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Malmyr Runemagic 2.0 Changelog

Hello there! After months of feedback collecting, ux improving and feature implementing we are finished with the comprehensive Malmyr - Runemagic 2.0 update. Thank you for sticking with us and welcome to the new players! Don't hesitate to contact us on Discord (https://discord.com/invite/7MYwmxp) or Steam's Malmyr discussion forums. Let's dive into the Changes: Runemagic

  • Added 18 runewords. Runewords are combinations of three runes triggering a special powerful effect. Examples: Foundries produce 4 times the amount of resources, but have a 1% chance to explode. Houses have double the capacity for workers. Clicks on buildings are repeated two additional times.
  • Added a list of available runewords to the ingame wiki.
  • Added rune "gambling". During missions, you now can convert your coins into random runes, with the result depending on the mission you are in.
  • Added rune dropping on buildings. Dropping a rune on a building that has space for resources, will create new resources in its stockpile, depending on the rune consumed.
  • Added an effect to the ruin when activating a runeword.
  • Improved the ruin UI, so that it is easier to see, how to activate a runeword.
  • Removed the sub game for upgrading runes between missions. You now just select three runes and upgrade them by clicking the button.
General Major Changes
  • Added localizations to Russian, French and German.
  • Reworked router roads. It is now possible to route any combination of resources to the four directions, instead of only one resource.
  • Reworked stockpile capacity concept for buildings. You can now store each resource in a building with the capacity counting for each individual resource. Originally each resource stack was counted towards a total capacity. This means, that buildings can no longer "clog up" with one resource, even if other missing resources could be delivered.
  • Added highlighting line when selecting a building, showing all roads and buildings that are connected to the selected building.
  • Added a speed-up button, allowing to set the game speed to 1x, 2x or 8x.
  • Added a setting for fullscreen, fullscreen borderless windowed and windowed mode.
Minor Changes
  • Added a Woodcutter's Hut to the starting setup of mission 1 as a way to show players basic concepts of Malmyr.
  • Added a splash screen on starting the game, showcasing our new logo.
  • Added ESC key ingame now opening the main menu.
  • Added locking function for ingame UI panel positions.
  • Added multiple new tooltips.
  • Added a small "hover" effect when moving the mouse over a tile.
  • Added a shining effect to the build menu for newly unlocked buildings.
  • Changed the name of the "Freeplay" mission to "The Tower" as it was no real freeplay mode.
  • Changed the Woodcutter's Hut's output from 8 to 10 and adjusted production chains accordingly.
  • Improved the visuals of the particle systems used throughout the game.
  • Fixed all known bugs. If you find new ones, please report them.


[ 2021-10-30 15:56:00 CET ] [ Original post ]

Malmyr - Runemagic 2.0 Update

On Saturday, 30.10 the Malmyr - Runemagic 2.0 update is ready and will be published. Over the last year we have invested many hours in collecting feedback from the forums, the Discord and from content creators. All the improvements you see in Malmyr 2.0 have only been possible because of you: Thank you! Runemagic We wanted to make the update even more interesting and provide you with new content. Since the rune system was neglected by many, we decided to expand it and to increase the general power level of the runes. For this purpose, we have implemented 18 strong and unique rune words (combinations of three runes each). In addition, it is now possible to easily create resources in stockpiles with runes. We hope that the rune words are not too powerful you tell us. Localization Another big point for many was that they would like to play Malmyr in their own language. After we first wanted to implement this with AI translations, it turned out relatively quickly that this translation does not meet our quality standards. So, we decided to spend money and have the game professionally translated into French and Russian - and of course we did the German translation ourselves. We decided on these languages because we believe that they at least give us a chance to reach the break-even point in a timely manner. Gameplay and UX improvements In the past, there was always questioning feedback about the basic gameplay and difficulties in understanding it. We were able to solve many of these by improving the UI and providing more detailed explanations, but not everything. For this patch we have now approached the problem from the other side. For example: We questioned whether the current solution of stockpiling resources really adds value. Until now, a smelter could "run full" of wood and the player had to manually dispose of the wood so that ore could be delivered to the building again. In Rune Magic 2.0, the capacity of the buildings applies per resource, so that the course of the game should be disrupted much less frequently. In the end, this means that we went back to the drawing board for some mechanics that were not clear even after explanations, to improve the mechanics themselves. A detailed changelog will be published with the patch. Giveaway To celebrate the release day, we decided to start a giveaway for a total of 10 keys on twitter. We would be very happy if you participate. Even if you already have Malmyr, you are welcome to give the key away! https://twitter.com/zieglergamedev/status/1451952058068779017 Thank you very much for supporting us for almost a whole year now. We have put a lot of time and energy into Malmyr since its release to make sure it meets your and our quality standards. Stay healthy and as always: Don't forget to review Malmyr ! Ren [previewyoutube=_g4sUs6WwuA;full][/previewyoutube]


[ 2021-10-24 12:20:56 CET ] [ Original post ]

Malmyr - Runemagic 2.0 Beta 5 is live on Experimental.

Hey there! Beta 5 is the latest (and most likely last) beta before the full release of the Runemagic 2.0 update. You can access it now on the experimental branch. We finally finished the localization for French and Russian. In addition to that we further improved the game in general. Beta Testers wanted! As we approach the release, we will need more testers. Please consider to switch your game over to the experimental branch (found in the game options of Malmyr) and give the beta a ride! We will have news on the release date and a new trailer ready very soon! Thank you for staying with us and please stay healthy!


