Articles found under tag: points-plotter
ITworld: Plasma is one of the most advanced desktop environments and these distros offer a great out-of-the-box Plasma experience.
HowToForge: Waartaa is an open source communication and collaboration tool.
LinuxandUbuntu: Most of us use cloud storage like, Dropbox, Gdrive, Copy etc. to be able to use our synced files anytime, anywhere and from our any devices. But no one feels safe putting up their sensitive data over there.
opensource.com: A lot has changed since the first Arduino board arrived a decade ago.
eSecurityPlanet: While organizations' use of Hadoop has become more sophisticated, associated security practices have not kept pace.
Phoronix: For those interested in PHP 7, it's now easier to try out the development version of the next-generation PHP on Fedora and Red Hat Enterprise Linux based operating systems.
Greg K-H: All users of the 3.19 kernel series must upgrade.
softpedia: The BQ Aquaris E4.5 Ubuntu Edition phone is a pretty cool device
HowToForge: Network simulators are tools used to simulate discrete events in a network and which helps to predict the behaviours of a computer network.
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Today's list of games includes a pretty big game: Cities: Skylines. I bought it during my Nouveau experiment and have been enjoying it quite a lot and I'd like to show you my city. Liam also hooked me up with a Running With Rifles key so that's also on the list of games to play. We might also have time for a viewer requested game, so have the Twitch chat ready.
I'm going to naturally share some of my thoughts on Nouveau, so hang around if that interests you. See you on the stream side!
PC Gamer has a bit of a world exclusive, they managed to get the Killing Floor 2 developers in to play with them, and we have the video for you.
I am a big fan of Killing Floor after spending so many hours on it, but sadly the Linux port was a little unpolished.
With Killing Floor 2 early access being right around the corner it's getting exciting. Especially as the Linux version is being done in-house this time, as we had confirmed from the developers (see here, at the bottom).
Here's the video:
It looks like a worthy sequel, as they seem to have taken everything good about the original, and made it more intense!
The developers state that what we see here is very close to what we will see in early access. The early access release will be quite polished, and ship with a modding SDK.
No exact wording on the release, but "soon".
It was only in January that we saw signs of Shadow Warrior being ported to Linux, and it’s officially due next week! Get ready for some beautifully frantic and brutal action.
We already had the original, but to get the reimagining as well is amazing, and it further shows how far we have come as a gaming platform.
See the official announcement on Steam here.
CPU: 2.4GHz Dual core processor or higher.
GPU: OpenGL 3.2+ supported cards at a minimum, with 512mb of dedicated memory
CPU: Intel Core 2 Quad 8200/AMD Phenom X4 9950 or higher.
GPU: OpenGL 3.2+ supported card at a minimum, OpenGL 4.x+ cards recommended, with 1.5gb+ of dedicated memory
About the game (From Steam)
Shadow Warrior is a bold reimagining of the classic 3D Realms’ shooter from independent developer Flying Wild Hog (Hard Reset) starring the legendary and quick-witted warrior Lo Wang. Combine the brute force of overwhelming firepower with the elegant precision of a katana to annihilate the merciless armies of the shadow realm in an exhilarating and visually stunning transformation of the classic first-person shooter.
Check out Shadow Warrior on Steam. Remember, don’t buy it until the release!
The action RPG dungeon crawler Legend of Dungeon is an interesting blend of old-fashioned hack and slash gameplay and 2.5D graphics with impressive lighting and dynamic music. The game already had high replay value due to its randomized nature and the free expansion seems to add even more to the experience. Named Legend Heroes, the update boasts plenty of new features and additional content whose highlights include:
- 8+ unlockable player classes
- The ability to tame wild animals and recruit them as companions
- Oculus Rift support
- More monsters, bosses, weapons and hats
SteamAs you journey deep into the dungeon, you will find weapons, items, and long forgotten magic.. ..if you're lucky, itIt's always nice to see free content for games, especially a long time after initial release. I haven't played in a while so the expansion is a good excuse for me to check the game out again.
might help you to fight off the droves of mysterious creatures you will encounter. There will be complete darkness to contend with,
potions to quaff, secrets to discover, traps to avoid, hats to wear, and treasure that (if you make it out alive) will make you a
Legend of Dungeon is a randomly generated action RPG Beat'em'up with heavy Rogue-like elements, striking visuals, and dynamic
You can get Legend of Dungeon on Steam or a DRM-free version at the Humble Store.
