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Patch V 0.0.14 PARAGON is now LIVE


Here we are again! We’ve brought our usual (rather lengthy) list of updates with us. We’re finally back on track after our painful migration process, and we’re super happy to start adding new content to the game. Let’s just chat about one small thing before we dive into the patch notes: save and load. We hate to say it, but it’s not going to make it in this patch. However, this is priority number one right now. Our team is working hard to get it up and running without a ton of bugs strapped on for the ride. It’s a very challenging and complex task due to the nature of our procedural environments. Usually, a save and load feature isn’t particularly difficult to implement in games that have more static content, such as pre-designed levels and maps, as well as certain time-of-day lighting characteristics and so on. It comes down to how our game was designed. In The Universim, everything is dynamic: the weather system (and seasons), object distribution on the planet, building placements, etc. All of these need to be stored correctly. You don’t want to boot up your save to find your Eatery atop a mountain that was never there in your previous game, for example. We know how frustrating it can be to play the game without a save/load function. We really feel your pain, as we also have to test the game and run it from the beginning on a daily basis. This shows how important a save/load function is, even for us, and also how many problems we are encountering to get it up and running. We hope you understand, and we cannot apologise enough that it has taken us longer than expected to get it working. However, there is some good news. The save and load function isn’t going to be like other games. It has become an interesting feature, one that we think you’ll love it. :( We’re also happy to let you know that we’re pretty much done with Stone Age! We know it’s been a long time coming, but the Stone Age is the primary testing platform for our simulation engine, Prometheus. Most of the core elements have been implemented in this Age, and we’re finally happy with where it’s at and we’re ready to move on. Grab your drinks. Let’s celebrate! Alright, back to our updates. There are a few highlights in this patch: DISEASED AREAS What’s that smell? You guessed it! Dead Nuggets, from here on out, will generate a diseased area around their corpses if nobody takes their bodies to the Cemetery and performs an appropriate ceremony. This involves clapping three times before moving one’s hands in a circular, counterclockwise fashion; kissing the tombstone while peering longingly at a sack of fish; and then quietly whispering the lyrics to everything’s gonna be alright. Naturally, the ceremony isn’t a crucial element, but Nuggets are a superstitious bunch. Diseased areas will infect healthy Nuggets that are unfortunate enough to come too near. After a Nugget’s corpse is removed from the area, the contaminated zone will linger for a small while before disappearing.
FUNERAL PYRE Speaking of smells, something is definitely cooking! We heard that you weren’t happy with how fast Cemeteries were being filled up (considering the amount of space they use), so we have added a new option to facilitate the passing of your beloved Nuggets. Introducing Funeral Pyres, an ‘advanced’ Stone Age technology that allows you to incinerate friends and family alike. Funeral Pyres consume wood for the burning process (fires are pretty difficult to get started when you actually intend to set things alight) and each Nugget corpse will take a certain amount of time to cremate. Funeral Pyres are prioritized over Cemeteries by default. Therefore, if you have an empty Cemetery and an available Funeral Pyre at the same time, a Nugget’s body will be delivered to the Pyre. Of course, if solving problems with fire isn’t really your thing, you can always turn this building off and allow the elegant and somewhat beautiful Cemeteries to grow around your Epicenter. This is the initial implementation of the Funeral Pyre. We are also developing a family system, which will gather a dead Nugget’s family together beside the Funeral Pyre to say their last farewell. Funeral Pyres will also affect Nuggets living or working nearby, causing their Happiness to drop.
NUGGET ACCESSORIES Nugget fashion is on the rise! They’re looking rather fancy all of a sudden. Well, it’s functional, at the very least. Nuggets now have access to accessories. These items are added to them based on the task/job they’re currently assigned to. This not only looks impressive, but it also helps you to identify what kind of job a particular Nugget is doing. Accessories will be updated as your civilization advances through the ages.
