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Pumpkin Patch is Now Live

GREETINGS CREATORS! Today is the great day for another portion of some delicious news. As many of you already know, we tried to keep the pace and we were adding a lot of new features to the game each month. We got to the point, where we were satisfied with the amount of content we put in and decided that it’s a good time to take a short break from the flaw of the new changes and work on some bug fixes, balance and AI improvements in order to provide to our valuable players an interesting and exciting gameplay. We hope you guys got tired from nuggets who were hitting their heads into the wall or were so lazy, that actually were standing on the same place and were just chilling. In this patch we said enough of those stupid Nuggets! Let us introduce you a new Universim Pathfinding system v1.0. Our new pathfinding system is able to solve all (most) those issues and allow players to feel that there is some hope in their civilization and maybe stop kicking Nuggets butt in order to force them to move. With the introduction of our new pathfinding system, we tried to solve the major issues with Nuggets AI and improve the workflow of the game and make it more dynamic. The new Pathfinding system is 4 times more accurate than previous one, we had to go through a lot of challenges to introduce this system in a short period of time and keep relatively that same performance. We hope you'll love it!
We also thought that it would be cool to allow the player to place the buildings more precisely on the map. Therefore, we added a grid around each building that allows the player to see the boundaries of the building. We're also starting reserve space around the buildings for future Dynamic Road Formations. On top of that we made a lot of changes to the balance of our game. We re-balanced a lot of different aspects in our game in order to provide a pleasant experience for you guys. Mating system was changed multiple times, nuggets effects & perks were revisited and rewritten in order to provide a better representation of the nuggets stat changes. Happiness effect got its separate love. Happiness now will depend on many different factors and actions, so you should be careful of what you are doing. In addition to all the bug fixes / AI improvements and balance, we also added some pets to Mother Planet! Foxes & Mammoths are ready to join us today! NEW CONTENT Fire Fox
Furry Mammoths
New quest: “Punish my Nemesis” Refactored cemetery. Now it contains pyre Clouds are now savable BUG FIXES Fixed: School perk had negative effect Fixed: Gravedigger standing still after you scare him Fixed: Gravedigger tries to reach nugget in orbit Fixed: Critical bug related to “AreaRadius”, “Find my lost nugget” quest Fixed: Critical bug during searching for nugget, “Find my lost nugget” quest Fixed: Dead nuggets were not in the cart after load Fixed: Female nuggets not mating in some cases Fixed: NRE related to dead nuggets and FormatCurrentStatus method Fixed: Stuck nugget eating in the eatery after game load Fixed: Stuck nugget when cleaning construction site Fixed: females from couples made with cupid power never had more than 1 kid Fixed: Descriptions of powers were cut in God Powers Carousel Fixed: Upgraded Reservoir capacity. Reservoir capacity stated increase of 10000 instead of 15000 Fixed: Slow Burn perk caused nuggets to feel hungry all the time Fixed: Multiple perk effects were not working properly or didn’t have significant changes Fixed: Improved Nuggets work assignment. Before nuggets were assigned to the closest buildings to build. Now they have an intention to finish building the first placed building unless any other building received all the recourses before the first building Fixed: Some happiness effects did not increase nuggets happiness Fixed: Windstorm would deal damage after it ended Fixed: Bunker slots were locked Fixed: Engineers were functioning only on 40% BALANCE CHANGES & IMPROVEMENTS Wood/Stone refineries will create a small demand for wood/stone if they are not full, forcing nuggets to harvest those resources. Injured nuggets will be auto-replaced in a building if they are in hospital. Improved transportation AI. All buildings should be served (sooner or later) Improved repair AI. Now lower health buildings should be served first. Improved decision AI (idle ai can be interrupted at any point). Adjusted auto assignment of nuggets. System should try and search for nuggets with required education level first. Improved male/female birth ratio. Improved construction priority builders assignment. Improved farmer AI, it will go harvest even if it has next critical AI (thirst, hunger, etc.) PERK MOVEMENT Storage Area Perk (Unlocks Warehouse) was moved from Stage 4 to Stage 2 in order to allow players to accumulate resources in one spot early in the game and increase construction speed & improve the dynamic of the game. Recreation Perk (Unlocks Local Business) was moved from Stage 2 to Stage 3 due to the new way how happiness stat works & improve the