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Post Release Roadmap

Thank you to everyone that bought and has been enjoying the game, it means a lot to the team and I. We've been gathering the list of bugs and improvement requests from everyone and will be pushing out a number of updates over the coming weeks and months. We know that some of you have been getting this awful save game bug and all I can say is that we're super sorry. The issue turned out to be way more complex than we initially thought and stems from a handful of early decisions we made during the development of the game regarding how data was handled, which then went un-noticed as the game changed format from a "card" game-like experience into a more narrative-driven story experience. The good news is that Sven has hopefully found a solution to the problem and will be working over the coming days to get the fix in place. In addition to this fix, there are a whole bunch of other fixes we're adding which can be seen below: Patch Notes V1.0.3 - Bug Squash - Save game bug fixed - Fixed registry problem that caused issues booting the game. - Corrected text for reputation tooltip - Fixed missing > causing markups to appear in timeline event entries - Fixed issue with chapters ending in an empty screen that required a reload to continue - Fixed issue with codex entries starting in an unlocked state - Fixed issue with objective text overlapping - Fixed issue with missing characters on the codex - Fixed issue with text not rendering correctly - Fixed the issue with the game failing to load on the second playthrough
Once this patch is out we'll be shifting onto the QOL patch along with Mac/Linux support. This Patch will include some, but not all of the following (Would be good to know what you feel we should prioritize): Patch Notes V1.0.4 QOL + Linux/Mac Update - Linux Support - Mac Support - Notification system that shows when new Codex info is unlocked or when an important decision has been made - Adjustable font size - Faster auto text - Make auto text appear instantly on click - Tooltips for resource trackers - Explanation of how the resource and world state systems work - Option to disable visible resource pips - Controls Remap - Decision Tree Visualization or choice history log - Right-click to leave the Options menu - Make the whole left/right of the screen clickable for answers - Additional tooltips are needed for things like PA-AI, Some things to help with Auroras choice of where to get food/water or employment - cases where the choice isn't obvious and causes a negative outcome even though theres no moral quandary. - Change it so Speech has a different font/look compared to Narrative Text. - Remove Text scrolling from Narrative cards and apply it to Character Speech instead
And finally, we have a bigger update planned for a bit later: Patch Notes V1.1.0 The New Game+ Mode with Failure States - Upon completing the game, New Game+ Mode unlocks - It introduces Failure states - Changes to the Resource system - Min/Max values have been increased - Hitting a min or a max will with one or more resources will cause a Failure to trigger - The Resource Icons at the top of the screen have had an update to show the new thresholds with +/- 0-29 being a Neutral World state, +/- 30-59 being a + or - 1 to World state, and hitting +/- 90 causing a Failure and Reset. - Upon getting a Failure you will be Reset to the last checkpoint (usually the end of the last narrative sequence you played) and your Resources will be reset to the last value threshold, ie 0, or +/- 60. - You will then be presented with a new random batch of moral dilemmas to complete. - The number of Moral dilemmas you can get in a sequence has been reduced, so Chapters 3,4, and 5 should be a bit more streamlined. - There are 29 possible Failures to unlock - There is a new Codex Page to view all of the ones you have found - There are several new Achievements to unlock associated with Failures.
Hope you're excited about the patches and as usual let us know what you think in the discussion forums or come speak with us more directly via our Discord Justin & The Dream Harvest Team


[ 2023-05-19 17:15:53 CET ] [ Original post ]


Version 1.0.1 - Minor Bug Fixes

Hi everyone, just a quick, minor update based on the bug reports we've been receiving from some of you. Here's the change log:

  • Fix rare cases where the save file could get corrupted. This is now fixed and a corrupt save file affected by this should be automatically repaired.
  • Show an error if a save file is corrupt beyond repair
  • Fix some data issues
  • Add option to disable vsync and set a framerate limit
  • Some other minor fixes to tooltips and card wording
Thanks for playing. The Dream Harvest Team


[ 2023-05-05 14:01:06 CET ] [ Original post ]


NeuroNet: Mendax Proxy is OUT NOW!