NUGGET ANIMATIONS See those moves? Our artists have been working on them day and night. Tons of new animations have been added to the Nuggets. Even though it’s difficult to see, Nuggets are doing things like bending their knees and grabbing stuff with their toes, among other additions. Nuggets now also ragdoll during (and presumably after) death. We also did some of the initial work for the system that will allow you to pick them up and throw them around like you’re training for the new Nuggetball season. Hey, it’s your civilization, and you’re kinda their god, so who are we to judge what you do with your once loyal and loving subjects?
COMPLETELY REDESIGNED FARMING No, we didn’t create marvelous innovations that will take the field of agriculture to new heights. However, we did change farming mechanics dramatically to minimize the micromanagement that plagued the previous iteration. We introduced a new Farm in our previous update, Shadow Patch, but it still needed some work. Now you can plant not only the juicy fruits with the delightful characteristics you’ve come to know and love, but also helpful new herbs. Keep in mind that certain herbs might make Nuggets feel a little strange. These are for medical purposes only! Introducing them into daily meals is a very bad idea. Farmer Nuggets will also have to take better care of all crops. Without the appropriate care, crops might wither and produce far less food. Crops now use water based on their biome preferences as well. For instance, if a grassland crop is suddenly forced to grow in the desert, more water will be required.
AUTO-ASSIGNMENT TO KEY BUILDINGS We know you’ve been wanting this for some time now. You know what? It’s yours. When Nuggets decide to quit their job, purely for health or family reasons, of course - not because you’re bad manager or anything - their slot will automatically be reassigned to a new Nugget by our personal eye in the sky (not one of yours). You no longer have to worry about refilling slots when someone checks out early. If a Nugget decides it's done, let the system handle it while you have fun. Now that’s an above-average jingle! WAREHOUSE Store it or lose it! The Warehouse is another new building in this patch that will finally offer you new voids to fill. This is only a simple implementation right now. It will be linked to more functionality later. This building will be heavily utilized for production in the future. Food and building materials (such as cement, glass, bricks, etc.) will be delivered from Factories to Warehouses.
NUGGET STAMINA Just listen to them snore! Nuggets aren’t the undying workhorses we wish they were. They can get tired and drop to the floor to recharge their batteries. The amount of hours you get out of them depends on their make and model. Comfort plays a significant role in their lives, as it does for anyone, which entails that using a rock out in the wilderness as a pillow is likely not conducive to a good night’s rest. It would be far better if they can head home to the slightly better rocks they use as beds. Nuggets that rest at home will be more productive. FISHING SEASONS No more hover boats for these sneaky Nuggets. Previously, you probably noticed Fishing Nuggets scooting their boats along the ice like they were smothered with butter. Well, there will be no more of this particular silliness. With the introduction of Fishing Seasons, fishing stops during winter to give the lakes a chance to melt. Make sure to collect as much food as possible before the brutality of winter comes. Additionally, Fishing Nuggets look snazzy in their new outfits. However, they look less great when bobbing up and down face down in a lake. Take care of them!
SEASONS Have you ever felt colors before? Well, now you can. With our new season improvements, the entire planet is more alive and dynamic than ever. Trees will change their appearance based on the current season, with their leaves turning into a lovely shade of red during fall. However, they look particularly leafless during winter. The Universim has a very complex lighting system, so our engineers spent a ton of hours delivering these gorgeous, dynamic visuals. It’s extremely difficult to work with the lighting on spherical worlds, but we’re proud of our achievements in this area. Overall, the lighting system has been dramatically improved. This includes improvements to the sky, which will reflect seasonal change as well. We hope you’ll enjoy the new sights!



