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Idle Together
Eragone Developer
Eragone Games Publisher
Coming soon Release
Game News Posts: 61
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
4 user reviews (4 reviews)
Public Linux Depots:
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Multiplayer & Interface Patch

General Fixes (solo + multiplayer):

  • Fixed a bug where the Crazy Lumberjack event gave 0 score.
  • Posser houses now correctly provide more than 5 slots in the village in multiplayer.
Multiplayer Fixes:
  • Forge and Mage Tower tooltips can now be closed by all players, not just the host.
  • Fixed an issue where only the host could click on the "!" for event quests.
  • In the Constellation tab, the non-host player's view is no longer forced to follow the hosts focus point.
  • The non-host player now correctly sees event panels on the left side of the screen (no more empty blue rectangle).
  • Fixed a bug where the non-host player could only assign one worker per building, especially in farms.


[ 2025-04-29 17:40:29 CET ] [ Original post ]

Small Quality of Life Improvement

Today's update focuses on improving the game's quality of life:

  • Added information about the maximum number of constellation points, making it easier to track how many have been spent.
  • Added a resource reminder in the crafting menu for production buildings (sawmill, stonecutter, mage tower).
I hope youll enjoy these improvements they were made based on your feedback on the Discord server.


[ 2025-04-29 06:05:03 CET ] [ Original post ]

Job Skins Update

Yes ! Job skins are finally here! Only one is still missing the farmers skin but it should arrive very soon. Of course, each skin comes with its own set of animations, and to give you a little spoiler: the farmer is the one I'm most excited about, especially with their unique fieldwork animation. Here's the short version :

  • Added the miner job skin
  • Added the forester job skin
  • Added the carpenter job skin
  • Added the mason job skin
  • Added the mage job skin
  • Removed all job auras
From now on, only the event aura that makes villagers sick will remain, making it much more visible. Also, removing the auras will significantly improve the game's performance so that everyone can enjoy better gameplay conditions. And let's be honest: the individual job skins are way more aesthetic and really boost the immersion ! I hope youll enjoy these changes! Of course, this slightly delays the release of the upcoming constellations, but its my top priority. Dont forget, the farmer skin will be available very soon in the meantime, youll have to spot farmers the hard way !


[ 2025-04-28 14:06:15 CET ] [ Original post ]

Bug Fix Update

Thanks for your feedback! Heres whats been fixed in this update :

  • Tall grass rendering issue: After loading a save, some tall grass could appear in front of the other object instead of at the correct layer. This should now display properly !
  • Crazy lumberjack event: It didn't take the time of day into account when adjusting gathering speed. This behavior has been fixed and now properly reflects day cycle effects.
Keep the feedback coming and enjoy the game !


[ 2025-04-26 06:20:33 CET ] [ Original post ]

Stability Fixes & QoL Improvements

Hey everyone ! Heres a small update with a few bug fixes and improvements to job management in Idle Together: Bug Fixes

  • Fixed a final animation bug where some NPCs could appear frozen while trying to move.
  • The Forester now correctly plays their replanting animation, even when they have only one sapling left in inventory.
  • Fixed a display issue in the click-jobs menu where the amount of resources collected per click could show incorrectly in certain languages.
Improvements
  • Added a maximum job slot counter to the management menu.
  • The management menu now properly updates when a job is lost or a work building is destroyed.
Thanks again for all your feedback and support ! Feel free to leave a review or come hang out on our community Discord !


[ 2025-04-25 05:45:39 CET ] [ Original post ]

Constellation Visuals Update & Bug Fixes

I wanted to redo the constellation icons, and now its done: theyre all personalized, except for the point iconsIm still figuring out how best to design those. Additionally, Ive fixed a few bugs, which Ill list here :

  • Fixed an issue where villagers abandoned their profession, making a workstation unusable. Now, a villager keeps their workstation until manually reassigned.
  • Fixed animation bugs that either wouldnt play or didnt play properly.
  • The forester now correctly collects one sapling at a time at the forestry camp.
  • Fixed a bug where purchasing the Magic Destruction constellation would also grant access to Magic Movement without buying it.
I hope these changes will noticeably improve your gameplay experience.


[ 2025-04-24 05:46:51 CET ] [ Original post ]

Constellation 1.3

I believe this will be the last content update before the next constellation, which will take a bit more time to arrive. A new star has been born in the magic constellation. It allows you to reshape the world however you like. I added it because it was requestedwhether for optimization reasons or simply for aesthetics. I enjoy letting you redefine the world your villagers must live in, in exchange for a good amount of playtime ! Its mostly a way to reward the most dedicated players. Other changes :

  • At night, plants will no longer be able to regenerate, so make sure you can survive until morning!
  • Tall grass is now saved properly
  • Villagers last job is now saved correctly
I hope you enjoy these changes, and that they help enhance your immersion !


[ 2025-04-23 05:28:05 CET ] [ Original post ]

Constellation 1.2

Ive completed the constellation unlocked after Village T2 by adding a mine upgrade, allowing more miners to work thereup to a limit of 10 miners per mine. Youll also notice the beginning of the graphical overhaul for the constellation, which should make it more colorful and lively. Additionally, Ive optimized the behavior of crafting jobs that use a workstation, so they now properly release it once theyre done. Hopefully, this will fix the issues.


[ 2025-04-22 05:44:47 CET ] [ Original post ]

Constellation 1.1 Mystery

A new constellation has just come out of the box or rather, been born! Born! To be honest, it was already there, but not functional until now. By the way, it comes with its own secret achievement. So far, no player has discovered it, so be the first! Hurry up !


[ 2025-04-21 09:08:48 CET ] [ Original post ]

Weekend Mini Patch

- Fixed a bug where peasants would abandon their fields, making them impossible to work on. - Fixed a bug where the constellation that increases the number of villagers per house wasnt loading correctly.