Story and gameplay
The story starts off when a passenger of Dysast Air, Rita Locket, wakes up on a deserted island after a crash landing. She soon comes across the other remaining survivors, and together the group of six must find a way to survive; and hopefully make it off the island.
Dyscourse is marketed as an interactive choose-your-own-adventure, and after spending some time with the game, it feels like a fitting description. The most prominent game mechanic is the many choices you're presented with, which you respond to by selecting one of two or more dialogue style options. Of these choices, the most basic ones are selecting a group of people to perform a specific task or choosing your next destination, but there are more and different variations on this concept. One is the action choices, which have a time limit and can be triggered by things like being attacked by wild animals or being trapped by fire. There are also other, less frequent types of choices and a few of them are very puzzle oriented.
During the game you get some limited conversation opportunities with the other members of your group. I've talked to and started digging into the stories of some, but so far it feels like I've only scratched the surface. It's apparent that care has gone into fleshing out the backstories of the characters, and I'm curious to learn more about them. It's not straight-forward, as the timing isn't always right for a talk, and you might not even get another chance, as death is always imminent on the island.
As you make choices, the game starts branching out. Often as a very direct and noticeable consequence of your choices, but the effects of an early choice can sometimes take a while to unfold and it's not always apparent what causes certain events to take place. During the first few days the main story branches won't branch out far, and you'll go through the same main events. Though when you get to a certain point in the game, there are three main paths you can choose between, which each take the story in very different directions.
Something I really like with the game is the day rewind feature. It is available from the menu when continuing a game and gives you a nice visual representation of the status of your survivors, including their injuries. Using it you can step back through all the days you've survived so far and start over from any of the previous days. Note that doing so will overwrite any progress after the point you choose, but if you feel like you've screwed up your current playthrough, you'll get a chance to attempt to improve the situation. I didn't touch this feature at all on my first run of the game, but I used it several times on my second playthrough and I found that some of the choices you make can have a pretty significant effect on which locations you'll see, how the story unfolds, and ultimately who survives.
I have played through the game two times so far and I'm currently on my third playthrough. Getting to the end took me about an hour both times, and the playthroughs were surprisingly different.
At the end of each playthrough you're presented with a bulletin board with various clippings related to the members of the group. These vary a bit depending on how the story unfolds, and they act as a nice wrap-up of your playthrough. The most prominent element on this bulletin board is the newspaper frontpage with a headline covering the incident, where you'll see character portraits for each member of the group, with a short text describing their fates.
On the technical side, I haven't had any major issues while playing the game, except that on my first session with the game the desktop cursor remained visible in-game. The cursor was also locked to the center of the screen, something that still is an issue while Alt+Tab-ing out of the game. I haven't seen the cursor in-game on subsequent sessions and opening up the Steam overlay unfreezes the cursor, so for me this is a minor issue. I have reported this as a bug through the handy in-game bug report form.
All in all, I'm enjoying the game so far, and though there are some repeated conversations and events, I find that there are still many things to explore. I'm also curious to find a way to escape the island without anyone dying or getting seriously injured, something that has turned out to be pretty challenging so far. The game is not by any means as punishing as the somewhat similar Gods Will Be Watching though, and should have a much bigger appeal to casual gamers.
The developers are also working on the Indie Island bonus story, which can be bought separately or as part of a special edition with the main game. Backers of the Kickstarter campaign will get this DLC as a free upgrade and it will include famous developers like Tim Schafer, Edmund McMillen, Rami Ismail and many more.
Dyscourse can be bought directly from Steam or from the Humble Store. Be aware though that the Humble Store option only includes a Steam key at the moment.
Pillars of Eternity is the brand new RPG from Obsidian Entertainment and Paradox Interactive. It’s expensive compared to a lot of our games, so here’s our look at it.
About the game (Official)
Prepare to be enchanted by a world where the choices you make and the paths you choose shape your destiny. Obsidian Entertainment, the developer of Fallout: New Vegas™ and South Park: The Stick of Truth™, together with Paradox Interactive is proud to present Pillars of Eternity.
Recapture the deep sense of exploration, the joy of a pulsating adventure, and the thrill of leading your own band of companions across a new fantasy realm and into the depths of monster-infested dungeons in search of lost treasures and ancient mysteries.
So gather your party, venture forth, and embrace adventure as you delve into a realm of wonder, nostalgia, and the excitement of classic RPGs with Obsidian’s Pillars of Eternity!
