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TDS - Tower Defense Strategy
Blockage Developer
Blockage Studios Publisher
2024-08-21 Release
Game News Posts: 22
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (182 reviews)
Public Linux Depots:
  • [0 B]
YELLOW PATCH 1.0 - THE GAME IS NOW OUT!



The legendary YELLOW PATCH is here alongside 1.0! The jumps out of Early Access finally with so many fancy features you really just need to check it out yourself! Yes, I did jump 3 version numbers. I swear I planned it out to be almost exact, but I think the game was actually readier than I knew, so sweet! By the time of this post, TDS will be 40% OFF, the biggest discount ever to celebrate the launch!!! ADDITIONALLY! The TDS - OST is now available as a purchasable soundtrack if you want to support us! You'll get the full soundtrack, plus some bonus tracks (in the form of original mixes) B)! https://store.steampowered.com/app/3535840/TDS__OST/ It'll also be a neat addition to the collection if that's your fancy, love a little group of colors... lol
Finally, I will start this off by saying my absolute thank you to everyone that had played during the Early Access of this game! It's been an amazing time and while I don't have anything concrete planned past this point in development. Things like mods, localization, and more are going to get support into the long future. And obviously if things turn out well for the game, I'd be happy to entertain more TDS :D Bottom line, thank you for playing. I am very proud to have completed this! Lets get into the update:

1.0 YELLOW


HIGHLIGHTS


NEW LANGUAGE OPTIONS - new localization for 10+ languages in the game have been added! THIS IS STILL A WIP as we need VOLUNTEERS to help finish it properly! But all in all this will let more folks enjoy TDS to it's fullest and has been a long work in progress to get it right. Enjoy the game in new languages, namely: English, Franais, , , , Deutsch, Espaol, Polski, Portugus, , Ting Vit, Italiana and more! A FULL overhaul across the game has been done to accommodate languages, alongside waiting for all the text to be finalized as all led to this moment! Yay!
4* NEW MAPS! - Rounding off the end half of the game into POST-GAME! You can reach the top and seek the great thing that you've been searching for the whole adventure! With the BIGGEST maps yet!

NEW - POST GAME - ALTERNATIVE (TURBULENT) MAPS. A majority of maps have been given a TOTAL REMIX with lighting, visuals, and layout to give a totally new form of gameplay on familiar grounds. Most are harder in comparison to their normal forms, some of totally different Tide severities! 20+ Maps gain this!
NEW - JOURNAL - A complete guide to most of everything in the game! With more than 400+ entries related to mobs, towers, maps, and more! A great guide for upgrades as well! Coming with greater detail than you'd find normally, you can view the Journal for basically anywhere in the game. Also included is some well rounded flavor text... and a little... story for you story enjoyers... Yeasss. You will unlock entries pretty naturally over time as you encounter them! So explore away!
7 New Cardinals! Including the legendary SAND FILLED BOX Cardinal, which enables Sandbox mode after you get into the POST GAME!!! NEW - POST GAME - The MIXED Cardinal. Utilize a superior and varied defense using a 5th Cardinal of ANY type. With minor restrictions, this Cardinal allows for a mix of different types otherwise not useable during the normal part of the adventure and increase your capabilities significantly! NEW - LEADERBOARDS and MAP SCORING. During the later half of the game, you will unlock LEADERBOARDS. Any map prior and future will expose a SCORE depending on a wide variety of factors! The idea is not to limit a playstyle to any particular form as multiple aspects can contribute to a High score! And not only that. Mastery of a single map will also not be the only factor to your place in a leaderboard. It will be the TOTAL progress and performance across all maps! Including Alternate maps, that will grant you a very large total score! Frustrated maxing out a single map? No worries! Try a different map and chip up your score overtime! Or don't! It will allow you to enjoy the whole game without worry. There is a DAILY and MONTHLY leaderboard in the case you want to see the most 'active' players scores rather than a whole as well!

