Gaming on Linux
Tags: Site Info
Hello everyone, it’s been quite some time since we last asked directly for support and now we have a few more options for you. We don't really like doing posts like this, but we haven't asked directly since October last year!
First of all, to all past and present supporters—thank you! The amount of support we continue to receive is heart warming!
Based on suggestions, we now offer Paypal, Patreon, Liberapay and Flattr where you can support us directly. We hope at least one of them is a good option for you! Also, you can use this link to buy games on GOG, as we're a GOG affiliate.
It’s only March, but we’ve already put out well over 400 articles. There’s been plenty of fun news and more coming in every day—Linux gaming is well and truly alive! We also livestream nearly every single day on our Twitch channel (you can also support us there as we're a Twitch affiliate), for those who like to chat to others and watch our failure. It’s quite fun helping users in real time with issues in their games, while you’re playing a game as well.
We’ve also recently upgraded our server, since traffic has been increasing the previous one was struggling to handle the load, hopefully now SQL errors when it kept getting knocked offline will be a thing of the past. It costs a bit more, but remaining smooth is essential as we continue to grow. We've also done a few site-wide optimisations recently to also help with this, with more on the way.
If you’re not able to support us directly, not a problem, please don’t ever feel pressured.
If you know a developer who needs an extra hand at testing their Linux builds directly on both SteamOS and Ubuntu, do feel free to send them our way day or night. We test builds of Linux games across both practically every day and offer direct advice to developers putting out Linux builds all the time. It's not something people see us do in public, but it's something we're happy to do, especially for smaller developers who don't have many machines handy.
Tags: Indie Game, Free Game, Battle Royale
I know, a bunch of you are probably already running away due to it being browser-based, but I find that really quite interesting. surviv.io is actually not bad at all. Basic of course, since it's a top-down 2D game that runs directly in the browser, but that's also what makes it so interesting. You can play it on basically anything and if you want to team up with someone, it generates a link for you to send them and away you go. You can also play with strangers on a team as well, which also works surprisingly well with the simple emotes system to give them a thumbs up, or a sad face.
It has the features you might expect from a Battle Royale game. You start with nothing, you have to quickly find whatever you need to kill everyone else (or keep your friends alive). You find various weapons, ammo, equipment and all while you have to keep an eye out for other players trying to survive. On top of that, there's also the zone system, so you have to make it inside an ever-shrinking zone to stay in the game.
Getting into a game is also surprisingly easy, click Play and it's 1-2 seconds before you're dumped right into the thick of it.
Admittedly, we don't have a lot to compare it to, since Linux doesn't really have many Battle Royale games, but I've found it to be surprisingly fun. It becomes frantic, we've had a good few laughs with it and you can see for yourself how well the idea actually works in a video we did:
Going by the changelog, it's showing that they're working on smoke grenades, rivers, cities, melee weapons and some form of accounts system too. It's going to be an interesting one to watch evolve.
It's by no means perfect, it can become a little bit sluggish at times and there's the occasional invisible wall, but hey it's free and fun what more do you want? From what I understand from other Battle Royale games, is that they can take a long time until anything happens whereas surviv.io keeps the action close.
Check it out on surviv.io, there's thousands of people playing it and I'm not surprised.
Thanks for the tip, Howardz!
Tags: Strategy, Simulation, Steam, GOG, City Builder
The patch was a small one, here's what was in it:
- Fixed an issue where the Explorer Rover had the incorrect price, this is now lowered
- Linux: Fixed an issue where text elements would flicker and display incorrectly
I didn't expect them to fix it so quickly, but it's pleasing to know Haemimont Games values their Linux customers. Sadly though, it seems there's an issue with loading certain saved games. I have one, the one I was using for our recent livestream that fails to load with 100% of the time, which is a bit of an issue. I've given the save and crash logs over, so hopefully this will help them stamp it out.