[ 2021-10-20 20:09:47 CET ] [ Original post ]

Malmyr - Runemagic 2.0 Beta 3 is live on Experimental.

Hello, the newest beta for Malmyr can now be accessed via the experimental branch. With this beta we are mostly feature complete for the upcoming 2.0 patch. Before we get into the changes, we wanted to show our gratitude for the feedback given to us by some of the new players! Thank you so much for your valuable insights and the great discussions resulting from that. You make Malmyr a better game! Some of the new players also already reviewed Malmyr in the store: Thank you too! Every review counts and makes Malmyr more visible. Keep the reviews coming! Changelog - Router Road revamp - Building stockpile revamp - New runewords Router Roard revamp For quite some time we felt, that the router road is a feature a lot of players could make good use of, if it wasn't as cumbersome to use. This revamp should improve the situation. Router roads now no longer only allow one resource per cardinal direction: It is now possible to select on a per resource basis, if it is allowed to go to / come from a direction. So you can actually make one resource bridge a road or split off a resource from an ongoing stream. Building stockpile revamp A recurring problem faced by new and experienced players alike was buildings clogging up with a resource, essentially sooner or later stopping production. The only way to mitigate this, was to either perfectly balance out every production chain (making the use of runes VERY hard) or going through all the buildings, clearing out stockpiles manually. We did not like how this turned out so we took a step back and revamped how capacity in stockpiles is handled. A building with a capacity of 512 now can store up to 512 units of each type of resource needed at that building. With this solution we want to accomodate the usage of runes (especially the new rune words) and take the edge off that somewhat annoying micromanagement. New runewords There is a plethora of new runewords ready for playing. Some of them surely can be abused in some way, let's see what happens. There is a total of 19 Runewords in the game now. You can look them up in the ingame wiki. Have fun playing with them! What is still missing for 2.0? As it stands right now, we should be able to release Malmyr 2.0 in a couple of weeks, but we will see, if we have to jump more hoops before that. There are some things that still need to be done first: - Localizations to French and Russian - An update for the ingame wiki - General touch ups - Beta testing and polishing of the new features, runewords and revamps We are very excited for the feedback regaring all the changes we introduced in this beta! Don't hesitate to reach out to us with any request or feedback you might have! Thank you for your time and stay healthy! Yours Ren


[ 2021-08-30 15:52:21 CET ] [ Original post ]

Malmyr - Runemagic 2.0 Beta 2 is live on Experimental.

Hey there, we just uploaded the second beta for the next Malmyr patch to the experimental beta branch. You can access it via Malmyr's properties in your library under "Betas". Changelog - New mechanic: Rune rolling - Three new runewords Rune rolling This Patch introduces a new mechanic that allows you to use your coin to convert it to random new runes. Rolling for a new rune will cost more everytime you do it, but will be reset after finishing the mission. New runewords We introduced three new runewords. The theme of their effects is improving the clicking aspect of Malmyr. There will be more runewords in future patches targeting different concepts. That means the current accessible runewords are: Ur, Ur, Ur - Terraforms free tiles in a range of 2 periodically to Forests. (Old effect, but new runes) Ur, Ur, Nyd - Clicking on an unfinished building, provides one random needed building resource. (New) Nyd, Nyd, Ur - Clicks on buildings are repeated two additional times. (New) Cen, Feoh, Daeg - Resources gained by clicking are doubled. (New) Mann, Mann, Mann - Buildings in a radius of 2 are supplied with food. (Old) Known issues - The description text of the Mann, Mann, Mann runeword is missing in this build. Have fun testing the new runewords and see what you can do with them. A developer hint: The "Workshop" building in many cases also counts as clicking. Yours Ren


[ 2021-07-12 18:28:52 CET ] [ Original post ]

Malmyr: State of the Game - New Beta and finally Rated on Steam (06.07.2021)

Hello there! Wow, already one month went by since I wrote one of these the last time. For today, I have two points I want to talk about. Let's dive right into it!

Finally rated on Steam


A couple of days ago we got our 10th (by now 11th) review on Steam by buying customers. That means that we now have a rating and are actually a bit more visible in searches, discovery queues and so forth. We really can see the difference in the number of impressions Malmyr is getting right now. This for sure is boosted by the summer sale, but we assume that there was a clear growth. For now that means: We need to make Malmyr even more relevant and increase the number of reviews to fall into the next rating category. If you can make the time a short review would help us out immensely!

First beta for Malmyr - Runemagic 2.0


There is a new beta available for Malmyr on Steam. If you have bought Malmyr, you can get it by opening the properties of Malmyr and go to "Betas". There is a drop down list, where you can select "Experimental" and it should be downloaded automatically. There are already quite a few changes in the game. Here are the most important ones:

German localization:


This beta introduces the first version of the German localization of Malmyr. French and Russian will follow at a later date.

New Runemagic features:


In addition to Terraforming and applying passive effects, runes now have an additional ability. You now can drag and drop a rune on any building that has a stockpile (so almost all of them) to create resources depending on the rune used. We also removed the clicking minigame for crafting runes. Runecrafting now simply creates a new rune that is slightly rarer than the average rarity of the consumed runes. Down the road of this beta we will add another feature: You will be able to roll for random runes in the game for your surplus coin. There will also be a good amount (~18) of new runewords coming up and it will be easier to learn about how to combine runes to make runewords.