ALSO NEW


NEW TIDE FORMAT (Severity) - Tsunami. The most intense and varied Tide layout yet! Encounter the hardest of foes in this 4 Tide gauntlet. That's right. Only 4 Tides... Can you conquer the Tsunami? New Enemy Variant - Molten Enemies. These enemies explode with a very particular Tint. Towers and Units that are effected will slowly lose their power... PERMANENTLY. So be careful with your front line! New Boss Enemy - Bulwark. The most intense and fearsome foe in all of TDS... NEW ability to PING locations in game! Using the hotkey G, or pressing the button in the top left, you can ping any location for other players to see! or even just for yourself! NEW DIFFICULTY MODES! You can now select the 'Treated' or 'Toned' Difficulty setting at the start of the game, and change them anytime in the settings! Toned is the TDS you already know and love, being now labeled as the 'Hard but Recommended' Mode, and Treated being the easier mode that alters some core elements of the game to make them significantly... Well... Easier! If it's a tough game, do feel free to try it out! NEW MUSIC! The final set of tunes now fill TDS with the sounds of Cyan. NEW MAP MODDING SUPPORT It is now very VERY easy to add custom maps into the game, all with their own graphics and code! And there's a dedicated guide to how to do that! If that is your fancy you can check it out here: Modded Map Guide SUPERIOR MODDING SUPPORT! Most if any restrictions using the scripting backend will no longer break! I've removed most (if not all) restrictions on the code runner to no longer get in the way of code manipulation. Any weird stuff will only be a result of faulty code rather than anything game-side :D

