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Why Horror?


Like many kids, I devoured Greek mythologystarting with a childrens Odyssey and DAulaires Greek Myths, and slowly working my way up to Edith Hamilton. Somewhere along the way (probably Hamilton), I came across various divine epithets, and I remember puzzling over Phoebus Apollo. Was this an alternate spelling of phobos? Of course it was not. It just happened that bright and fear were near lookalikes. And why shouldnt they be? Was that not the nature of divinity: awful and awesome brilliance, memorably captured at the end of Indiana Jones and the Raiders of the Lost Ark? Were hardwired to fear the dark, of course, not the light. H.P. Lovecraft famously wrote that the oldest feeling is fear and the oldest fear is fear of the unknownand primordial night was one vast unknown. That kind of absolute unbounded darkness is very hard to find now because of the bright lights of civilization. But Ive come across it, and its deeply unsettling. Once, driving on a country road in the night, I pulled onto the shoulder to look up at the stars. I turned off the engine and the headlights. For an instant, the beauty of the Milky Way and the clarity of the constellations were breathtaking. And then, suddenly, as I drowned in the darkness, there was a different kind of breathlessness. I became utterly convinced that a car would emerge from nowhere, swerve off the road, and run me over. Madness. I hadnt seen another car in hours. I was convinced my own car wouldnt start. Madness. That walking back to it, I would fall off a cliff. Madness. As I sank further into the darkness a thousand deaths swam up from the depths. Finally, trembling so hard I could barely manage the ignition, I got the car started and pulled back onto the road, safe under the blanket with the flashlight on, safe on a narrow spit of solid ground in the roiling sea of shadows.
But as terrifying as the dark is, there is a horror in light, toonot for nothing do will-o-wisps and eerie phosphorescence and glowing eyes and colors out of space haunt so many scary stories. And more horrifying still, I think, is that unnatural blue light of the airplane bathroom mirror, the light beneath which all our ugly flaws are revealed. Phoebus. Phobos. There are plenty of scary experiences that are not, strictly speaking, horror. We have perfectly rational fears, and even irrational fears that are nevertheless responsive to some external stimulus (phobia, again). For me, horror is not that. It entails a looking inward: shining that blue light into the darkest recesses of our minds. The story, the film, the painting, the poem, the gamewhatever the medium of horrorserves as the guide. Were not losing ourselves in the tale; rather, the tale is leading us, Virgil-like, on a journey into the hell of our own psyche. In Stephen Kings IT, what terrifies me is not Pennywise (there are plenty of things to worry about in life, but alien spider clowns are not among them), but my own memories of childhood vulnerability and isolation onto which King shines his deadlights. King holds up a carnivalesque airplane mirror and compels us to look.
Strangelands themes can be developed best through the medium of horror. Other genres are certainly well suited to depicting loss (losing another; losing oneself) and rediscovery. But they come at the problem more obliquely. For my dollar, fantastical horror has the benefit of letting you come at those feelings head-on, to give them their full enormity. Grief can have a quiet dignity, but when I have grieved, any such quiet dignity is purely external, like an inverted eye of a storm. Whatever the outward calm, hurricane winds of annihilating force are blowing inside. Horror permits those internal states to be given external expression. No one can express those states with more awful and awesome brilliance than Victor Pflug. His works are steeped in allusion and imagery, and every organic and inorganic form he depicts oozes suffering. From a decade of working together, I dont know any longer where my symbols stop and his begin; our once-separate imageries have emulsified. Vic is an excellent guide in the journey through horror because he knows its landscape so well; hes like a mountain man of the mountains of madness.
But that horrific journey, at least in the case of Strangeland, is not one where you are left stranded in some slough of despond. For me, there is a different kind of light that is as emblematic of horror as the harsh blue light, and that is the warm glow of the campfire, the living room, and the sunrise. To be sure, there are some horrors that do not endin life as in literature. But my favorites are those that do; the tales that lead you on a journey down into darkness only to emerge in the end into the light, less afraid and with more self-knowledge. Both Vic and James Spanos have brought that warm light to Strangeland, visually and aurally. I hope you let us guide you on that journey. We have found Strangeland a rewarding place to explore as we created it, and perhaps you will find it the same when you visit.


