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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
UnReal World
Sami Maaranen (creator)Developer
Enormous ElkPublisher
2016-02-26Release
🎹🖱️ Keyboard + Mouse
Very Positive (1185 reviews)
VR Support
Public Linux Depots:
  • UnReal World Linux 64-bit [33.99 M]
Available DLCs:
  • UnReal World - Video greetings
Version 3.87 (stable) released.

Version 3.87 (stable) is now released and live. \n

This update mostly deals with improvements to making clothes as we proceed to make the whole process more detailed, realistic and eventually also pausable. The most notable additions on that front in this version are obtaining and crafting sewing needles, and harvesting tendons for sinew yarn making. And more is to come, but that will have to await until next year. We\'ll hereby highlight a few of these new features with screenshots, and you can find the full changelog after them.

Finding a needle from UnReal World

Sewing needles are now needed in making of almost all the clothes. Player characters can craft ones from bone by themselves, or order iron sewing needles from the village blacksmiths. That\'s what our test character Liisi is about to do here.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/11779961/5af57148050958741b7b8a531760e89f14f3dcea.jpg\"][/img]

Tendons and sinew yarn

You can now harvest tendons from butchered animals. The tendons can then be processed into sinew yarn. Tendons are usually harvested from the legs of large mammals such as elk and reindeer, but tendons from smaller animals starting from hare-sized ones can also be used, though they yield less useful sinew. \n Henrik has managed to hunt down an elk, and has butchered it. Among other parts there are now also elk tendons to be picked up. And within TEXTILECRAFT menu there\'s new options for tendon processing. First of all, the fresh tendons need to be dried in order to process them further.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/11779961/4fee0cc0c85e8005b2323d6fb1f84e3a4ef9bc75.png\"][/img]

Several steps then follow until the sinew fibres can be twisted together to form sinew yarn. This is done entirely by hand, as a spindle cannot be used. As a result, making sinew yarn is much slower than spinning plant fiber yarn, but the simplicity of the other steps compensates for the extra time required. The downside of sinew yarn is that it is vulnerable to moisture, as getting it wet will cause it to soften, stretch, and come undone. For this reason sinew yarn cannot be used in fishing tackle. Henrik goes for crafting a fishing rod, but will now have to choose hemp yarn for the line material.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/11779961/4dbf301dc004229f6b4b9eeb3ce1255c6f7bd258.png\"][/img]\nCraft browsing and nested clothemaking menus

Upon browsing sub-categories of \\[M]ake menu, m\\[O]dded handcrafts menu or cookery options, pressing \\[ESC] now gets you back to the parent menu rather than exits completely. This makes looking for a specific entry far more convenient, especially for newcomers.

Moreover, there are now nested menus for making clothes; fur clothes, leather clothes and miscellanous clothes. Options to make clothes from different materials are arranged into these nested categories.

Material and equipment requirements for making clothes are also newly adjusted for all the craftable clothes. Most notably, you\'ll be often needing yarn in varying amounts and that sewing needle.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/11779961/353716a7b230f4e17207885e590fd25308e4e354.jpg\"][/img]

Changelog

\nVersion: 3.87 (stable)\n\n** Saved characters from version 3.80-> are compatible with this version. **

- added: tendons and sinew

You can now harvest tendons from butchered animals. The tendons can then be processed into sinew yarn. While yarn spun from plant fibers requires a lot of work and season-dependent processing, sinew yarn can be made year-round with varying amounts of effort.

Tendons are usually harvested from the legs of large mammals such as elk and reindeer, but tendons from smaller animals starting from hare-sized ones can also be used, though they yield less useful sinew.

The bigger the tendons, the more convenient it is to utilize them, as the process of extracting sinew fibers for sinew yarn involves several steps.

Tendons can be picked up from the ground after butchering a decent sized animal. They are categorized as food type items in character\'s inventory, even though fresh tendons are too tough for humans to chew. The actual processing of tendons is then done with these new TEXTILECRAFT commands within \\[M]ake menu:

* Tendon drying

First of all, fresh tendons need to be dried. They will also spoil in few days if not dried, so it\'s best to do it soon enough after butchering.

* Separate sinew fibre

Next, the dried tendon is pounded with a club or similar tool on a hard surface until the sinew fibres begin to separate. The obtained bundles of sinew fibre are categorized as tool type item in character\'s inventory.

* Sinew yarn

Finally, the sinew fibers can be twisted together to form sinew yarn. This is done entirely by hand, as a spindle cannot be used. As a result, making sinew yarn is much slower than spinning plant fiber yarn. It is even slower than making plant fiber yarn by hand, but the simplicity of the other steps compensates for the extra time required. The downside of sinew yarn is that it is vulnerable to moisture, as getting it wet will cause it to soften, stretch, and come undone. For this reason sinew yarn cannot be used in fishing tackle.