UX- and QoL-Improvements:


  • You now can speed up the game up to 8-times the normal game speed.
  • Clicking a building now draws a line along connected roads, to give a better overview where the resources of that building can go.
  • Revamped the "resource-jumping-arch" effect, to make it less intrusive.
We will keep you posted on further updates to the beta. As usual, you can contact us on Discord or the Steam community forums, if you want to report a bug or just say hello. Yours Ren


[ 2021-07-06 20:57:47 CET ] [ Original post ]

Malmyr: State of the Game - Localization and Malmyr 2.0 (06.06.2021)

Hey there! We hope that you are well and managed to stay sane facing the current challenges! After over two months we wanted to give you a sign of life and tell you about the things happening for Malmyr behind the scenes. As mentioned a couple of months ago, we both have a "normal" day job to be able to continue work on Malmyr and upcoming games. Even though we would love to put more time into gamedev, all in all, the plan is going fine.

Localization


In our last State of the Game post we detailed our plans on localization and that we wanted to provide machine learning based translations as a cheap and fast solution. The plans changed. After long discussions about what standards we would like to achieve and seeing how the machine learning translation performed on the English -> German test, we decided to use it, if at all, only as an emergency solution. As a result we are opting for professional localization instead. For now this means, that after reviewing player numbers and getting a lot of quotes, we will most likely release Malmyr for three additional languages: German (translated by us), French and Russian. We do know that there are huge and awesome communites that speak other languages, like Italian, Spanish or Brasillian Portuguese! Sadly we just cannot afford translating the game into more languages right now. But, depending on how well the first localizations perform, this may change in the future.

Major version: Malmyr 2.0


With the same patch that will deliver localization, we want to improve Malmyr even more. There is still one major point that players have a hard time to grasp: How the marketplace and food delivery to houses works. After reviewing the mechanic we decided that it is actually not bringing much to the table. So we will remove it. That means that you are now free to place your houses wherever you want, they will get their food from the global food storage. The kitchens now will produce food globally. There also will be a couple of other smaller improvements. One example would be that Malmyr now finally has a speed up button. The third part of the Malmyr 2.0 upgrade will be about the magical runes you can find in Malmyr. All in all runes have been received well and people like the idea, but they are still not used enough. We think this is due to them not being powerful enough and not offering the player enough meaningful ways to actually make use of them. Therefore we are revamping the whole rune system. Parts, like terraforming and using them as a passive buff, will most likely stay. Other parts, like the way runes are currently crafted will see bigger changes. As of now, it is not clear how exactly the system will change, but we will keep you posted. This also means, that now you have the chance to leave your footprint on Malmyr: Tell us what you would change, add, remove or improve regarding the rune system in the comments! One last thing: We just started a small giveaway for three keys of Malmyr. If you want to join in or just help us out with some reach, retweet and comment on this https://twitter.com/zieglergamedev/status/1401604930608193537. As always, thank you for your time. Stay healthy and don't forget to review Malmyr :D. Yours Ren Twitter @zieglergamedev Discord Official zieglergamdev GbR Discord


[ 2021-06-06 19:36:53 CET ] [ Original post ]

Malmyr: State of the game (07.04.2021)

Hello there! As you can see in the subtitle of this post, we want to give you an overview regarding our Steam reviews, what the progress of Malmyr's localization is and that we will launch a Patreon page soon.

Review situation


One of the biggest aspects of being visible in Steam is having a review rating. This rating (sth. like "Very Good" or "Mixed") will be awarded by Steam, as soon as a certain amount of "organic" reviews have been given. Only reviews made by players who actually bought the game on Steam are taken into account. Currently we have less than 10 reviews, that means, if someone sorts their search "by reviews", we will be far towards the end. If you want to help us out: Tell us what you think about Malmyr with a review on Steam. While we obviously love positive feedback, we want you to be honest with us first and foremost. Only that way we can do better. So, no matter if your review is positive or negative, we appreciate it. You are helping us out a lot. Thank you!

Progress of localization


People following our Twitter account @zieglergamedev might already know, but we started working on localization a bit earlier as planned. So here are some details on our concept. As it looks like right now, there will be localization for 10 languages (English, German, French, Spanish, Portuguese, Italian, Dutch, Polish, Czech and Russian). We don't have any budget for a professional translation, so the plan goes as follows. The English to German localization will be done by ourselves (duh!), all other localizations will have two steps. Frist we will be using machine learning based translation, followed by a second proofreading. For the proofreading we will try to get help by volunteers from our community. If you are interested in helping us out: Contact us on our Discord, the Malmyr Steam forums, via Twitter or by E-Mail (rene@ziegler-gamedev.de).

Upcoming Patreon page


As we want to continue working on Malmyr and new games, we need to get continuous funding. In the near future, we will be opening a Patreon page for the two of us. This seemed like a good way for you to support us and for us to show our gratitude. Here you are asked: What would interest you? How could we win you over as a patron? Get in touch with us with suggestions, even if they seem absurd at first glance! Sometimes that's how the best ideas come about!