[ 2025-04-19 14:14:25 CET ] [ Original post ]

Bug fixes :

The addition of the new constellation brought its share of bugs, which I came to fix:

  • Fixed a bug where mages would stop working entirely
  • Fixed a bug where miners lost their jobs and couldnt be reassigned
  • Fixed a bug where resource amounts were invisible after loading a save


[ 2025-04-18 07:52:18 CET ] [ Original post ]

New Constellation

A brand-new early-game constellation has been added, featuring:

  • The addition of a day/night cycle
  • The ability for your villagers to work at night
  • Improved villager performance depending on the time of day (day or night)
  • Increased number of villagers per house
  • Reduced wait time between random events
  • Increased rewards from random events
At the same time, Ive adjusted the crafting time of the mage tower, increasing it from 30 seconds to 45 seconds without any upgrades. The goal is to slow down mana production compared to the speed of intermediate resource generation. Fixed a bug where villagers would run in place instead of simply waiting at home for resources. The waiting animation now plays correctly. This update completes Step 2 of the roadmap. I was able to move quickly because I had already started working on it before Step 1 was released. Steps 3 and 4 wont be as fast. I still hope youll enjoy the content added in this update!


[ 2025-04-17 12:30:13 CET ] [ Original post ]

Visual Improvements & Event Fixes

Bug Fixes:

  • Fixed a bug where, if the lumberjack duel event was triggered by an invisible villager (e.g., inside the mine), the crazy lumberjack would also remain invisible. Trees would just vanishfunny, but not very immersive!
  • The Event Over button is now properly centered in its window.
Changes:
  • Complete overhaul of left/right movement animations.
  • Villagers no longer walk behind buildings, resources, or other objectsthey now always walk in front. This helps showcase the new animations much better!


[ 2025-04-16 09:11:37 CET ] [ Original post ]

Building and Job Behavior Changes

Here comes a solid update, packed with many of your suggestions. So, without further ado, heres whats changing:

  • Added a system that sets a maximum number of villagers in the village, which increases based on the number of houses visible in the HUD.
  • Added a mining system that limits the number of miners to 3 per mine.
Both of these improvements will later be tied to constellations related to these mechanics...
  • The information panel for all buildings now dynamically adjusts to the text length in all languages.
  • New information has been added, especially regarding a building's work capacity or how it increases the village's villager limit.
  • Now, when a villager loses their job, a message appears in the center of the screen with the reason (e.g. lack of a workplace).
  • For foresters, as long as at least one camp is present in the village, they all keep their job.
  • Fixed behavior mostly related to fields, where villagers could endlessly circle around their assigned field instead of settling and working.
  • In the management tool, its no longer possible to assign more villagers than there are available workspaces.
  • A system has been implemented in preparation for future features, tracking certain stats cumulatively, such as total villagers recruited or total resources collected by type. These stats are already being tracked today and will later be viewable in a full stats screen.
Im very close to finishing part 1 of the roadmap, so Ill soon be able to work on adding an entirely new constellation.


[ 2025-04-15 13:40:18 CET ] [ Original post ]

Game Optimization and Bug Fixes

Heres the first patch since the roadmap was published. Completely reworking my code is starting to become necessary. I've made a lot of progress in programming since I started this project, and many lines of code were really outdated. I was able to rework almost 50% of the villager code, and I can tell you it's now nearly twice as optimized. Low-end setups will be happy! Especially since the arrival of high-quality animations, which significantly increase the resources needed to run the game smoothly. Heads-up: there are still some bugs some are quite strange but Im confident Ill get through them with a bit of time. Generally, these bugs arent even noticeable and tend to benefit the players. For example, when a villager plants a tree, the animation might not play, so they do it faster. Still, I care about immersion, so itll be fixed. There are probably bugs I havent anticipated, so feel free to report them on the Discord server. I think I still need a few more days before I can move on to adding new content. Speaking of content, I also took the opportunity to deeply rework how crafting professions function. I was often told that having multiple buildings was pointless so now, each crafting building can only host one person. Eventually, mines will allow around 3 workers, and each house will increase the maximum number of available villagers something like 1 house for 5 villagers. Another behavior change: now, if you drop a villager on a building and theyre carrying resources, theyll first go drop them off before starting work. Also, for crafting professions, there's no longer a need to go to a sawmill before going home to pick up materials now theyll fetch the resources first, then go to the building like the sawmill. Its much more optimized for production. Hope youll enjoy it !


[ 2025-04-14 14:39:09 CET ] [ Original post ]

Early Access Roadmap

Today, Id like to share with you the progress of the game and whats planned for its future until the full release. Initially, I was aiming to leave Early Access by the end of the month. However, Ive come to realize that the level of quality expected from a finished product is far beyond what I had imagined. Thats why Ive decided to push back the full release and follow the roadmap attached here.
It will be broken down into several steps :

Code Refactor


First, Ill be refactoring the current code to fix all remaining bugs. Recent additions have increased the memory usage quite a bit, so Id like to optimize what already exists to ensure a smooth experience for everyone before adding more content.

New Constellations


Next, I plan to add three new constellations to the game. These will be released in separate content packs, one after the other.

Multiplayer Optimization


Then, Id like to rework the multiplayer mode. Ive received very little feedback on this feature, which is why it appears later in the list. Even though multiplayer was originally what set this game apart from other idle gamesand the very reason I created Idle Together, because I wanted to play with friendsit turns out that less than a quarter of sessions are actually played in multiplayer. If anything is causing issues with multiplayer, dont hesitate to let me know! If the bug is major and easy to fix, Ill take care of it.

UI/UX Overhaul


Finally, I want to rework the game's UI/UX to make everything clearer and more consistent. This part is a bit harder to plan ahead, but Ill do my best with the budget I have when the time comes. These are the main points of the roadmap. They are not tied to specific dates, because I dont want to impose deadlines on myself. That way, I can fine-tune the game properly without putting too much pressure on myself. I want developing this game to continue being a joy, not a burden. So yes, Im taking things at my own pace. Im making this announcement because I respect you and I enjoy sharing what Im working on. I hope youll like whats planned for the final release of Early Access. And dont worrymany more features will be coming after that, too! For example, Im already thinking about adding more decorative elements for those whove asked for them. https://store.steampowered.com/app/3468430/


[ 2025-04-14 05:47:56 CET ] [ Original post ]

Villager Update

I published it very late last nighta version that works but isnt well optimizedso you could already enjoy the improved visuals. But now Ive put in the work: everything has been polished and optimized to offer you the best gameplay experience with the villagers. As you can see, villagers currently have a single default skin. Variations for each profession are in the works. In the meantime, a colored aura indicates their profession. I hope you like the new visuals! I cant wait to show you the upcoming ones ! By the way, this update significantly increases the PC power needed to handle all the new animations. Feel free to let me know how many villagers it takes for your PC to start slowing down. That way, I can tweak the performance setting to lower resource usage at the cost of some visual quality. For reference, I start lagging when there are about 200 villagers on the field. If Im not looking at them, performance returns to normal.