OS: Ubuntu 14.04 LTS 64-bit or newer
Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73
Memory: 4 GB RAM
Graphics: ATI Radeon HD 4850 or NVIDIA GeForce 9600 GT
Hard Drive: 14 GB available space
OS: Ubuntu 14.04 LTS 64-bit or newer
Processor: Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T
Memory: 8 GB RAM
Graphics: Radeon HD 7700 or NVIDIA GeForce GTX 570
Hard Drive: 14 GB available space
We would have had this up a lot earlier, but after speaking to Paradox, Obsidian weren’t giving out any Linux keys before release, but they were giving out Windows keys, odd. I find that a bit concerning, and it tells me that Linux isn’t high a priority.
Luckily, we had a generous email with a key from a supporter, so thanks to them we can still cover it properly, after the release.
Annoyingly, Steam decided to change to “Coming Soon” when the timer was up. This actually happens quite often with bigger releases, but it was no fun waiting around. It took a good 15 minutes to finally decide it was released!
It’s especially important to test Unity based games on Linux, as their performance is quite often very poor, so without further rambling here’s my early look at it.
Remember, these thoughts are mine, and mine alone. Any review/port report/initial thoughts are from my personal point of view.
The actual port report
IN PROGRESS - This bit will be updated often!
It launches and actually works, so that’s a good start at least! Nothing like a new game actually launching properly to get you excited!
It starts off with a nice little intro story to set the scene, and you proceed to setup your character.
Setting up your character!
This is where you could probably spend a long time deciding what you want to be, and like every RPG that gives me the option, I chose to become an Elf! Each race has different statistics, so choose wisely! Once you pick your favourite race, you also get to choose a sub-race, and that changes your statistics again. I decided to go for a Wood Elf, and that enables me to be better at ranged combat. I always love being an archer, so this pleases me to not only be my favourite race, but to also setup my character exactly how I like.
It has the standard class chooser as well, so as you might imagine, I chose to be an Archer. There are 11 different classes, so there’s plenty of options for everyone’s play style.
There’s even more to chose from, as you go through picking a starting ability, and an animal companion. I am simply loving the amount of options you get.
When I thought I was finally done, nope. You then need to arrange your starting statistics, and it gives you a handy star beside the statistics that are most beneficial to your class.
You’re still not done yet, you also need to pick your Culture. Each different culture gives +1 to a specific attribute, so again, choose wisely adventurers!
Are we done yet? Nope! You also need to pick a Background. Each different background will again add to your different attributes.
Finally we get to change our appearance, and this is the only place it fell a tiny bit flat for me. There weren't as many options as I had hoped, but sufficient enough for me to feel my character looked awesome.
The game, the most important bit right?
Once I finally got into the game, I am pleased to say that it’s not entirely text based. There are some voice overs. I do love RPG games, but I also don’t like reading paragraphs of text often, as this actually reminds me I am in a game, I do prefer speech to really get me engrossed in a game.
The voice acting sounds great, and some of the start even made me chuckle a bit with the banter between the caravan owner and the guide.
I’m not entirely sure if the VSYNC option is working, there’s no difference with it on or off, and either way I notice a bit of tearing, not a lot, but it’s there.
The FPS seems to refuse to go above 60, but it does give me a mostly solid 60, so it performs pretty damn well.
The graphics are really quite nice, and it really does feel like the older Infinity engine RPG games, but with everything updated for modern gamers. It’s actually quite beautiful to look at, and considering my FPS hasn’t dropped below 59FPS I think I’m going to enjoy this.
I wandered around a bit doing the first quest, and killed a couple bandits and everything seems to be going swimmingly.
The combat is real time, but like with FTL you can simply press space and have it pause. You will need to pause often to give different orders to your followers, so remember it.
I didn’t really notice any performance problems during combat, or during the small cutscene I saw, so it looks like it’s a pretty good release for us.
One thing I really love, is that after certain scenes have played out, you get a story board of what's going on. What was completely unexpected was that it gives you options you can take sometimes to help or not help someone in need (trying not to give spoilers here!).
The one thing that does bug me are the tutorial scrolls that pop up, as sometimes they vanish too quickly, and you then have to scroll through the text history to know what they were describing.
The production quality seems pretty high, and that's not surprising coming from Obsidian Entertainment.
Final Verdict: I haven’t seen a release this smooth in a while, and I can’t really fault it too much right now.
Check out Pillars of Eternity on Games Republic. Buying it there on the Linux store supports us directly!
It’s also on GOG for a DRM Free build.
