Balancing -Hardlight Arms wielded damage bonus increased (100%-->150%) -Chainsaw Garrote no longer triggers on single hull tethers. -Emergency Beacon now has a fixed chance to trigger per stack and stacks come with dimishing returns. -Emergency Beacon no longer provides additional supplies per stack. -Emergency Beacon can now only trigger once per wave. -Contortion Strings now deal single hull damage based on tether length (+4 damage per 100% length). -Bootleg Jump Drive now triggers threshold reduced (40%-->30% shield). -Increased initial cooldown for Flaring Hardlight effect after firing harpoons. -Hull Ripper Hooks rip damage conversion reduced (100-->75%). -Igniting booster harpoons now has attached magnetic fields dissipate, booster harpoons can no longer spawn magnetic fields when ignited. -EMP explosions now cause 100% EMP buildup instead of always triggering EMP, allowing you to resist the effect with Shock Shielding. -Reduced rip hp on early game melee attachments. -Increased damage VS hostile on all elemental turrets. -Electric Wave Gun shot speed increased (600-->650). -Magnetite Orb-Gun field range increased. -Coolant shot freeze increased (0.2-->0.5) -Reduced max ammo of all Hyperdeath turrets by 50%. -Hyperdeath Disruptor range increased. -Death shot can no longer apply to minor objects like debris (this includes death shot transfer from Contained Death Machine). -Hazard no longer display on-screen warnings while you have hit-invincibility. Fixes -Fixed some new enemy variants not spawning or spawning in wrong zone. -Fixed too close enemy spawns in some interception waves. -Fixed irregular Courier Class spawns in endless mode (?). -Fixed bad spawn position for Rupture Filament explosions on booster tethers. -Fixed missing EMP resistance on high value debris. -Fixed Crash Hammer self damage increase apply even if colliding with object that do not make you bounce. -Fixed Crash Hammer armor strip not applying correctly. -Fixed Hull Ripper Hooks tooltip not mentioning rip parent damage bonus. -Fixed a rare ship during a certain wave not being considered as a wave target. -Fixed adaptive force Constructor not spawning cargo ships if it takes place on loot waves. -Fixed Remote Projection tether cooldown triggering when firing at inactive H-Grid Moorings. -Fixed some problems happening when wielding Ultra Auto-cannons. -Fixed AM Diffuser causing bomber crafts to always misfire. -Fixed Jam Towers inflicting permanent targeting text glitch until wave end. -Fixed boosters on pieces of freshly hull-ripped debris receiving bad boost speed. -Fixed item databases not reading gear get state or always always available items correctly.
---Red---Tether-->
Sleeper Games
Sleeper Games
Late 2021
Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
Very Positive
(65 reviews)
https://store.steampowered.com/app/1714080 
Red Tether Content Linux [585.25 M]
Red Tether features explosive top-down space action with a unique indirect combat system. You'll face massive space fleets while being armed with nothing but tether-harpoons and your wits. Crash massive vessels into another using your tether’s contracting force, rip off enemy weapons with a well placed harpoon, or use your ship as a battering ram by swinging yourself into the opposition. A multitude of enemy classes, hazards and player upgrades further add to Red-Tether’s combat-puzzle mix, challenging you with split-second tactical decisions amid the general mayhem.
- OS: Ubuntu 14.04 64bit or higher
- Processor: 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
- Storage: 500 MB available space
- OS: Ubuntu 14.04 64bit or higher
- Processor: 3.2 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GT 710 or better. OpenGL compatible
- Storage: 500 MB available space
[ 5816 ]
[ 3178 ]