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Dungeon Survivor
Q Developer
Q Games Publisher
2025-05-22 Release
Game News Posts: 32
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Content Update: Sound Effects Part 2

New Death Sounds:


* troll * necromancer * dragon

New Attack Sounds:


* troll * necromancer * fire trap * dragon

Other New Sounds:


* lava in dungeon * chests opened (actually added in last update)

Other Changes and fixes:


* minor enemy tweaks * dragon attack can now hit other enemies * dragon will play a sound just before attacking * reset game moved to new grave stone in lobby * new settings for ambience sounds * all sounds now respect settings * fixed missing rewards on dungeon level one

Whats Next:


* potentially a few more sounds * cleanup of unused files * enemy improvements * ui improvements and localization * investigate possible performance improvements * final release!


[ 2025-06-14 22:47:54 CET ] [ Original post ]

Content Update: Sound Effects Part 1

A bunch of new sound effects have been added to the game, and a couple existing ones have been changed. This is just the beginning, some sounds added may get changed. More sounds are on the way. Not all sounds respect sound settings yet but will soon.

New Death Sounds:


  • player

  • boar

  • funguy

  • skeleton

  • goblin

  • slime

New Ambience:


  • canyons

  • caves

  • swamps

  • mushroom 'break room'

New Attack Sounds:


  • goblin

Other New Sounds:


  • player dodge

  • mushroom harvest

  • cooking food

Changed Sounds:


  • player slash and stab

  • player bow

  • tree fell

Other Changes and fixes:


  • bow attacks from player and skeleton now take .55 seconds to charge, up from .33 seconds

  • enemies will no longer continue attacking player on death

What's Next


  • More sound work - adding more sounds, tweaking sounds, adding settings

  • Continued balancing changes

  • Enemy behavior improvement

  • Lighting improvements (probably)

  • Localization


[ 2025-06-12 04:50:25 CET ] [ Original post ]

Drop Table Balancing and Bug fixes

Balancing


* Increased drop rate of meat from boars * Added food levels 3 and 5 to large chests - level 5 being the rarest * Increased min resources given from large chests * Increase drop rate of buff books form skeletons and goblins to match the drop rate of attack books * Small chests now guarantee a buff book and now have a high chance of dropping an attack book. This used to be the other way around with buffs being even a little more rare * Skeletons and Goblins can now drop basic meals - though very rare * Increased chance of resource drops form Trolls and Necromancers * Added potion drop chance for Troll and Necromancer * Funguy will now always drop at least 1 mushroom * Increased potion drop rate from slimes

Fixes:


* Fixed a few more missing chests throughout all areas * Fixed an issue where keyboard disclaimer could get stuck


[ 2025-06-10 05:37:03 CET ] [ Original post ]

Dungeon Area Updates, Other Improvements and fixes

Dungeon Updates:


* Added rugs and crates to make the rooms more interesting * Moved some traps around, added a few, removed a few * Guaranteed to find 1 large or 2 small chests in the final room of each map in the dungeon area

Other Improvements:


* Mouse aim will now automatically enable when no controller is detected * Mouse aim will now automatically disable when a controller is detected

Bug Fixes:


* fixed an issue causing some chests not to spawn in the dungeon * fixed an issue causing enemies to spawn to close to the player during the boss fight

What's Next:


* Missing SFX * UI/UX improvements * Enemy improvements * Continued balancing changes * Localization


[ 2025-06-09 05:05:38 CET ] [ Original post ]

Mouse and Keyboard support!

Yeah, that is pretty much it - You can play with mouse and keyboard now. Added glyphs for mouse and keyboard controls to how to. The game plays best with controller, though it's not bad with mouse and keyboard controls :)


[ 2025-06-08 06:37:45 CET ] [ Original post ]

Content Update: More leveling opportunities

Attack recipes:


Pinning Arrow, Piercing Arrow, and Stab can now level up!


After collecting 3 books of the same attack recipe's, they will advance to level 2.

These level 2 attacks will be slightly more powerful.

  • Piercing Arrow II will do additional damage on hit and travel through an additional enemy when leveled up.