As for the game itself, I did already write some thoughts up previously but now that I've had many more hours, I can safely say a few of my previous concerns don't really apply. I was worried how it would feel to progress through the game again from the start, but it's actually still really enjoyable. There's quite a few things you can tweak to really change the experience like the Sponsor, which changes your initial funding, the amount of rockets you get and many other adjustments, so you can set whatever challenge you want. Picking a different Commander will do a similar thing, so you could be a Politician which will give you 20% more funding, or perhaps a Hydro Engineer so Domes consume 25% less water.
It's not an easy game, one without a proper tutorial, but for me figuring it out piece by piece has been wonderful. Even more so now that I don't have to deal with Schrödinger's text. Learning is part of the game, particularly fun was getting to grips with the RC Transport unit. Once you make use of them to ferry around resources, it sure does make things a little easier. It's the same when making proper use of the RC Rover, which has a set of its own Drones. Using them together, can enable you to pull vital resources back your colony from afar quite easily.
I do think the Domes system could use a little work, especially as they have such a tiny area around them where their citizens will work, which I'm not too fond of at the moment. Also, seemingly needing to build the same thing in multiple domes is also a bit of a nuisance. Having some sort of transport system, where citizens can travel easily between domes for various buildings would be a lot better. I love the style of the domes and the building system inside them, just not exactly how they currently work. They're not bad, they just need some tweaks I feel.
Do I recommend the game? Yes—I've found it to be a thoroughly enjoyable experience overall. I'm actually pretty excited to see what expansions they have planned. Although, it seems to have a small modding community forming so it will be fun to see how that turns out too.
GOG links are affiliate links.
Tags: Steam, Indie Game, Action, Shoot 'em up
For those who can't get enough shoot 'em up action, Dark Old Sun [Steam] recently added Linux support and it looks pretty varied. It originally released on March 8th, with Linux support arriving only a few days later on the 16th.
It has three different game modes: An Arcade/Story mode with 6 different stages, a Challenge mode and a Survival mode where you face off against waves of enemies and random events.
There's 17 different weapons, tons of upgrades (they say over 70) and varying difficulty to suit players with different skill. There's a huge variety in the types of enemies you will face too, they say it has over 50 enemy types and more than 200 variations with different behaviours and attacks.
I must say, for a shoot 'em up it sounds pretty good.
Thanks for the tip, scaine!
Another Wine development release with Wine 3.4 that continues to add in more Vulkan support making another exciting release.
Here's the highlights:
- More Vulkan support, including integration with the X11 driver.
- Better handling of privileged instructions on x86-64.
- Hex edit dialog improvements in RegEdit.
- Assortment of patches merged from wine-staging.
- Various bug fixes.
In terms of bug fixes, there were 45 noted in total. As usual though, some of these may have been solved earlier and only now tagged as fixed. In terms of recently fixed: the Black and White 2 demo should no longer crash on startup, Foresight, Gamestudio Venice, GOG King Arthur Collection all needed a fix that made it in, the AvP Classic 2000 (Steam) launcher should no longer crash when starting a game and plenty more.
Good progress as always, Wine is going to be in very interesting shape by the end of the year. What are you most excited about when it comes to Wine development?
Hey, it's Friday again and it's time to set up the weekly stream! So, get your snacks ready and point your browsers and whatnot to our Twitch channel for some live Linux gaming!
Livestream here: http://www.twitch.tv/gamingonlinux
This week has seen some new stuff released so how about we check out that stuff! First of all, we saw the release of Surviving Mars, a city-builder set, unsurprisingly, set on Mars. GOG provided us with some copies so we'll take it for a spin. Secondly, an open source ARPG called Flare made their first release in a while so I figured we'd have a look at it since we don't see many free and open source games on the stream typically.
Finally, as you might expect, we'll be continuing our Livestream Project which happens to be Shadow Warrior at this moment. So we'll be swinging some Wang... ehm... katana around after the random games segment!
Hopefully you will enjoy tonight's gaming menu and may you all have a wonderful weekend!
Tags: Editorial, Misc
The developer of One Hour One Life [Official Site] and The Castle Doctrine [Official Site] has made two interesting posts lately, one about not launching a game on Steam and one about keeping your game code and assets open to anyone.
