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Codename TCT NextFest Demo update 0.8.86 is now live!

Update 0.8.86 for the Codename TCT NextFest Demo is now live and ready for download. First of all, I'd like to give a shout out and thanks to everyone who shared their feedback and reports! It's thanks to you, the game will be improving at a faster pace and you have my sincerest gratitude. So please don't stop now and keep the feedback rolling in.
Taking the occassion, I'd also like to give a huge shoutout and thanks to the awesome community and friends, who were sent in their feedback prior to demo release and helped shaped the game into what it is now: Cris Rolan, Hardwater, Marek Czerniak, Kyon'cha Operative, Sinth, Starskii, ZlimBratSki. You guys rock! This update has a few more significant changes, focusing mainly on AI tweaks, since this was the most commonly recurring critique, especially the NRF specops. This might be a double edged sword, since now, at least in my opinion,the ground floor of the Tengu restaurant is a bit too intense. I mean, destruction was always the point of that stage, but now it might be happening a tad too fast;) with the updated aggro, if not moving expect your cover to be torn to shreds much faster than previously. Please share your thoughts and impressions here, so the best direction and solution for this stage can be set. As a comparison adding a clip of the pre-update ground floor. Let me know if you prefer the new aggro in the demo or the old one one from the clip [previewyoutube=hOO2IIIaWeI;full][/previewyoutube] So, now moving on to the update: 0.8.86 -updated AI and aggro for NRF specops. Mostly visible in the office tutorial exterior, as well as the Tengu restaurant ground floor. (thanks: Congo, Consurai, Dank) -Updated Station: level right hand section with destructibles props and encounter as well as details topside -updated glass destruction volume and player push through collider size (meanin the mantling bug is less likely to occur when jumping through glass panels/windows) -updated shotgun recoil accuracy penalty (thanks: McMarius11). Now combos in shotguns ought to be much more easier and intuitive, especially during airborne hangtime. This applies to all shotguns in the demo -New enemy Specop leader in destroyed freeway/office exterior tutorial section armed with AR -updated end office exterior destroyed freeway [spoiler]event nuke: now flying cars will kill player on collision (which is intended to happen, considering what just happened;)[/spoiler] -added baseball bat hoodlum hearing AI ability. These guys should now reactto sounds and inspect noise sources, entering/exiting various alert states, based on sound intensity/duration/distance of player visibility So that's it for this one. Getting back to the Unbroken demo. In the meantime enjoy and till the next one. Cheers, Mike


[ 2024-10-20 13:50:32 CET ] [ Original post ]


Codename TCT NextFest Demo 0.8.84 Update is live

New NextFest Demo Update 0.8.84 just dropped. Thanks for all the feedback and reports! Please do keep em' coming. 0.8.84 includes: -Fixed incorrect default vfx options/settings (Thanks: SaneVirus) -Moved visual effects to dedicated settings under "Visuals" -Small tweaks to Tengu: added food to kitchen area and a few physical objects -Tweaks aggro range of low tier hoodlums, mainly for ranged variants and minimum distance to attack -Updated colliders for girders/support beams in office final encounter (Thanks: RogueCloud) -Updated and added missing ground area to Station (Thanks: RogueCloud) -For demo, replaced sniper with shortscope rifle on Station roof -Added neon arch to garbage chute exit to improve exit visiblity (Thanks: Congo) --- That's it for this one. More stuff will be coming soon. Cheers, Mike


[ 2024-10-17 20:07:18 CET ] [ Original post ]


Codename TCT Nextfest Demo Update 0.8.83 is live

First Nexftest Demo update just dropped. But more are still underway... https://www.youtube.com/watch?v=hOO2IIIaWeI This one fixes the missing audio mixer channel references (thanks: GrafOrlockVII) and a few other smaller tweaks and fixes. Changes include: -fixed mixer channels for AI sounds -disabled mixer preset on default -added new mixer preset: soft -fixed missing jump sounds for player based on surface -minor reduction of AR ADS recoil --- Next update should be ready within a few days. Cheers, mike


[ 2024-10-16 22:59:05 CET ] [ Original post ]


Codename TCT Steam NextFest Demo

The day has come. Codename TCT demo is up and ready for NextFest. It will be up for a limited time, so grab it while you can. The demo contains a small portion of the game: the intro tutorial as well as a collection of action levels. For those who played the game at PAX West, it should be rather familiar, with the benefit of being the current build adjusted, fixed and tweaked based on feedback received at the gameshow. Also happy to to say Codename TCT works really well with the Lossless Scaling app, for those who use it. It's worth noting that whe using frame generation, V-sync must be off, and for switching to windowed mode is recommended prior to using upscaling.