Sidenote


A good amount of people had fun with the Spring Festival Event we held earlier this year. Don't forget that the event map is still accessible through the "Single Missions" menu. You still can get those three event Steam achievements! Thank you for your time and thank you for helping us to make dreams come true! Yours, Ren


[ 2021-04-07 18:42:52 CET ] [ Original post ]

Lunar New Year Event and a small sale

Hello there! The Chinese New Year festivities are approaching and we would like to have a small celebration with you. There will be an event update next week on Thursday (11.02.2021) adding a new mission and three new achievements to the game. To make it available to even more people we also decided to have a small 15% sale (the same as on launch) for a couple of days. We hope that you will enjoy this little something. May you and your families stay healthy, safe and successful in your lifes!


[ 2021-02-07 20:55:31 CET ] [ Original post ]

The UX-Improvement-Update 2 is now available.

Hello there! We have great news: The second UX-Improvement-Patch already is available, eventhough it initially was planned for later this month. Since we will have a small Chinese New Year event in the game next week, we wanted potential new players to already have access to the new UX-Improvements and bugfixes. So let's get started:

Changelog v1.3.3 (UX-Improvement-Patch 2)


UX-Improvements
  • Added new build "Workshop" (starting in mission 7) allowing automated clicking and improving the production of buildings next to it. Placing it next to a building that you normally would have to click manually, will automatically do so. Next to production buildings, the Workshop increases their production capacity (increases needed input and produces more output). The Workshop's upkeep increases with the upkeep of the buildings next to it and can be upgraded up to 5 times.
  • Renamed to Town Center to Royal Trading Post. Hopefully this makes it easier to understand, that it is NOT storing resources, but selling them.
  • The Royal Trading Post (formerly Town Center) now will automatically already spawn with tier 2 from mission 5 and tier 3 from mission 10
  • Revamped the ingame Rune display. It now stacks runes of the same type.
  • Socketing Runes now only works by dragging and dropping a Rune on a Ruin with empty sockets.
  • Added resolution settings to the settings menu.
  • Added vsync option to the settings menu.
  • Added the story journal. You can now read up the dialogues of the current mission by opening the journal in the ingame menu.
  • Added some slight wind-like movement to trees.
  • Added multiple particle effects to give the game some more life.
  • Added rarity colors to runes.
  • Improved the particle effects for spawned runes to reflect their rarity.
Bugfixes
  • Fixed some typos in the ingame wiki.
  • Fixed missing colliders for hills and mines.
  • Fixed some typos in mission dialogues.
  • Fixed some typos in ruin descriptions.
  • Fixed a bug where lightsources of road variants were visible, even if the variant was not active.
  • Fixed a bug where the mission objective list could no longer be moved.


[ 2021-02-06 12:04:07 CET ] [ Original post ]

Malmyr: State of the game (17.01.2021)

Hello there! Until UX-Improvement-Patch-2 is released, we are trying to give you regular updates on its development. Let's dive right into it.

Reviews


We are very happy that all reviews we got are positive, but sadly 2/3 of them are from press and beta testers. Since they did not buy the game on Steam these reviews are ommited. So the request from last weeks still stands: Review Malmyr, so that we get a rating and can be found better on the store <3.

New version on experimental


The newest version on experimental adds an ingame journal, allowing you to read up on already seen dialogues. In addition to that we did some work on the rune collection you see on the right side in the game. The runes are now stacked and sorted by rarity. To unify the UX of the runes, you are now no longer socketing them via the ruin information UI. Now you can just drag a rune from the side onto the ruin and it will be socketed.

Warning: Savegame compatibility


Currently, the more tiles are revealed, the longer it takes to load a savegame. In some cases players had a map with around 1300 tiles: Loading this took roughly 10 minutes. This is obviously not acceptable. Therefore we will have to rework the save logic. Sadly this also means, that old savegames will no longer be compatible. Your campaign progress will NOT be affected by this. Sorry :/. That's all folks! Stay healthy and continue having fun with Malmyr! Yours, Ren


[ 2021-01-17 19:27:33 CET ] [ Original post ]

Malmyr: State of the game 10.01.2021

Hello there! I hope you all had a great start into 2021! First things first: We are on track with our plans detailed late last year (The future of Malmyr) and will continue following that path.

UX-Improvement-Patch 2


The second UX improvement patch is taking shape and the first small features are now available for testing on the experimental branch. We have put some more settings (resolution and vsync) into the settings menu and added a new building: The "Workshop". It will be unlocked in the "Into Darkness Mission" and gives players who don't like clicking on the Dwarven Light all the time a building to do that for them. For now the icon of the Workshop only uses a default icon, so don't be confused by that. We took the feedback we got on that issue to heart and decided to make the workshop even more useful. Putting the Workshop next to a building that produces something will "buff" the amounts that can be produced there. Try out the Workshop and tell us, if you like it and if you find any bugs!

On-Board graphics card crashes


We have collected multiple reports of people using an on-board Intel GPU from the 5xx or 6xx series. After some research we found out, that there is a general issue with the render pipeline we are using and these GPU's. Even though we do know, that these GPU's are not in our "Minimal hardware configuration", we at least would like to try to allow those players to play Malmyr. But right now there is no real solution apparent. We will keep you posted on that.