CHANGES


Improved map load times significantly Changed the text when you complete a round to say 'PARTIAL CLEAR' rather than 'VICTORY' upon achieving a bronze medal or higher to clear things up pressing F multiple times will finally cycle all the vessels under ur control (blurry photo + more) Ballistas and Aegis now drop 3 red aura rather than the default! This should help pretty notably across the board with passive econ Smacky's Heavy arrows price reduced & Explosive arrows price reduced Smacky's Bomb Tower Detonate attack speed increased Smacky's Hut Overtime now is a 75% increase (meaning it'll be 3.5x upon getting union) Smacky's spikes drain per kill has been halved, so it can deal damage to twice as many foes as before (x2 potential damage) Smacky's Death Mark's Cost reduced Smacky's Miners now share the same tier as their hut. This is for specific cardinal interactions. gaining a slight amount of health Smacky's 'Hidden Surprise' spike damage increased to 5 (8 total) Smacky's Bramble effect damage increased to 15 Smacky's Fire Arrows has been adjusted/buffed to now deal 5 Ticks of damage, every second. Meaning it does what it's supposed to be effective at. Notably better (armor shredding) Smacky's Explosive + Heavy arrow combo now deal damage to a wider area and can hit 25% more targets (still smaller than the regular version's explosive radius) Smacky's Perma Wall destroyed state now has a inherent cost (but is free), this is just for consistency for selling Sno Sno's Heater Scorch effect now has a higher cap on damage for more tanky enemies Sno Sno's Cannon, Sno Sucker now can take sno from even farther away. Sno Sno's Cannon, Sno Powder now will deal additional DAMAGE based on how far the enemy is that was hit, this bonus is a multiplier on top of base damage Sno Sno's Blower now shoots slightly further. Sno Sno's Cannon Icicles now split into TWO icicles, which can hit the same targets, effectively dealing twice the damage with a minor shotgun spread Sno Sno's Snobox now scales damage if hitting multiple ores. It will always hit the first ore at 100% power but deal less damage for each consecutive ore. (50%/25%/17%) This should only apply to certain maps Snobles now have a default tier of 4, and Snoble mother now has the default tier of 5. This is for specific cardinal interactions Sno Sno's BFS Snoble Mother's attack now is considered Attack Speed and can benefit from anything that messes with this! You can now convert the SNOBLE MOTHER into Black Sno. This is for consistency sake more than not. She will convert after consuming enough Black Sno (Not heaters) Adjusted Sno Sno's Scorcher's description to show that it ramps in damage Sno Sno's Thin Wall destroyed state now has a inherent cost (but is free), this is just for consistency for selling MASSIVE BUSTER RELATED IMPROVEMENTS AND CHANGES > GLOBAL Speed no longer has a Hard limit! This number can be 1, 100, or 1000 if you can make it! The physical actual speed is still capped and lowered a bit actually to keep performance normal. But the number can be anything. (Dogs can have absurd damage numbers now!) > Dogs have increased base health and increase health per Tier naturally! Dogs are much more tanky later on and should be able to survive stronger foes > Dogs have completely reworked hit box calculations, they should no longer miss enemies as they pass, and hit relative to how fast they are going rather than a fixed interval Because of new calculations: > Buster's Garage Big Dog has a changed effect, instead of hitting wide they now lose significantly less speed when colliding with things. Keeping most of their speed Buster's Lap 3's health multiplier has returned, granting double capacity (compounds on Lap 1 and 2) Buster's Checkpoint 'Tune up' now grants significantly MORE damage at 100% more Buster's Checkpoint 'Marathon' now grants even MORE damage at 200% and grants an additional aura per hit. Buster's Checkpoint 'Final lap' ratio that it gives other checkpoints has been increased by 15% of it's own value Buster's Pedestal Blast Extra Zed now increases BASE damage by 2, alongside the chaining explosion effect Buster's Pedestal Stored Charge reduced price and Maximum damage increased AND can now build into Blast Maker. This should diversify the Pedestal builds a bit as there's not a 3 long single upgrade chain anymore lol Buster's Speed Pad Collision Course now deals PERCENT HEALTH damage based on your Dog's speed Buster's Checkpoint Tune Up, and Marathon now increases damage 3x and 5x Respectively, and now grant 5 of each aura upon hit, rather than 2 Buster's Dog damage now scale in DAMAGE PER SPEED per Tier and a speed pad's initial max speed cap has been upped by 1. Dogs can deal 3 times as much damage as before at higher tiers with a much better scaling, this is now a displayed stat Buster now does 5 damage normally (same with dogs now, but they now scale way faster) this generally means that Buster themselves have fundamentally different scaling from their dogs. Being much stronger in the early Tides with a very low collision speed loss Buster's Diesel dog's fire deals more damage Fie's Yellow Knight's Trailblazing effect now deals ADDITIONAL damage the farther the unit is Fie's Rest Stop Side of Sushi now increases the FIRST shot damage up to 4x with a slightly shorter interval between 'shots', now with a visual effect Fie's sell rate has been adjusted to 60%. AND Buster's sell rate has been increased to 75%. Since it is a hidden value on default, you can now view this in the Journal as a more 'nuanced' statistic (or see the effects in game). Since Buster has a higher tendency for 'misplacements' it felt correct to allow Buster to benefit more from selling Fie's Knight Sword hand's attack speed doubled, with damage reduced to match. This should let them attack more frequently again Fie's Rest Stop - All you can eat Tier 5 - NOW WORKS! It was broken, and now can effect towers, mobs, and traps without limits Fie's Silo Front Line Pipes now properly has it's range around the ORE that it is mining rather than itself. This should clear up any weird behaviours. Fie's Silo Front Line Pipes now actually scale off of it's RANGE stat properly Boutman's 1 Inch Bout's 'Decay Rate' on the ramp damage has been reduced significantly, meaning you can move between attacks much more frequently! Boutman's Iron Fish upgrade is now fixed (Was said to be buffed in a prior patch but never actually changed! Recruited fish now gain +150% Attack rather than 25% a 6x Increase!!) Boutman's Fish Tier 5 Bass + Bwordfish Projectile now works and Bass can now shoot if given this upgrade path ALL COINS (Red, Blue, Yellow, Green) will now grant scaling aura based on the Tide, rather than a flat amount Various Cardinals now operate off of TOTAL WAVES rather than being a fixed amount (still regular in Downpour 30 Tides) meaning they're more potent in other Severities, meaning their overall ability might have also been adjusted as well Effected Cardinals: Sport Drink Red Coin Blue Coin Yellow Coin Green Coin Pig Named Bank Opal Core Rusty Pipe Cardinal Same Day Shipping now grants some aura (once again) when it skips. It will also only skip if the time is under 60 seconds (giving an effect under certain circumstances) Under specific circumstances, Cardinal Looped Mirror will 'Complete the wave' properly and cancel any additional units from spawning Frail Titan's Explosive Range and Damage has been increased notably, and health reduction (for health gaining towers) has been lessened Cardinal Aura Gavel now scales again, slightly. Dealing about 2.5x damage at a tier 5 unit New specific interaction if you equip the Cardinal Torrid Badge with Buster on the crew Cardinal Sport Drink's 'Permanent' stats have been normalized (aka some stats were increased and other decreased by 1%) to a 2% increase each Tide for all stats effected. To keep things simple! Cardinal Drink Stand's accuracy increased significantly Cardinal Great Spear's Effect increased significantly Cardinal Broken Computer's outer range now scales with the Basin's Range stat, meaning it can be buffed Cardinal Wave Breaker's effect is now temporary, however any damage dealt during its effect does pull over 1:1 (as per the new health rules) And it's range stat now can be buffed Cardinal Opal Core's damage stat now can also be buffed by any effects Cardinal Money Bag has again been adjusted! Has a new unique interaction w/ another cardinal Cardinal The First Grade Textbook's Training Daggers now have the secondary (hidden effect) of granting 1 more aura on drown Cardinal Cubed Drink projectile accuracy has now been boosted significantly Cardinal Fragment's health has been reduced a bit Cardinal Fish Bait's Gabby's health has been increased Maybeth's Crops now yield 15 aura each, rather than 10. They grow back slightly slower (but still overall a significant increase) Adjusted Maybeth slightly to combat a unfair interaction at Tide 30 Adjusted Woozy's first barrel slightly over Adjusted the ore placement on Great Rapid to be less... Odd Adjusted Enemy Boutman on Manafold to be a bit easier, he also no longer phases through the cage on Tide 15 However, Enemy Boutman no longer targets resources Adjusted Manafold's resources to now include medium green ores Added additional levels of UI scaling to accomodate a wider range of screen resolutions. These are limited to certain resolution sizes, but it should allow for less jank at smaller screen sizes Slightly improved and reworked game shaders, will have a noticable effect when there's a lot of units on screen, performance should be slightly better! Improved the Boat's visuals to now include 'locked' vessels when you don't have them Improved artifact equipping visuals Added a handful of unlock overrides at certain points in the game in the case clients don't have certain aspects unlocked Various new tool tips have been added The controller indicator now gets hidden in other menus that aren't the game one Upon entering photo mode, the player indications now disappear