Some handy notes:


-Despite sharing the same lore and kicking off where the main endgame drops off, Codename TCT is not a sequel to Neckbreak, but more of a power trip spinoff with roguelite and parkour elements. -You can alter the games visual settings under gameplay: -for a more Bodycam/Hardcore Henry feel and look, turn on all graphical settings under "gameplay" -for a cleaner, more classic look, recommend turning the following OFF: Chromatic Aberration, Depth of Field, Motion Blur, Lens Distortion. Or you can just experiment with all the options to find a style that suits you best. ----
Both inputs (keyboard mouse and gamepad) have their own tradeoffs. Gamepad is more intuitive and immersive, keyboard/mouse aiming is much easier but has only binary player movement speed You can heal up with food (ie on the tables in the Tengu restaurant) or purchasing from Ramen vending machines for 10 Euro Dollars. You can purchase loadout weapons from the tv in the apartment Demo contains only the intro sequence and a set of action preview levels accessible from the vr headset in the apartment after finishing the intro sequence. Full game will have a large interconnected world with fighting factions (check tv for possible stats), evolving relations, progressing timeline, non linear progression, human resources management (once your crew is out of homies its game over, as in the worst endgame), bounties, looting, odd jobs, multiple districts and endings. Looting and multiple other features, mechanics and variables from the full game have been disabled in the demo. -
Known issues: -the game features mantling, however this can sometimes lead to issues due to not entering/exiting the state correctly. If the player suddenly loses weapons it is most likely the "mantle bug" and to solve this, simply get airborne/jump. The jump ought to re-enable the weapons. -on rare occasions the player can get stuck in geometry. Crouching/jumping ought to resolve this -Pistol can sometimes have a overlong forced cooldown (especially when coming out of slomo: simple fix related with time scaling and should be fixed soon) -Tengu restaurant level: on rare occassions music might sometimes bug out during slomo transitions(it will be extremely sped up). Only way to fix this one is to restart level. Known cause: fix should be available soon. -Fist will sometimes have punch disabled on scene start/thrown. Known cause and should be fixed soon If you had any of the above, I'd greatly appreciate letting me know where/when this occurred -audio mixer preset toggle is currently wonky. The audio mixer presets themselves work fine, but the selection/toggle is currently bugged. You will have to select and juggle between the left/right arrows to select the following mixer preset. -missing splash screen loading graphic. In order not to delay the demo any further, releasing demo now for NextFest, but should get a flash fix uploaded within a day. ---- Dropping also a brief summary of recent updated" 0.8.72 -added pop sound for dismember -updated AR ADS recoil and reload ignore timescale -AR mag logic updated -Female Assassin Root Bone fix -Kitchen Area added to Tengu -fall damage tweaks 0.8.70 -disabled timescale for aim down sites -updated kick hit registry to raycast and spherecast. Should be much more precise now but still with the benefit of having a small offset for enemies -updated fist distance attack and adapted for new melee logic -updated destruction table home -fix akimbo initial muzzle flash/weapon switch -updated nrf heavy footstep sound -slightly louder bgm in nuke exterior intro and tengu 0.8.68 -shotgun reload states ignore timescale -fixed pistol akimbo offset vertical aim -added depth of field post disable areas for intercatibles (when DOF on) -added intro home welcome hints message -added tier highlight for shotgun drops (basic: yellow, spas: orange, heavy: red) -fixed spas shotgun missing mesh on initialise -fixed input for keyboard for blocks arcade minigame 0.8.67 -updated nuke scene music outro details -updated assassin endlev tengu aggro pattern (still WIP) -updated spas shotgun zoom in speed and improved ADS -multiple smaller rubble details added to office intro exterior -added gamepad highlight icons during intro office for attachment and slomo 0.8.64 - fixed collision bug in station - updated nuke scene events outro - updated sprinklers - updated first kick window destroy details - improved destruction glass walls start office - tengu improved aggro for final assassin set


[ 2024-10-14 15:50:33 CET ] [ Original post ]