  • Pinning Arrow II has increased range and will deal additional damage

  • Stab II has reduced cooldown and will do additional damage

Buff recipes:


Speed, Evasion, Armour, can now reach level 5!


Levels 1-3 each require 1 book

Level 4 requires an additional 3 books

Level 5 requires an additional 4 books (10 books total for level 5)

Buffs have been rebalanced with levels 4 and 5

Balance Changes:


  • Dodge speed capped to the Speed III dodge velocity - meaning Speed IV and V only affect base walking speed

  • Armour I now decreases damage by 20% (up from 15%)

  • Armour III now decreased damage by 40% (down from 50%)

  • Evasion I now increases evasion by 15% (up from 10%)

  • Evasion II now increases evasion by 20% (up from 15%)

Other Changes and Bug Fixes:


  • Stats gained from food (such as health and nutrition) now cap at 35

  • Sword attacks now show the sword further from the player to better communicate the actual attack range

  • Fixed an issue where making recipes would only consume the first ingredient. Making a recipe will now consume all listed ingredients

  • Fixed an issue with decoration ending up in play area and/or chopped off in bonus cave levels after the boss

  • Added additional mushrooms and enemies to bonus levels

What's Next:


  • Improvements to lighting and level decoration in dungeon area

  • Mouse and keyboard support

  • Enemy behavior improvement

  • Continued balancing changes

  • Missing SFX

  • Localization


[ 2025-06-07 20:38:21 CET ] [ Original post ]

More Boss Improvements

More improvements to spawn logic for additional enemies. They could spawn very close to the player which made it more difficult than intended. Added some cover to the boss fight. It was very exposed before with nothing to hide behind. It was still possible to win, but frustratingly difficult, and it is still plenty challenging. Bug fixes: * Fixed starting position for player in cave 3


[ 2025-06-06 04:58:23 CET ] [ Original post ]

Boss Improvements

* Improved spawn logic of additional enemies * Improved spawn logic of falling blocks during boss fight fixes: * fixed an issue with the fire sprite sometimes being backwards


[ 2025-06-05 05:44:05 CET ] [ Original post ]

Content Update: Boss Change, New Enemy (sort of), and other fixes

Boss Update


The boss fight is still the same as it was, however, it felt more appropriate to be fighting a Dragon! There will likely be changes to the boss fight in future updates. Achievements related to killing the boss have also been updated to reflect this change.

New Enemy (sort of)


The original boss (a necromancer) will live on in spirit. A scaled down version of the necromancer has been added to the dungeon levels. - With this a new achievement has been added to slay 50 necromancers.

Fixes


Swamp 2 had an issue with walls, not allowing arrows to fly over water in some spots.


[ 2025-06-05 01:30:58 CET ] [ Original post ]

New map, and buff improvements

Swamp 2


The second, and potentially final swamp map has been added to the game. The second swamp will appear during the cave area. note: as with other updates that have added new maps, it is recommended to 'reset save data'. You should not have to, but may experience a duplicate level and miss out on content if you don't

Buff improvements


* All level three recipe buffs now last 3 minutes instead of 2 * Speed 1 now lasts 2 minutes instead of 1 * Speed 2 now lasts 2 minutes instead of 1


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

Small Patch: Player improvement, bug fix, and balance

Player Improvement:


* When dodging, the player will avoid being hit by enemies. To better communicate this, the player will now flash when dodging

Bug fix:


* Fixed an issue with sprite ordering on the boar farm * Tree collider was not being removed from tree when felled, this was blocking arrows that should fly over a stump. Tree collider will now be removed when only a stump is left.

Balancing:


Goblins drop rates: * meat: 65% -> 80% * mushrooms: 30% -> 40% Boar drop rates: * meat 80% -> 95% * Add more boars to the boar farm * Add more mushroom spawn opportunities in cave 2 and 3


[ 2025-06-03 05:58:51 CET ] [ Original post ]

Small Patch: Couple fixes and improvements

Bug fixes: * Fixed an issue with damage calculation. Current hunger level should now properly be applied to damage done by player Improvements: * Added scrolling battle text for hunger damage * Added scrolling battle text for items lost from slimeball (doesn't show quantity yet, but might soon) Changes: * Slimeball now only has an 80% chance to steal a mushroom (down from 100%) but can now steal up to 3!