- added: TENDON, SINEW FIBRE and SINEW YARN game-encyclopedia \\[F1] entries

- updated: TEXTILECRAFT game-encyclopedia \\[F1] entry

- added: water-use yarn is now required for fishing tackle

As the sinew yarn isn\'t suitable for wet conditions there\'s now new yarn type requirement; water-use yarn. This covers all other types of yarn except sinew yarn, and water-use yarn is now required for fishing tackle.

- added: easier browsing of crafting and cooking options with \\[ESC] returning to parent menu

Upon browsing sub-categories of \\[M]ake menu, m\\[O]dded handcrafts menu or cookery options, pressing \\[ESC] now gets you back to the parent menu rather than exits completely. This makes looking for a specific entry far more convenient, especially for newcomers.

- changed: craftable containers moved to their own category in \\[M]ake menu

All the craftable containers now appear within their own \"Containers\" category in the \\[M]ake menu.

- added: nested menu for making clothes

Upon selecting \\[C]lothes option from \\[M]ake you will now enter a sub-menu with three categories; fur clothes, leather clothes and miscellanous clothes. Options to make clothes from different materials are arranged into these nested categories. Miscellanous category contains the few birch-bark accessories.

This new menu arrangement preceeds the upcoming clothmaking improvements and more nested categories will be added in the future.

- modding add: new diy_* submenu tags for adding clothes into the new categories

There are now \"fur clothes\", \"leather clothes\" and \"miscellanous clothes\" submenu tags to use when adding items into these new clothmaking categories.

For example, to add new items to miscellanous clothes menu place your diy_*.txt item definitions between the following lines:

\\[SUBMENU_START:miscellanous clothes]

...your items go here...

\\[SUBMENU_END:miscellanous clothes]

- added: sewing needle - for making clothes

There are two types of sewing needles; iron sewing needle and bone sewing needle.

Iron needles can be obtained from the village blacksmiths and bone needles can be crafted by the player character from \\[M]ake menu under \\[U]tility articles.

A needle is now often needed in making of clothes. There\'s no distinction between leather or cloth sewing needle although in reality different materials would require a different kind of needle.

Iron sewing needles are more expensive and also more handy to use.

- adjusted: material and equipment requirements for making clothes

A needle and yarn are now needed in making of almost all the leather and fur clothes. There are only few exceptions where using other kind of tying equipment and/or only a knife is sufficient.

The following pieces of clothing don\'t need sewing in their making. For these pieces cordage requirements have been checked and adjusted.

* leather belt - no changes in requirements

* leather cuirass - no changes in requirements

* leather forearm guards - 9 ft of thin cordage is now required

* leather shin guards - 9 ft of thin cordage is now required

* fur cloak - 3 ft of thin cordage is now required

* fur hood - 3 ft of thin cordage, and 1.5 lbs of fur is now required

To make these fur clothes yarn is now required as follows:

* fur cap - 15 ft of yarn

* fur shirt - 60 ft of yarn

* fur mittens - 9 ft of yarn

* fur leggings - 18 ft of yarn and 4 ft of cord

* fur footwear - 30 ft of yarn

* fur overcoat - 75 ft of yarn

To make these leather clothes yarn is now required as follows:

* leather cap - 9 ft of yarn

* leather shirt - 60 ft of yarn

* leather leggings - 18 ft of yarn and 4 ft of cord

* leather shoes - 12 ft of yarn

For the birch-bark clothes the amount of birch-bark has been checked and now required as follows:

* birch-bark shoes - 60 ft of birch-bark strip is now required

* birch-bark cap - 75 ft of birch-bark strip is now required

- added: pausable repairing of clothes

Repairing clothes is now pausable tasks allowing you to have breaks and continue at will later on. To continue paused repairing, use the repair option again standing beside the said partially repaired item. Depending on the cloth you may now also need newly added requirements eg. needle and thread also in the repairing process.

- added: repairing of birch-bark clothes

It is now possible to repair birch-bark clothes, ie. birch-bark cap and birch-bark shoes.

- fixed: feathers on the ground not being consumed when making arrows

- fixed: irrational damage for the armours reclaimed from robbers, or other NPCs

Player character\'s armours that ended up in the hands of robbers, or other NPCs, often experienced irrational damage upon being retrieved. This has been fixed now, but as a result migrated characters may encountering NPCs whose gear is in top-notch condition if their armours were assigned in the previous version. Newly generated NPCs will utilize the fixed armour damage system and condition of the gear in their possession, or reclaimed from them, will be rational.

- fixed: broken \"menudef_*.txt\" submenu functionality

New modded \"menudef_*.txt\" submenus displayed normally in the \\[M]ake menu, but they couldn\'t be opened.

- fixed: using spruce withes in the making of shingle basket handle was not possible

This was due to missing no minimum length \\[nominlen] tag in the tying equipment requirement.

- fixed: double link for \"pot\" in Tools chapter in the game encyclopedia

- fixed: making boards from logs produced branches too

Cheers! urw_sage

[ 2025-11-24 11:03:29 CET ] [Original Post]

Minimum 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
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