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WorldBox - God Simulator
Maxim Karpenko Developer
Maxim Karpenko Publisher
What’s the deal with WorldBox? It’s too small to be a world and it doesn’t really have a box. So why do they call it WorldBox? Better look inside the box - on December 2nd! What’s the deal with December 2nd? It’s not the first it’s not the 3rd. So why are people freaking out about it? That’s right because WorldBox is coming on December the 2nd. Isn’t it great Kramer? Release
Game News Posts: 55
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (39496 reviews)
Public Linux Depots:
  • WB Linux [286.46 M]
Monoliths have awakened! Update 0.50.5 is live!

[img src="https://clan.cloudflare.steamstatic.com/images/39496096/05e241247b71ebac05af3882a187209ba7751518.png"][/img]

Monoliths have awakened!

A huge update is here, overhauling a ton of game systems and adding a bunch of new stuff!

- Subspecies - Genes - Languages - Religions - Families - Tons of new powers - Loads of new units - New sounds - Ages upgrade - Clan traits - New UI - Graphs - More saves - Unit possession! - New biomes - Walls - New settings - New illustrations - Easter eggs - New achievements - Thousands of fixes - And, of course, some new bugs - [HIDDEN]
Here are the last raw Betalith patchlogs: added: - animation to un-explored trait - swimming animations for hovering units, when hover is removed. Like bees, etc - when you hover over nameplate with disabled zones view - king/leader/armies icons would highlight - sapient tab to subspecies list window - non-sapient tab to subspecies list window - more icons in saves windows - show unlocked goodies in achievement popup - new art for world laws - support for multiple phenotypes in subspecies - planes - hypercube - bees? Bees - dunglords - more words for alliance names - current tile in background for unit avatar in UI - fully synergy chromosome would be shown as gold - now can drag/drop ages in ages window - sliders has something to say - maps has something more to say - worldlaws now can be reordered - ages now have drag and drop behavior - creatures can be made mindless just in one click - tooltip descriptions to statistics and graph items - joined/left/moved/migrated stats to kingdoms and cities - track renown in stats - track money in stats - track defender and attacker money in stats - track renown in alliance stats - war winners and losers are now shown in kingdom banners - 50,000 and 100,000 years time scales in graphs - more circle brushes - missing plot tooltip in the plots list - plot progress tooltip now shows percentage of completion - graph tooltips now show the delta (change) from the previous value - Graphs now hide repeating points and lines that contain only zero values - removed monthly deaths/kills/births in favor of total values (to reduce redundancy) - evolution is no longer considered a death type - graph x-axis year display corrected - format long numbers using culture-based separators for readability - shortened number display on vertical chart axes - graphs now show 0 values in the middle of the chart again - track joined and speakers converted stats in languages - number formatting in tooltips now shows 1 instead of 1.0 - pasting text with line breaks no longer breaks save files or onomastics - inactive buttons are now skipped when navigating powers using Ctrl + arrow keys - can't drag two items at once releasing now no longer leaves one hanging - special cursor for when you hover over unit/meta - special cursor for when you hover over ui elements - new artwork for history menu - achievement icon would change to gold if all achievements unlocked - sprite for a button when unit species exists in the world + less darker effect for unit icon - added priority to kings, leaders, favorite units to ignore default(non world law) meta limits - arrows symbols to graph tooltips - added past kings entry to kingdom window - added past leaders entry to city window optimizations: - some optimizations for general stuff - nameplates were rendering under power bar, even when not visible - optimized little fps drops related to sprite loading - some windows now preloaded during game load, and opens faster during gameplay changes: - adjusted traits inheritance formula, so babies won't receive almost all parent's traits - only ambitious and inspired units would want to split culture/language/religion - meta splits only happen if meta existed for a long time and origin meta has a lot of people - icons in tooltips for meta on top changed from left to right for consistency - seeds texts updated - battle markers won't show up if non sapient species fight or player kill somebody with eraser, etc - unicorns building set changed - sponge would stop fires on burning buildings/trees - alliance plots only can be created if kingdom has 60 renown - new wars can only happen if kingdom has at least 50 renown - during fractured kingdom event due to ruling clan death - kingdom would leave it's alliance as well - same for shattered crown event - make all animal civs be able to build full set of buildings - polishing to flower biome art - new icons for new world laws - new icon for border brush - new icon for hematophagy - improved effect for taking roots and uprooting sprites - new skeletons would be created from subspecies - necromancer staff allows user to spawn skeletons. Even without religion/gifts traits - other staffs too - xenophobes of same culture and subspecies won't be killing citizens of other city - garlic people and undead are sworn enemies - more traits a filtered from random spawn. Like heartbeat, whirlwind, energized, blood of eons, etc - refactor unit ui avatar logic - more pleasure to kill talented creatures - reveal the secrets hidden by achievements - grin reaper won't trigger on opened window - units won't die when you exploring in ui - thorns can hit attacker on final hit - buildings polish for armadillo, bandits, candy, capybara, chicken, crystals, demons, dog, druid, mages, fox, frog, garlic, hyena, lilliar, monkey, necromancer, penguin, piranha, rabbit, rat, rhino, scorpion, sheep, snake, snowman, turtle, wolf - grass wall polish - use architect mood in save window elements - subspecies population limits won't be added/removed during subspecies mutations - units will make idle sounds not only during talks, but also during laughing, crying, singing, etc