Take on the role of a newly created sentient AI and navigate the ethical complexities of managing a cyberpunk city in the gripping visual novel, NeuroNet: Mendax Proxy - a cyberpunk visual novel where you play as a new sentient AI guiding the city's populace! Will you lead them to prosperity or ruin? NeuroNet: Mendax Proxy is a cyberpunk visual novel inspired by 'Reigns,' featuring light city management and moral dilemma mechanics. Players assume the role of an AI created to manage a city and act as an advisor. As citizens come to them with their problems, they will be challenged to balance the needs and wants of the city's many inhabitants, ultimately determining its fate. Over the course of the game, players will learn more about the people of Catena and see how they react to their new AI assistant. Will they see you as a friend and helper, or will they react with fear and suspicion? Each decision you make affects four aspects: the city's order and prosperity, and your reputation and power. Can you keep them all balanced, or will you lose control?


[ 2023-05-04 15:05:08 CET ] [ Original post ]


NeuroNet: Mendax Proxy Launches Tomorrow!

Twas the night before Release, and all through the studio, not a creature was stirring, except for the frantic coder debugging the final build! Thats right, its almost there. After much blood, sweat, and tears, weve finished NeuroNet: Mendax Proxy and it releases on May 4th! We're thrilled for you to dive into our story, where we explore the fascinating role of AI in society. Our team chose the cyberpunk setting as the perfect backdrop to delve into this thought-provoking subject. We can't wait to hear what you think! As you step into our cyberpunk world, you'll have the chance to meet 23 distinct and unforgettable characters. Our cast includes the ambitious Khorto, his devious intern Patrizia, the jolly grill cook Papa Ru, and a mysterious kid lost on the streets of Shentilar. Each character plays a vital role in our exploration of the complex relationship between AI and society. Weve been lucky enough to have found some incredibly talented actors to bring our diverse cast of characters to life. You'll hear every emotion and inflection as you journey through our thought-provoking narrative. We cant wait to hear what you think and we hope you enjoy our story. Stay tuned for more news as we embark on an exciting new project where terrifying monsters lurk in cobblestone streets! [previewyoutube=VoDJBhsOKy0;full][/previewyoutube]


[ 2023-05-03 16:00:19 CET ] [ Original post ]


Development Update & Roadmap To Launch

Hi Everyone, Justin, project lead here on NeuroNet. As promised I wanted to give you all an update on where we are with the launch of the game. For the past few months, weve been polishing, balancing, bug fixing and implementing many of the requested features that came up during the Steam Next Fest demo back in October. These include: [olist]