[ 2025-06-03 00:22:36 CET ] [ Original post ]

Content Update: New Map, New Enemies, and other changes!

New Map: Swamp


The swamps feature low visibility due to fog and rain, as well as two new enemies! These swamp maps will be found while exploring the canyon and cave areas. This new map is one of three currently in development. Expect two more like this one soon.

New Enemies: Slime, 'Funguy'


The first new enemy to introduce is the Slime. These are ranged enemies with medium range. They attack by spawning 'slimeballs' - Watch out! These little guys are out for your mushrooms! Slimeballs deal 1 hunger damage, health is taken if you are out of nutrition. In addition they will also steal 1 mushroom. Slimeballs can be killed before they reach you to negate the attack. They can be evaded in which case a mushroom is not stolen, but armour has no effect on the hunger damage. The second new enemy to introduce is a walking mushroom! Some might even say he's a 'fun guy' ;P. Funguy is similar to a boar, however, they drop mushrooms instead of meat. warning: Reset Save highly recommended. You should be able to continue without a reset, however, you may need to repeat a level or run into unexpected issues, as well as miss out on new content.

Other Changes:


  • The second canyon map size has been reduced by about 15% and somewhat redesigned. This map felt a bit big and empty. This new version should still capture the same spirit but with less empty space.
  • Resource enemies such as the boar and 'Funguy' can now drop more than one resource
  • Tree's will now drop wood more often and now have a small chance to drop two logs
  • Add more trees, mushrooms, boars to canyon maps
  • Add more mushrooms to cave maps
  • Cap inventory space at 65 per resource

Bug fixes:


  • fixed an issue where menu navigation in the cooking menu could stop working

What's Next:


  • Finish swamp levels
  • Continued balancing changes
  • Updates to boss (likely changing what it is too)
  • Enemy behavior improvement
  • Mouse and keyboard support
  • Improvements to lighting and level decoration
  • Missing SFX
  • Improvements to bonus level system. These generated levels are playable, but not yet 'complete'
  • Localization: Jhndboy has translated a lot of the game text into Portuguese (pt br)! Thanks! This will get put into game soon.


[ 2025-06-02 06:28:36 CET ] [ Original post ]

Cooking Menu Improvements

Recipes will now be sorted by availability: Unlocked and ingredients available will be at the top, followed by unlocked without ingredients available, and then locked at the bottom. In addition to the sorting, you can now jump to the top, middle, or bottom of the recipe list from the cook button by pressing up for top, left for middle, or down for bottom. Other fixes: * Fixed a bug allowing you to cook outside of a playable level


[ 2025-05-30 04:30:32 CET ] [ Original post ]

Play on SteamDeck!

This update changes the renderer used to Vulkan, allowing you to play on your SteamDeck! While this is not native support, it works and the game plays well. Enjoy Dungeon Survivor on the go! Other Fixes: * changed text 'dash' to 'dodge' to better communicate what that ability is to be used for. You actually get a bit of invulnerability during a dodge! Note for windows: Nvidia released a few versions of their graphics driver that did not play nicely with Vulkan which is why we originally launched with DirectX. However, this seems to be resolved. If you notice weird display issues, make sure your nvidia drivers are up to date!


[ 2025-05-29 01:11:59 CET ] [ Original post ]

Bug fix: continued player attacks after death

Fixed an issue with attack holds causing the player to continue attacking after death


[ 2025-05-28 00:57:05 CET ] [ Original post ]

Content Update: More recipes

warning: you may want to 'reset save game' after this update for the best experience. Though you should not need to. This update adds two new meals focused on the stats Health and Nutrition. These new meals will become the two starting meals. They do not offer any buffs or attacks. Although, they are the cheapest meals and offer the best benefit to health and nutrition. Two new recipes books have been added, one for unlocking Stab, and one for unlocking Pinning attack. All existing meals have had their recipes updated. A few meals had level 2 stats fixed as they did not properly scale between 1 and 3. Killing goblins will be the best way to get stab, while killing skeletons will be the best way to get either bow related attack. Recipe chests have been updated to have a 100% drop rate of an attack related recipe, and an 80% drop rate for buff related recipe. Have fun!