[ 2025-04-12 09:30:21 CET ] [ Original post ]

Villager Visual Update

The artist sent me the animations for all the villager actions. I haven't received the skins yet they're coming later. But it already adds something nice! Ive kept the colored aura around the villagers for now so it's still possible to tell what their job is. Animations are currently getting cut off when rotating, and the code isnt fully optimized yet. Itll take me some more time, but at least I now have a v0.1 of what it could look like. Feel free to let me know what you think in the comments!


[ 2025-04-11 20:58:04 CET ] [ Original post ]

Bug Fixes

Ive done quite a few bug fixes, as the addition of the latest constellations changed a lot of villager behavior, which caused several related issues. Heres the summary :

  • Building upgrade windows are no longer closed with the Escape key if the management menu is open (only works in solo mode).
  • Fixed a bug that could cause villagers to forget their crafting job after dropping off resources at home.
  • Re-re-refixed the villager behavior during the woodcutting duel I promise it works this time !
  • Fixed a display bug when healing 0 villagers in the healing event.
  • Added a double-check to properly display the building destruction button when the upgrade is unlocked.
  • Fixed a multiplayer bug where the save village button wasnt hidden for non-host players, even though they cant use it.
  • Attempted to fix a display bug in the farmer management panel that sometimes showed 1 instead of 0.
  • Attempted to fix a bug that would corrupt a field, making it unusable by farmers unless destroyed or the game was reloaded.
  • Resources now correctly appear in the HUD when loading a save if you own a higher-tier resource and none of the lower-tier one (e.g., 0 planks, 1000 chiseledstones the planks HUD will now appear immediately).


[ 2025-04-11 07:37:34 CET ] [ Original post ]

Quality of Life Improvements

This update follows the recent addition allowing you to hold down a button to make multiple purchases. For now, this system isn't yet integrated with the constellations. Ill do my best to make it happen, but right now its quite complicated. A few bug fixes have also been made. Heres a recap of what has changed :

  • You can now hold down a purchase button in the building upgrade panels
  • Fixed a bug where, if you reloaded your save without having any points in the Marking Constellation, villagers would refuse to work on trees, rocks, and berry bushes
  • Fixed an issue where villagers would sometimes forget their farming job when dropping off resources at the house
  • Fixed the spelling of the word "vnement" to "vnement" (FR)
  • Fixed some display bugs in the constellation
I hope you enjoy this update and that it improves your gameplay experience ! Dont hesitate to report more bugs or share suggestions on the games Discord server.


[ 2025-04-10 12:04:59 CET ] [ Original post ]

Magical Destruction Update

A long-awaited new constellation has been addedthe one that allows you to magically destroy your beloved buildings mistakenly placed in your saved world, lingering there day... after day... after day... Bonus: a bunch of small changes and bug fixes ! Heres a quick summary of whats new :

  • Added the constellation to remove a building
  • Unified color coding for all magical constellations
  • Info text in the crafting menu is now properly left-aligned
  • Crafting menu text no longer overlaps with other menus like the tutorial or event notifications
  • Info menu size reduced to fit the longest possible French text
  • Villagers with crafting jobs now behave more logically: after collecting resources from a house, they go to the nearest workstation if smart, or to a random one if stupidinstead of returning to where they first got their job
  • Fixed a bug in the woodcutting duel where a villager could fail to score points
  • During the woodcutting event, the villager will now occupy the tree theyre cutting down, preventing others from wasting time on it
  • Double-check system added to ensure 5 fires spawn during the fire event
  • Optimized game resource usage for low-end configurations to make the game smoother


[ 2025-04-09 06:53:15 CET ] [ Original post ]

Quality of Life Improvements

Nice update made thanks to your feedback and several bug fixes:

  • You can now hold down the "+" or "-" buttons to assign/unassign villagers to a job.
  • Fixed a bug where the error sound wouldnt play when you could no longer assign or unassign a villager to a workstation.
  • Fixed a display bug for unemployed villagers, now correctly showing 0 instead of 1.
  • Added a floating info panel in the crafting menu when hovering over a building, showing what its used for and how to interact with it.
This update should make some gameplay mechanics clearerones you had to figure out on your own beforeand overall make the experience smoother and more enjoyable! Thanks to the kind Discord contributors who take the time to report bugs and suggest improvements


[ 2025-04-08 10:17:13 CET ] [ Original post ]

Adding an alert system

Ive added an in-game alert system that I can update based on your feedback. The goal is to inform the player about concepts that might not be very clear, for example, when you want to buy a building with a lock on it. Now, a message indicates that you need to unlock the building in the constellation. I also modified the tutorial so that it gives 1 constellation point once completed, and it will provide the information at the very end that you need to level up to earn a constellation point. Feel free to join the Discord server and let me know what information to add. The goal is for even a child to understand the game.


[ 2025-04-07 12:03:55 CET ] [ Original post ]

Weekend Bug Fixes

A small update for the weekend! I'm trying to take it easy and enjoy some family time, but I couldnt resist pushing a quick bug fix update based on reports from the Discord serverthank you all!

  • When reloading a village after saving without the constellation marking point, unemployed villagers will now be able to work properly.
  • Fixed an issue where two events could start at the same time, making one of them unplayable. Now, only one event can be active at a time.


