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Version 3.32 released as beta-branch

You can opt-into UnReal World version 3.32 from properties -> betas, and select 3.32. We already went live with this version, but soon bumped into tree felling bug, fixed it and now thought it's probably better to have 3.32 first out as beta-branch. If no criticals are found, we'll go live with it in few days. ------------------------ The most notable features in this update concern the changes and additions regarding companion's item ownership and net fishing. In addition there's fistful of lesser tweaks and bowl of bugfixes. Take care, and find the changelog below:

UnReal World version 3.32 changelog:


- added: need to pay companions & companion inventory restrictions * companion inventory restrictions You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep their most valuable and usable personal items to themselves, and usually only the cheap items and food are freely pickable. However, all the items you have delivered to your companion can be picked back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend your companions even the most valuable goods you have. * need to pay companions for their days of service and items claimed Companions now require some reward for their days of service. Their price is roughly a value of one squirrel hide per day of service and you can pay them basically with any valuable goods. Also, if you have claimed companion's items to yourself they expect to be paid for those items too. In short, companions now always expect to leave with more valuable inventory than what they had upon recruitment. A day before companions are about to leave they'll let you know how they feel about their equipment and whether they expect to be paid more. If more payment is wanted simply deliver items to your companions and they'll let you know when they are happy with it. You don't have to do it at once but have the whole day to settle the payment. Talking to your companion at any time ("Greet" or "Ask for help" chat options) will also make them speak their mind about the remaining payment. If you fail to pay companions before they leave you'll be reminded about it the one last time. From there on you can still deliver goods to settle the payment, but ex-companions don't necessarily stay around for too long. Failing to pay companions lowers your reputation in their village, and makes hiring new companions there quite difficult. * migration notice Companions hired in the previous version behave differently. They still have unrestricted inventorys, and may or may not ask for payment when parting. - tweaked: recruiting companions who carry village property from failed/cancelled trades There are two new conditions to prevent exploiting companion recruiting with returned village goods: * Companions don't count the returned village property as their own when checking if they have enough equipment to join you. * When companion agrees to join you they won't keep carrying the returned village property but drop it on the ground where other villages come to reclaim it. - changed: children won't anymore participate in picking up village property left on the ground after failed/cancelled trades This is because you can't do one-to-one trading with children, and sometimes you would like to go for that with some items NPCs just picked. - added: NPCs wearing the new clothes/armours they get NPCs can now actively wear the new clothes/armours they have obtained. They'll usually go for wearing new clothes/armours after being delivered or having picked some. Delivering useful pieces of clothing/armour to your companion is now worthwhile, even though NPCs make the final decision whether they will wear something or not. - added: pull heavy items to your location with [;] pick up from adjacent tile command If the items you tried pick up from adjacent tile were too heavy to lift you'll be asked if you want to pull them to your location. - fixed [rare condition]: segfault upon launching the game on some Mint/Ubuntu systems - fixed [rare condition]: NPCs being able to fall asleep while in the water At its worst this resulted in villagers foolishly drowning/freezing to death. - fixed [modding]: [naming] tag not working properly when crafting while NPC is felling a tree - fixed: creature total injury not always increasing if the number of maximum unique injuries was reached This resulted in occasional difficulty to finish creatures with minor impact wounds. - fixed: corrupt description of "An Island" game course task - fixed: finishing tasks (eg. felling a tree) by grinding when too tired to continue When tasks were cancelled because of being too tired to continue repeating the command still always added one minute of progress and you could finish the task by this sort of grinding. Fixed now. - fixed: bears (and possibly other creatures too) occasionally entering into indecisive fighting mode They might keep constantly switching between attacking and fleeing without really making any attack maneuvers. Fixed now. - adjusted: tiny increase in lynx and glutton aggressiveness potential, especially in case of them being wounded. - added: daily tolerance for stimulant herbal effect Consuming stimulants doesn't anymore decrease the exhaustion seemingly indefinitely, but stops when a certain daily level is reached. - tweaked: net fishing * catch check time window now hourly based Net fishing catch checks are now hourly based instead of previously used morning based checks. This means you can catch fish with nets within a shorter time window. Even within an hour from setting the net - if you're lucky and the conditions are right. Naturally the longer the nets have been set the greater the catch usually grows so hasty checks usually provide only a few fish. Despite of the shorter time window it should be still remembered that in addition to your fishing skill level the factors such as terrain, water depth and time of the day also contribute to what kind fish and how much of it your net is likely to catch - if at all. * gradual catch spoilage Catch spoilage due to fish eventually dying in unretrieved nets is now gradual. You may still be able to get some of catch good and edible even if the nets have been left unretrieved for days. In general it's still advisable to check your nets at least on every other day. * setting multiple nets to same tile now forbidden - tweaked: NPC sleeping related oddities and exploits * NPC won't anymore fall asleep outside when it's raining. * Njerpez and foreign traders met in the wild won't fall asleep so easily anymore if they're within player's sight when the encounter happens. Sleeping NPCs in the wild still can encountered, but this fixes the exploitish procedure of encountering people at night hoping them fall asleep on the next move. - tweaked: restricted possibility to [w]ield skis Skis are put on by [a]pplying them but having been able to wield them too caused confusion. - changed: pine-marten aggressive sound is now 'snuffle' instead of 'snort' ** End of changelog **