A side note on localization


As our roadmap shows, we will make it possible to translate Malmyr. After getting some quotes on professional translation pricing we quickly found out, that there is no way we can get this done professionally for this project. So we are exploring other possiblities. One idea we MIGHT go for, for languages where we are not able to get an actual translator, could be AI based translations. These have become very good by now and will be better than no translation at all. If we do this, we will make clear what languages have been translated manually and which languages we translated by AI. We will update you on this too, as soon as we decided more. If you are happy with Malmyr and want to help us out, don't forget to leave a review in Steam. We still don't have enough reviews to even get a rating. Should you have some issue with Malmyr and are holding back on your review because of that, don't hesitate to contact us. We can only solve problems we know about! As always: Thank you for reading and you are making dreams come true! Yours, Ren


[ 2021-01-10 19:48:38 CET ] [ Original post ]

The UX-Imrovement-Update 1 is now available.

Hello there! We collected all that valuable feedback we received since we launched Malmyr and came up with this patch fancily called The "UX-Improvement-Patch-1". Read the changelog carefully. We tried to sort it well and put the most important stuff to the top. Tell us what you think! There are still two bigger bugs hitting Linux users in the game. We think it might be some issue related to our rune display at the right of the screen. The display will be revamped in Patch UX2 and hopefully this solves these bugs. Wave 2020 a goodbye and welcome the new year =). Stay healthy and take care of your families AND yourselves. <3 Yours, Ren

Changelog v1.2.2 (UX-Improvement-Patch 1)


General
  • Happy new year! There are fireworks on the roads now that can be triggered by clicking.
UX-Improvements
  • There are now difficulty settings, accessible in the main menu. Customize the game to your liking.
  • Placing of base resource producing buildings now no longer destroys the resource it was placed on. This counts for Woodcutter's Huts, Clay Pits, Quarries and Mines. Example: Selling a Clay Pit now leaves Clay Soil on the tile rather than wasteland.
  • Buildings that are not yet finished now can no longer accept resources not needed for build costs.
  • Added production information to the building tooltip.
  • The Town Center's radius (and other buildings that have an area of effect) display now is emphasized more.
  • The story dialogue panel now no longer is also closed when closing the settings menu with ESC.
  • The building information panel now shows cleary, that a building has no upkeep as long as it is paused.
  • Improved the upgrade and sell buttons in the building information, to make them more recognizable as buttons.
  • Placing of base resource producing buildings now no longer destroys the resource it was placed on. This counts for Woodcutter's Huts, Clay Pits, Quarries and Mines. Example: Selling a Clay Pit now leaves Clay Soil on the tile rather than wasteland.
  • Renamed the Town Center to "Royal Trading Post". This hopefully clears some confusion whether it is a storage or selling resources.
  • Renamed the in-game Quit button from "Quit Game" to "Quit Mission".
  • There are now difficulty settings, accessible in the main menu. Customize the game to your liking.
  • Moved building cost to the center of the building information panel.
  • Added a setting to allow switching between WASD- and ZQSD-Scrolling for AZERTY-Keyboard users.
General Bugfixes
  • Fixed multiple typos throughout the game.
  • Fixed Keyboard-Scrolling being FPS dependant.
  • Fixed a lighting issue with the character portraits in the dialogue panel.
  • Fixed a display error of the rune crafting subgame on ultra wide displays.
  • Fixed a bug were corrupted savegames could cause the save menu not to load properly.
Mission 1
  • Improved description of mission objectives.
  • Added an additional mission objective splitting up the process of building the first town, to make it easier to grasp.
  • Removed the build limit on roads.
Mission 2
  • Increased the spawn ratio of Copper to Tin from 4:1 to 4:2.
Mission 3
  • Made Storage available for building from the beginning of the mission.
Mission 8
  • Reduced Iron Mines needed for mission objectives from 2 to 1.
  • Reduced Silver Mines needed for mission objectives from 2 to 1.
Mission 9
  • All mines are buildable now. Just in case if the corresponding hill magically appears.
  • The Alchemists now no longer produce raw resources. Now they make Wood, Brick, Stoneblocks and Ingots directly.
  • The Dragon Oil Spring in this mission now automatically produces Dragon Oil. We want the difficulty of this level to be the logistics, not the clicking on the Spring.
Mission 11
  • Clicking on the fire notification icon now jumps to burning buildings. This also works in mission 12.
Mission 12
  • Fixed timer not triggering events correctly after being set back.


[ 2020-12-31 18:18:42 CET ] [ Original post ]

The future of Malmyr

Hello there! I hope you all had lovely christmas <3. We wanted to take the time to inform you about our future plans. Malmyr wasn't sold thousands of times, but it sold better than we expected our first game ever to do. After all it is a niche game, that also is very complex and challenges the players to think out of the regular building games patterns. Thank you again for that. You made our holidays in these troubled times very special! Onwards to the informational part of this announcement! General information on our Team Both of us would love to do games full-time, but we simply cannot sustain that for now. So from January on we both will have to work our 9 to 5 jobs. Philip already was during the last half of 2020 and I will start doing so. This means that we will have to slow down on game development. It just would not be fair to our employers, if we would pour all our energy into Malmyr and underperform at work. So sorry for the lower cadence of news, patches and so forth from our side. That being said: We do have plans for Malmyr that I want to outline. Bugfixes and UX-Improvements The most important message is, that we will work on Malmyr as long as neccessary to get it to run bugfree and smoothly on as many systems as possible! In addition to that we are observing your feedback on multiple channels very closely to be able to get the balance of accessibility and difficulty for Malmyr to a point where we want it to be. We hear you! Language support We decided that we will go for localization on Malmyr. This means, that we will need to do some changes to the way ingame text is handled. Combined with the actual translation work, we will have a lot of tasks to do. It is sure not yet what languages will be delivered in the first localization patch, but it will at least be in english and german. Very rough schedule