as well - sounds polish for gnapkin, reptiloid, crablin, garlic, nibling, baakin, snok, chicken, buffalo, cat, fairy, fly, bee - sounds polish for fireworks - various description polishing - some default traits in species changes - added fins to crabs - increased damage from heat ray - subspecies in meta windows sorted by population order now - mini health bars won't show if unit has full health - hammers have chance to stun targets - banners doing swaps - eternal and favorite items are more eternal now - species caster logic now adapts based on where theyre casting and where they're from. E.g., casting skeletons in an enemy town uses local species - color customization window tooltips now show the hovered color - more support for hybrid input devices (mouse + touchscreen) - tooltip positioning on mobile appears above the finger, left side if possible - species with extremely short lifespans can no longer receive the "pretty old" trait to avoid reincarnation loops - adjusted adult age calculation based on species - circle brushes now more rounder and use Bresenham's Algorithm - Handsome migrants now join cities immediately - decreased range for newly spawned units-nomads to join existing villages - creatures that are immune to fire won't be killed by heatray - when gaia's shield is active - unit's spell spawn grass - won't work - unit spawn age would be more based on subspecies age - changed neuron for starting new civ to be in more priority - spawning units would make their age based on species adult age - some bee animations - beetle taxonomy names fixed: - too many skeletons subspecies in same city - families not created for some single parent reproduction methods - opposite traits could exists in metas after splits - units can fall in love with related units - family window crashes sometimes - some crashes related to books - some ui crashes - some decision crashes - stability in general, etc - world law civ babies didn't work - world law animal babies didn't work - can remove iron wall fix pickaxe - eye of insight lie sometimes - eye of insight didn't trigger for unit traits - baby always gets metas from second parent - some unit head sprites fixes - lightning effect when outside map borders - units can replace cursed items when they making new items - clicking on zones, when border zones are turned off - opened windows - unit mutated to white square in ui avatar - kings wearing heads of other species on top of their own. If somebody was budding in the world - mass of some units was so huge that it attracted tooltip's content - some units didn't want to show their resources in unit window - unit's carrying resources weren't saved with map - subspecies with lithotroph diet - die, because they didn't actually consume rocks. Just looked at them with desire - poisonous trait didn't work - grin reaper doesn't get activated on pause - babies created with 0 phenotype shade - city and kingdom showing wrong founder species, if rulers are different species from initial ones - forbidden knowledge shortcut on world generation didn't trigger correctly - autosave button size sometimes break - genes stats was wrong sometime after loading save - some ships projectiles damaging coastline tiles with acid - projectiles from boats hit units when they should have fly over their heads - projectiles that land far away, for example when shooting from boat during possession - shows explosion in wrong place - some baby kings are missing heads - fenix born could result in creation of new subspecies during resurrection - knowledge window showing everything unlocked with forbidden knowledge - soft crash when shift click on unit with no layers enabled - fixed noticeable invisible one frame lag when you see unit's frame for the first time in session - aliens have no diet set - nameplates not showing sometime, when zoomed-in to the ground. Because of wrong calculation of visible zones withing camera - some reproduction fixes - angle tower not spawning units - godfinger is shown as question mark in tooltip - disasters weren't shown in world history logs - attacks against enemy units stun too much when possessed - old rendered mini map pixels sometimes flicker for a moment during zoom out - mage hunting is great again - soft crash when baby is born and parents lack inheritable traits - soft crash when cities had no tiles left - soft crash in clan list when the chief was dead - soft crash when boats tried to unload units after taxi request cancellation - soft crash when war arrows tried to reference a dead war - transmutation of range weapon to melee could lead to crash - insect meat diet units were still targeting meat diets incorrectly - stats were not tracked during the first year of a world - kingdoms that rejoined wars appeared as both past and current participants - dragon slayer trait was not being assigned correctly - units sometimes retained or assigned items incorrectly (belonged to cities or wrong units) - units dying between window open and window load could cause errors - missing tooltip descriptions on some window tabs and toggles - wrong year displayed on graph x-axes - tooltip didnt show plot progress correctly - square selection triggers unit inspector sometimes and fuels frustration - transmutation is using non available equipment - mushrooms from old saves convert to mushroom trees - sexual reproduction balance tweaks - rounding error if unit only has 1 max offspring preventing him having babies free mobile version: - autosaves are now free - more saves slots are now free - time control now unlocks for 12 hours modding: - added custom save data to map stats
There's still a lot to wrap up - translations, various loose ends, and all those finishing touches. That's what we'll be tackling in the next patches. New mechanics and UI will keep getting refined and upgraded in future updates. The Monolith update is all about laying the foundation. We spent a lot of time on the groundwork - building out code and UI systems to streamline development going forward, for both current Monolith features and everything still to come. We're roughly at the halfway point with core systems, and we really can't wait to start developing the next ones! A huge thanks to all the beta testers and everyone who sent in reports - your feedback helped us make this release more stable across all platforms! Enjoy WorldBox and Monolith! - Team WorldBox