[ 2025-05-27 06:11:35 CET ] [ Original post ]

Settings update: Fullscreen mode

New option in settings to enable "Fullscreen" rather than the default "windowed" mode. The game will still enforce an aspect ratio best for the pixel art. However, this should allow a larger game window for some monitor sizes.


[ 2025-05-27 01:27:26 CET ] [ Original post ]

Cooking UI improvements

This update improves the UI in several ways, mostly around cooking. Meals that unlock attacks will now explain those attacks and their applied effects. Most of the Player UI will now be hidden when entering the cooking menu. The Cooking UI has also been made bigger to make room for better descriptions and more recipes to come. The plan is to add two more recipes dedicated to healing and hunger stats as starting recipes, then put the two starting attack recipes behind recipe book unlocks. I have also moved the status text for hunger on top of the hunger bar and made the health and hunger bar bigger. Small change to pinning arrow: * added bonus damage to pinned enemies Have fun!


[ 2025-05-26 19:37:57 CET ] [ Original post ]

Small Patch: More balance and some bug fixes

* fixed an issue with corners in the canyon biome that could cause enemies to become stuck easily * fixed an issue causing enemies to aim at the players feet, rather than the center of the player Changes: * increased the speed of goblin, hobgoblin, and troll engage states slightly. Previously you could back pedal away from most enemies even when they were running at you. Now most enemies should catch you even with Speed III. * increased attack range of goblin from 10 to 20. You should still be able to back step to avoid an attack, though your timing will need to be better than before. * decreased cooldown of troll attack from 3 sec to 2 sec.


[ 2025-05-26 16:29:53 CET ] [ Original post ]

Balance Patch: Increased health and damage for enemies

Balance Changes:


Goblin
  • health increased from 5 to 7
  • damage increased from 1 to 2.5
Ranged Skeleton
  • health increased from 3 to 5
  • engage speed slightly increased
  • damage increased from 1 to 3
Hobgoblin
  • health increased from 10 to 14
Troll
  • move speed slightly increased
  • damage increased from 3.5 to 6
Necromancer
  • health increased from 15 to 20
  • damage increased from 3 to 4, damage over time unchanged, for a total of 7 damage

Armour Buff Changes:


  • level 1 changed to 15% from .2 flat damage reduction
  • level 2 changed to 30% from .4 flat damage reduction
  • level 3 changed to 50% from .8 flat damage reduction

Fixes:


  • armour reduction is now percentage base instead of flat damage reduction
  • typo in amour buff description


[ 2025-05-26 06:11:06 CET ] [ Original post ]

Content Update: New Recipe, New Attack!

The first new recipe "Truffle and Meat Salad" will unlock the special ranged attack, "Piercing Arrow". "Pinning Arrow" is a new attack with low damage, short range, short cooldown, fast trajectory. This new attack pins the target in place for 1.5 seconds. You can have either Pinning Arrow or Piercing Arrow active at one time, but not both. Eating the meal that unlocks the attack will activate it and deactivate the other if it was active. The two starting recipes will now give you Stab and Pinning Arrow. Piercing Arrow has been moved to a recipe book that you will need to find to unlock. Skeletons have the best drop rate of this book other than the small recipe chests. The three meals that unlock attacks have had their stats balanced, so that you do not need to change attacks for the sake of chasing a specific stat increase. The three meals that unlock buffs and level up have been re-balanced to accommodate these changes. In addition, their stat increases will now also improve with recipe level along side the buff. Forgive the creative meal names. The meal names will be changed for the better later! I also plan on adding more meal icons instead of reusing the same ones.


