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Primeval
Rivstyx Games Studio Developer
Rivstyx Games Studio Publisher
Jan 2021 Release
FREE
Game News Posts: 55
🎹🖱️Keyboard + Mouse
7 user reviews (7 reviews)
Addressing reviews

Hello, I have been going over the reviews from curators and such and I feel I need to address some of it. UI The main complaint I hear from reviewers that have never played the game is primarily visual. They complain about the UI being basic and limited tool tips. The game is in early access and it is true the UI is basic. however, if you look at other early access titles it is much better than a vast majority of them. I don't tend to play games because their menu screens are amazing and it perplexes me why they are so hung up on this. It will only get better. The UI is not a reason to hate the game. Tutorial As far as a tutorial, it is not a difficult game for anyone who is used to TBS games to figure out. There is a full walkthrough on the youtube channel and and we are working on an interactive tutorial. If you ask actual players it takes them about 1-3 games to master the mechanics. Permanent Decisions You have to make permanent decisions? This is a misnomer. You have to build your domain but in no way is it permanent. The choices you make may impact your current domain but you can always add to it or create an entirely new one if it is destroyed. You are regularly provided essence to enhance your domain whether you win or lose and even if you have nothing and are in the void you can generate a brand new domain for little to no essence. Losing your domain and rebuilding is part of the fun and challenge of the game. It is not something to be dreaded. Allowing players to directly reset their domains or choose their hexes would completely destroy the concept of working with what you are given. In the end everyone would have the exact same domain and what fun is that? There is absolutely no permanence in Primeval so the reviewers that tout there is are wrong. Power Imbalance In a game by game basis you may come across a player that has a bigger domain than you and more units. This may look like a power imbalance but in many ways it is not. Smaller domains are much more agile and are able to get resources much faster, Larger domains have to mitigate their sprawl to keep getting resources they need. Also, you gain much more essence playing against a larger domain than you do smaller ones so even if in the end you lose your domain you will have reaped lots of essence to build a new one. That said, we originally gave new players 3000 starting essence which was an extreme amount. This lead to massively large domains so we did reset the players recently to put them all on a more even playing field. However, that is not expected to be a regular case. The game balances itself in many ways, At this time new players receive 1500 starting essence plus 100 daily essence. That will be increased to a 7 day rolling reward in the future. You also gain essence from mini-games and soon to be single player games. A powerful domain is only a loss or two away from a mediocre one :) That is the beauty of the system. Single Player We are working on the single player experience and should be live by mid to late April. AI is interesting in Primeval because they are actual players as well. They manage their domain between games just like players do. They have their own personalities and styles but are under the same constraints as a player. They work with what they have. Conclusion TL;DR Primeval is very unique. In a lot of ways this has led to reviewers misunderstanding it and they treat it very harshly. Games which are basic copies of other games are given preference because you can say simply it is like Slay the Spire. You cannot compare Primeval to a typical CCG or deckbuilder. We are very dedicated to the success of this game and think it has a lot to offer if it is given a chance. The strengths far outweigh the weaknesses and it is only going to get better if allowed to. Thank you, RGS


[ 2021-04-06 13:13:56 CET ] [ Original post ]



Primeval is a turn-based strategy game where you play the part of a deity trying to build your domain and compete with other deities for power and essence.

Each player creates a unique domain complete with hexes/terrain, population, spells, buildings and other improvements. No two domains are the same from player to player.

During combat each individual domain is combined to create the battle map. As you win games your domain will increase in size and power. If you lose it will diminish.

The ultimate goal is to create a domain that stands the test of time. However, even if you lose your domain an entirely new world is simply waiting to be called forth.



Every player starts off in the void. It is at this point a player will generate a domain. A domain consists of a map of hexes which represents the land mass the player controls. It also contains a base population of units, buildings, spells or other features that are compatible with the world. Players can regularly add new units, spells and buildings to this map between battles.

For example, if your domain was a desert and volcanic world it may populate with hydras, manticores and fire based spells. However, if it was an icy world you may end up with yetis, polar bears and cold based spells instead.

Every player has a castle. The castle represents the seat of power in your domain. You place it on your map where you think it can be easily defended. If you lose your castle in a battle the game is lost.

Battles are created combining each players’ maps together to form a much larger battle map. Each hex on a map contains different resources and each turn the current player gathers a number of resources from hexes in their domain. Resources are used to produce units, cast spells etc.

Battle continues until only one castle remains. At that point the winner receives new hexes, new populations, spells or other improvements based on how many players were in the battle. Players in the battle that did not win will lose a hex from the edge of their domain. This could result in a loss of population as well if they can no longer be sustained. Your domain also contains a special hex called the nexus. All hexes must be able to trace a path to the nexus. If a hex is lost that prevents other hexes access to the nexus they will be lost as well. If the nexus is lost the domain is lost.

Also, every player that participates in a battle whether they win or lose will gain essence based on the size of the map to spend upgrading their domain.





  • Every player has a completely unique domain and population.

  • Since no two maps or population are the same strategies that work for one player may not work for every player. Even if you are winning and gaining hexes you will have to alter your play style in order to keep winning.

  • Maps are combined into thousands of different combinations so no two games are ever the same.

  • Dozens of units, spells, buildings, hex types and improvements with more being added regularly.

  • In battles the map is ever changing as well. You may be just about to win when a lava beast emerges and starts wreaking havoc across your domain, a chokehold you have been defending suddenly opens up or a mysterious pyramid appears out of the sand beckoning you to find the ankh and reap the rewards. There are myriads of events to keep the battle interesting.

  • Battles are fought between 2-8 players.

MINIMAL SETUP
  • OS: Ubuntu 20.4. Ubuntu 18.04. and CentOS 7
  • Processor: x64 architecture with SSE2 instruction set support.Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.2+. Vulkan capable.Network: Broadband Internet connection
  • Storage: 2 GB available spaceAdditional Notes: 16:9 resolution

GAMEBILLET

[ 5945 ]

12.44$ (17%)
24.59$ (18%)
16.59$ (17%)
2.00$ (90%)
0.90$ (90%)
6.98$ (13%)
16.79$ (16%)
8.29$ (17%)
8.46$ (15%)
4.87$ (19%)
2.50$ (90%)
25.47$ (15%)
13.14$ (12%)
4.95$ (17%)
41.96$ (16%)
12.71$ (15%)
52.19$ (13%)
1.00$ (90%)
17.54$ (12%)
26.39$ (12%)
16.96$ (15%)
12.71$ (15%)
33.97$ (15%)
26.34$ (12%)
20.74$ (17%)
41.31$ (17%)
33.19$ (17%)
20.99$ (16%)
8.39$ (16%)
4.95$ (17%)
GAMERSGATE

[ 1934 ]

1.13$ (96%)
8.49$ (58%)
4.13$ (62%)
5.95$ (70%)
23.99$ (40%)
1.08$ (91%)
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2.55$ (91%)
2.25$ (89%)
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13.6$ (66%)
0.68$ (91%)
2.17$ (87%)
1.7$ (91%)
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1.5$ (70%)
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3.0$ (70%)
2.76$ (86%)
0.75$ (85%)
3.4$ (91%)
3.0$ (62%)
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17.99$ (40%)
3.0$ (85%)
0.85$ (91%)
0.51$ (91%)
5.95$ (70%)
13.99$ (30%)
3.0$ (50%)
MacGamestore

[ 1837 ]

1.99$ (89%)
2.99$ (85%)
1.99$ (80%)
6.49$ (84%)
1.09$ (84%)
21.99$ (12%)
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18.99$ (24%)
6.24$ (75%)

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