  • In 1-2 Weeks: UX-Patch-1
  • In ~2 Months: UX-Patch-2
  • In ~6 Months: Localization-Patch-1
Bugfixes will be applied when ready and stable for the main branch of the game. The first UX-Patch will go live on the experimental branch in a couple of days. You would help us out a lot, if you could play that version and give us feedback on it. I will open a topic on the Steam forums for that. TL;DR: We need food, so we need work. Malmyr sales ok, but not enough $$$, so development = slower. Will continue patching, see "Very rough schedule" above. Localization might only be german and english in the beginning. UX-Patch-1 will be on experimental in a couple of days: Feedback plx. You are Making our dreams come true! Yours, Ren


[ 2020-12-27 20:31:54 CET ] [ Original post ]

Hotfix for campaign deletion bug (v1.1.1)

Hey there, we were told, that there were players losing their campaign progress with the last patch. This patch should prevent that from happening. If your progress was already lost and it was too much for you to do again, contact us via the forums. We will help you unlock your progress again. Happy Holidays! Ren


[ 2020-12-25 11:58:08 CET ] [ Original post ]

Happy Holidays, a small gift and a big thank you!

Hello there! Let's start with a big thank you! Thank you for buying and playing Malmyr. Thank you for bringing issues to our attention so that we can make the game better. Thank you for being awesome! We got two gifts this year. The first one is the by far bigger amount of people who bought, played and also are enjoying Malmyr. We know, that Malmyr is very hard, but it also is fair. We crafted everything with great love, much thought and care! Our second gift came to us by the hands of Santarthur. Arthur Vyncke is the creator of the beautiful music you are hearing in the background of Malmyr. He wrote to us yesterday and told us that he got inspired by playing Malmyr. Long story short: The version we just uploaded now has a total of 10 songs by Arthur. Give him some love on his Soundcloud. While the new version that is available now is not yet an improvement patch, it adds a little something to your Town Center that you should see right away! You even can click it! We will post another announcement in 2 or 3 days detailing our plans for Malmyr and the plans for us as gamedevelopers. Happy Holidays!


[ 2020-12-24 18:10:02 CET ] [ Original post ]

Malmyr is out now!

Thank you all for being there with us on this journey! Have fun playing Malmyr and don't forget to leave us a review. Don't hesitate to come to us, if you think there is something we could improve. We want to work on Malmyr as long as needed, to make it as good as it can be. We will collect feedback and bugreports brought to us and if hotfixes are needed we will patch them in as soon as they are ready. An announcement on the future of Malmyr will be posted after the holidays. Happy holidays and stay healthy! making dreams come true


[ 2020-12-21 19:10:34 CET ] [ Original post ]

Changelog for Version v1.0 (Now on the default branch!)

Hello there, this is the changelog for the final Version of Malmyr before the release. Let's see if it was the right decision putting it on the default branch :D. Changelog v1.0 General: - Increased resource spawn density for freeplay from 0.2 to 0.3. - Increased resource spawn density for sandbox from 0.2 to 0.4. - Increased rune drop rates for freeplay and sandbox game modes. Bugfixes: - Fixed an error where mission 11 would not load correctly. - Fixed an error where socketed runes would not load correctly. - Fixed tooltips not being updated correctly in the router road panel. - Fixed the video of the help entry "Wiki Clicking" being black and white in the first frames. Making dreams come true


[ 2020-12-20 17:37:57 CET ] [ Original post ]

Final release information on Malmyr

Hello there! Let's start with the most important information: As most of you already know, we will be releasing Malmyr on Monday the 21.12.2020 at 21:00 CET. The regular prices for Malmyr will be: USD$14.99 EUR12.49 GBP11.39 And for the first week after the release we decided to have a 15% discount, as a small token of gratitude to all those who already decided to put Malmyr on their wishlists and are following the release closly. It is very important to us to be truthful and open about Malmyr. That is why (in addition to the way we handle our Steam store page), we will make a Demo available as soon as Malmyr is released. Post-release Some people asked us what our plans for the future of Malmyr are and we would like to give you some information on that. Malmyr was (and still is) planned as a project with a clear start and end, even though this goes against the Games-As-A-Service "standard" nowadays. We want to give the player a well-rounded experience. Part of that is, that we are dedicated to tend to Malmyr as long as there are problems known to us. The only thing we MIGHT add to the game at a later point is support for other languages. This highly depends on how the game is recieved and if we feel like there is a community that would benefit from it. That means in bulletpoints:

  • We have no DLC or Expansion plans
  • We will fix bugs and other issues
  • We MIGHT add support for other languages than English
Final thoughts It has been a long road and we have never worked as hard in our lives before to make Malmyr happen. But here it is and only a couple of days to go until we have our first game on Steam. A dream that has been there for as long as both of us can remember. Thank you to all the testers, streamers, youtubers and other helpers: You are a big part of why this is even possible. We will remember you! Making dreams come true


[ 2020-12-15 21:57:25 CET ] [ Original post ]

Changelog for version 0.12 (experimental branch, Release Candidate)