balance. Refined Materials Perk (Unlocks Store & Wood Refinery) was moved from Stage 4 to Stage 2 in order to allow players get and accumulate new materials for the buildings upgrade once they will be available. Ancient Burial, Dew Forecasting & Education perks were moved from Stage 3 to the Stage 4 in order to balance out the perk order and reflect changes that were made to the Tornado / Hurricane. Naturopaths Perk (Unlocks Hospital Pre Medieval upgrade) were moved from Stage 5 to Stage 6 in order to start the transition from stone age to the Medieval age and allow room for the new perk system that is coming in the next patch. PERK STATS We revisited a lot of perks and their stats in order to improve the balance of the game. This helped us not only improve the balance, but also fix some bugs that were causing the players experience issues with the food or did not apply any effect at all due to a very minor increase. Before we also had some perks applying effects to some stats in percentage value and hard value which caused some issues with the balance. We also decide to redo the percentage value on some perks and make them “hard” values in order to simplify the system and improve the balance. This change allowed us to control the nuggets stat growth more precisely and make sure that our perk system doesn’t break the game. The changes are: Primitive Tools: Might changed from 2->1 Cooking: Hunger Reduction changed from 2% ->5% Heavy Lifting: Might changed from 2->3 Heauge Mahscles: Might changed from percentage value to the hard value 10% ->4 Hide Bags: Carry Capacity changed from percentage value to the hard value 10%->2 Molars: Hunger Recovery changed from 5% -> 7% Divine Stamina: Nugget Stamina changed from 18% -> 15% Slow Burn: Nugget Food needs changed from 15%-> 20% Divine Punishment: Twin increase changed from 2% -> 50% from current value Elbow Grease: Might changed from percentage value to the hard value 5%->3 Round Cogs: Pump output changed from percentage value to the hard value 5% -> 2 Dam It: Pump output changed from percentage value to the hard value 5% -> +2 Cooking Utensils: Food cooking time was changed from percentage value to the hard value +5% -> +2 seconds Tactical Evisceration: Gutting speed changed from +5% -> +14% Tinctures: Hospital healing increased from +8% -> +20% Efficient Pipelines: Pump output changed from percentage value to the hard value +5% -> +2 Fishing Lures: Gutting Time changed from percentage value to the hard value from 17% -> -2sec REPRODUCTION SYSTEM After multiple responses on the new mating system, we decided to change it more and allow players to slowly but surely progress forward. The new mating system will provide the player with a slow but a constant grow. Surely with some usage of the God Power everything can go horrible wrong... oh.. you are all Gods... Gods don't do any mistakes, so nevermind. New mating system will provide the player with a good amount of nuggets in order to fulfill all positions in the buildings and have enough available nuggets to build those buildings. The issue with the dying civilization is solved as well, so you can finally enjoy your growing civilization endlessly until you kill all your nuggets yourself. The rate of nugget mating was increased Number of kids increased from 3 to 4 Getting Twins chance decreased WEATHER SYSTEM CHANGES Time for the tornado & hurricane was changed in order to accommodate changes that were made to the Perk order. Players should have enough time to build the forecast tower & a bunker in order to protect their nuggets from complete destruction and death. CEMETERY We know you've been having issues with Gravedigger not being super productive, so we refactored cemetery completely. Before, Gravegigger was not able to keep up with all the madness you had in your village. Dead Nugget bodies were lying all over the place, infecting healthy Nuggets because of his laziness. Now, let us introduce introduce stronger, more productive and scarier than before Gravedigger TWO POINT OH. Now Gravedigger can collect multiple bodies at the same time, he moves faster and knows better what body should be collected first to keep your village nice and shiny. Cemetery Building by itself been redesigned dramatically. It was merged with Pyre! Gravedigger now will become a Pyre Manager! Yes, you got it right! He has been promoted as well. Graveyard has more space for the dead souls. Last but not least, Gravedigger will be able to reuse old grave spots, if nobody was visiting dead Nugget for a long time his spot will become vacant for a new "tourists".
PERKS DESCRIPTION & TOOLTIPS In this patch we also introduced tooltips in order to help players to track Nuggets stat changes. Now each learned perk will show up on the Nugget panel and provide the data to the player about the effects that are applied to the nuggets. All the perks got a new perk description & a specific description for the tooltip feature.