Shadowgate is one of the most well-known and beloved point-and-click adventure titles in gaming history. Apparently, I'm going to be honest and throw my hands up as I've never heard of it or this remake before. It's now on Linux though, yippe!
It does looks pretty fantastic, so I imagine this will make adveture/point & click fans very happy. It has some pretty awesome visuals, and everything about it looks great.
About the game (Official)
Shadowgate is one of the most well-known and beloved point-and-click adventure titles in gaming history. As one of the original titles in the popular MacVenture series that went on to be celebrated on the NES, GBC, and Nintendo 64, Shadowgate quickly endeared players with its fantastic atmospheric soundtrack, perilous locations to progress through, countless puzzles to solve, and more ways to gruesomely die than gamers previously thought possible. Thrust into the role of "The Seed of Prophecy," players travel deep into the living castle, in hopes of defeating the evil that dwells within – the dreaded Warlock Lord.
Now, nearly 30 years after the original version haunted Mac and NES gamers, the original development team behind that timeless classic is back with a full re-imagining of the original Shadowgate. Much more than a port, the team at Zojoi has painstakingly redesigned the game from the ground up, adding in tons of new mind-bending puzzles, lots of new rooms with stunning hand-painted 2D graphical detail, and more objects to interact with and help you along your quest.
Check out Shadowgate (2014) on Steam.
The awesome open source OBS Studio livestreaming software has been updated, and it has some new pretty major stuff.
OBS Studio has transformed how Linux gamers can show off their gaming, and it really is a great bit of software. Myself and Samsai both use it for when we livestream, and we couldn't be happier with it.
I'm not sure how long it has done this, but on first launch it even tells you it's under the GPL, and that's a nice touch.
There's some Linux specific stuff:
QuoteAdded an option to video device capture to optionally buffer the video (off by default to reduce potential lag issues with webcams)
Made various improvements to video capture on Linux
And some major new features for all of us:
QuoteAdded video/audio filtering; you can now access filters for a source by right-clicking the source and then clicking 'Filters' from the popup menu. These filters can be applied to any compatible source.
Added filters: Chroma Key, Color Key, Color Correction, Video Delay, Image Mask/Blend, Crop
Added media source (plays video/audio media via FFmpeg)
Added Blackmagic device capture source to capture Blackmagic devices (Mac, Linux, Windows)
Added visibility indicator to the source list to toggle visibility in the current scene
Added mute button to sources on the mixer
Added option to select different themes in general settings
Added a dark theme
Added a menu option to view the current log file in the help menu
Fixed an issue where service-specific settings would not be set again when changing encoding settings
It isn't yet considered stable, as this is a 0.9 release. You can grab the source and compile it, or if you're on Ubuntu you can follow these instructions.
See their full announcement here.
Nvidia has pushed out a new 349.12 beta driver with lots of little changes, but no performance updates this time around.
Along side the usual bug fixes, there is improved support for G-SYNC monitors being used along side monitors that don't support it, which I imagine is quite important for people with lots of screens.
They also added this for G-SYNC monitors:
QuoteAdded a checkbox to nvidia-settings to enable a visual indicator that shows when G-SYNC is being used. This is helpful for displays that don't indicate themselves whether they are operating in G-SYNC mode or normal mode.
I have to hand it to Nvidia, they are adding lots of little useful things.
See their full notes here.
Minimon is an online and offline monster catching game inspired by Pokemon, and it could turn out to be a good one.
About the game
Start an adventure in a world full of monster hunters!
Plagued by a strange disease, the continent of Chroma is in panic, and a strange turn of events will turn you - a small kid - into a powerful monster hunter, capable of tame even Ulmaxia, the dragon king!
- Customize your own monster hunter with tons of clothes, weapons and skills!
- More than 300 different monsters to train!
- Play either offline single player, local multiplayer via split-screen or online with up to 500 players per server!
- Tons of quests, secrets, and unlockable stuff!
Here's what didn't sit quite right with me:
UPDATE: It seems the guy claiming they are a developer isn't. So the real developer is doing a bit of damage control, shame that developers have to put up with this.
A user on the Steam forum claimed they were a developer, and gave the game a serious review making it out to be the best game ever made, and stated it had zero cons. After contacting the real developer, it was edited, and the real developer has cleared up the situation.
Even though it wasn't the real developer, here's a small note: Unless you're going to review your own game with something funny like "the amount of bugs keep me awake at night, I know, I made the game!", then just don't.
You can check out Minimon on Steam. I do long for a decent monster capture game on PC.