Hello there! With this patch we improved the performance further and made the loading process more responsive. In addition to that there are two new decoration buildings and we improved the ruin information window UX. If all goes well, this will be our last version before v1.0, which will be released next week. There will be another event post detailing the launch and post-launch plans. Changelog v0.12 General: - Added two new deco buildings: T- and X-Crossings. - Further improved performance. UI/UX: - Smoothed out loading processes. - The runeword lock button now only is visible, if there is a runeword socketed into a ruin. making dreams come true


[ 2020-12-14 14:17:34 CET ] [ Original post ]

Changelog for version 0.11 (experimental branch)

Good day! Awesome having you around and seeing you all play Malmyr! With this version we are closing in to the final build for release. We fixed some minor bugs and finally made the missing game modes available. Freeplay can be played as an alternative to the campaign. It has no story, but should also be a challenge! Upon completion of the campaign or the freeplay mode, you gain access to the sandbox. We got some feedback concerning the last mission of the campaign. Until now it was way too hard and some of the difficulty of the mission went against what we wanted to player do. This patch moves the difficulty more towards the way we intended it to be. As always: Have fun playing and tell us about issues you find in this build, so that we can move it to the default branch ASAP. Changelog v0.11 Bugfixes: - Fixed multiple typos across the game. - Fixed some floating objects. - Fixed ruin building costs still displayed with old "building cost display" style. General: - The amount of a resource needed or produced in the production tab is now colored red if it does not run at 100% efficiency. - Made Freeplay available - Made Sandbox unlockable (You either need to finish the Campaign of Freeplay) Mission 8: - Increased time until lava reaches the Town Center by 25%. Mission 11: - Improved dialogue. Mission 12: - Increased the protection radius of the Protecting Monolith from 3 to 4. - Reduced the upkeep for Monoliths from 750 to 50 coin. - Reduced the coin building cost for Monoliths from 7500 to 1500 coin. - Reduced the coin building cost for Essence Collectors from 5000 to 2500 coin. - Increased the Rune Essence production of Essence Collectors from 2 to 4. Making dreams come true


[ 2020-12-12 17:28:42 CET ] [ Original post ]

Changelog for version v0.10

Hello, nice having you here! First off: We had some people ask us if we considered Linux support. Yes we do and this patch makes a Linux build of Malmyr available. We will have to improve that version step by step, based on feedback of the community. So if you encounter problems: Tell us, we won't be able to do deep tests for Linux and need you! With this version we also introduce some changes for mission 11 and 12. They were simply to hard to solve. In addition to that it was possible to save and reload mission 12 and the countdown timer would stop. We understand that this was very convenient, but it was a bit too far off the path we had in mind for mission 12 ;). Balancing: Mission 11 - Decreased the maximum amount of strikes at a time from 4 to 3. - Increased the time between lightning strikes from 120 to 180 seconds. - The player now starts with 400 workers. Mission 12 - The final task now no longer requires you to build Timepieces. You now need to supply Mythril Ingots instead. Bugfixes: - The timer of mission 12 now works again after saving and loading (Sorry :D)


[ 2020-12-06 19:48:28 CET ] [ Original post ]

Changelog for version v0.6 (now on default branch)

Changelog v0.6 This version will break your campaign progress, if you have not played the experimental branch. If you really need to unlock the missions: Contact me, I will be able to help you. With the last few patches we again fixed some minor errors and Missions 10 and 12 underwent some changes. This version will be made available to press, youtubers and streamers. General: - Improved quality of the building state icons - Disabled the MotD in the main menu - Added our company logo to the credits - Added pigs to the pig pen - Rethemed the last mission to have less "mature" content. We want the game to be safe for all ages from any point of view. Balancing: - Removed the last mission step of mission 10. - Increased the time available in mission 12 from 25 minutes to 60 minutes. Bugfixes: - Fixed a bug that broke campaign savegames. - Fixed a bug were the selection box would not disappear if nothing was selected. - Fixed more typos. - Fixed a visual bug with road connections. - Fixed a bug where the selection box would not disappear if nothing is selected. - Fixed ore sign icons being rendered behind other effects.


[ 2020-12-04 19:59:50 CET ] [ Original post ]

Changelog for version v0.1 on the experimental branch

Changelog v0.1 (Experimental branch) This patch fixes a couple of bugs, makes some gameplay improvements and changes the denotation for versions. This version also will break save games, but your campaign progress should be fine. Please contact me, if your campaign progress was deleted, I might be able to help you out. General: - Added a small delay before the first dialogue of a mission pops up, so that the starting building spawn animations can play properly before being paused. Runes: - Runes now can also terraform forests, clay soil, rock soil and ore hills. - Added additional spawnable ruins to missions 6, 8, 9, 10. Fixes: - Fixed a display bug where unused visual effects were still displayed. - Fixed lighting settings to hopefully produce less artifacts in mission "Into the Darkness". - Fixed character idle animations being paused with the game. - Fixed multiple typos. - Fixed a tooltip display bug in the rune crafting panel. - Fixed a bug where ruins could potentially spawn in water. - Fixed two bugs with achievements not being able to be fulfilled.