Firstly, yes, I am being careful with my wording here. The code and assets are open, but they're not open source. As far as I can see, they don't have actual licenses and the developer just says they're public domain. It's really great to see, but not technically open source. I have to say this, or else people (rightly so) bug me about it. Now, with that out of the way…
Firstly, there's been a large number of developers concerned about the growth on Steam. How they released their games in the past on days where nothing or only a few others were releasing. Today things are rather different, today alone there's around 20 games being released on Steam (across all operating systems).
The developer in question, Jason Rohrer, is well aware of this. He's decided so far not to release One Hour One Life on Steam. Writing in this news post, it's really quite encouraging how well he's actually done. Going by one of the charts he showed off, he's gained over $67K and the game has only been out since late February and you can only purchase it directly from his site.
One thing he also said, is that he thinks game press is essentially gone. I wouldn't say I agree with that, the fact that we're here and we do generate a lot of sales for developers (thanks to same stats I can see) shows that gaming press still has a long life left in it (we're still quite small too). However, what he's saying is partly true, a lot of "press" has shifted over to places like YouTube and Twitch (we're there too, see the links), which is also a good way for people to experience a game through videos of people genuinely trying to play it so they can see if they want to buy it, it's a very different world to the written word.
He says he designed One Hour One Life specifically to fit in with how things are now, something people will keep coming back to, he calls it a "a unique-situation-generator". He's not wrong either, One Hour One Life is certainly unique as a survival game, one that can create many funny stories. It's also a very strange game, one full of terrible parenting and a civilization currently no further along than what I imagine from Neanderthals. It’s a very experimental game, one that tells you quite literally nothing from the moment you’re born into it.
Rohrer also recently took to reddit, to post about "How I made $670K over the past 8 years with 100% Open Source games" (again, see my note above though). In this post, Rohrer talked about how you can sell games, even when they are open for anyone to get in some form. What he's saying for the most part is exactly right too, people will 99% of the time pay for the convenience of just downloading a ready working build. I know I will pay for that convenience, I'm also much more likely to do so if the code is open source too.
All encouring and interesting to read, I do like his views on DRM and how you really can't stop people doing what they want, it's such a waste of time and effort in the end. What are your thoughts?
Tags: Coming Soon, Steam, City Builder, Simulation
Greetings wannabe dictators, El Presidente is back with another new trailer of Tropico 6 [Steam] to show off some new features.
I have to say, it certainly looks good, but it's still not showing enough of what the actual gameplay will look like. Even so, from the short slices we've seen it looks like it might have quite a bit more depth than Tropico 5.
Tropico 6 will feature:
- Play on large archipelagos for the first time in the series. Manage multiple islands at the same time and adapt to various new challenges.
- Send your agents on raids to foreign lands to steal world wonders and monuments, to add them to your collection.
- Build bridges, construct tunnels and transport your citizens and tourists in taxis, buses and aerial cable cars. Tropico 6 offers completely new transportation and infrastructure possibilities.
- Customize the looks of your palace at will and choose from various extras.
- Tropico 6 features a revised research system focusing on the political aspects of being the world’s greatest dictator.
- Election speeches are back! Address the people and make promises that you can’t possibly keep.
It's still confirmed to be releasing on Linux, but there's no date for any platform yet other than this year. This time around, Limbic Entertainment are developing it instead of Haemimont Games (who just put out Surviving Mars).
More when we have it.
Tags: GOG, Steam, Adventure, Visual Novel, Unity3D
That's right, The 25th Ward: The Silver Case [GOG, Steam] the follow up title to The Silver Case which gained Linux support in an update to the remastered version last year. This time around, we saw day-1 support.
Like the previous game, The 25th Ward: The Silver Case is actually a remaster made with completely rebuilt HD assets and this is the first time the game has been available outside of Japan, it also includes new content not found in the original release.
Disclosure: Copy provided by GOG, GOG links are affiliate links.