StarCrawlers is a good looking dungeon crawler with RPG elements that caught my eye recently, so I decided to spend some time getting to know it.
About the game (Official)
Crawlers Wanted: high pay, certain risk. Plausible deniability a must.
Build a crew of renegade adventurers on the fringes of space, taking jobs from megacorps to hunt bounties, sabotage rivals and conduct corporate espionage. If you can navigate the intricate politics of wealth and power, you might just survive long enough to spend your hard-won credits.
You’re a Crawler, and that means you work for those that can pay. Asset recovery, commercial espionage, and mayhem for hire are just a few of your crew’s specialized services. If something shady needs doing, chances are a Crawler will be involved. Succeed and you’ll be rewarded with better pay than any corp drone can dream of. Plus, you'll earn the respect of the eclectic assortment of merchants, opportunists and adventurers who make their home in the fringes of space.
Some thoughts for you
I've always had a love for these first person dungeon crawlers since the early games on Amiga, so to have a sci-fi version with guns and RPG elements, it was far too good an idea to pass up.
I should note that the game is in Early Access, so nothing is finished, and there will be bugs. With that said it’s still an enjoyable experience already.
Originally it was mouse movement only, but they have implemented a free look mouse mode, and it enables you to get a much better idea of your surroundings! It also allows you to appreciate the lovely graphics some more too.
As expected, it’s not quite the same as the older dungeon crawlers since it has the RPG elements. This will include doing quests, speaking to a shop owner for weapons, armour and more. It’s a nice touch, as you’re not always put against the odds in a dungeon.
I do like the minimal interface during exploring and during battles, as it gives you a better sense of actually being there. During a battle you don’t have lots of ability buttons everywhere, you simply hold the mouse button down on an enemy, as a nifty pop up menu shows what you can do. I like it, a lot.
The only thing I dislike currently is the camera movement with the keyboard: If you hold down left or right for just a split second too long you turn more than once, and it can get a little bit disorientating. It is an early access game, so issues are to be expected.
The good thing is they recently added an option for permanent free-look with the mouse, and this works much more like a traditional first person experience. I decided to stick with that mode for a nicer experience.
I do love the different options that the game presents me with. During my second quest I decided to accept the sidequest offer that was called in to collect some medical supplies during my run. When I found these medical supplies I was actually given the option of calling them in, giving them to a colony that needed them, or keeping them to sell. I decided to play nice (for now), and called them in for my standard reward.
I do love my currently chosen perk of a little robot named Bolty. During combat he just zips across the screen smashing an enemy when it’s his turn. Good old Bolty!
It’s reasonably well polished for a title so early in development, but there are parts that aren’t implemented properly. I found some sort of robot AI, and for 200 credits I could get it fixed up, so I chose to do so. The mechanic told me this section isn’t implemented yet, so they waved a magic wand to allow me to recruit it. That’s a funny way to allow gamers to get past unfinished features, and I approve.
Final Verdict: For a sci-fi fan like me, it’s a no brainer. The Linux version works well, and the game is interesting. I can’t wait to see where they take it!
If you want to support a promising title, go right ahead, but as stated, it’s not finished.
Check out StarCrawlers on Steam now.
Nephil's Fall is a great looking metroidvania platformer, which takes a unique approach to the genre by flipping the RPG mechanics on their head. Instead of simply unlocking abilities as you progress through the game, you gradually have to make tough choices about which abilities to sacrifice.
The protagonist Nephil is an ancient guardian who has sworn a duty to protect the four essences of fire, water, earth and wind, which give life to the world. However, dark forces manage to put Nephil in a state of coma, and while he's unconscious, they get away with the essences. When Nephil awakens, he realizes that he has failed his task, and that the absence of the essences has corrupted the world around him. He must set out to reclaim the essences, so that he can return them to nature and restore the balance.
At the beginning of the game, Nephil is equipped with four armor pieces, which are linked to a unique essence power. Each of these give Nephil control over a specific essence which corresponds to an ability, like ground slam and throwing fireballs. At certain points in the game there are portals, where you have to temporarily leave an armor piece to pass through, thus making you momentarily lose its linked ability. In addition to this, you will gradually have to permanently sacrifice armor pieces to nature, which means you'll get weaker as you make your way through the game. What makes these choices especially interesting is that you'll have a choice in which essences to do without, meaning the game might be significantly different on two separate playthroughs, depending on which ability you drop at which point in the game.