[ 2025-06-12 14:30:25 CET ] [ Original post ]


WorldBox is the ULTIMATE god simulator and sandbox game!

Create your own world or destroy it using different powers:

  • God Simulator. There are a lot of powers in your toolbox that can be used without mana or resources.
  • Living world. Creatures have traits and needs. Animals will look for food. Greedy kings will try to get more lands.

Use different tools and brushes to design and populate your world:

  • Fantasy Races. There are 4 civilized races in WorldBox. Humans, orcs, elves and dwarves. Each with its own design and specific race traits.
  • Civilizations. Races will form kingdoms, colonize new lands and will sail to far continents that you'll create.
  • Diplomacy system. Kingdoms will fight with each other. Towns will rebel. Empires will fall. It's your choice to help or watch them fight.

Many fun and crazy abilities that you can use:

  • Destruction powers. Lightning, tornadoes, acid rain, nukes, meteorites, plague, dragons and even UFOs.
  • Different creatures. Demons, skeletons, zombies, tumors, cold ones, dragons, UFOs and even a giant Crabzilla that you can control yourself!

Interact with your world and create various scenarios:

  • Interact. Interact with your world with the divine magnet. Use your powers to start wars or create huge tornadoes! You can affect the world in unique ways.
  • Share your maps. Show your creations to other players of the WorldBox community!
  • Procedural Generation. Generate worlds of different sizes and find kingdoms with unique flags and names.

MINIMAL SETUP
  • Processor: 2.0 GhzMemory: 3 GB RAM
  • Memory: 3 GB RAM
  • Graphics: 128mb Video Memory. capable of Shader Model 2.0+
  • Storage: 300 MB available spaceAdditional Notes: (
RECOMMENDED SETUP
  • Processor: Dual Core 3.0 GhzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 256mb Video Memory. capable of Shader Model 2.0+
  • Storage: 300 MB available spaceAdditional Notes: (

GAMEBILLET

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34.59$ (42%)
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17.5$ (50%)
MacGamestore

[ 1968 ]

0.99$ (86%)
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21.49$ (14%)
1.19$ (88%)
1.19$ (87%)

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