About the game:
It is five years since the events of 1999’s “The Silver Case,” set in the new 25th Ward that arose in the bayside area of Kanto. In a room of the “Bayside Tower Land” apartment complex, a woman is found murdered under mysterious circumstances. This sets off a series of seemingly random events bridging across multiple protagonists including The Silver Case’s Tokio Morishima. With all viewpoints assembled, a truly shocking pattern emerges…
- A SUDA51 Trip - Set in the “Kill the Past” universe, the series continues its bleak look into a semi-futuristic world on the edge of collapse and the misfits and antiheroes that inhabit it.
- Brave New World - The return of the signature “Film Window” system is brought to The 25th Ward for the first time! New visuals, sounds and controls capture the game in a fresh perspective.
- One Story, Many Sides – Explore this dark take on Tokyo from three different perspectives, “Correctness,” “Placebo,” and “Matchmaker.
Testing the Linux version sent over by GOG, everything seemed to work exactly as expected, it includes both a 32bit and 64bit build. It's a Unity engine game, thankfully it seems it was built with a version of Unity that doesn't have the blackscreen bug on Linux (hooray!).
For those who do try it, it's TAB to access the in-game menu. Took me a while to find that…thankfully that's a big improvement over the previous game, being able to save where you are easily.
There was a slight delay with the Linux build on GOG, but it's now arrived too.
Tags: Steam, Zombies, Action
Here's what they actually said during it:
After that we're just going to give you the server files, both for Windows and maybe down the road Linux which is in preparation right now.
I had multiple emails, a bunch of mentions across our social spaces and it popped up on reddit that people thought it was coming to Linux. I just want to make sure the record is set straight. I spoke to the DayZ developers, who said this to me directly today (quoted with permission):
That mention was indeed dedicated to us supporting Linux servers mostly. We’re definitely open to supporting Linux for the game itself, but that’ll be realistic only after we reach the 1.0 version of the game, as the multi platform/system development would become a bit tricky when still in Early Access.
Who knows, maybe we will see it later down the line, maybe not. It's good that they remain open to it, but for now it's not coming to Linux.
Tags: Crowdfunding, Simulation, Demo, Coming Soon
It's certainly no secret I'm impressed with Starmancer [Kickstarter], the Dwarf Fortress inspired space station sim. It has a Linux demo and the funding is still coming in, the stretch goals they've reached sound fantastic.
In my last post about it, I said how it would great with a creative mode. Good news everyone! Since I wrote that, they've hit a stretch goal to expand their team, they've hit the goal required for Creative Mode and on top of that they've even hit the goal to include a Robotic Faction! I don't think I can get any more hyped up about this…
They're now running at around $128K, with the next stretch goal at $140K to include "Xenos", which will include old alien ruins to search through and scavenge, although with only 15 hours to go they're not liking to reach that one. Shame, but amazing they've done so well!
If you're interested in reading more, they've also put up a blog post talking about the needs of your colonists. They're going to need you to look after them, as they will need: Oxygen, Water, Food, Toilet Breaks, Warmth, Sleep and Social Interactions. I've enjoyed killing them often in the demo. For those wanting to try the demo, it's available here.
I've personally backed this one, the demo works quite well and the developer has been very responsive to feedback.
Tags: DLC, GOG, Steam
Disclosure: Key provided by GOG, also GOG links are affiliate links.
Here's what it adds:
- Mission Builder: This robust new feature puts the process of creating and editing missions in players’ hands with endless possibilities. Players can customize their own missions to include launches, landings, rescues, malfunctions, explosions, repairs, and much more. Unique victory conditions, exciting challenges, and unexpected obstacles provide an array of complexity in these missions. Challenge others by sharing your created missions with the KSP community.
- History Pack: Play a variety of pre-made missions inspired by humankind’s own space exploration. From spacewalking to crash landing and everything in between, players can attempt to recreate moments inspired by historic events, but with a unique Kerbal twist.
- New Parts: This expansion also includes dozens of new parts along with new astronaut suits, all inspired by the historic Space Race. Players can use these parts and suits throughout Kerbal Space Program.