[ 2025-04-06 18:29:30 CET ] [ Original post ]

Random Event Addition

This small update, for a change of pace, adds 3 new events that will respectively reward you with planks, cut stones, or mana. These events can only be triggered if youve already unlocked the resource related to the event. Quick summary :

  • Event 1: Forest fire you'll need to extinguish the fire in the forest.
  • Event 2: Statue destroyer you'll need to destroy a mysterious statue.
  • Event 3: Healer you'll need to heal sick villagers.
Each event comes with its own Steam achievement. At the same time, I added sound effects to the previous events, like when picking flowers or digging through stone residues. The new events also come with their own unique sounds, which Ill let you discover on your own. Lastly, I fixed a memory leak that occurred when clicking on a tree, stone, or berry bush and not finishing the harvesting. It was a minor issue, but now the game is even more optimized, which could help avoid problems during very long play sessions.


[ 2025-04-04 12:58:39 CET ] [ Original post ]

Management Update

Big update! I feel like Im rolling them out one after another ! Today, I present to you the Management (Magic) Update. Simply put, a new star has been born in the Magic Constellation. This star gives you access to a new in-game panel: the unit management system. Initially, I only planned to create a menu that displayed the number of units per job, but I decided to go further. Now, you can magically assign your villagers to different professions. Its super simple: just use the "+" and "-" buttons next to the desired job. A villager without a job will automatically be assigned to the selected position. To make management as smooth as possible, villagers now remember their assigned job. This means they will first drop off any resources they are carrying before heading to their new workplace (this also applies to events). Using magic to assign or remove a villager from a job consumes mana (0.1% of max mana). In addition to that, Ive made a few miscellaneous improvements :

  • The forester now collects saplings when needed instead of simply pausing due to a lack of trees to replant.
  • Click-job upgrade menus are now responsive.
  • The same goes for the exit game menu.
  • The click-job level is now factored into resource and XP gains, and it applies before the multiplier.
  • Optimized game assets to improve performance on low-end configurations.
  • Increase in XP gained during events (almost tripled).


[ 2025-04-03 13:54:30 CET ] [ Original post ]

Auto-Save

A few small changes to the game's save system with the addition of an automatic save every 20 minutes when the Magic Save constellation point is unlocked. Note that the auto-save does not consume mana, which explains its long cooldown. Additionally, I fixed a building loading bug where a building was being deleted each time the world was saved and loaded. This bug should now be fixed.


[ 2025-04-01 15:36:40 CET ] [ Original post ]

Event Update

I received a lot of feedback saying that the game can become boring too quickly, especially at the very beginning. Since I chose to gradually unlock gameplay elements, it became clear that there were too few at first, which made players quit before they could see everything the game had to offer. That's why this update is important for the future of the game and its gameplay. From now on, events will randomly occur among three different events for now. Im also counting on you to give me inspiration to create more fun and roleplay-oriented events! Events will unlock during your second run, meaning after you've completed the tutorial. This way, you'll always have some guidance.

Heres a summary of what has been added :


Every 3 to 5 minutes, a villager will have an exclamation mark above their head. Clicking on them will trigger a random event from the three available (for now) :
  • Event 1: A hide-and-seek game where you must find a hidden plant in the forest before it withers.
  • Event 2: A duel against a villager who thinks they can swing an axe more times than you within a given time.
  • Event 3: You will have to recognize and sort different types of rocks.
  • Three new achievements are appearing to match the success of each of the three previously mentioned events.
This is just the beginning, laying a solid foundation for future events to come. I've done quite a bit of playtesting, and everything seems to be working fine. Maybe this is my first major bug-free updatewho knows !


[ 2025-04-01 07:08:24 CET ] [ Original post ]

Sunday Patch

On this lovely Sunday, I thought, "Hey, what if I restarted my game from scratch?" So I did, and I found a few issues that I have fixed :

  • The constellation upgrade that increases villagers' speed is now fixed and works properly.
  • Fixed the error sound bug that played when selling the "more trees" upgrade if the "more bushes" upgrade was at level 1.
  • The T4 chest didn't have the correct amount of resources. This has been fixed to match the amount of resources required to reach the level needed to unlock the chest.
  • Sometimes, the cost of the forest camp upgrades was displayed in parentheses, which is no longer the case.


[ 2025-03-30 14:25:07 CET ] [ Original post ]

Tutorial Update

Fixed two things in the tutorial:

  • The villager counter required to complete the tutorial has been fixed. Now, the tutorial correctly validates if you have 4 villagers or more, instead of less than 4.
  • The note stating that bushes take 5 minutes to regrow was incorrect, as the actual regrowth time is 3 minutes. I had changed this in a previous patch but forgot to update the tutorial info, which is now fixed.
I hope all the bugs are now resolved so that I can focus on adding new gameplay elements to the game.


[ 2025-03-30 10:15:50 CET ] [ Original post ]

Small Weekend Fix Patch

I fixed a few bugs, here they are:

  • A constellation appeared invisible once purchased, and after quitting and returning to the menu. Now, it is properly visible.
  • Fixed an issue with selling constellations when the next milestone was purchased. Now, you can sell it until the constellation reaches level 1.
  • Fixed the loading bug of the magic save constellation, which will now load correctly if you quit and restart the game.


[ 2025-03-29 08:03:10 CET ] [ Original post ]

Save patch

Following the save system update, several bugs slipped through the cracks. Fortunately, the Discord community is very active and provided me with a rather long list of bugs, which are now fixed in this patch:

  • When loading a save, resource texts now update correctly.
  • It's no longer possible to click on the new menu buttons if they are invisible.
  • Buildings can no longer be duplicated by spamming the save key.
  • It is now possible to remove constellation upgrades that increase the base resource amount, even if the following upgrades have been purchased up to level 1 (however, they cannot be fully sold if dependencies exist).
A special thanks to Ombe for the very quick and detailed feedback.