[ 2016-05-16 14:48:58 CET ] [ Original post ]

UnReal World
Sami Maaranen (creator) Developer
Enormous Elk Publisher
2016-02-26 Release
Game News Posts: 122
🎹🖱️Keyboard + Mouse
Very Positive (1097 reviews)
The Game includes VR Support
Public Linux Depots:
  • UnReal World Linux 64-bit [33.99 M]
Available DLCs:
  • UnReal World - Video greetings

Into the Far North we shall take you -- as far as we can by the means of computer role playing...



UnReal World is a unique combination of roguelike roleplaying game and survival simulation set in the Far North long, long ago. Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion. The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace, a brave adventurer, a rough hunter, a trapper or a tradesman.

As a member of one of the nine different cultures you'll enter a detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part. The world and mechanics of the game are highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.

A wide world with vast forests, mires and mountains to roam and watercourses to row is randomly and procedurally generated - and you can live off the land and explore it on very detailed level. Track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, interact with cultures near and far -- and so much more.

A few of the key features:

  • turn-based and open-ended - think before you act and live off the land as you please
  • random world generation for endless replayability
  • intricate procedural world full of wonders both mundane and extraordinary to explore on very detailed level
  • no character classes but nine different cultures to choose from
  • skill based system including multitude of skills from cookery to hideworking, from herblore to tracking
  • detailed terrain generation with diverse and accurate northern vegetable kingdom
  • convincing northern animal kingdom with species specific behaviour patterns and feeding relationships modelled in detail
  • keep in touch with the spirit world and the supernatural guardians of nature
  • find excitement in surviving everyday life and the quest for success in the harsh ancient wilderness
  • detailed combat (and hunting) with many tactical options and galore of weapon, battle experience and combatant related factors resulting in vivid and rewarding struggles
  • no "hit points" but detailed generation of injuries such as bruises, fractures, tears and cuts to specific body locations
  • injuries rated to determine their effect to physical activity
  • craft items from weapons to traps, build constructions for temporary shelter to log cabins
  • moddable crafting, building and flora
  • and so much more. Everything is up to you...

The initial UnReal World Steam release doesn't feature Steam goodies such as achievements, trading cards or cloud saves but there's no end in sight and all of those will be considered in the future.


UnReal World is the longest living roguelike game of all times. It was first released in 1992 and has been continuously maintained and developed ever since.
Over the years we’ve seen dozens and dozens of new UnReal World versions each of them being complete games of their own, and still there is no end in sight to working with updates and new versions. UnReal World Steam version out now is the third evolution of the game (3.*) and a great deal of updates, enhancements and new features to it will follow.

You can get to know it more and test for free at http://www.unrealworld.fi

MINIMAL SETUP
  • OS: Ubuntu 20.04 LTS
  • Processor: 1 GHzMemory: 512 MB RAM
  • Memory: 512 MB RAM
  • Graphics: 800x600. OpenGL 2.0
  • Storage: 1 GB available space
GAMEBILLET

[ 6132 ]

20.72$ (17%)
25.49$ (-2%)
16.96$ (15%)
16.57$ (17%)
6.00$ (70%)
4.00$ (80%)
25.19$ (16%)
6.72$ (66%)
0.90$ (90%)
4.00$ (80%)
15.47$ (45%)
9.19$ (8%)
5.77$ (17%)
21.24$ (15%)
8.81$ (71%)
17.49$ (30%)
49.87$ (17%)
35.99$ (10%)
2.00$ (80%)
33.99$ (15%)
5.00$ (75%)
6.97$ (83%)
20.65$ (17%)
37.29$ (25%)
12.59$ (16%)
1.64$ (18%)
7.50$ (50%)
33.17$ (17%)
4.00$ (60%)
5.94$ (15%)
GAMERSGATE

[ 2625 ]

6.25$ (75%)
2.55$ (83%)
0.75$ (85%)
0.59$ (40%)
1.6$ (80%)
3.52$ (82%)
14.99$ (40%)
2.76$ (79%)
11.99$ (20%)
1.0$ (80%)
5.0$ (80%)
3.4$ (83%)
1.28$ (74%)
3.48$ (83%)
19.79$ (34%)
6.6$ (74%)
7.2$ (82%)
1.35$ (89%)
11.24$ (55%)
5.6$ (49%)
0.45$ (85%)
1.5$ (90%)
1.88$ (92%)
15.0$ (75%)
1.41$ (93%)
1.0$ (80%)
1.69$ (79%)
13.49$ (10%)
0.51$ (83%)
1.5$ (75%)

FANATICAL BUNDLES

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