[ 2021-04-14 05:28:28 CET ] [ Original post ]



Strangeland
Wormwood Studios
  • Developer

  • Wadjet Eye Games
  • Publisher

  • 2021-05-25
  • Release

  • Singleplayer
  • Tags

  • Game News Posts 47  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (719 reviews)


  • Review Score

  • http://www.wadjeteyegames.com/games/strangeland/
  • Website

  • https://store.steampowered.com/app/1369520 
  • Steam Store



  • Strangeland Linux Depot [4.1 G]Strangeland Steamdeck Depot [4.15 G]Inscryption (Linux) [4.12 G]

  • Public Linux depots


  • You awake in a nightmarish carnival and watch a golden-haired woman hurl herself down a bottomless well for your sake. You seek clues and help from jeering ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, a shadow shrieks from atop a towering roller-coaster, and you know that until you destroy this Dark Thing, the woman will keep jumping, falling, and dying, over and over again....

    Strangeland is a classic point-and-click adventure that integrates a compelling narrative with engaging puzzles. For almost a decade, we've been working on a worthy successor to the fan-acclaimed Primordia, and we are proud, at long last, to share our second game.

    Strangeland is a place like no other. Even in the real world, carnivals occupy a twilight territory between the fantastic and the mundane, the alien and the familiar. In their funhouse mirrors, their freaks, and their frauds, we see hideous and haunting reflections of ourselves, and we witness the wonder and horror of humanity in just a few frayed tents, peeling circus wagons, dingy booths, and run-down rides. Strangeland, of course, is most definitely not the real world. Indeed, unraveling the connections between this nightmare and the real world is the game's central mystery, and finding a way out is its central challenge.

    As you explore Strangeland, you will need to gather otherworldly tools and win strange allies to overcome a daunting array of obstacles. Forge a blade from iron stolen from the jaws of a ravenous hound and hone it with wrath and grief; charm the eye out of a ten-legged teratoma; and ride a giant cicada to the edge of oblivion.... Amidst such madness, death itself has no grip on you, and you will wield that slippery immortality to gain an edge over your foes.

    Navigating this domain of monsters and metaphors will require understanding its denizens and its enigmas. Unlike many adventure games that offer a linear experience and single-solution puzzles, Strangeland lets you pick your own way, your own approach, and your own meaning—one player might win a carnival game with sharpshooting, another by electrical engineering; one player might unravel a strange prophet's wordplay while another gathers visual clues scattered throughout the environment. Ultimately, Strangeland's story will be your story. You are not the audience; you are the player.



    • Approximately five hours of gameplay, replayable thanks to different choices, different puzzle solutions, and different endings
    • Breathtaking pixel art in twice Primordia's resolution (640x360—party like it's 1999!)
    • Dozens of rooms to explore, with variant versions as the carnival grows ever more twisted
    • An eccentric cast, including a sideshow freak, a telepathic starfish, an animatronic fortune-teller, and a trio of masqueraders
    • Full, professional voice over and hours of original music
    • A rich, thematic story about identity, loss, self-doubt, and redemption
    • Integrated, in-character hint system (optional, of course)
    • Hours of developer commentary and an "annotation mode" (providing on-screen explanations for the references woven throughout the game)


    At Wormwood Studios, we make games out of love—love for the games we've spent our lifetimes playing, love for the games we ourselves create, and love for the players who have made all of those games possible. We know that players invest not just their money and time in the games they play, but also their hope and enthusiasm. And we want to make sure that players receive a rich return on that investment by creating games that provide not only a fun, challenging diversion for a few hours, but also lasting memories to keep for years.

    We think the best way to achieve that with Strangeland is to adhere to the genius of the adventure genre: the marriage of challenging puzzles and thrilling exploration, on the one hand, with an engaging narrative, on the other. At the same time, we've tried to remove the punitive aspects of adventure games (deaths, dead ends, illogical puzzles, pixel hunting, backtracking, etc.). Within this framework, we add uncanny visuals, memorable characters, and thought-provoking themes. The result for Primordia was a game that has received thousands of positive player reviews, and we have refined our approach further with Strangeland. We hope it will not disappoint the players who have given us such great support and encouragement over the years! And we hope that it will find a place in the hearts of new players as well.
    MINIMAL SETUP
    • OS: Ubuntu. Debian
    • Processor: 2.7 GHz Dual Core (and above. can run on single core)Memory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: OpenGL. DirectX 5
    • Storage: 2 GB available space
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