[ 2025-03-28 22:23:17 CET ] [ Original post ]

Village Save Update

Since the game's launch, people have been telling me about the save issue. Like, "It's annoying to lose your village, blah blah blah..." Well, you know what? You were right! To be honest, it was planned, but I knew it was going to be a huge task, and to avoid having to redo it multiple times, I waited until the game was far enough alongwhich is now the case! But since I'm a bit sadistic, you'll have to unlock it first. And the idea actually came from you! Well, not directly, but you gave me the inspiration, ahahah. In short:

  • Added a system to save your village, allowing you to resume it later.
  • A mysterious new constellation has been created for the occasionyes, youll need to find and purchase it to be able to save!
  • Saving consumes 30% of your village's maximum mana.
Along with this, some fixes and optimizations:
  • Fixed a bug with the last constellation where some constellations would disappear after being purchased.
  • Added a close button in the job menu to exit it more easily (and logically).
  • Fixed a bug where the job menu window was misaligned.
  • Partially added an options menu, replacing the button that directly quits your world.
  • If you have the save constellation, a "Save Village" button will appear; otherwise, only "Abandon Village" will remain.
  • If you're playing multiplayer, all players except the host will instead have a "Leave Lobby" button.
  • General game optimizations: I found some old lines of code that were no longer needed, so... trash!
It may not look like much, but this is a huge update for the game. Saving everything done in-game and putting it back in place isn't as simple as it sounds. There may be some bugs, big or small, because I rushed to get this update out before the weekend. [spoiler]Spoiler to unlock the save button: - Reach level 100 - Unlock the Village T4 constellation [/spoiler]


[ 2025-03-28 19:29:30 CET ] [ Original post ]

Big Update

I'm very happy to bring you a big update today, with the main highlight being the addition of constellations. Other aspects have been worked on as well, including balancing and improvements to villagers' AI. Here's the summary:

  • Added a brand-new constellation that unlocks after Village T2, focused on improving natural resources.
  • Added T5 to the starter chest (this will be the last tier; for the future, I'm preparing something 1000x better).
  • Improved resources in chests to better match the amount of resources generated to reach the level where the chest unlocks.
  • Added a new behavior for intelligent villagers: when their inventory is full, they can drop a villager next to a natural resource, and they will remember this assignment (does not work with complex professions).
  • Fixed a bug where hovering over the speedrun button would cause the timer to shift.
  • Balanced the upgrades for berry quantity in farm bushes and wood quantity in trees via the foresters hut to prevent the regeneration rate from surpassing the harvesting rate, especially with the constellation upgrade that boosts it.
  • Made the stonecutter camp's reduction amount more visible at very high levels (added a decimal point every 100 levels, up to level 300).
  • All text inside parentheses in upgrade panels is now right-aligned.
  • Fixed a bug where all right-aligned text in upgrade panels displayed correctly when multiple panels of the same type were opened.
  • Added 75 new units (I've basically quadrupled the number of units in the game).
A special thanks to Ombe and BoyToy, members of the Discord server, who made me reconsider certain mechanics in this version thanks to their player feedback.
  • Ombe, for improving villagers' AI and enhancing the readability of dropdown menus.
  • BoyToy, for surpassing level 400 and far exceeding the number of available units in the game.


[ 2025-03-27 14:04:44 CET ] [ Original post ]

Bug Fix : Villager Behavior

Villagers would sometimes all go to the same tree, whereas I intended for intelligent villagers to distribute their workload efficiently. Additionally, foresters could occasionally get stuck in front of a sapling without replanting it. All of this has now been fixed with a few changes: - The hitbox of tree stumps is now larger, making clicking easier (about 4 extra pixels in height and width). - When a villager fully collects a tree, a stone, or a bush and still has space in their inventory, they will no longer return to the base to unload their resources. Instead, they will move directly to a new worksite to maximize efficiency and reduce travel time. (Note: Stupid villagers will move to a random worksite, wasting even more time.)


[ 2025-03-25 16:05:46 CET ] [ Original post ]

Speedrun Update

I wanted to offer you a new way to play the game, and that's through speedrunning. That's why I'm bringing you this update today, which happens to coincide with the Steam Festival. I just noticed that it really boosts the game's visibility, even though I can't run any promotions since it was released less than 30 days ago. In short : - When you're in-game (the main menu and constellation menu dont count), a timer starts and will resume each time you relaunch the game. - Once you reach level 100, your time will be sent to the leaderboard, accessible via the main menu with the stopwatch icon. - The only way to reset your run is to completely reset your save. This is a different way to play, going against the usual goal of reaching the highest level possible. Basically, it's up to you to choose your specialization! I hope this helps you wait for the upcoming constellation updates. Happy speedrunning, everyone!


[ 2025-03-25 09:58:40 CET ] [ Original post ]

Constellation Update

I am currently working on the end of the mid-game content with the addition of the constellations linked to it. It will take me some time to implement everything, but I still wanted to update you on the progress made so far:

  • Modification of the constellation that naturally regenerates resources from 1 per amount to 10% of the maximum capacity per amount.
This change modifies the game's behavior while also making this upgrade scalable. But most importantly, now, when you increase the maximum resources of a tree, for example, the skill will directly trigger an increase in the tree's resources up to its maximum, while preventing it from exceeding the maximum capacity. If you want to see what the next constellation will look like, head over to the game's Discord server where I leak information.


[ 2025-03-24 16:52:16 CET ] [ Original post ]

Multiplayer Improvement

Small lightning update to be ready for the participation in the Steam City Builder event, which starts on Monday, focused on multiplayer. Indeed, a few days ago, I made deep modifications to the code to fix bugs, and that had created a clicking issue in multiplayer, which I have just fixed. In short :

  • Clicking on a building will always work on the first try to open the dropdown menu.
  • Clicking on a resource (tree, stone, bush, and chest) will always work on the first try to collect it.
Note : if you are not the host, there is still a waiting time for the host to validate your action, depending on your ping.