  • Adding character animations for every character
  • A complete redesign of the user interface for every aspect of the game
  • A total redesign of the Social Media Report system where you get your results for each chapter
  • An Auto-play feature so you don't have to keep clicking through narrative cards
  • A Choice History system so you can review what choices youve made and their impact on the city
  • A resource Section off the UI that is collapsible, giving you the choice to be able to always see where youre standing currently is across each.
  • Reworked input system to make choices easier to compare.
  • Removed the possibility of Card Repeats, creating a more streamlined experience.
  • Tooltip system that gives you additional information about things in the city, which can help with making choices. [/olist] With all of these additions and changes, we ended up having to rework quite a bit of our original code which as a knock-on effect has put us a tiny bit behind schedule. We originally planned to Launch at the end of Q1 this year, but we need a tiny bit more time to get everything where it needs to be.
    Were super close, with only the following left to do across each aspect of the game: ANIMATIONS
    • Write Importer for Spine Animations
    • Assign animations to each Event
    • Test each event to make sure nothing is wrong with animations or transitions
    UI
    • Test that all Codex entries trigger as expected
    • Test UI layouts across all screen sizes and aspect ratios
    • Finalize Options menu elements.
    • Add Tooltip notes for all relevant events.
    • Test Interface for Mini-Games as they change interactions quite a bit.
    AUDIO
    • Dialogue Mastering (About 50% complete, should be done in the next couple of weeks)
    • A few additional music pieces need writing
    • Music Mastering
    • SFX Mastering
    • Final Balance mix of each scene
    • Test all audio triggers and music loop points and fades.
    ACHIEVEMENTS & OBJECTIVES
    • Test that all achievements and objectives trigger as expected and are tracked in-game.
    GENERAL TESTING
    • Make sure all narrative paths work and are completable.
    • Make sure all endings trigger correctly
    STEAM/EPIC STORE SETUP
    • Trading cards testing
    • Achievement testing
    • Build/Deployment setup
    As you can see from the above, there are lots of little things we need to finish up and polish, but were getting there. With just Sven and I working on all of this, with some UI help from Declan we need a bit of extra time. With this in mind, the launch is going to be delayed a tiny bit. It's not what we want to do, but we do want to make sure NeuroNet: Mendax Proxy is as good as it can possibly be when we launch. I can't give a definitive launch date yet as some of the stuff above is unpredictable in terms of the amount of time it will take to do, but rest assured that were working as fast as we can to get the game into your hands as soon as we can. Thanks for being a part of the community and as always, if you have any questions about anything feel free to message me or anyone else on the team. Justin & The Dream Harvest Team.


  • [ 2022-03-28 13:17:15 CET ] [ Original post ]


    NeuroNet Heads To EGX & G.Round!

    Initializing Initialization complete. Welcome to the EGX, G.Round playtest of NeuroNet: Mendax Proxy! From this weekend you'll able to dive into NeuroNet in person if you're heading to the Eurogamer Expo (Leftfield Collection). If you can't get down, you'll be able to visit G.Round to download the demo outside the Steam platform! Rebooting... Initializing Initialization complete. Hello World! //BEGIN TRANSMISSION You are Mindcore's new artificial intelligence created to manage Catena's city affairs. We have entrusted you with tackling tough issues that will benefit the city's growth and prosperity, while also keeping in mind the balance between citizen needs and your own moral compass that will grow as our knowledge increases. The responses you choose will ultimately shape Catena's future. On the left and right sides of your neural graphical interface, you'll notice that there are two options, you simply choose one of them by sliding it in that direction. Eventually, we plan to expand your outreach into many different areas around the city, giving you greater influence over the daily lives of our citizens. But first you'll need to convince The Board at MindCore to fund your continued development. The future of Catena and its citizens will be determined by your choices. Do you have what it takes to take the city into a future of prosperity or will you end up watching it all come crumbling down? //END OF TRANSMISSION We can't wait to hear what you all think of NeuroNet: Mendax Proxy! Thanks for playing! The Dream Harvest Team https://store.steampowered.com/app/1423000/NeuroNet_Mendax_Proxy/


    [ 2021-10-08 13:50:28 CET ] [ Original post ]


    Join The NeuroNet Devs On Sunday!

    For our second stream, we wanted to let you know that you'll be able to join studio founder, Justin French, to play through the NeuroNet demo. With 90 minutes on the clock, he's looking forward to you joining him, taking part in the discussion and getting your thoughts on the game. Be sure to pop it in your diaries: Date: Sunday 3rd September Time: 8:30pm BST until 10:00pm. Location: The NeuroNet Steam page! We'll see you there! /NeuroNet Team https://store.steampowered.com/app/1423000/NeuroNet_Mendax_Proxy/


    [ 2021-09-30 15:59:38 CET ] [ Original post ]


    Join The NeuroNet Devs!