IMPROVED AMBIENT SOUND SYSTEM Some legends say that if you listen closely enough, you can hear the planet turning. Give it a go and report back to us. Planets in The Universim are not only dynamic in visuals, but also in sound. Every biome will now have a unique ambient sound scheme specifically designed for it. They are linked to both the seasons and the day/night cycle. Everything sounds different based on the conditions around you. Our team will continue to work on improving the game in every area, whether this be gameplay, visuals, or sound, you will always have a more refined and enjoyable experience delivered to you every month. PLEASE CONTINUE READING FROM OUR WEBSITE HERE


[ 2017-04-02 01:46:29 CET ] [ Original post ]



The Universim
Crytivo Games
  • Developer

  • Crytivo Games
  • Publisher

  • Aug 2018
  • Release

  • Strategy Simulation Singleplayer EA
  • Tags

  • Game News Posts 148  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (7552 reviews)


  • Review Score

  • https://crytivo.com/the-universim
  • Website

  • https://store.steampowered.com/app/352720 
  • Steam Store

  • The Game includes VR Support



    The Universim Linux [1.35 G]

  • Public Linux depots

  • The Universim Collector's Pack Vol 1
  • Available DLCs

    • Meet the Universim


    The Universim aims to revive the glory days of the god-game genre, and bring it into the new generation with fresh ideas and ambitious gameplay. With the powers of a god, you are unleashed upon the universe to begin forging your galactic empire in the stars. From dust to the cosmos beyond, your civilization will rise through the ages under your guidance. Yet, this is not the same static world you may be accustomed to, this is a dynamic, living world that is just as unpredictable as it is beautiful. Everything in The Universim revolves around dynamic gameplay. No two planets will ever be the same, natural disasters and other events can be triggered at any time, and the AI will react to the world in an organic and believable way. Although, it wouldn’t be any fun if things don’t get a little silly every now and then.



    Your citizens (Nuggets) will make their own decisions and always seek to better the civilization in some way, but, at times, things may not always go to plan. Fortunately, you are there to keep them on the straight and narrow. Or, rather, to keep them from getting themselves killed, at least. One such situation that may arise from bad decision-making is that two or more AI cities declare war on one another. You then have an important choice to make: intervene and attempt to bring an end to the chaos, or simply watch as they destroy one another. Some people just want to watch the world burn, and we’re okay with that.
    Research plays a pivotal role in The Universim, and is therefore an area that will require your utmost attention. Without certain discoveries or technology, your civilization may not even be able to progress beyond the Stone Age. For instance, fire is a crucial invention to ensure the warmth and safety of your early civilization, amongst other useful applications. New research options become available as your civilization progresses through the ages.



    Learn More About Nuggets

    Due to the dynamism of the game, natural disasters, alien visitors, disease, war, famine, riots, and so much more can be thrown at your civilization at any time. All of these factors will leave their mark on the civilization, but can be dealt with in numerous ways. When something like the plague strikes, it is up to you to quickly strategize on how you will help your civilization overcome this disaster. The way in which you fight certain disasters varies from era to era, depending on the current research level and available technology.

    When it comes to disasters, the world itself is not the only bringer of doom. You, too, can trigger disasters if you are displeased with your civilization’s decisions. Your influence over the world is dependent on two basic elements, Power and Wrath. Power comes from having a loyal civilization under your control. Successful completion of tasks and other activities will generate the Power you need to alter the very world itself, such as changing the weather or triggering events. It can also be used to initiate a major civilization action. Conversely, if your civilization begins to lose loyalty due to failed events, every action they perform that displeases you will generate Wrath. This, in turn, allows you to unleash destruction upon them at any time.

    The more loyal a civilization is, the better they will follow your orders. Sometimes, you just need to remind them who is boss. What better way to do that than to send a meteor down with a friendly note strapped to the side? There are also less destructive ways of maintaining loyalty, though. You kind of need a civilization to exist in the first place if you plan to rule over one. Although, it’s sometimes just fun to blow things up, isn’t it? You monster.

    Disasters will also have many simulated secondary effects. Something like a meteor crashing into the planet will not only leave a sizeable crater, but it could also set trees and buildings on fire. Fires spread dynamically, making it rather dangerous for any structures or citizens within range. However, YOU can prevent forest fires! By wielding your Creator Abilities, you can drag a storm cloud over the impact zone and cool the situation down before things get out of hand. Creator abilities are your way of interacting directly with the world and assisting with various issues that may arise. These kinds of abilities drain Power, though, so use them wisely!



    Buildings and society will evolve as you progress from era to era. Every era will bring with it entirely new types of buildings that will impact your civilization in some way. All buildings will be constructed around what we call The Epicenter, the central heart of every city in the game. You can place an Epicenter in any feasible region on the planet that supports cities, and buildings will begin developing around it as your population grows. Normal housing structures can be built automatically, but you will need to explicitly choose where special buildings go up. Special buildings include things like farms and nuclear power plants. Civilization development and expansion is based on the conditions around your Epicenters. In certain environments, your population and buildings will grow faster. However, in cold environments, deserts, and other rather inhospitable areas, resources like food may be scarce and will thus hinder development.

    In a vibrant, living world driven by dynamic events, realistic natural processes, and ever-changing environments, you need an in-game simulation engine that is capable of going above and beyond expectations. This is what the Prometheus In-Game Engine™ aims to be. Developed from the ground up in Unity3D, it will form the foundation upon which every element in the game is built.