[ 2025-03-22 10:15:45 CET ] [ Original post ]

Game Quality Improvement

Nice update made thanks to your feedback, especially on TikTok (yes, I have a TikTok where I show what I do : @eragonesss). So, without further ado, heres a recap of what has been changed :

  • Costs change color depending on whether you have enough resources : red if youre missing some and white if you have enough.
  • Fixed a solo mode bug where the level of the foresters hut increased by 2 at a time for the number of tree saplings a villager can carry at once.
  • Fixed a building duplication bug when purchasing while switching buildings.
  • Modified the multiplayer HUD, which was bugging in the constellation menu.
  • Optimized game resources related to constellations (basically, Im preparing the ground for future constellations).
  • In multiplayer, each player can now check what each constellation does independently from the host.
  • Villagers hitboxes are now 4 pixels wider (2 on the left, 2 on the right) to make them easier to grab, especially when they move fast.
  • The hitboxes of natural resources like wood, stone, and berry bushes have been resized to match their sprites.
  • The hitbox of the treestump without saplings is now larger to make it easier to click and turn into a sapling stump.
  • Fixed a multiplayer bug where the second forge upgrade based its wood cost on the first upgrade.
  • Change in the XP gain generated by the first upgrade of the mage tower, increasing from +0.01 per level to +0.025 per level.
I think I didnt forget anything ! Make sure to join the Discord server to share your feedback on the update and report any bugs that might have slipped through the cracks. Plus, the community is awesome !


[ 2025-03-20 10:47:57 CET ] [ Original post ]

Dropdown Menu Improvements

Following your feedback, and especially that of ZEPHAARP, an active member of the Discord server, without whom the menu wouldnt look like it does today. Heres the list of changes :

  • Added a level indicator for each building upgrade.
  • Fixed multiplayer translation bugs for certain buildings.
I remember fixing some unrelated bugs, but I can't recall which ones. Anyway, a great update to enhance the gameplay experience and bring even more dopamine !


[ 2025-03-19 10:52:20 CET ] [ Original post ]

Crafting Menu Fix

Following this morning's update, I accidentally broke the crafting menu, but I just fixed it. My sincere apologies if you played on that version. I hope I wont discover any major bugs, but it's not impossible, lol. Keep sharing your feedback on the Discord serverits important for the future of the game !


[ 2025-03-18 15:02:06 CET ] [ Original post ]

Important Quality of Life Changes

This update was difficult for me to release because it required deep modifications to the game to fix bugs and optimize behaviors, which, of course, created new ones that will also take time to fix. Heres a summary of the changes :

  • Smart foresters will no longer all go to the same tree to replant it.
  • Foresters will no longer take 2 to 3 steps next to a tree stump before successfully replanting it.
  • Foresters will no longer replant multiple trees at the same time if they are very close to each other.
  • Foresters will now properly restock tree saplings as soon as their inventory is empty.
  • When moving a villager, it is no longer possible to trigger a click on a background element (tree, rock, bush, buildings, etc.).
  • Now, to collect a resource or open a building menu, you need to start your click on the entity and release the click while still hovering over it.
  • It is no longer possible to click on two resources of the same type simultaneously.
  • Experimental: The button that prevents other players from joining your lobby should now work (automatically kicking anyone who joins after the option is checked).
  • The game has been optimized to improve performancenearly 10% of performance gains were achieved.
  • Fixed a multiplayer bug that prevented the button from properly toggling villagers between smart and dumb modes.
I am currently focusing on improving the existing game rather than creating new content. I want to establish a solid foundation before implementing new features. Thank you to those who provide regular feedback, helping me identify bugs and improve the game.


[ 2025-03-18 12:03:46 CET ] [ Original post ]

Early Week Update

  • Fixed level display when it gets very high.
  • Updated the crafting, job, and villager icons in the game.
  • Modified some icons in the constellation.
  • Added the T4 chest to the constellation.
  • Fixed a sound bug when right-clicking on certain icons.
  • Fixed a multiplayer sound bug when clicking the button to leave the game.
  • Added a click sound when pressing the button to leave the game.
The visuals were created by a kind contributor : Goteha A huge thank you to him for his valuable help in the game's development !


[ 2025-03-17 10:39:21 CET ] [ Original post ]

The Mage Tower is operational !

We're reaching a major milestone in the game! I've just finished all the buildings in the game, along with their side menus. That doesn't mean I won't add more in the future, but all the ones listed in the game's roadmap are now available in-game ! Introducing the Mage Tower:

  • Increases XP gain by a fixed amount for each action that generates XP.
  • Increases XP gain with a multiplier for each action that generates XP.
This means you'll be able to level up even fasternot just your character, but also your professions. For the calculation: the multiplier applies after adding the fixed amount, unlike the constellation, which multiplies before adding the bonus point. Note that the Mage Tower's multiplier also takes constellation bonuses into account. EVERYTHING SYNERGIZES


[ 2025-03-15 16:29:43 CET ] [ Original post ]

Added new Steam achievements

  • Lumberjack : Reach level 10 in the profession
  • Miner : Reach level 5 in the profession
  • Harvester : Reach level 3 in the profession


[ 2025-03-15 08:58:25 CET ] [ Original post ]

Improvement of Villagers Stupidity

I made an update where, after several days of research, I finally found what was preventing villagers from working at a workstation when dropped near one. They will now be able to get to work much faster! And a big change regarding villagers stupidity: from now on, intelligent villagers will not go to a workstation that is already occupied or about to be occupied by another villagerunless you drop them directly on it. In short, they wont all gather around the same tree anymore. I think this AI improvement will make your games much more dynamic and fluid, further improving the constellation point that used to make them stupid. Oh, and I made a small change to the ranking system: I modified the anonymity setting so that all your usernames appear in the leaderboard. This is still in an experimental phase, so Im not sure if it will work properly.


[ 2025-03-14 16:14:44 CET ] [ Original post ]

Key Assignment Modification in the Game

For this update, I am focusing on reassigning the keys to make the game smoother and more consistent in its use, thus preventing a single key from performing multiple actions at once. The click to move the camera has been replaced by the middle mouse button click. The click to rotate a building under construction remains the middle mouse button click. The click to mark a workstation with a cross and vice versa is now done with the right-click, provided there is no building under construction, as the right-click is used to delete it. In addition to this, the tutorial has been updated to reflect the new mechanics implemented in the game as well as the changes in key assignments. I myself need to get used to the new keys.


[ 2025-03-13 14:30:40 CET ] [ Original post ]

Bug Fix

  • Foresters will no longer restock tree saplings from a random tree; they will now properly restock at the forester camp.
The villagers are no longer listening to their code. That scares me...