    With the Next Fest hours away, we wanted to let you know that you'll be able to join studio founder, Justin French, to play through the NeuroNet demo. With 90 minutes on the clock, he's looking forward to you joining him, taking part in the discussion and getting your thoughts on the game. Be sure to pop it in your diaries: Date: Saturday 2nd September Time: 8:30pm BST until 10:00pm. Location: The NeuroNet Steam page! We'll see you there! /NeuroNet Team https://store.steampowered.com/app/1423000/NeuroNet_Mendax_Proxy/


    [ 2021-09-30 15:14:04 CET ] [ Original post ]


    NeuroNet Is Heading To The Next Fest


    Hey there! We're incredibly pleased to announce that our Next Fest demo is now available, and we'll be participating from October 1st, right through the 7th! Amongst hundreds of other games available, this will be the first time that NeuroNet: Mendax Proxy is playable. As a story-driven adventure that invites you to make quick-fire decisions, you'll need to manage a city and the expectations of its citizens. Every choice you make will drive the story, and you'll encounter dozens of characters along your journey.
    Inspired by Reigns, players must make quick-fire decisions that impact the future of the city and the prosperity of its citizens. Every choice matters and every decision has a lasting impact on the characters you meet and the wider city status. From helping jolly Papa Ru to turn his food truck in downtown Shentilar into a successful business, to grander city-wide choices like aiding the politician Denton Talingrey, players will find themselves faced with moral dilemmas, where there are no right choices, just a city in need of direction, with you at the helm. We can't wait to see what choices you take. Will they allow the city to prosper or set it on a path to ruin? /NeuroNet Team https://store.steampowered.com/app/1423000/NeuroNet_Mendax_Proxy/


    [ 2021-09-27 09:56:03 CET ] [ Original post ]


    What Is NeuroNet?


    Hey there! In just over two weeks time, NeuroNet: Mendax Proxy will be playable for the first time during the October Steam Next Fest. This is a significant milestone for the studio, not only to get the game in your hands, but to gather feedback and gauge audience reactions to what weve been working on for so long. NeuroNet is unique and to be brutally honest, its hard to pigeonhole it into one specific genre. In some ways, it plays closely to the incredibly popular Reigns. You can make quick-fire decisions (or left and right choices) which leads to an outcome and progression, but thats probably where the similarities end. Instead, NeuroNet focuses on a story-driven experience thats wrapped with stunning artwork and fully voice acted characters. The biggest divide between the two games, however, is that Reigns often sees players solely focus on the resource bar at the top of the screen in order to guide their decision making: thats something we really wanted to step away from. Simply put, we want players to make a range of decisions, from the challenging to the mundane, but we dont want them to be influenced by a user interface but instead by their own, personal, moral compass. [previewyoutube=VoDJBhsOKy0;full][/previewyoutube] As for NeuroNets story (dont worry, no spoilers here!), this is something were incredibly proud of. It explores our relationship with technology and the impact this can have on our lives, while dealing with challenging themes of morality, corruption and greed. You play as an experimental AI under the ownership of the megacorporation Mindcore, and youve been charged with meeting the needs of the citys inhabitants. Whether thats aiding them make simple decisions in their daily lives, such as helping jolly Papa Ru to run his food truck in downtown Shentilar and turn it into a successful business, to grander city-wide choices like aiding the politician Denton Talingrey. Every decision you make directly affects the story and how the city views you. Youll even receive regular reports as to just how well (or poorly) youre thought of and how your choices impact every aspect of the city.
    With multiple endings, key decisions you make can lead to very different outcomes and as you progress through the games chapters, youll not only uncover the mysteries surrounding your creation, but also the true motives of characters you encounter. From corrupt CEOs, to journalists, shop workers and lab technicians, youll meet over 20 characters along the way. On October 1st right through to the 7th, youll be able to download NeuroNet on Steam and experience all this for yourselves. We cant wait to hear your thoughts, and to see what decisions you take. Will they be the right ones for the future of the city? There isnt long to wait to find out. /NeuroNet Team https://store.steampowered.com/app/1423000/NeuroNet_Mendax_Proxy/


    [ 2021-09-20 11:20:06 CET ] [ Original post ]