The campaign is currently at over $25k of the $30k target, and with about a week to go, it looks set to cross the finish line comfortably during the week. If you want to contribute to receive updates from the project and get a copy of the game when it's finished, you can do so by pledging a minimum of $15 to the campaign.
Much like Vincent Vega's account of his European trip, the best about Deadwood: The Forgotten Curse are its little differences. At first glance it could be readily dismissed as yet another zombie game, and it's true, it certainly is a zombie game. Buuut... its zombies -the titular Deadwood- are not your run-of-the-Unity-asset-store walkers, but cutesy cartoony little fellas made out of wood. Sure, it implements the typical day-night cycles in which you've got to explore and scavenge during the day and fight hordes of zeds at night. Buuut... this game at least provides us with a plausible explanation: Lathe, the teenage woodling protagonist is accompanied by a stone giant named Roguard. Honoring his name Roguard protects the young hero from the undead during the day, but when the night arrives he inevitably falls asleep and the poor Lathe must fend for himself against the Deadwood --and in turn protect his daytime guardian.
Described by its creators as a blend of adventuring Zelda-style and survival à la Don't Starve, Deadwood was conceived as a quirky and cute open world game with some twists, including the aforementioned Don't Starve as well as Tim Burton's universe as inspirations for the darker bits. And the art style and animations are beautiful indeed (you can see for yourselves in any of the multiple production videos they've shared in the campaign updates).
Even though the story seems tailored for a co-op experience, gameplay-wise the game seems to be single-player only --at least at the moment and future stretch goals notwithstanding. Right now though stretch goals look like a distant utopia at best, with half the campaign gone by and merely a third of the funding goal raised. A real shame, as the shown concept and art are totally sound, and the devs have a shiny CV with experience at big companies like Dreamworks. We guess those little differences are not enough anymore to attract the masses in this post-boom crowdfunding era of today. To those of you who are more observant and appreciative of little things, know that $11 will secure you a Steam key/DRM-free copy of the game, plus a manual and a survival guide. But if you can afford to up your contribution to $100, a physical IndieBox copy of the game will be yours (including a t-shirt, some signed postcards, and several other digital goodies, in-game or not).
If our previous Gem is struggling to attract attention and funding, this one is having a much easier time in this respect: it's only halfway through its campaign and the raised amount is currently nearing the 300% mark. In light of this huge success, one can only conclude that Halcyon 6: Starbase Commander must be something that appeals to a broad audience. Let's see... It's described as
Its list of inspirations includes hits present and past such as Star Control II, Master of Orion, the X-COM and Civilization series, or roguelikes like FTL. The result of this mixture is something not unlike a glorious pixel-art 4X strategy game, with base building, crew management, exploration of a big galaxy inhabited by multiple alien races, deep tactical combat (both with fleets in space or with individual units on the surface of planets), and above all lots of story events that shape the narrative of the experience.
As you can imagine, having nearly tripled the base goal means that many stretch goals have already been unlocked. Most of them went towards adding new content of all kinds (more lore, more events, more alien races, more crew classes for existing races, etc.), but there are others like New Game+ and ship customization options. Modding tools lie in the immediate horizon, behind a soon-to-be-reached $160kCAD goal. The bad news is that, even though a Linux version is guaranteed, it won't be available on our OS for Early Access (which will take place on Steam only). After that, the final version will be released DRM-free as well, and on Windows/Mac/Linux.
With only a day left to go, the Ace Attorney inspired visual novel Regeria Hope has finally gained some momentum and has rushed past its $6k goal over the last few days. If you act quickly, you can still help this campaign reach its $8k voice acting goal.
Like the Ace Attorney series, much of this game is centered around courtroom proceedings, but it differs from the popular Capcom games in that you will be faced with choices that may affect your current case and also have a ripple effect throughout the five planned episodes of the game. You also get the opportunity to prepare your witnesses by selecting which statements they should make in court, and in which order they should be made.
The first episode of the game is available for free from itch.io, though if you like the game you might consider paying a little for it or contributing to the campaign. A modest $3 will get you a copy of Episode 2 when it's done, while paying $12 or more will give you access to all episodes as they are released. The developers are by their own admittance not very familiar with Linux, but the game is being developed with Ren'Py, which seems to work nicely on our favourite OS. There's also a Steam Greenlight page for the game that could do with some votes.
Now please follow us to the next page to know the fates and struggles of our former picks, and to discover this issue's Biggie!