[ 2025-05-26 00:38:17 CET ] [ Original post ]

Small Patch: Improved food details

The entire UI needs a refresh, but in the short term I will try to at least improve the messaging that currently exists. With this update food will now explicitly show the effects they have on the character, rather than using ambiguous language. For example, instead of seeing: "Great nutrition, moderate healing", you will see "+4 nutrition, +0.5 max nutrition, +2 health"


[ 2025-05-25 16:53:30 CET ] [ Original post ]

Food Mechanic Update 2

With this update, each meal that offers a buff now has multiple levels of strength. Finding additional recipe books after unlocking a meal will increase its level, offering a more powerful version of the buff provided by the meal. The effect of buffs from a meal are now better detailed in the meal description. Other changes * all normal chests now have a small chance to drop a recipe book, in addition to the guaranteed drop from smaller 'recipe chests' * all enemies now have a small chance to drop a recipe book * increased drop rate for meat from goblins and wood from skeletons by 5% * added mushrooms to skeleton drop table * fixed an issue with the background in the first cave level Note: In a future update, starting meals will likely be very basic and no longer unlock new attacks. If so, meals that unlock attacks will come from recipe books you find.


[ 2025-05-25 05:08:23 CET ] [ Original post ]

Food Mechanic Update

The character progression in the game is directly tied to the food you eat. Some food will unlock new attacks, while others will provide temporary buffs. All food increases your characters max health and max nutrition (allowing you to go longer without needing to eat). Starting with all food unlocked took away from a feeling of progress. Now you will only start with 2 basic recipes and will have to explore to find small chests containing recipe books. Once you find a recipe book, you will be able to make that meal. Recipe chest locations are as follows: levels 1 - 3 will randomly pick 1 location for a recipe chest. levels 4+ will randomly pick 2 locations. Bonus levels will not provide any recipe chests. In a future update: * chests will also contain upgraded versions of recipes that are more powerful * improved messaging around the stat increases from food * improved messaging when finding and unlocking new recipes


[ 2025-05-24 21:09:13 CET ] [ Original post ]

Small Patch: Improved status messaging

The status text use to just indicate if you were full or hungry to show you if you were currently able to eat a meal or not. Though you would become 'hungry' very soon after eating which could have been confusing. It is even a good idea to stay a little 'peckish' in case you need to eat for healing in an emergency or want to apply a buff. With this update the status text will now show more levels of hunger to better communicate how hungry you are: Full - You cannot eat, and gain 0.5 bonus damage Peckish - You could eat, but you are not hungry. No bonus damage Hungry - You are hungry, probably a good idea to eat soon. No bonus damage Starving - You are very hungry, and damage will be reduced by 0.25 Famished - You are extremely hungry and weak. Damage will be reduced by 0.5 and you will begin taking health damage


[ 2025-05-24 06:47:06 CET ] [ Original post ]

Small Patch: Increase enemy count

While the first few levels act as a gentle introduction to the game, they were a little bit to slow of a start. Several more enemies have been added to the first few levels.


[ 2025-05-24 05:32:49 CET ] [ Original post ]

New Feature: Hold attack

You can now hold down an attack to keep attacking after the cooldown period of that attack. With this change we have increased the cooldowns of both basic attacks by 0.5 seconds, and the cooldowns of both unlockable attacks by 1 second. It will be faster to alternate attacks as the global cooldown is shorter than any attack cooldown. note: In the future as more content is added, it is possible holding attacks may need to be re-purposed to something other than repeating that attack.


[ 2025-05-24 01:05:38 CET ] [ Original post ]

Small Patch: Adding Quit Button

* Add Save and Quit button to in game menus so you can exit the game without resorting to exit window or alt f4


[ 2025-05-23 23:43:52 CET ] [ Original post ]

Small enemy improvements

* Enemies will now engage the player when receiving damage


[ 2025-05-23 05:39:21 CET ] [ Original post ]

Day 0

Hello everyone! Hope you are excited to participate in the Dungeon Survivor early access! Several things have been accomplished in the week leading up to early access release:

  • Added a few more achievements
  • Added new enemy to bonus levels
  • Added missing controller glyphs for PlayStation controllers * Xbox or PlayStation glyphs will be shown depending on which type of controller you are using * Defaults to Xbox
  • Added leaderboard visibility to the game * Steam username of friends will be shown; others will appear as [unknown]

What's Next:


An updated road map as updates happen
  • Improvements to Enemy Behavior
  • Improvements to lighting and level decoration. While most levels are done; some still are in progress for 'decoration'
  • Balancing: damage, health, healing, buffs, resource availability, etc probably need some balancing. Generally, things feel ok right now, but I expect to play with these numbers a bit
  • Missing SFX: Not everything that should have a sound effect has one, these will be added soon
  • Improvements to bonus level system. These generated levels are playable, but not yet 'complete'
  • Steam Deck support
  • Mouse and Keyboard support

Known Issues:


Expect updates in regard to these issue during early access
  • Performance issue causing a small stutter every now and then
  • Enemies will sometimes ignore the player
  • Sprite ordering: you may notice some sprites not appearing in front or behind correctly
  • Having both Xbox and PlayStation controller plugged in at the same time can cause controller glyphs to flicker between both glyphs


[ 2025-05-22 17:39:45 CET ] [ Original post ]

Pre-release Updates and Early Access Roadmap

Hello everyone! We are excited for you to try out Dungeon Survivor in Early Access in less than 2 weeks! Leading up to our Early Access release, we have been able to get a few stats and achievements added into the game. We have more achievements to add during early access, so keep an eye out for that. In addition to adding a few achievements, we have also added the first pass of 'scoring' for Leaderboards. Here is what that looks like right now:

  • Completing a level will award (100 * level) points. (Ex: if you completed level 4, you would get 400 points). This caps at 1000 points and drops to 500 per bonus level completed
  • Slaying monsters awards 25-50 points depending on the enemy
  • Opening a chest will award 100 points
  • Cooking and eating a meal will award 25 points
  • Points are DOUBLED in HARDCORE MODE
We will continue to assess how scoring and leaderboards work, and make tweaks leading up to final release as needed. Currently there is only a highscore leaderboard, but there may be a 'hardcore floors completed' leaderboard in the future.

What's next?!


  • A few more achievements to add (in progress)
  • Scoring and Leaderboard visibility within the game (next)
  • Improvements to Enemy Behavior
  • Missing SFX: Not everything that should have a sound effect has one, these will be added soon
  • Missing Controller glyphs: We only show 'xbox controller glyphs' at the moment. Soon we will detect the controller type and show the correct glyph for you
  • Improvements to lighting and level decoration (most levels are done; some still are in progress for 'decoration')
  • Improvements to bonus level system; These generated levels are playable, but not yet 'complete'

Known issues


  • We are aware of a performance issue causing a small stutter every now and then. We will start investigating this as soon as we wrap up current ongoing work. Expect updates in regard to this issue at some point during early access
  • A few maps have walls missing collision layers which allows the player and enemies to leave expected play areas
  • Enemies will sometimes ignore the player


[ 2025-05-10 18:19:20 CET ] [ Original post ]

In Dungeon Survivor, you will explore canyons, caves, and dungeon floors buried deep within.  While exploring you will need to chop trees for wood, so that you can set up camps along the way.  Forage and hunt for food to cook at camp, giving you buffs to protect and empower you. Equipped with sword and bow, fight monsters, explore, and stay alive!


MINIMAL SETUP
  • OS: SteamOS 3+
  • Processor: 6 nm AMD APU CPU: Zen 2 4c/8t. 2.4-3.5GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 6 nm AMD APU CPU: Zen 2 4c/8t. 2.4-3.5GHz
  • Storage: 500 MB available space

GAMEBILLET

[ 6272 ]

20.72$ (17%)
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GAMERSGATE

[ 1500 ]

8.5$ (66%)
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0.85$ (91%)
0.13$ (87%)
1.5$ (85%)
11.9$ (70%)
MacGamestore

[ 2017 ]

49.99$ (17%)
1.99$ (89%)
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65.99$ (6%)
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2.99$ (75%)
2.99$ (93%)

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