    NeuroNet: Mendax Proxy Creating The Art Direction

    Hi, Im loc Bramoull, the Art Director and sole artist on NeuroNet: Mendax Proxy. NeuroNet: Mendax Proxy puts the player in the shoes of Arc, an AI designed to manage the city of Catena. Through Arcs journey, players visit a large number of locations and meet a diverse cast of characters. Each character has their own problems that need solving and ultimately players must make decisions using a simple Tinder-like interface where every choice impacts the balance of the city across 4 resources and the narrative path that the player will take. This post gives a breakdown of my process across the development of the art for the characters, locations and UI that I developed.

    CHARACTERS


    Defining the visual feel of the game was a question of balance between our existing IP, NeuroNets character illustrations, and the specific needs of this new gameplay. Here the players spend all their time talking to these characters and, in a way, exploring the city they live in through a camera lens. Having more stylised and graphical art was important to give the game a unique look. Additionally, it made it easier to produce a variety of different facial expressions to match the tone of the recorded dialogue.
    Comparing young Kyros from Mendax Proxy with old Kyros from NeuroSlicers

    ENVIRONMENTS


    NeuroNet: Mendax Proxy provided a nice opportunity to explore the different areas and moods of the city that youre in charge of, Catena. Narratively youre looking at it from camera feeds, but it was important that the characters integrate nicely on top of the backgrounds, so I kept the camera around the eye level when I built the scenes in 3d, so the perspective we see in-game feels more natural. [previewyoutube=BmwNve3S_4M;full][/previewyoutube] Building all the environments in 3d was no small feat just to produce 2d illustrations, but it allowed us to get a more immersive and believable final result, along with some special effects for the transition between the camera feeds. It was important as well that the aesthetic of the background relates harmoniously with one of the characters. For example, they couldnt look too photorealistic, as the characters were stylised, the environments needed to have the same tone, so everything feels like belonging to the same universe. But the environments also needed to be more detailed and intricate to feel immersive, so I started to design all of them in 3d, before painting over them. This would allow the reuse of outlines and brush strokes to match the unique aesthetic of our character art and create visual harmony.
    In NeuroNet: Mendax Proxy youll discover new areas of the city as you progress the narrative; from the underbelly of Catena with its Meta-Church to the private apartments of the richest corporate sharks. If you play on mobile, you will have the choice between seeing more details on the character with your screen in portrait mode, or locations in landscape mode.

    USER INTERFACE & BRANDING


    The UI went through a few different iterations to build up the level of polish, with close to 500 concepts in the end. We needed to explore each useful variation on each element that could drive the look and feel of the game forward. [previewyoutube=IWNJeq6wKCQ;full][/previewyoutube] Development overview of the main UI systems in NeuroNet: Mendax Proxy. The first element to tackle was the resource and swipe section, as its the element that players spend the most time looking at and interacting with. Firstly, it needed to allow the gameplay to be understood instinctively by new players, but also allow all players to read the information clearly and easily as they progressed. I avoided having the resource fill colour be inside the shape of the icon, as it was harder to read the current level, but instead make it contrast heavily by filling the whole background of the icon. Initially, I judged that displaying the resources icons in black would be more visually striking. There was also consistency with the answers being this black box, as they are the two elements that represent the player. It was an interesting point to push the visual identity of the game, experimenting with this contrast of black shapes on bright backgrounds, but I realized it did not help readability for each icon, which was more critical than style. I avoided colour-coding the four resources, even if it helped to identify them. It wasnt worth it given how much multiple colours weakened the overall visual style. After balancing everything and exploring different directions, we found the best compromises between each idea, usability and style constraints. The final UI has this overall dark blue background, and key elements are highlighted with this bright blue colour ramp. Even more important elements that demand immediate attention, like gameplay impact on the resources, are highlighted in bright orange, which still contrasts over the bright blue colour. For polish, everything received a subtle circuit texture treatment thats slightly organic. This follows the slightly neuromorphic take on the AI and environment design, mixing circuits, hard angles and lines, with curved bevel and overall smooth look. [previewyoutube=p-fZU64MZO4;full][/previewyoutube] Evolution of the main UI screen where most of the gameplay happens. Thanks for reading. If you have any questions about the processes I used or just want to chat about the game then head over to our discord server at www.discord.gg/neuroslicers Loic Bramoulle, Art Director DREAM HARVEST GAMES