    Thanks to Prometheus, every planet you encounter in the game will be as unique and vibrant as the last. Doesn’t random generation rock? You will come across planets with varying temperatures and environmental conditions, as well as a wide range of characteristics that make them special. Planets will also undergo the changing of seasons, which affects the many environmental biomes on the planet. It has the potential to cause rapid changes in temperature and conditions, leading to a significant change in the rate of resource gathering and civilization development.



    Seasons will change according to the in-game timeline. Summer offers the best food yield and growth period due to its favourable weather, while winter can have a negative impact on the wellbeing of your civilization. Some winters may go by quickly, while others will drag on. There is even a chance for the most brutal winter of all to ravage your civilization for months on Mother Planet. Fortunately, our in-game News System will inform you about upcoming winters, giving you enough time to react and begin preparing for the long winter months ahead by storing food and researching the appropriate technologies. Fire, clothing, storage of food, and building shelters are all excellent examples of proper preparation.

    The space era will be the culmination of all your hard work. All of the decisions you have made thus far will truly begin to bear fruit or reveal their consequences, if any exist. This is when you will begin to discover all of the beauty and mercilessness of alien planets.

    Colonization plays a huge role in the Space Era, as it allows you to spread your civilization across the stars. New research opportunities, technologies, resources, and more can be discovered by exploring and colonizing planets! However, colonizing a planet requires a little preparation beforehand. Simply hitting the GO button when initiating a mission will likely result in unhappy endings. If adequate research about the planet is not done, it may lead to the untimely demise of your colonization team. After all, it can be rather difficult to traverse molten lava while fending off giant space mosquitoes with nothing but a tube of sunblock! Even more so, if they happen to be wearing the previous mission's sub-zero equipment.



    Every planet in the game can be colonized. They may just require a dash of scientific magic to make them habitable. Certain planets could even possess extremely valuable resources, but there is always a catch. Such planets may also have a ticking timer attached to them, indicating that the planet is going to explode or the sun is minutes away from going supernova. Are you brave enough to risk it all and attempt to harvest those resources before time runs out? There is always the option to leave the planet to die in peace, of course. You may already have a cargo hold full of valuable resources and new discoveries. It would be a shame to see all of that go to waste! Oh, and your poor colonization team, too. Imagine all the paperwork…

    Naturally, the hardships may not always end at having to harvest all of the resources before the timer hits zero. The planet could still have unsuitable conditions for your team to get the job done. You will most likely need to place atmosphere generators to generate air and thermal regulators to keep the temperatures on the planet at suitable levels. It’s not going to be an easy process, but the rewards may just be worth it.

    Most alien planets will also likely have a few strange creatures roaming around. Some may be friendly, and could even become good friends with your crewmembers. Others have sharp teeth and a general dislike for everything that moves. Better pack a few weapons as a precaution! You will encounter many unique and interesting creatures, vegetation, and environments in your travels. Be sure to send any interesting combinations you find to us! Prometheus might get a little ‘creative’ sometimes.



    A lot of extra detail is planned to go into numerous planets in The Universim. You can expect to find many easter-eggs and secrets scattered across the universe. There are even plans to possibly include mod support somewhere down the line. After all, no modern game would be complete without inappropriately-shaped rocket ships!

    By utilizing an intuitive GUI, you can keep track of the various planets in the universe and manage your intergalactic endeavours with ease. Every star in the sky is actually a different planet that you can discover and explore. This is another area where research and technology can make or break your experience. One such technology is the Discovery Rover. This vehicle can be sent to distant planets to acquire information about the conditions, colonization requirements, hidden dangers, and available resources. However, as with everything else, you will need to prepare your Rover adequately for the mission. Additional technologies like Environmental Armour, Thermal Shielding, weaponry, resource probes, and more will need to be acquired in order to get the most out of your rover and protect it from the dangers of alien planets. There is even the ability to add an all-purpose camera to it, which allows you to take direct control and drive it on alien planets! Did someone say VR? We might have. Maybe.

    What will you do with the power to control the universe? With the fate of galaxies resting in your hands, and the fragile lives of so many under your influence, there is no telling what you may accomplish. Through your every decision, you are writing the history of a species. This is your story now, so make it one to remember.
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