[ 2025-03-13 09:51:53 CET ] [ Original post ]

New Mechanic Implemented

I've had this project in the works for a while, and I can finally reveal it to you! I'm really happy to introduce a new game mechanic that will help you improve during your playthrough and become stronger. At a certain level, clicking became pretty useless. It was often wiser to focus on villagers. But now, clicking is always viable because it scales with the number of clicksyes, really! Alright, enough teasing! To explain: I've added a new in-game button next to the crafting button (the "V" key also works) to open a new menu where you can upgrade your click based on the type of resource clicked. Each click on a tree grants experience to level up Lumberjacking. The same goes for Mining and Berry Harvesting. XP gain is 1 by default and stacks with XP upgrades in the Constellation. Each level gained in a skill increases a resource multiplier. This bonus, of course, synergizes with the "Gentle Harvester" constellation, which allows you to gather more resources. For the launch, I'm playing it safe. I believe Ive made leveling up quite slow and ensured the multiplier increases gradually but exponentially. Im looking forward to your feedback on the Discord server to fine-tune these numbers! Oh, and there's also a stat that shows how many resources you collect by type.


[ 2025-03-12 14:36:29 CET ] [ Original post ]

Changes in Villager Behavior

Based on numerous feedback, I decided to reduce the impact of villagers' laziness. Once assigned to a workstation, a villager will no longer become lazy, leaving only unassigned villagers in that state. This will make automation more accessible and allow for a fully AFK experience. Additionally, with the game's mid-game development progressing, I've added the T3 chest to the constellation. Chests are a great way to resume a game and, in some cases, even start better than the last time you left your world. Thats why the need for the T3 chest has become apparent. The T4 chest will come much later. I've also improved the T2 chestit now provides planks, making it an even better way to start a new world quickly !


[ 2025-03-11 14:02:32 CET ] [ Original post ]

A nice update that complements yesterday's

The stonecutter camp reduces the resource cost required for each upgrade, providing a new way to progress faster ! Some balancing adjustments have been made : - The berry bush upgrade is now cheaper and yields more berries per bush. - The wood quantity upgrade for trees has been improved and is now cheaper. The goal of this balancing update is to make strategies focused on gathering speed more viable.


[ 2025-03-11 09:29:26 CET ] [ Original post ]

Mid game update

Ive been working extensively on the progression starting from the mid game to make the gameplay experience more satisfying.

Heres whats been changed :


- The upgrade costs for the forge have been reduced and significantly streamlined, making it easier to improve both storage capacity and harvesting quantity one after the other. - Naturally, the gap between storage capacity and harvest quantity has grown, going from a 1:1 ratio at level 1 to a 1:3 ratio at level 100 (meaning it takes 3 harvest cycles to fill a villager's inventory). - The upgrade cost for each level has been standardized to ensure a smoother progression, though it will slow down progressively.

To address the growing gap, a new upgrade has been introduced in the sawmill :


Tool refining, which increases the harvest multiplier by 0.01 per level. This helps balance the forge upgrade gap, making the progression closer to a 1:1 or 1:2 ratio. This upgrade will cost planks, and like the forge, the cost will increase relative to the gain as the levels progress, thus creating a longer time required for upgrades as you level up.

The forest camp was missing something, and now it has been added :


It is now possible to increase the number of "tree saplings" a lumberjack can carry at once, allowing them to plant multiple trees simultaneously and, as a result, save time. This significantly reduces the number of lumberjacks needed for perfect automation.

Bug fixes and translation updates :


- The abbreviation for "quantity" in French was "qty," which is incorrect as it should be "qte." This has been corrected. - An animation bug in the forest camp has been fixed, ensuring the tree sapling harvest animation plays completely. - An upgrade in parentheses in the forest camp had an extra space if the value of the wood was below 1000. This space has now been removed, making the display more consistent. This weekend, I took the opportunity to refine the gameplay experience by adjusting the progression curves. Im counting on your feedback and the survey on our Discord server to fine-tune the upgrade costs and progression speed for a pleasant gameplay experience, not too fast, not too slow. Were almost 30 members on the Discord server, so be sure to join and participate in improving Idle Together: https://discord.gg/CJus5VhfQR


[ 2025-03-10 11:18:31 CET ] [ Original post ]

Small bug fix before the weekend

The Escape key used to open the build menu in-game. Now, it only closes it.


[ 2025-03-07 12:36:17 CET ] [ Original post ]

Quality of Life and Multiplayer Upgrade

To keep it short :

  • I added sounds when clicking.
  • I added a "lobby" menu in multiplayer, with the option to leave the lobby or check a box for players with a very good connection (fiber, for example), which increases the synchronization rate from 30 to 60 times per second.
  • I fixed bugs and optimized the game to make it smoother.


[ 2025-03-06 11:32:58 CET ] [ Original post ]

Important Quality of Life Update

I'm preparing a nice update that fixes a bug I noticed with the forge, which couldn't be purchased even when it was no longer grayed out.

  • Major improvement to the multiplayer experience regarding building menu management. Menus didnt always disappear properly, but this issue is now fixed (I had to go pretty deep into development to solve it, but it's all good now).
  • Added a red cross button in the menus to close them, in addition to the default button that toggles the menu on/off.


[ 2025-03-05 11:25:57 CET ] [ Original post ]

More Organic Generation

This update focuses on the generation of the game board. The goal is simple: to make it more organic while implementing new visual elements to enhance the game's aesthetics and immersion. Additions:

  • Rocks
  • Clumps of grass
Changes: [olist]
  • Elements are now randomized in size for better coherence. [/olist] Elements are now generated based on "biomes" to ensure greater consistency between different areas of the board, increasing immersion. I hope youll like it ! This update focuses more on small details, but its still a necessary improvement.


    [ 2025-03-04 11:57:46 CET ] [ Original post ]

  • Quality of Life Update

    Following your feedback, it was true that the crafting menu wasnt very clear, especially with the black-and-white effect. Now, a lock icon appears when a building is not unlocked, and the black-and-white effect only applies when you dont have enough resources. Keep sharing your feedback on the gameits the best way for me to improve it !