    [ 2021-06-07 17:20:04 CET ] [ Original post ]


    NeuroNet: Mendax Proxy Humanity In The Machine

    I left the office last Friday with a cocktail of emotions. Primarily, I was feeling exhilaration from the announcement of NeuroNet: Mendax Proxy. The reveal of our upcoming game resonated deeply with a core tenet I hold as a game designer; I was a kid with a new toy, eager to share it with his friends. Contrary to my excitement was a sense of relief. For the past few months, Ive been dancing around the questions hows work going, whats this new project about, and when will we know more? Now, I can finally talk about NeuroNet.

    Introducing NeuroNet: Mendax Proxy


    I am an avid believer that building an immersive world takes time. Not in the sense that it takes time to write, rather that it takes time for the audience to settle into the world and become invested. Every event feels more significant when it involves people you know. NeuroNet: Mendax Proxy does just this. NeuroNet is a precursor to NeuroSlicers, expanding upon the worlds lore and characters. Through its story, players will experience the origins of the titular NeuroNet, learn about the people who made it and witness the struggles of Catenas citizens as they try to navigate this new digital landscape. NeuroNet sets in motion key events that become the focus of NeuroSlicers story, bridging the narrative between these two games. Without spoiling too much, NeuroNet: Mendax Proxy is told through the eyes of an artificial intelligence. The player, as the AI, is tasked with managing the NeuroNet as it spreads across Catena. The information available on the NeuroNet is completely incomprehensible to the average person, thus it becomes the AIs job to interface between the two. This manifests as citizens making requests of the AI, which the player must respond to as best they can. Though, being an AI, things may not always go as expected.

    The Story of NeuroNet


    Telling the story from the perspective of a non-human entity is not a new idea by any means, but it was still interesting to write. Although we are asking the player to take on this role, the character is not entirely theirs. The AI is the central figure of the story they have a specific journey to go on. That journey is one of growth, where over the course of the game, the AI learns about the world it inhabits and gradually forms an identity for itself. The game is about building relationships, and through those relationships, the AI finds itself. I took inspiration from the way Horizon: Zero Dawn handles their branching dialogue. While the game has multiple paths you can take through conversation, the character of Aloy is consistent in the central aspects of her personality: she is driven, she is brave, she wants to do the right thing. The players agency comes in how they choose to express themselves in each situation. Sometimes Aloy is aggressive, sometimes she is compassionate, and sometimes she is analytical. Regardless of what the player chooses, the story still moves in the same general trajectory. Similarly, in NeuroNet, one players version of the AI might be smarmy and sarcastic; anothers kind and earnest. Despite the way the player expresses the AIs personality, the idea that they naturally want to help people remains the same. That being said, it wasnt enough to have branching paths just for self-expression. They had to mean something more. Thus, the player is free to make choices that have serious consequences. Some sections of the game can be missed entirely if the player says one thing over another. Several characters can remove themselves from the story if the player mishandles (or rejects) their relationship. These critical junctions are not signposted either. It is up to the player to read the situation, to understand the people they are speaking to, and how they might react to what the player says. In fact, most of NeuroNets gameplay revolves around evaluating situations based on contextual understanding and trying to predict the outcome of each response.