It's certainly not an easy game, one which I've personally struggled with quite a bit. It's amusing though, my failures have kept me going as I've wanted to do better. Some games are fun to fail in, KSP is certainly a game that fits there. For me, I hadn't actually played for quite some time, so it was interesting to re-learn it all. What I especially like about KSP, is how simple it actually is to build a ship. Getting it to work properly and go where you need to is another story altogether, but the tutorials are decent enough to get you going.
If you were already a fan of KSP, picking it up I would consider to be a no-brainer. The Linux version seems to work really well, which is awesome. KSP has an already active modding community, which the developer has now given a big boost thanks to the Mission Builder, it will be interesting to see what people can come up with.
Tags: RPG, Indie Game, Steam, Adventure
Here's what's new at a glance:
- Custom Colonies!
- 6 new NPCs, 3 of which are marriageable
- 12 architectural styles to unlock for your colony structures
- 14 new coat colors to unlock
- Balance tweaks (especially in regards to store pricing and item availability)
- Various bugfixes & quality-of-life improvements (especially in regards to savefile management)
The developer has said they still plan to continue updating the game and they already have some plans for content. They say more details about what's coming will be revealed in a future update.
You can see my original thoughts on the game here.
It seems Croteam will be doing a talk at GDC this year and it sounds like it's going to be quite interesting, with it being centred around getting games to perform smoothly. The talk will be presented by the Croteam CTO, Alen Ladavac.
For those not familiar, Croteam have been pretty great supporters of Linux gaming. Thanks to them we have The Talos Principle and multiple Serious Sam games. Not only that, they were one of the first developers to get their games on Steam when it initially released for Linux.
That wouldn't exactly be newsworthy by itself, sure, but Valve has actually been working directly with Croteam in order to find solutions to the issue of micro-stuttering in games. This is the issue of a game running at 60FPS, yet it might stutter and not be as smooth as you would want and expect it to be.
Valve's Pierre-Loup Griffais tweeted this out about it:
We've been helping @Croteam with their quest to resolve frame pacing and stuttering problems that have been affecting all gaming platforms for a long time; the Linux graphics stack lets us create solutions.[…]
With Croteam's CTO then thanking both Pierre-Loup and Keith Packard "for the driver that's able to finally pull this off!". It's very interesting to see Linux being mentioned liked this, exciting to see in fact.
Hopefully the GDC video of it will be online, even if it isn't it seems we're going to hear more about it in future:
[…]If you are not attending the GDC, do not despair. Croteam and Valve will be talking about this more in the future.[…]
You can see details of the talk here on the GDC site and it's scheduled for Monday next week.
Tags: Strategy, Simulation, Steam, GOG, City Builder
Disclosure: My copy was provided by TriplePoint PR. GOG also kindly provided a key for Samsai as well. Thanks to them both for supporting GamingOnLinux!
The hook with Surviving Mars is that it's a city builder where you're given a little more direct control over certain parts of the game (like manually moving vehicles around) and you're building in a place with no oxygen, no food and not much in the way of anything really. It's how you get from nothing to a sprawling colony that makes it so very different to what I've played before. The way the planet starts off barren and ends up as a busy city full of people, industry and more as you struggle to have enough resources and deal with any disasters that appear.
Sadly, this is one time I haven’t been able to review the game fully before release. While they supplied me with a review build, it wasn’t ready due to a text rendering bug. I struggled on for a while nonetheless and I ended up really quite enjoying it. That truly says something about a game, that even with such a glaring bug I was able to enjoy it. I've had it confirmed to me that it is indeed a game bug and it will be patched, likely in the first patch but there's no ETA. While the game remains playable, it's hard not to be dissapointed in this.
To make up for the lack of a full day-1 review, I shall be livestreaming it tonight on our Twitch channel at approximately 18:15 UTC, it will be a longer than usual stream to celebrate, as long as the text issue doesn't cause too many problems.