Orion Trail managed to clear their $90k goal no problems, and even hit the first stretch goal: the space-bear race of the Urzans joins the Galaxy Force. If you missed this campaign, no worries, you can still get in. They're currently setting up a Slacker Backer system, including backing with PayPal, and any money raised there will also count against more stretch goals.
The crowdfunding campaign of Tahira, however, was way more close. They did manage to get their $68k, but only within the last three hours. As such, unfortunately no stretch goals have been met. Still, funded is funded, and now we can look forward to this game early next year.
In stark contrast to the energetic protagonists of Clive 'n' Wrench, their campaign was at an almost complete standstill since we last mentioned it. There has been next to no buzz surrounding the campaign, and one must wonder how much planning had gone into it before launch. The project failed for a second time, but the developer is still determined to see the game through to completion, so this isn't the last we've heard of it.
At only $15k, Slain!'s moderate goal was eminently achievable and indeed managed their base goal about a week ago. Since then, progress has been slow, but steady, with over 850 backers ensuring that the first stretch goal is met, resulting in an audio makeover. With a few days still to run, it's feasible that we'll see the exciting "Rampage Mode" make an appearance in this wonderfully animated side-scrolling hack-a-thon.
With only 350 backers behind Adopted, it's surprising to note that they've raised more than the 850 for Slain!, above. However, since this project's target was a lofty $140k, it is sadly certain to fail with only a couple of days to run.
Closing in on half of their ambitious 80k€ goal and with a month left of their unusually long campaign, hope is not lost for CrossCode. They have done a good job at enticing backers through frequent and meaty updates, but with such a high goal and an unknown developer team, the future of the campaign is still highly uncertain.
With only a couple of days to go, Don't Be Patchman has just recently beaten its $25kCAD goal, and is now looking at snatching at least the first stretch goal, set at $30kCAD.
ToeJam and Earl turned out not to be the sure bet we thought at the beginning of the campaign. There are only a few days left and it still has a little way to go. It seems as though it might have cashed in on the nostalgia during its first couple of days and that people not already familiar with the original games are less excited about it. With a couple of days to go, it still looks set to crawl past its $400k goal though.
With an already mighty 4500 backers behind Descent: Underground, and a frankly insane backer average of nearly $60, you'd be forgiven for thinking that this direct successor to the 90's Descent games was a forgone conclusion. However, you'd be wrong!
Which is incredible, really. The studio behind this reboot of the classic games is headed by none other than Eric Peterson, most recently of Roberts Industries' Star Citizen fame, but also the same man behind the legendary Wing Commander series. His studio acquired the rights to the Descent games from Interplay earlier this year, which is a surprising move considering that Interplay were issuing fan-made remakes with Cease & Desist letters as recently as October last year!
This might, however, explain why four and a half thousand backers are only a drop in the ocean of this project's target. Perhaps to help cover the purchase (pure speculation on our part), Descendent Studios are looking for a cool $600k in order to bring Descent: Underground to Windows, Mac & Linux. They are currently around a third of the way to that target. Some good news, however, is that they are using the latest Unreal Engine 4 to achieve their goal, which is reflected in their FAQ regarding platform support. They aim to bring their game to the main three platforms and only later may consider tablet/mobile support.
The game itself is currently very focussed on its multiplayer elements and if you intend to buy into the beta access, it's likely that this is all you'll end up playtesting. However, single-player campaigns are not completely forgotten - they intend a mini campaign initially to introduce you to the full campaign later in development. The game is planned as a prequel to the original series, but with updated gameplay, such as destructible voxel-based terrain. Indeed, one of the game modes will see you mining that destructible terrain for ore.
Get on board and help push this ambitious project over the line! The least you need to pledge to secure a copy of the game is $25, while another $10 will result in beta access. Higher pledge levels will unlock different ships from the start of the game, but the project page notes that all ships will be unlockable through gameplay. The final product is expected in March next year.
And... that wasn't all! We wouldn't want to wish you farewell without at least mentioning a couple of projects that didn't make the cut for a full writeup but are nonetheless worthy of your consideration.
First off, there's the Holobunnies relaunch. A former Hidden Gem of ours, it came back to Kickstarter with a lower goal than before and it got funded this time around. You've still got some days left to back it, starting at $10CAD.
Then, a couple more Gems, like The Baader Meinhof Phenomenon (an ill-fated campaign for a nonetheless highly interesting psychological thriller/horror game about drug abuse and mental health issues), Dungeons of Aledorn (an old-school hardcore RPG with a combination of third-person turn-based tactical combat and first-person exploration), or Spectrum: An Elegy for Piano (a beautiful puzzle-adventure based on the concept of synesthesia).