BUILDING COST CHANGES Water Reservoir Level 0 - 20 (W) : 30 (R) -> 10 (W) : 10 (S) Eatery Level 0 - 15 (W) : 25 (S) -> 10 (W) : 20 (S) Farm Level 0 - 20 (W) : 25 (S) -> 20 (W) : 30 (S) Fish Hut Level 0 - 20 (W) : 20 (S) -> 15 (W) : 15 (S) Warehouse Level 0 - 15 (W) : 20 (S) -> 20 (W) : 25 (S) Hospital Level 0 - 25 (W) : 30 (S) -> 20 (W) : 10 (S) Refinery Stone Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S) Refinery Wood Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S) Cemetery Level 0 - 10 (W) : 25(S) -> 10 (W) : 20 (S) Forecast Tower Level 0 - 35 (W) : 35 (S) -> 30 (W) : 30 (S) HAPPINESS Nuggets now are getting influenced by many different factors that are happening around them. If you will treat your nugget with food & water, he will be satisfied with your kindness, but if you decide to break Nugget heart by taking his spouse away or abuse them, they will eventually try to commit suicide. So be extremely careful with the actions that you perform on your nuggets! Nuggets will gain or lose their happiness due to the next action: Child Birth Child Death Being next to the corpse Seeing the God using a Dark Power Dehydration Disease Drinking Eating Next to the Funeral Pyre Gay Mating Graveyard After they healed their disease After they recovered from the injury Being Homeless Having an Injury After the Le Cupidon power Seeing the God using a Light Power When they get married When they mate When they Oppressed When they lost their partner (partner death) When the partner left the family When the partner didn’t show up on a date When they Starving Straight Mating ART ASSETS Evolution tower has a ground decal. Hospital has a ground decal. Archive has a ground decal. Bunker 3d model was updated to occupy center of its reserved space. Pre-Medieval well has now water inside. Animated Fox model is implemented. Mammoth model with animation is added. Cemetery model is updated - now it has funeral pyre on its territory. Ghosts-Nuggets with animation now will appear in the game. New ‘Bite This’ animation for nuggets is available. Nuggets now become mummies after death. Mummy model is implemented.
UI/UX CHANGES Cemetery panel redesign. Cemetery and Pyre are now merged into one. Redesign worker slots and added detailed tooltip on hover. Redesigned nugget slots to show only their picture and progress - rest will be visible after hover. That way we are able to make panels a lot smaller so they won’t be in the way so much. Redesigned buildings resources usage panel (bottom right) there is a demolish and turn on/off building button now. Worker ID card update. Nuggets statistics are affected by numerous factors. Now you will be able to see the value and when hovering - list of factors. Evolution tower. Added ‘more coming soon’ label when all researches are done. Evolution tower mechanics change. Introduced new white perks. MainUI update - added white perks research as well. New worker slots, resources usage panels and close button added to: Archive Bunker Cemetery Construction Site Eatery Engineers Hut Farm Fishing Pier Forecast tower Hospital Local business buildings Prayer Enclave Residential buildings School Stone refinery Warehouse Wood refinery Warehouse Water Pump Water Reservoir Water Well Fixed tooltips for Education traits in Nugget ID panel. PERFORMANCE CHANGES Some of you might get a slight performance decrease. This is the result of more detailed Pathfinding Grid that wrapping planet around. We will continue working on Performance optimization. Loading Times increased slightly. KNOWN ISSUES Please keep in mind, even though we did a tremendous job improving the overall AI Stability and Performance you still might come across some issues and bugs. Please report them to on our Forums and Discord P.s: We also would like to say thank you to: Eudaimonic Nemisis311 jlreymendez letsgo2u For their contribution and active participation during this patch test & community mission. They all will receive Free T-Shirt with our game logo. Please send PM to Sasha or AlexK for the instructions on how to receive your T-Shirts. Everyone else, who also participated during patch test & community mission, we would like to say thank you for helping us to improve the game. Your active participation will be noticed and awarded. Participate, respect each other and let your imagination go wild during those missions and test. Thank you all for sticking with us on this crazy ride! We hope you love all of the new additions, and we have plenty more in store for you. Stay tuned, stay in contact, and stay awesome! Don't forget to leave your comments below. Please don't forget to add The Universim to your Steam Wishlist HERE All our love, The Crytivo Crew


[ 2017-11-02 03:50:30 CET ] [ Original post ]

The Universim
Crytivo Games Developer
Crytivo Games Publisher
Aug 2018 Release
Game News Posts: 148
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (7552 reviews)
The Game includes VR Support
Public Linux Depots:
  • The Universim Linux [1.35 G]
Available DLCs:
  • The Universim Collector's Pack Vol 1
  • 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.

MINIMAL SETUP
  • OS: TBA
RECOMMENDED SETUP
  • OS: TBA
GAMEBILLET

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