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Chapters 6, 7, 8 and 9 are now available!

Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters. Featuring one new skill, used exclusively for a new mechanic that introduces some new rewards that persist between runs. Thank you for your patience during the long wait, I hope the time it took makes sense when you see all the new content! The branching I wanted to introduce really benefited from releasing multiple chapters at once, as they come with a new form of pathing. I won't spoil too much, it'll make sense soon enough as it gradually unfolds by playing! Other changes:

  • The combat-stop notification that tells you there's something less lethal you can do, now gives an example of something you can do. To prevent confusion with small oversights
  • The maximum recovery value per second of your current food supply is now displayed in the inventory
  • You can now right-click jobs to run them once. For those that wanted picture-perfect manual finetuning
  • You can now shift+click explorations to bypass combat safety checks for the most part. It still automates to stall, but won't stop for manual jobs or constructions. Allowing you to end runs faster and skip the repetitive loop that bothered some players in some stages of the game
  • The reincarnation screen now also displays skills that didn't improve their instinct in the current generation
  • The inventory is now visually ordered by [food > food resource > construction resource], rather than just [food > resource]
  • Times between 10 and 1 seconds now also display milliseconds, to be slightly more detailed about speed improvements at lower numbers
  • Automation unlock progression in the menu tab is now shown after encountering an action once, rather than completing it once. Takes one run to populate data. The reincarnation screen still only shows progression after one completion
  • The automations menu tab now includes information about damage effects such as combat for explorations, to provide a little clearer information in preparation of runs
  • The manual paused state is now stored in your save, so exporting a save or closing the game will retain that state
  • Added the total experience earned per skill to the reincarnation screen tooltips and generation history tab
  • Added an icon to the reincarnation screen that allows you to see the main screen when hovered, to see the exact point where your run ended
  • When automations trigger to stall combat, low priority jobs are now also triggered if nothing else can
  • Health decay now properly updates its number when switching explorations if the game is manually paused
  • Reduced the automation requirement for dig copper from 250 to 200 completions
  • Skill levels now display their full number above 1000, instead of being formatted the usual way. They now use comma separation for readability
  • Skill multipliers below one now display an additional decimal, mostly for something that would be a spoiler
  • The reincarnation skill improvements now properly size if no instinct levels went up (only really happened with over-grinding after game completion)
  • Reworded/expanded some tooltips to help with common confusions
  • Skills now display slightly more consistent early game, if unlocked once but not leveled up yet
  • The cap jobs to construction option is now enabled by default for new saves
  • Reworked how the inventory and queue scrollbars are introduced, to keep positioning of content a little more consistent
  • Fixed a rare bug where capping jobs to construction requirements could conflict with combat stops
  • Fixed a rare bug where a skill would appear below the reincarnation screen time-spent-bar in specific number rounding situations
  • Fixed a rare bug where job progress could reset if switching queued items caused the construction cap to be below current progress
  • Fixed a minor bug that could queue an action twice in a row if only one action was queued
  • Fixed a bug that could cause the fatal error screen to not properly include your save-code
  • Fixed a bug in the combat safeties that could cause them not to stop for less-dangerous explorations in specific situations
  • Fixed a bug that could cause numbers in tooltips not to be properly formatted when hovering queued actions
  • Reworked some internal handling of content-data. Initially useful for me during content creation, but it's also a step towards hopefully supporting custom-story mods somewhere down the line
  • Constructions now properly disappear from the queue when completed, if another action was instantly auto-queued
  • Constructions that were still in the queue after completion no longer auto-queue their resource jobs
  • Fixed a bug that caused the "save & exit" button not to exit when Steam Cloud was disabled
As a last note I want to thank all of you for the enthusiasm, feedback and support that the game has already received so shortly after launching into Early Access. You've been absolutely incredible in helping me take this passion project to the next level! From a roadmap point-of-view, this might have been a logical moment to increase the base price of the game a bit. That may still happen when the game has expanded a bit more (for players that haven't gotten the game yet), but I've decided against that for now. Instead, if you do feel like the game would be worth more to you, I would like to ask you to consider gifting that difference to charity instead. There are some real heroes that have a far better use for it due to how all that's happened recently. Cheers, have fun! This is far from the last update, but I certainly can't wait to hear what you all think about it! Gniller


[ 2022-03-03 12:50:24 CET ] [ Original post ]



Increlution
Gniller
  • Developer

  • Gniller
  • Publisher

  • Q3 2021
  • Release

  • Singleplayer EA
  • Tags

  • Game News Posts 27  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (1021 reviews)


  • Review Score

  • https://store.steampowered.com/app/1593350 
  • Steam Store



  • Increlution Linux Depot [218.56 M]

  • Public Linux depots

  • Survive the ever increasing pressure of time for as long as you can!

