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Would you believe me...

If I told you that Frontiers Reach and Blind Alien Productions are a completely self funded venture? Because it is.
Save for the past year, I was able to maintain a day job throughout most of the development of Frontiers Reach. Mostly remote contract work that required I keep licensing for all of the same software that I use to develop FR anyways. And while it has certainly been a struggle, it has been worth it. Because Im self funded, development on FR and subsequent titles is not in danger of stopping unless my heart stops beating. There are no investors to tell me that I have to close up shop because THEY didnt make enough money off of my hard work and that of the people I work with. And because I do about 80-90% of the work myself from architecting backend systems to 3D modeling vehicles and environments and building the levels and even optimizing everything from top to bottom, there is very little need for a massive budget. The worst case scenario is that I have to put development on hold, or just slow down, because I have to go focus on making money to keep the lights on. Even if my publisher dropped me tomorrow, which I dont see happening at all right now, I could still continue to work on the game. This was extremely important for me to setup operations like this because Ive long been a story teller with a love of writing and visual arts and games are just the medium I prefer to work in. If games did not exist it would probably be animation or comic books. Another really great advantage to this is that when you buy a Blind Alien Productions game, much of your purchase goes directly to supporting the studio. Steam of course gets their 30% cut, the publisher gets a cut smaller than what Steam takes, then of course taxes, but what ever is left goes into the studio, the studio technology, and the games BAP makes. In the past Ive looked at crowdfunding as a means of bringing in more revenue to fund development and even ran a Kickstarter that failed get funded and have a Ko-Fi I havent updated in a while, but at a certain point, the crowdfunding effort becomes a job on its own and then development slows down the same as if I was working a regular day job. And crowdfunding just means I have more investors with smaller contributions and as seen with other projects, micro-investors can get in the way of development and production progress the same as any traditional investor. All things considered I think the best way forward is to continue working as a self-funded effort because while it can be slower, there are fewer hazards that directly affect the future and progress of the studio and the games it creates. But most importantly of all, you get an actual product that you can play and participate in the creation of without empty promises, moving goal posts, and the constant nagging that if you just gave more money it could all be so much grander and more immersive than the last time you crowdfunded a game. Besides, as a life long gamer myself, I cant stand being nickel and dimmed every step along the way. -------------------------------------- With that out of the way, there is a new experimental build up, available for those willing to play test or anyone who just wants to get a glimpse of what is coming on Jan 1. The build includes numerous changes as well as tweaks to timing of missions and fixes to some particularly complex missions that were incompletable. For Linux users I should note that there is a new performance tweak that will completely toggle off ALL clouds on maps that have them. This is a tweak I made to test whether or not clouds are the primary culprit in poor performance on some Linux distros. Till next time pilots, happy hooning!


[ 2024-12-06 20:18:32 CET ] [ Original post ]

Pirates of Frontier's Reach
Blind Alien Productions Developer
Blind Alien Productions Publisher
2020-11-30 Release
Game News Posts: 161
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
9 user reviews (9 reviews)
Public Linux Depots:
  • Pirates of Frontier's Reach Linux Depot [5.47 G]
Pirates of Frontier's Reach is an arcade flight combat game set in the Frontier's Reach Universe. A universe where humanity has taken it's first steps into the stars and begun to establish colonies across hundreds of worlds from the most habitable to the most hostile. Players will assume the role of a fighter pilot serving in the privateer fleet of the Republic of the Frontier Worlds where human's from every culture and tongue have come to seek opportunity and an escape from the overbearing authority of the Sol Confederacy of Planets.



The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.



The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.



Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.



Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.



Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!

The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.

The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.


Blind Alien Productions is a small team made up of the following people.

Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.

Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.

Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.

Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.

Zachary Gray aka the New Guy - Systems and Gameplay Programmer.

While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.

GAMEBILLET

[ 6132 ]

8.39$ (16%)
2.40$ (60%)
17.14$ (66%)
16.57$ (17%)
4.24$ (15%)
11.82$ (66%)
0.63$ (87%)
3.36$ (83%)
14.21$ (29%)
15.29$ (15%)
6.53$ (78%)
3.93$ (21%)
5.00$ (80%)
21.22$ (15%)
10.00$ (60%)
8.17$ (18%)
16.57$ (17%)
1.26$ (87%)
33.19$ (17%)
24.89$ (17%)
24.00$ (60%)
18.39$ (8%)
2.43$ (92%)
41.99$ (16%)
3.00$ (80%)
4.00$ (80%)
26.09$ (13%)
14.91$ (70%)
24.00$ (60%)
8.39$ (16%)
GAMERSGATE

[ 2625 ]

55.99$ (20%)
3.0$ (62%)
0.92$ (82%)
12.99$ (35%)
4.5$ (85%)
6.75$ (77%)
19.79$ (34%)
0.51$ (74%)
1.74$ (71%)
1.69$ (89%)
0.86$ (57%)
5.31$ (79%)
3.4$ (83%)
30.0$ (50%)
12.59$ (37%)
3.48$ (83%)
31.49$ (48%)
7.19$ (20%)
1.73$ (42%)
4.5$ (77%)
3.4$ (57%)
1.0$ (80%)
1.5$ (70%)
3.0$ (62%)
2.55$ (83%)
0.64$ (87%)
7.49$ (25%)
6.8$ (66%)
13.99$ (30%)
8.0$ (60%)

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