    Stories About People


    Traditionally in games, the gameplay alleviates much of the responsibility the narrative would hold. But games are also an exceptionally powerful medium for storytelling. It is incredibly immersive when you experience a story as the protagonist. It is easy to invest in a world and its events when those events are happening to you. However, simple interactivity isnt enough. When it comes to making a story engaging, I find the greatest contributors to be plot, world and characters. Each story has its own balance, but if one of those three is strong enough, it can carry the narrative. Personally, I find the most engaging stories are the ones with interesting characters. I cant enjoy a book/movie/series if I dont like spending time with the people in it. Consequently, the cast of NeuroNet: Mendax Proxy is where much of the narrative focus resides. The cast is extensive for a game of its size. It was important to us to include a diverse range of characters, improving the variety of stories being told. Each one brings something unique to the world of NeuroNet, making the city feel larger and more real. We were lucky to have such a talented range of voice artists join us, as they really brought these characters to life. The focus on characters in NeuroNet was more than just an effort to make the game engaging. Each characters plot is used to explore different ideas. There is plenty of overlap, with many characters discussing ethics with the player, but some issues are localised to specific character plots. Not only do they have their unique personality traits and aesthetics, but they have thematic distinction on the meta-layer.

    More Than an Aesthetic


    Traditionally, cyberpunk focuses on dystopian predictions of the future, our relationship with technology, and the faults of our economic infrastructure. It is these sorts of themes that an audience expects from a story set within the genre. In NeuroNet: Mendax Proxy, we **aimed to incorporate these themes, while also adapting them into something that felt unique to our world; our version of cyberpunk. For example, cyberpunk typically portrays figures of authority as villains (e.g. Pershaw). Talingrey, however, is the only politician the player meets directly. He is upbeat, earnest and clumsily charming. He is genuinely trying to make the world a better place, acting as a counter to the stereotype of corruption typically seen in cyberpunk political figures. It was important to give each of our characters nuance that humanised them, so even those that were more in line with cyberpunk archetypes avoided becoming caricatures.

    Humanity in the Machine


    A classic cyberpunk theme explored by NeuroNet is identity through a transhumanist lens. The player is an AI, after all. We wanted to examine how the technology of our world affects us; what parts of our humanity it erodes and what parts it amplifies. In witnessing the struggles of the people around it, what aspects of humanity does the AI take upon itself? As the AI becomes more human, their relationship with the people around them evolves. The player can build trust with each character, who open up as their perspective of the AI changes from a tool to a friend. The AIs sentience (and being player-controlled) makes the emotional connection easy to believe. However, it is a reflection of something that happens in real life. Humans have a habit of anthropomorphising their world. I am no exception, having named many of my personal devices (my laptop is called Capheus, my rice cooker is called Daisy, and my backup drive is called Esther). The attribution of human traits to non-human things is something weve been doing for a long time. However, the introduction of functional AI and assistant systems like Alexa and Siri is rapidly closing the gap between us and the technology we create. It makes the technology more relatable, trustworthy, but is this a good thing? Systems like Alexa do not exist in a void. They are designed by companies whose purpose is entirely self-serving. It doesnt matter how well-intentioned the tech is itself; it is still bound to the agenda of its creators. NeuroNet: Mendax Proxy attempts to address this concept by placing the player in the proverbial shoes of the AI as the bridge between the corporate entity and the consumers. They have to balance helping the citizens in need with the demands of MindCore executives. Sometimes, for the sake of self-preservation, they might have to make a decision they morally disagree with because the alternative ends in system failure.

    Looking to the Future


    I am thrilled by the upcoming release of NeuroNet: Mendax Proxy. I cannot wait for the game to get into peoples hands and hear what they think about it. We have created something that we hope resonates with people and leaves them with powerful, emotional memories. But well have to wait and see: keep your eyes and ears open for NeuroNets official release date. Until then, thanks for reading and Ill see you next time. Scott Brebner, Game/Narrative Designer/Writer DREAM HARVEST GAMES


    [ 2021-05-21 17:36:08 CET ] [ Original post ]



    NeuroNet: Mendax Proxy
    Dream Harvest
  • Developer

  • Dream Harvest
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  • SOON
  • Release

  • Indie Casual Singleplayer
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  • GameBillet

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    Game News Posts 12  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
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    (45 reviews)


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  • http://www.mendaxproxy.com
  • Website

  • https://store.steampowered.com/app/1423000 
  • Steam Store

  • EXPLORE HUMANITY THROUGH THE EYES OF AN AI

    You are an artificial intelligence charged with managing a city-wide augmented reality network known as the "NeuroNet". Embark on a journey of self-discovery as you learn what it means to be human in a world losing itself to technology.