    Increlution is a minimalistic idle game about time management that takes inspiration from roguelite games. It's up to you to survive as long as you can with the tools that you unlock throughout life, such as food or constructions. As time goes on, your health will decline increasingly faster until you'll eventually die. However, death merely marks a new beginning. With every generation, your chances at survival will increase, because progress in previous lives increases your instincts.

    Managing time

    Throughout life, you'll have access to various jobs, constructions and explorations. Using the step-by-step queue system, you can plan exactly what you want to happen and the game will automatically follow your orders. When your queue is empty, the game pauses automatically, so you don't lose any of your precious time! This is a game about planning and strategizing, not a game about micro-management or clicking. However, if you prefer to play more real-time, you can prioritize anything over your queue at any time.

    Skills

    Every action uses one of many skills, such as Farming of Woodcutting. Every skill has two leveling types, Generation levels and Instinct levels. Generation levels increase more rapidly and provide a bigger benefit throughout life. Instinct levels increase at a slower pace, but persist through death, creating a permanent improvement for every following life. The combined effect of these levels directly affects how quickly you can perform actions that use these skills, allowing you to spend more of your time on other actions to increase your chances to survive!

    Story based progression

    You progress through the game with a story. Exploring the world allows you to discover new tools to improve your chances at survival. Unlike most idle games, having a story also means the game includes no procedural content, and you're actually able to complete the game. When the game is released into early access, the story will contain between two and three weeks of content, depending on how well you are doing. Throughout early access this story will be expanded significantly, until at least two months worth of content. When the story feels properly finished, a new game plus will likely be added to offer an option to continue playing after completing the game.

    Meta progression

    Every generation will have better chances at survival than the last. The longer you survive, the more those chances will increase! This cycle of life and death plays a fundamental part in the overall progression through the game. Death is inevitable, but never pointless!

    Featuring a free demo

    Like many things in life, you can only truly judge whether something fits your liking by trying it first hand. For that reason, Increlution will feature a free demo so you don't need to take anyone's word for it! Try it yourself, and only get the full version if you're completely convinced that it'll be worth your while! The free pre-release demo is estimated to release in the second half of May 2021 and will contain roughly nine hours of content. After the game reaches Early Access, the demo will probably be adjusted to roughly two hours of content.

    When will the game be available?

    Increlution will release as Early Access during the third quarter of 2021. The Early Access version is currently targeted to be between two and three weeks of content, after which I intend to expand the game to at least two months of content. As a solo developer, community involvement has been incredibly useful to the overall quality of my previous game and calling a game finished before improving it to player feedback would be a missed chance!


    Interested? You can wishlist the game and Steam will notify you when the demo is released, or Increlution reaches early access!
    MINIMAL SETUP
    • OS: Ubuntu 12.04. Fedora 21. Debian 8 (or later) (64 bit)
    • Processor: An Intel Pentium 4 processor or later that's SSE2 capableMemory: 512 MB RAMStorage: 250 MB available spaceAdditional Notes: If your device is able to run a modern browser (Chrome. Safari. Firefox and the like). it should be good to run Increlution
    • Memory: 512 MB RAMStorage: 250 MB available spaceAdditional Notes: If your device is able to run a modern browser (Chrome. Safari. Firefox and the like). it should be good to run Increlution
    • Storage: 250 MB available spaceAdditional Notes: If your device is able to run a modern browser (Chrome. Safari. Firefox and the like). it should be good to run Increlution
    GAMEBILLET

    [ 5951 ]

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    GAMERSGATE

    [ 3198 ]

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    0.79$ (89%)

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