By far, my favourite feature in the game is the Photo Mode. Not enough games give you a way to completely hide the entire UI to really take everything in and get some good snaps. It’s not just that fact that it hides stuff away you don’t want in your shots, you can also adjust: the time of day, filters, exposure, fog and more resulting in some great shots. Here’s a few of my favourites taken in the Linux version:
There are a few things I think they can improve on, like controlling drones. You can only select them one a time, dragging to select more than one would help a lot, something I’m surprised they haven’t put in the game. I've no doubt this will see some good post-release support and I imagine it's one small addition they will do. On top of that, there's no priority system for drones. You can set building construction to a higher priority, but you can't do a similar thing with drones. For example, having a few dedicated to repairs and a few dedicating to building work would help.
There’s lots of details that I do love about it, some of them are quite simple too like how the Power Accumulator rises from the ground depending on how much power is stored, also the Water Tower which has a float that rises to show how much is stored. Simple pleasures, but it’s all the small things that add up. Some games don't focus on the simple things, but Haemimont Games seems to have put real attention to details in Surviving Mars.
The developer and publisher actually did a reddit AMA (Ask me anything) yesterday as well, where they answered two of my questions. My questions were answered by Robin Cederholm, Lead Producer at Paradox Interactive (the publisher, not to be confused with Paradox Development Studio).
How hard was it for you to support Linux with Surviving Mars?
As a Publishing Producer I can say that it wasn't super hard :) I know that for Haemimont the difficulties between different Linux distributions are extremely difficult to navigate though. Luckily the Linux users are usually resourceful and help each other out, so that helps a lot.
Would you say supporting Linux is worth it, given you've previously put games on Linux?
I'd say it's worth it most of the time, otherwise we wouldn't do it. But it's not so much about monetary gain as it's about letting Linux players enjoy our games as well. We typically recoup the cost, but we're talking small numbers here.
It’s pleasing to see someone at Paradox Interactive say it’s worth it! That makes me happy. We know our numbers aren't huge, but the fact that they do usually recover costs is a good sign.
About the game:
Surviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process. Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Cultivate your own food, mine minerals or just relax by the bar after a hard day’s work. Most important of all, though, is keeping your colonists alive. Not an easy task on a strange new planet.
It's a very slow-paced, but satisfying game from what I've been able to play so far. I've put quite a few hours into it already and I think it's certainly worth looking at. My concern right now, is how it will feel to play it again from the start considering the slow pacing. A lot of my time has been spent in the faster speed because of how slow it can be. However, once you start getting colonists it really does become a lot more interesting and more difficult.
GOG links are affiliate links.
Tags: Coming Soon, Strategy
BATTLETECH [Official Site], the new strategy game from Harebrained Schemes and Paradox Interactive is looking good in the latest trailer.
As a reminder, the Linux version is being delayed. The official line right now that I've been told is "Linux to be added post-release" and that's all I've been getting. Harebrained Schemes has supported Linux reasonably well with previous games, so I hope they don't delay the Linux version for too long.
Anyway…here's the trailer:
There's actually a good amount of detail in there, not just a straight up turn-based strategy game. With you actually managing finances, travel and choosing jobs to take. Sounds like there's a good variety in the types of missions you can do as well.
There's also random events to deal with, like pilots getting into a fight and how you deal with each situation will have repercussions.
It seems like it's going to be good, let's hope the extra time they're taking for the Linux version will result it a good release.
Tags: RPG, Platformer, Steam, Open Source, Indie Game
Cendric [Official Site], is a game that blends together a top-down 2D RPG view with a side-scrolling platformer as well, it's quite odd and it's now on Steam.
The game is also available on GitHub, where the code is under the MIT license and the assets are also under various Creative Commons licenses. The code didn't originally have a license, but it seems some helpfully people offered suggestions and the developer chose the MIT license recently.
I've been testing it out from Steam, as the developer was kind enough to send over a key to make it easy.
Firstly, to get the major issue out of the way for those with more than one monitor: it doesn't set the correct resolution in either of the fullscreen modes, so I had to play it in windowed mode. Thankfully, it allows you to maximise it, so it's really not so bad.
The art of the game is a little on the rough side, but it has a certain charm to it as it follows a coherent style and it's far better than I could do (I can't even competently draw a decent stick-man), but it does look low-budget.