Codename TCT

Hello Everyone,


As promised, the big news dropped. Happy to be finally able to share with you Codename TCT. [previewyoutube=-y7cICEaQ7E;full][/previewyoutube] Codename TCT has been in development for a while and should be dropping on Steam in Early Access in 2025. Taking place in the mega city of Crimson Tide, you will take part in the revolution ignited by the drug fueled rage left in the Crimson Reapers wake/legacy.
The gameplay loop is quite different though from Neckbreak and Unbroken. The "different but similar" vibe applies here as well, but to a stronger degree. Players are much more mobile this time round, with a full set of parkour moves and slow motion works differently and if much more generous. And once accustomed with the mechanics, the game will be more of a power trip with stylish, cinematic enounters with the destructible environments particles twirling poetically in slow motion. Your goal is simple: survive and leave your mark in the revolution. Fight your way to the upper echelons of the cities hierarchy, take over districts, or find a way to escape the city, or just go full psycho and kill everyone.
Time will play a factor. Progressing between levels, dying etc will progress the world timeline and will change maps accordingly with the balance of factions and relations. Game overall will be much less challenging than Neckbreak or Unbroken. Enemies won't have that pinpoint precision (especially lower tier enemies), will go to inspect suspicious noises if heard in vicinity (and given the players high speed will give lots of opportunities for flanking/blindsiding enemies).
But that doesn't mean it will be easy. Especially with the higher tier enemies, with deadly precision, vision and tactics. TCT, accordingly with the revolution in the background, means multiple factions with varying relations. And the players actions and influence on manpower of said factions will influence how the powerplay will play out. In other words, there will be a lot of AI vs AI action.
Superkick is as powerful as ever, only this time its simply the default. Nothing beats donkeykicking an enemy through layers of destructible environment. As for the vertically built city, there will be lots of locations to explore And last but not least: The game will have its first public gameplay presentation and will be playable at PAX West starting this Friday. So if you'd like to check out the game and will be Seattle, head on down to the Games From Poland Booth. Hope to see you there!


[ 2024-08-27 17:48:24 CET ] [ Original post ]



Codename TCT
MGP Studios
  • Developer

  • MGP Studios
  • Publisher

  • Q1 2025
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 5  
    Keyboard ⬛ Mouse ⬛ Partial Controller Support⬛ Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/3080720 
  • Steam Store

  • The battle for the free city of Crimson Tide has begun.



    Following the Crimson Reapers path of destruction lead to a state-wide revolution. You are a citizen from the lower levels of the mega city and you will do your part. Will you gather funds to escape the city amidst chaos, or grab the opportunity to scratch some leftovers...or possibly much more. Be warned though: the NRF forces have entered the city to bring back order, but the left over gangs, along with the C.T.P.D. and Kyoncha Security will have their own plans and agendas.



    Codename TCT is a FPS with parkour and roguelite elements, where you will forge your own tale through the streets and underbelly of the crumbling mega city of Crimson Tide.

    Featuring:

    • Smash it up with the stylish combat system. Destruction, chaos and slomo will form entrancing poetry in motion, with bodies and debris flying all over the place, in graceful time diluted bullet time along with the thumping dedicated dynamic Original Soundtrack

    • The time is ticking. Time will progress during your journey, revealing new possibilities and opportunities as you go along.

    • Your homies. Your blood. Take good care of them. You will have a limited amount of human resources so use them wisely.

    • A beefy arsenal. Ranging from small caliber pistols with red laser aim, to heavy duty miniguns. Along with a supercharged kick which will smash enemies through the environment.

    • A city at war! Witness the left over factions duke it out in the streets. Leave them to it, or join in on the fun. But know, that the balance of the powers will affect how certain levels will play out.

    • Designed for gamepads. Keyboard and mouse are welcome and might find the game less challenging, but for a more immersive experience the gamepad is recommended. Movement and body movement is full in synch with the gamepads analogues providing an immersive and cinematic experience.

    • Visit multiple districts of the city, ranging for the sub skylevel slums, through the glitz and glamour of Emerald City, to the bliss of Elysium.

    • With branching paths, alternate events and multiple endings, depending on timeline progressions and world events which will be affected by your actions.

    MINIMAL SETUP
    • OS: Ubuntu 20.04
    • Processor: 4 hardware CPU threads - Intel Core i5 750 or higherMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: AMD GCN+ or NVIDIA Kepler+ with up-to-date Vulkan drivers. Support for VK_EXT_graphics_pipeline_library highly recommended.
    • Storage: 16 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04
    • Processor: 4 hardware CPU threads - Intel Core i5 750 or higherMemory: 16 GB RAM
    • Memory: 16 GB RAM
    • Graphics: AMD GCN+ or NVIDIA Kepler+ with up-to-date Vulkan drivers. Support for VK_EXT_graphics_pipeline_library highly recommended.
    • Storage: 16 GB available space
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