BUG FIXES


Fixed a notable bug that caused Buster to take double damage from sources Fixed an issue where the game would 'kick you out' if entering a pause state too soon after a game starts Broken computer's effect no longer overlaps with other potential broken computer effects, leading to unusual time behaviours Fixed a small bug that caused save files to very very slowly increase in size whenever switched Fixed some minor bugs with UI animation not playing correctly Fixed a few areas that stopped animating when the game was paused Fixed a spot in Blasthead that went 'out of bounds' Fixed a spot in Bountyward that allowed placement Fixed an issue that prevented clients from viewing the 'enemy direction' line at the start of a tide Fixed a small issue not allowing the 'menu' to be clicked when entering the map setup Fixed an issue where clients wouldn't be gaining unlocks of certain maps upon viewing them for the first time Fixed an issue where the 'enemy path' trail would not appear for clients Fixed some visual issues related to Black sno and Rich sno not appearing when they should be Fixed a bug where Tempered enemies would aggro themselves if hit by the core 'bomb' on a round start Fixed an issue that effected Fie's True Wall not removing the effect when its done Fixed an issue that prevented Controller players capability to back out of a 'ready' state Fixed various Client-Sided UI bugs that led to overlapping ui, hidden ui, etc. Fixed various Client-sided visual things such as the path indicator at the start of a Tide, button layouts, and more Once again, plenty more fixes that were never recorded :P As always, will be monitoring the game pretty closely in the coming days for any issues and such! So make sure to join our Discord to be part of that!


[ 2025-05-23 19:53:40 CET ] [ Original post ]

Defend your Basin, it must stand.

TDS Tower Defense Strategy is a Tower Defense, Real-Time Strategy Hybrid at its core. Build up, defend, and survive the Tides that approach.


Control a Vessel, they are your anchor to the world.
Vessels in themselves are both a unit and a tower. Control them to mine, fight, and build your defense. Each of which comes with their own set of extremely unique towers to help in this endeavor.

Towers, units. Simple yet deep.
Expand your defense through an extremely rich set of upgrades that all play off one another. Synergistic in nature, there are many combinations and strategies you can employ to increase your effective hold. Towers can expand on one another, Vessels can too.

Outsmart, overpower.
Placement is key; you can make it through by sheer power, but you can also do so through your wit. There are many points in which your actions have a bearing more than simply upgrading to the next best thing. Create an ultra powerful single tower, create an impenetrable wall. You can even beat whole areas utilizing no towers* (Please fact check me on this)

TDS is better with friends!
Play with up to 3 of your fellow Vessels and defend together! There are infinitely more combinations and strategies when you play with friends (including goofy cheese ones)



The game has challenges for all with areas containing all matters of difficulty. It CAN be really hard, expect resistance. But also have a fun time!

Join our Discord for frequent updates and progress on the game! :D https://discord.gg/AEzBEZ3



MINIMAL SETUP
  • OS: AnyMemory: 4 GB RAMGraphics: 2 GBStorage: 500 MB available spaceSound Card: Your voice!
  • Memory: 4 GB RAM
  • Graphics: 2 GB
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: AnyMemory: 4 GB RAMGraphics: 4 GBStorage: 500 MB available spaceSound Card: Present
  • Memory: 4 GB RAM
  • Graphics: 4 GB
  • Storage: 500 MB available space

GAMEBILLET

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MacGamestore

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