[ 2020-12-02 19:26:15 CET ] [ Original post ]

Changelog for version b6.8 on the experimental branch

Changelog for version b6.8 on the experimental branch General: - Pynn now terraforms to Iron Hill - Daeg now terraforms to Rock Soil - Nyd now terraforms to Forest - Ur now terraforms to Fertile Soil - Halved the droprate of runes - Added missing sound for Vegetable Farm interaction. - Added missing sound for Hops Farm interaction. - The game now pauses if a story dialogue opens and unpauses as the dialogue is finished. Mission 11: - Increased the burning duration of buildings from 60 seconds to 120 seconds. Bugs: - Some visual effects were not restarted correctly after being returned to the effect pool Making dreams come true


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

Malmyr
ziegler gamedev GbR Developer
ziegler gamedev GbR Publisher
2020-12-21 Release
Game News Posts: 25
🎹🖱️Keyboard + Mouse
Mixed (19 reviews)
Public Linux Depots:
  • Linux Content [540.75 M]


Malmyr is a story based game about building and maintaining production chains. It is meant to be relaxing but challenging. You will have to control where your resources are diverted to and ensure that there are enough workers to fulfill your missions. Don't be fooled by the simple and stylized look of Malmyr - The game is getting very complex, very fast.

You are sent to the forgotten lands of Malmyr by your King to expand the kingdom's territory and exploit Malmyr's precious ore deposits. While doing so you find out about the sinister fate of the Dwarves that once inhabited the continent. You will have to protect the kingdom from suffering the same!



We are two very passionate german devolpers with freshly finished degrees who always wanted to make games. Due to the current circumstances, we decided to take a leap of faith and go for it. While buying this game you should keep that in mind. Malmyr is made with great love for detail and we hope that we can offer unique challenges with each mission, but it cannot offer hundreds of hours of playtime like bigger games with actual funding and a budget can.

While we cannot promise to expand the game's content and currently have no plans to do so, we will do our best to optimize the game after release and address any issues coming up. Ziegler gamedev has the vision "Making dreams come true". We feel that part of that also is making the best game we can for our players.



  • Inspired from games of our past and present - Like The Settlers, Anno and Factorio.
  • 12 story based missions - You need to find a good strategy to solve them and handle the hazards thrown at you.
  • Unique obstacles and ambience for missions - Each mission was made to give you a different experience: Sometimes more relaxing, sometimes more challenging than the previous one.
  • Complex production chains - They will get longer and will need a wider variety of resources to function.
  • A different take on resource transportation - You will not just connect buildings with a road, set up a transportation route or build conveyor belts. You will have to manage and optimize each piece of road manually.
  • Over 45 different resources - Global resources like coin and food, building resources like wood and bricks and commodities for selling like jewelery.
  • A range of over 70 buildings - From woodcutter's huts, to different mines, foundries and toolsmiths to be able to reach the rarest ores of Malmyr.
  • 12 magical dwarven runes - They can be used in two ways: Terraforming your territory or by socketing the runes in excavated ruins for permanent global bonus effects. Socketing certain combinations of runes will be even stronger.
  • Runecrafting - Allowing you to combine spare runes and convert them into other runes.



  • War - There are no enemies, other than the mission itself, for you to fight.
  • Mega-factories - You will not build one huge, ever growing mega-factory. The game is about fulfilling the task at hand: The current mission given to you by the King. If you are done with a mission, you will be sent to a new region and will have to handle a new task.
  • Microtransactions - You get the full game by buying Malmyr.
  • Static production chains you build and never touch again - You will need to adapt to your current mission. Sometimes this means, that you will have to sell buildings and rebuild them somewhere else.

You will have to think about the game and how to handle a particular mission.
We are offering an ingame wiki, a descriptive video on this steam page and a helping hand in the Steam forums and other social media channels. But in the end YOU are playing the game and YOU should solve the problems thrown at you. Observing the situation and finding your solution will reward you.


Making dreams come true.

MINIMAL SETUP
  • OS: ArchLinux and Ubuntu 20.04
  • Processor: Something around Intel Core i5-7xxxMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: NVIDIA GeForce GTX 1060 6GB or similar
  • Storage: 1 MB available space
GAMEBILLET

[ 6132 ]

25.19$ (16%)
31.99$ (20%)
2.83$ (81%)
27.99$ (30%)
14.99$ (25%)
3.31$ (78%)
40.95$ (18%)
8.25$ (17%)
9.19$ (8%)
12.60$ (58%)
2.78$ (81%)
3.76$ (81%)
16.99$ (15%)
3.80$ (87%)
6.89$ (77%)
16.77$ (33%)
1.83$ (8%)
4.24$ (15%)
16.52$ (17%)
12.44$ (17%)
1.98$ (90%)
6.20$ (82%)
13.02$ (13%)
7.50$ (70%)
6.37$ (75%)
4.50$ (70%)
16.97$ (15%)
19.79$ (34%)
20.74$ (17%)
6.65$ (78%)
GAMERSGATE

[ 2625 ]

10.19$ (32%)
5.0$ (90%)
2.25$ (85%)
8.49$ (58%)
8.0$ (50%)
7.5$ (75%)
6.44$ (82%)
2.38$ (76%)
15.0$ (70%)
1.5$ (90%)
9.74$ (25%)
8.99$ (55%)
6.96$ (83%)
4.37$ (78%)
19.99$ (20%)
3.6$ (80%)
6.0$ (70%)
1.8$ (82%)
6.79$ (32%)
25.0$ (50%)
2.38$ (92%)
8.8$ (65%)
35.99$ (20%)
21.99$ (45%)
1.76$ (91%)
5.5$ (75%)
0.88$ (82%)
1.96$ (87%)
1.28$ (87%)
0.18$ (91%)

FANATICAL BUNDLES

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