removed Bird ambiance from Cetus' room [hr][/hr]
  • Added a voice when the hero takes a hit [hr][/hr]
  • Added a voice when the hero launches a spell

Interface


    [hr][/hr]
  • End of levels selection visual rework [hr][/hr]
  • New hurt feedback on UI [hr][/hr]
  • Changed wording for many interface interactions for more coherence [hr][/hr]
  • Improved ergonomy for merchant's interfaces [hr][/hr]
  • Ergonomy improvements for Path of Destinies [hr][/hr]
  • Sidescreen re-order in many cases for more coherence [hr][/hr]
  • Coherence improvements for texts colors [hr][/hr]
  • Many Auras now have a system of Cooldown [hr][/hr]
  • Interface appears much faster when fight starts against Zodiacs [hr][/hr]
  • Spells now have different interface backgrounds depending on the affinity of the gambits equipped on them [hr][/hr]
  • Removed hint hiding option in menu [hr][/hr]
  • Empty Auras slots do not show cooldown anymore [hr][/hr]
  • New option to change portraits style from Pixel Art to Legacy

Visuals


    [hr][/hr]
  • New transition screen [hr][/hr]
  • Reworked icons for Auras (including elemental distinctions) [hr][/hr]
  • Reworked icons for Gambits (including elemental distinctions) [hr][/hr]
  • Reworked Credits Menu [hr][/hr]
  • Enemies fire sprites are on a different color now [hr][/hr]
  • Improved outline selection when option is activated [hr][/hr]
  • Improved lisibility for many trails of projectiles [hr][/hr]
  • Pegasus Miniboss visual rework of water attack [hr][/hr]
  • A lot of Fx are faster and are now behind enemies for better lisibility [hr][/hr]
  • Improved ""ghost effect"" in many places [hr][/hr]
  • The sun effect has been improved [hr][/hr]
  • The screen becomes darker when the Zodiacs do their ultimates [hr][/hr]
  • Removed a lot of flashes on screen [hr][/hr]
  • Ingame clouds have changed [hr][/hr]
  • Sun has been added in Andromeda's room [hr][/hr]
  • W2 Djinn feedback improvement [hr][/hr]
  • Changed Poison color from green to purple [hr][/hr]
  • White outline removed on spells icons [hr][/hr]
  • Visually improved Poetic Peddler interface [hr][/hr]
  • Poetic Peddler UI opens on your current characters [hr][/hr]
  • Rewards icons in Death Recap are now similar [hr][/hr]
  • Generic dialogs icon above NPCs is a lot less visible [hr][/hr]
  • Outline on NPCs in Death Recap has been removed [hr][/hr]
  • Spells icons do not change their angles anymore, it was breaking the pixel art [hr][/hr]
  • Visual improvement of Oloon's assistant UI [hr][/hr]
  • Octave is always present on Main Menu for this update [hr][/hr]
  • Visuals improvement in inventory when equiping a gambit [hr][/hr]
  • New character unlock visual improvement

Narrative Design


    [hr][/hr]
  • New stories for Papa Yalee and rework of some existing ones [hr][/hr]
  • Memory fragments are now unlocked only once concerned NPC/Zodiac has been met at least once [hr][/hr]
  • Many typos fixed [hr][/hr]
  • More generic variations on some NPCs [hr][/hr]
  • More generic variations on Heroes

Miscellaneous


    [hr][/hr]
  • Updated spell previews for outdated spells [hr][/hr]
  • Untranslated elements are now english instead of empty [hr][/hr]
  • Keyboard summon default input has been changed