As for the gameplay, I actually love the fact that it switches between a 2D overworld view and a side-scrolling platformer, it keeps the game interesting for sure. However, the actual platforming is the most problematic part of it, it doesn't feel very precise. The controls feel floaty and a little sluggish. If they improved platforming controls I would probably enjoy it a lot more. Especially as the level design with puzzles is quite good and challenging. It mixes in magic with the platforming as well, like an ice spell to get across water, levers to pull to adjust the placement of blocks to overcome puzzles and so on.
The combat in the game is also a bit of a letdown honestly, a lot of the time the enemies just come right up to you and practically stand on top of you, resulting in a click-fest until you kill them. They don't seem to have much in the way of behaviours, which results in combat that doesn't really have any life to it.
Thankfully, it helps that the writing isn't too bad, with the pacing being reasonable between quests. I tend to find a lot of lower budget RPGs end up with cringe-worthy dialogue, but not here. I do like the fact that it seems combat isn't always the only option, at least for one quest I decided to take on. Too many games fall into the trap of go here and kill this, but it was a nice surprise to see that isn't always the case in Cendric.
You can find it on Steam and GitHub if the mixture of styles is your thing. If they managed to improve the platforming controls and the enemy behaviours, it will be a lot more interesting. It's okay, but nothing special overall.
Tags: Racing, Open Source, Free Game
Ever heard of Yorg? [Official Site] It's an open source racing game currently in development that's a little like Micro Machines and it's a little bit hilarious.
It was mentioned in our comments some time ago, but like a lot of things it gets totally buried while I work on other stuff. I decided to finally check it out properly, since they had a new release back in December last year. That update added in a new track, a new car, the ability to play through a season, a better driving model which includes drifting, performance improvements and more.
I tried it for a while and honestly, I couldn't stop laughing at the handling as well as the nutty camera angles you get out of it. The amount of times I've sent my car flying—I've list count, it really is quite amusing. I think they've got a great start here and it could really turn into something awesome if they keep on developing it.
I decided to capture a little footage of how amusing it can be, take a look:
They're currently gearing up for a new release, which looks like it might include a new track that's covered in snow:
Given how amusing the handling is, I can't wait to see what effects snow and ice will have on it, hopefully they will make it rather slippy. On top of that, they're also working on multiplayer, which has been a common request. Could be a lot of fun with multiplayer, given how hilarious it is to actually play.
Tags: Free Game, Steam, Action, Arcade, Bullet Hell
For those in the mood for twin-stick madness but you're wallet is empty, you might want to check out Clawface [Steam] which is completely free and has Linux support.
- 11 gross baddies to fight against, each with distinct attack patterns!
- Use a claw in your face to grab and eat enemies!
- Struggle to the top of the global leaderboard and challenge the best of the community!
- Use a robust built-in level editor to create infinite levels and share them on the Steam Workshop!
- A tubular 80's aesthetic that will make you eat your shorts!
I've tested it myself and it does work fine. It doesn't take long before it starts getting difficult and it can end up like a real bullet-hell, with enemies throwing bullets out like candy. The eating mechanic is pretty darn weird, with some monstrous arm coming out of the little robot's chest to pull them in for health.
I do like the simple neon visual style too and the way the map changes as you progress through waves, with tiles coming up from the floor or sinking in to block movement. The fact that you can choose different weapons for each arm without having to unlock anything is sweet as well.
Find it now on Steam if you fancy giving it a go. Not bad for a free shooter!
Tags: Adventure, Exploration, Action, Sandbox, Steam, Beta, Early Access
I've been speaking with the developer, who provided me with a key to test and it turns out it actually works really nicely. There's only one issue, which is very common when it comes to having more than one monitor with the wrong resolution picked—easy to work around for now. Apart from that though, I've not seen any issues holding it back.
Check out the trailer:
- Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
- Procedurally generated universe — Enter a different seed and each universe is different
- Multiple factions — Each with a dozen or more starships
- Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
- Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
- Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
- Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
- Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
Find it on Steam in Early Access right now. It doesn't have a SteamOS icon yet of course, since it needs more testers before they're really ready to show it. If it seems like your thing, do give it a blast.