Having said that, this is really the end of this issue of The Funding Crowd. We hope to have entertained you and to have interested you in some campaigns. See you all in our next issue!
Usual plea for help:
Please PM one of the team: (scaine, Speedster, muntdefems, flesk, and DrMcCoy) if you think you can help or just want to chat about Crowdfunding! And of course, remember that you can use the comments, Wiki, or forums to keep us up updated on any suggestions that you'd like to see covered.
Both minisodes takes place at Sigmund Corp where the two doctors from To The Moon, Eva Rosalene and Neil Watts, are employed. The stories are set around the holidays, are more light-hearted in tone, and should each take less than half an hour to complete. They are more conversation heavy than the main game, and offer a nice insight into the more personal aspects of the two protagonists. If you're a fan of To the Moon, you will likely enjoy these short additions to the game.
If you own the game on GOG or Humble Store, you will find the minisodes listed as downloads from your account. On Steam it's a bit more convoluted, as you have to get them as DLC through the properties of To the Moon in your Steam library, according to this post, and then run the launch scripts from the downloaded minisode directories. I couldn't get that to work, but reinstalling the whole game fixed the issue for me. Since the minisodes are free, you can also simply download them with the Dropbox links listed in the Steam post (Minisode 1, Minisode 2).
The game is available in several different languages, but up until now, changing language from the default English hasn't been possible in any convenient way in the Linux version. There is a beta out, which should fix translation support for the game, and the developer is in need of testers. If you're interested in helping test this beta, you can find details on how in this forum post. There are options both for Steam and a DRM free download.
Linux versions of the minisodes and translation support are both by courtesy of Ancurio.
I'm very excited about this expansion, as The Talos Principle was one of my personal favorites from last year. It was also a popular entrant in our first annual GOTY awards, where it made the top 10 list.
According to the announcement from publisher Devolver Digital, the upcoming expansion will follow Uriel as he explores a hidden part of the simulation, and it will be filled with new characters and a society with its own history.
QuoteIndependent developer Croteam and philosophical game label Devolver Digital have announced The Talos Principle: Road to Gehenna, an upcoming expansion pack for the award-winning first-person puzzler The Talos Principle. Set in the world of The Talos Principle, Road to Gehenna follows the narrative of Uriel, Elohim’s messenger, as he explores a strange, hidden part of the simulation on a mission of mercy and redemption in an attempt to free the souls of the damned at all costs.
The Talos Principle: Road to Gehenna will consist of four episodes that take experienced players through some of the most advanced and challenging puzzles yet. The Talos Principle writers Tom Jubert and Jonas Kyratzes have returned to pen the expansion and show players an entirely different side of Elohim’s world through a journey to Gehenna filled with new characters and a new society with its own history and philosophy.
To me this mention of new characters seems to suggest that the expansion will take a slightly different turn from the base game, which was largely narrated through computer terminals. It would be a welcome direction, as it should offer a fresh and less lonely take on an already solid concept. And with Tom Jubert and Jonas Kyratzes still on board for the writing, I think Croteam already has a new winner on their hands.
The Talos Principle: Road to Gehenna will launch on Steam this spring.
We are already excited that PAYDAY 2 will see a Linux release, but the icing on the cake is that it will continue to see support and new content for another two years.
They would have to support it for a while anyway, since the Linux release is forthcoming, but another two years for a title that has already been out for nearly two years already is great.
You can see their official announcement about their continued support here, but here's a nice snippet:
QuoteYes! We are very excited about this. We love working on PAYDAY 2 and look forward taking care of our game for two more years, making new free updates, paid DLC's and awesome campaigns together with the community. This is possible because we signed a new deal together with our publishing partner 505 games. Thanks to them, we can continue focusing on making PAYDAY 2 better and better.
I'm guessing the game has been selling pretty well for them to be able to continue supporting it.
About the game (Official)
PAYDAY 2 is an action-packed, four-player co-op shooter that once again lets gamers don the masks of the original PAYDAY crew - Dallas, Hoxton, Wolf and Chains - as they descend on Washington DC for an epic crime spree.
The new CRIMENET network offers a huge range of dynamic contracts, and players are free to choose anything from small-time convenience store hits or kidnappings, to big league cyber-crime or emptying out major bank vaults for that epic PAYDAY. While in DC, why not participate in the local community, and run a few political errands?
Many exciting times ahead!
Thanks for the poke, FutureSuture.