    [ 2025-03-03 09:00:10 CET ] [ Original post ]

    Small update after launch

    After being able to play with some of you (+10% of buyers, according to the Steam success), I noticed a few small points to improve in multiplayer. Others are still on my improvement list, like the synchronization rate, which is 30/second. For very slow connections like mine (ADSL), this creates accumulating latency. (Fiber-optic players have no issues.) But this is a bigger project I hesitate to tackle, given the global replacement of Internet lines with high-speed broadband. I managed to make the settings menu responsive for very large screens, so it is now well-centered. Most importantly, I updated the multiplayer tutorial, and I hope it works. I did this following many comments where players didnt know what to do in the game. Im particularly thinking about the need to leave your world in order to access the constellation. This is clearly explained at the end of the tutorial. However, some indicators are unclear, such as buildings that should have a lock symbol indicating that you need to go to the constellation to unlock them, and the graying effect when you dont have the resources. But hopefully, this will be fixed in the next update. Im trying to enjoy my weekend by playing with you; Im only making patches for issues I consider major and quick to fix. Thank you for your support; Ive seen dozens of kind messages that warm my heart on my various social networks.


    [ 2025-03-01 11:09:48 CET ] [ Original post ]

    Mini patch released

    Fixed the issue with the performance setting not loading correctly; it now updates properly when restarting the game


    [ 2025-02-28 18:30:09 CET ] [ Original post ]

    Tic tac, we're already at D-1 !

    Super excited to finally bring you the game in early access ! To keep it short : The game will be available on 02/28/2025 around 5 PM (French time). I've never done this before, so I can't guarantee the exact release time. Hopefully, I won't struggle too much. The game will cost 4.99 throughout its early access phase, with a special 10% discount during its first 7 days. It's a great way to thank all of you who added it to your wishlist. Then, once the game leaves early access, I'll most likely increase the price to around 9.99. Theres still a lot of work to do before leaving early access, but I'm working at my own pace. I don't want to burn myself outI want to keep enjoying the development process.

    New features


    I've really prepared everything well, including a slider in the settings that lets you adjust the game's quality and performance. The game is already optimized for low-end PCs, but I even removed all unnecessary visual elements for those playing on a toaster, lol. Anyway, release is soon ! Here are some stats : Were still far from the goal of 1,000 wishlists and 100 Discord members, but that's okay because these numbers keep growing every day. A new stat will soon be my focus : the number of active players. Since the game is multiplayer, I definitely plan to join your lobbies and play with you ! Thats all for now. Don't forget to invite your friends to play, because the more, the merrier !


    [ 2025-02-27 08:31:29 CET ] [ Original post ]

    See you on February 28th !

    Idle Together in Early Access from February 28, 2025 !


    Expected release time : around 5 PM (French time) ! [hr][/hr]

    A game refined thanks to you !


    Thanks to numerous playtests and the invaluable help of beta testers, Idle Together will launch in Early Access with enhanced quality : Many bugs fixed Improved game resource optimization And this is just the beginning ! [hr][/hr]

    My goals for this launch


    • 1,000 wishlists before release
    • 100 members on the game's Discord server
    Why ? Because the more players we have, the better I can improve the game with your feedback ! I will be able to run polls on game balance and future updates, allowing you to directly shape the evolution of the game. [hr][/hr]

    A special reward if we reach 1,000 wishlists !


    If we hit 1,000 wishlists before release, I promise to add a brand-new building: The Market ! Trade resources with an adjustable conversion rate A new constellation linked to this building (and many more coming to expand the game world !) But none of this is planned in the initial roadmap so if you want more content, you know what to do ! [hr][/hr]

    Help Idle Together grow !


    Add Idle Together to your Steam wishlis t! Spread the word and convince your friends to add it too ! Join the Discord server to be part of the game's evolution ! The more of us there are, the more incredible Idle Together will become !


    [ 2025-02-19 10:35:29 CET ] [ Original post ]

    Accumulate resources endlessly with your friends !

    Idle Together is a resource management and accumulation game where you collaborate with other players to optimize your progression. Accessible to everyone, it combines the fun of idle games with unique cooperative mechanics.

    🌟 Gameplay

    • 🛠️ Main Objective : Gather resources, level up, and unlock skills to grow ever stronger. This incremental game allows you to keep progressing endlessly !

    • 🤝 Cooperation : Work together with other players to manage villagers, ensure they're productive (watch out for slackers hiding in tall grass 😉), and maximize resource collection.

    • 🌌 Constellation System : Unlock skills through a unique talent tree presented as constellations. Villagers believe in the power of the stars, and improving constellations makes them even more efficient !

    • 🏠 Building and Progression : Start by clicking on resources like trees and rocks. Build structures, such as houses to recruit villagers in exchange for food, and expand your village using tiered systems unlocked via the Constellation.

    🎨 Visual Style and Atmosphere

    • 🎮 Graphics : Colorful pixel art with a vibrant, relaxing aesthetic designed to be accessible for everyone.

    • 🎵 Soundscape : Enjoy calm and immersive music that complements the chill gameplay experience.

    🔄 Replayability and Longevity

    • Endless Gameplay : There’s no finish line! Keep leveling up, unlocking constellations, and improving your village without limits.

    • 🏆 Online Leaderboards : Compete with other players and see who reaches the highest levels !

    🖥️ Platforms and Accessibility

    • 💻 Available on : Windows, macOS, and Linux.

    • 👶 For all ages : Designed to be family-friendly with no mature or overly complex content.

    • 🎯 Business Model : Buy once and enjoy the complete game—no microtransactions or ads.

    Join the adventure and dive into a world where strategy, collaboration, and resource management combine for a unique, infinite experience !


    MINIMAL SETUP
    • OS: Ubuntu 18.04 or equivalent
    • Processor: Intel Core i3-2100 or equivalentMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000 or equivalent
    • Storage: 500 MB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04 or equivalent
    • Processor: Intel Core i5-6500 or equivalentMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti or equivalentNetwork: Broadband Internet connection
    • Storage: 500 MB available space

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    MacGamestore

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