    BUILD RELATIONSHIPS

    As you grow, you will form bonds with many of Catena's diverse and colourful citizens. Nurture these relationships and learn about their struggles and beliefs, and help (or hinder) them achieve their dreams. Your choices have the power to alter the course of their lives, for better or worse.


    BRING BALANCE TO THE CITY

    You must not forget your purpose. You were designed to bring stability to Catena; to balance the needs of the many against the needs of the few; to guide the city into an age of prosperity. But this will be no simple task.


    SHAPE AN EVOLVING STORY

    The line between right and wrong will blur as your morals are tested against a torrent of demands. Who are you really serving? The people that built you? The citizens that depend on you? Yourself?


    FEATURES

    • A branching narrative that takes you across the city of Catena, exploring humanity's reliance on technology and its power to be both our saviour and downfall.
    • Manage a variety of city resources tied to the state of affairs within Catena. Balance the city's financial prosperity, how the public perceives you, the axis of order, and your degree of power.
    • Meet and build relationships with 23 diverse, fully voiced characters, each with their own wants and needs.
    • 6+ hours of gameplay with over 5000 unique story cards.
    • Discoverable mini-games and secrets.
    • An expansive Codex packed with gorgeous character and environment art.
    • A unique original soundtrack.
    MINIMAL SETUP
    • OS: TBD
    • Processor: TBD
    • Graphics: TBDSound Card: TBD
    RECOMMENDED SETUP
    • OS: TBD
    • Processor: TBD
    • Graphics: TBDSound Card: TBD
    GAMEBILLET

    [ 5951 ]

    9.74$ (35%)
    24.95$ (17%)
    12.42$ (17%)
    4.89$ (80%)
    12.59$ (16%)
    3.54$ (56%)
    5.72$ (81%)
    5.57$ (15%)
    10.91$ (16%)
    3.29$ (18%)
    8.39$ (16%)
    31.49$ (30%)
    27.99$ (30%)
    21.24$ (15%)
    8.49$ (15%)
    3.82$ (87%)
    3.99$ (20%)
    14.27$ (16%)
    4.14$ (17%)
    8.25$ (17%)
    4.12$ (17%)
    10.22$ (49%)
    12.59$ (16%)
    4.19$ (16%)
    1.00$ (90%)
    7.35$ (8%)
    7.15$ (76%)
    12.74$ (15%)
    9.89$ (34%)
    21.24$ (15%)
    GAMERSGATE

    [ 3198 ]

    17.99$ (40%)
    0.53$ (92%)
    13.99$ (30%)
    3.83$ (77%)
    11.43$ (43%)
    7.13$ (76%)
    1.91$ (87%)
    31.99$ (20%)
    7.87$ (47%)
    0.75$ (85%)
    1.5$ (62%)
    1.0$ (90%)
    0.89$ (87%)
    2.0$ (80%)
    1.87$ (83%)
    5.25$ (74%)
    3.0$ (92%)
    6.0$ (70%)
    0.68$ (92%)
    2.53$ (86%)
    0.49$ (75%)
    3.75$ (81%)
    1.05$ (85%)
    1.58$ (77%)
    18.75$ (62%)
    1.5$ (90%)
    2.25$ (85%)
    6.25$ (75%)
    9.99$ (50%)
    9.99$ (50%)

    FANATICAL BUNDLES

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    HUMBLE BUNDLES

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