Bug Fixes


    [hr][/hr]
  • community inspired Coop - Enemies could keep focusing dead players [hr][/hr]
  • community inspired Coop - Reviving a partner at same frame than dying would cause both players to remain stuck [hr][/hr]
  • Coop - Player 2 could go through end level portal sometimes [hr][/hr]
  • Some sound designs were not played for the first time, some have been fixed [hr][/hr]
  • Summoned Zodiacs could focus invincible NG+ ghosts [hr][/hr]
  • Dev message ambiance song would keep playing if skipped too fast [hr][/hr]
  • It was possible to meet a Zodiac in a challenge room AND in a boss room in same world [hr][/hr]
  • Oloon UI could bug if opened during Assistant's tutorial [hr][/hr]
  • community inspired Clouds spawn faster in first intro room [hr][/hr]
  • community inspired Some Fire portals in W2 would only go in one direction [hr][/hr]
  • Jump crystals would sometimes get in front of enemies/players [hr][/hr]
  • Sometimes big enemies would spawn in low difficulty rooms [hr][/hr]
  • Context dialogs could occur during a dialog [hr][/hr]
  • When starting the game, a pointer could appear for Barbecue while not unlocked yet [hr][/hr]
  • Save icons could never disappear while NG+ [hr][/hr]
  • Ordan could overlap Kiran and create issues [hr][/hr]
  • community inspired Left side of the main hub shows cut-off clouds [hr][/hr]
  • community inspired Right side of Pavo's ruins shows cut-off clouds [hr][/hr]
  • NPC Dialog pop-up was missing sometimes [hr][/hr]
  • Input of Zodiac summon could remain when swapping Zodiac while summon bar full [hr][/hr]
  • Freeze effect was wrongly placed on most bosses [hr][/hr]
  • Dummies could be killed [hr][/hr]
  • Open NPC's UI would make player behind other playable characters [hr][/hr]
  • community inspired Bosses would become invisible if killed by another Zodiac summon [hr][/hr]
  • community inspired Wooden Guardian could remain on battlefield if killed at same frame than creating the laser [hr][/hr]
  • Leo particles could remain on ground when defeated [hr][/hr]
  • Gambits equip texts could overlap if quickly pressed [hr][/hr]
  • Sagittarius could launch several times her fire attack [hr][/hr]
  • When climbing sides, flying enemies launching attacks could go very high [hr][/hr]
  • Barbecue Auras description would resize wrongly [hr][/hr]
  • Removed a yellow square when opening Death Recap [hr][/hr]
  • Ordan was sometimes at a wrong place when swapping character
- The Hibernian Workshop Team


[ 2022-09-19 16:59:55 CET ] [ Original post ]

Astral Ascent
Hibernian Workshop Developer
Hibernian Workshop Publisher
Coming Soon Wishlist now! Release
Game News Posts: 97
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (4004 reviews)
Public Linux Depots:
  • linux64 [343.13 M]

Be part of our community by joining our dedicated Discord server!


Astral Ascent is a 2D platformer rogue-lite set in a modern fantasy world. As one of 4 Heroes with very different personalities, you must escape from the Garden, an astral prison guarded by 12 powerful and vicious bosses, the Zodiacs.

FIGHT YOUR WAY

Unlock dozens of unique spells for your 4 distinct characters. Optimize your own build or try out a new one to take down 12 powerful bosses. Get stronger with time to match up with your foes. Each run will test your skills and your reactivity.

DON'T GO ALONE

The weight of destiny is too heavy to carry by yourself? Don’t worry and bring a friend to play in our two player co-op mode. Fight and crush your enemies together in local co-op or online using the Steam's Remote Play Together feature.

AN ASTRAL THREAT

The Zodiacs are 12 experienced guardians dispatched over 4 gorgeous worlds. They’ll bring to the battlefield unique attacks, abilities, and patterns, backstories to uncover, and reasons to be fighting you. Get yourself warned!

NARRATION THROUGH REPLAYABILITY

Astral Ascent is a rogue-lite infused with narration. Replayability is part of our story which will be unravelled piece of piece. As you get stronger, you will discover more about the characters, their motivations, and the secrets of the world they’re trapped in.

A BEAUTIFUL MODERN FANTASY WORLD

Dash across gigantic landscapes. Explore original and hand-crafted areas. Discover the world created by our artists, with a gorgeous art and frame-by-frame animation.

4 PLAYABLE CHARACTERS

Unique characters. Unique weapons. Unique ways to play.
  • Ayla: The sole survivor of her guild of assassins, she uses her twin daggers to eliminate her enemies before they can react. Her speed and profenciency are unmatched.
  • Kiran: This orphan learned life the hard way. He uses his strength to deliver attacks powerful enough to create shockwaves. Brutal.
  • Calie: This talented sculptor wants her freedom back. She will use her magical gemstones to pierce enemy defenses and shred them to bits. She is unforgiving.
  • Octave: Trained by a powerful witch, this young fighter summons ethereal guns to attack his foes. When needed, he can conjure bigger weapons as well. Lethal in all cases.

A COALITION FOR HOPE

You can count on faithful allies to help you find your way out
  • The Merchant: This mysterious figure has the power to unveil your true potential through rememoring forgotten skills. Careful… it won’t be free.
  • Zim-Zim: Her greenhouse hides magical plants which can increase your abilities. If you can bear her whimiscal and frankly immature behavior.
  • Oloon: The best stylist in the known universe is right here and available. Want to change the color of your clothes? Dye your hair? She has everything you need!
  • Papa Yalee: This old cat—he is almost 20!—will always have a good story about the foes you’ll encounter and your runs. The good news is that… most of them are true.
  • Sova: Once a powerful sorceress, Sova was cursed and must now serve the Garden. Her past is a burden of shame she carries in silence.
  • Ordan: De facto leader of the Garden, this fierce warrior helps the Heroes in their quest. Her might is legendary.
  • Ikki: Ordan’s ex-husband and a powerful warrior on his own, he is in charge of training Heroes. His knowledge of the art of war is endless.

GAMEBILLET

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GAMERSGATE

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