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The Pale Piper
FreeTimeDev Developer
FreeTimeDev Publisher
Q3 2025 Release
Game News Posts: 8
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Steam Next Fest Begins Play The Demo

Steam Next Fest has officially begun and The Pale Piper is part of it!

This solo-developed precision platformer takes you through a dark, interconnected world full of secrets and strange characters.

Think Celeste meets Hollow Knight reimagined through the haunting tale of the Pied Piper.

The demo is free and already live.

  • No time limit. The Demo will stay until the release but playing this week helps tremendously

  • Feedback and wishlists help shape and support the game

[dynamiclink href="https://store.steampowered.com/app/3704470/The_Pale_Piper_Demo/"][/dynamiclink]Join the Discord and tell me what you think.

Thanks for checking it out lets see how far we can go!


[ 2025-06-09 17:00:45 CET ] [ Original post ]

The Pale Piper Demo Is Here!

I'm excited to announce that The Pale Piper demo is now live! This is the first glimpse into the dark, interconnected world I've been building for the last 2+ years a place where every step counts.
In the demo, you'll explore the outskirts of Hamel's Hollow, traverse dangerous paths, and feel the first hints of the deeper mystery waiting ahead. You will explore a few areas, fight two bosses, unlock new abilities and might uncover a few (or all) of the secrets scattered throughout the demo.
This is a Pre-Release demo and just a small piece of the full journey, carefully streamlined to get you into the core experience as fast as possible. It will also serve as the Steam Next Fest Demo. I do plan to leave the Pre-Release demo up until the release of the game later this year.
Your feedback will help shape the final game, so if you give the demo a try, I'd love to hear your thoughts and any issues you encountered. There are many ways to get in touch: Join the Discord, write me on X (Twitter) or leave a review on Steam with your thoughts. https://store.steampowered.com/app/3704470/The_Pale_Piper_Demo/ Thank you to everyone who takes time to try the demo and help me make this the best it can be. I will read and evaluate every feedback I get. And don't forget to wishlist! Cheers


[ 2025-05-14 20:14:58 CET ] [ Original post ]

Why Im Telling the Dark Tale of the Pied Piper

For a long time, the story of the Pied Piper stayed with me not just as a childrens tale, but as something darker. It always felt like a story with no clear answer, full of unease and unanswered questions. That ambiguity made it the perfect foundation for a dark and mysterious game. In The Pale Piper, I wanted to explore those lingering questions through both story and gameplay. The gameplay is tough but fair, centered on tight, deliberate movement where every jump matters. Theres no combat instead, the challenge comes from pure platforming, environmental hazards, and your ability to read and adapt to the world around you. Exploration is key: the world is made up of interconnected areas from rotting sewers and haunted forests to castles buried deep underground each layered with secrets, shortcuts, and atmospheric storytelling. Striking landmarks help orient the player and deepen the unsettling tone. The story unfolds through the environment and the few scattered characters you encounter each touched in their own way by the Pipers curse. Themes of debt, consequence, and forgotten sins echo throughout the journey.

New Gameplay Trailer


A fresh look at the game in motion featuring new areas, new effects, and the updated tone Ive been working hard to refine. [previewyoutube=YhbeFnt66po;full][/previewyoutube]

Updated Key Art


The games main art has been updated to better reflect the tone and direction of the final version. You'll see this new piece across the main store page and on the demo page very soon.

Polishing Passes


Behind the scenes, Ive been working on a lot, including:
  • Improved sound and music, adding more layers and variety
  • Refined rooms and level design
  • Enhanced environmental details and subtle ambient animations
  • Smoothed transitions cleaner fade-ins and fade-outs, better timing across interactions
  • Adjusted color palette for improved atmosphere and clarity
  • Added a variety of new options, including accessibility features like slow motion and high contrast mode
Its all these small touches that bring the world to life and Im finally getting closer to the tone and experience Ive been chasing from the beginning.

What's Next?


The demo is nearly ready, and Im excited (and a little nervous) to put it in your hands soon. If this sounds like something you'd enjoy, wishlist it on Steam, and keep an eye out for the demo launch! https://store.steampowered.com/app/2925120/The_Pale_Piper/ Thank you for following this strange journey. Cheers


[ 2025-04-30 15:09:19 CET ] [ Original post ]

Progress & Plans

Hey everyone, time for another update on The Pale Piper! A lot has been happening behind the scenes, and I want to share where things stand and whats coming next.

Release Plans & Steam Next Fest


Lets get the big update out of the way first: The originally planned release date in April will not be possible. I also wont be participating in the upcoming Steam Next Fest as planned. Instead, the new goal is to prepare for the next Steam Next Fest and launch the game shortly after that. This extra time will allow me to properly finish the demo, polish the game, and ensure everything is in the best possible state.

Finishing the Demo


The major focus right now is completing the demo. This means locking down all the core systems, ensuring progression works smoothly, and making sure everything thats supposed to be in the demo is actually there. A lot of work is going into refining the gameplay feel and making sure it gives the best first impression.

Polishing: Decoration, Sound & Juice


Alongside the demo, a lot of work is being put into polishing the game. This includes adding decorations, improving sound design, and adding more juice - I try to add lots of small details that make movement and interactions feel satisfying. Its a time-consuming process, but its essential to making The Pale Piper feel alive. Ive also worked on sound improvements, especially footsteps - youll now hear different footsteps depending on the surface you walk on. Another important fix: when multiple sounds play at the same time, the game now caps the maximum volume to prevent it from getting overwhelmingly loud in certain rooms.

New Protagonist Character Model


I also have a new protagonist character model! Even though I liked the old one (and I tried changing it more than once but always came back to it), the new one feels a lot better. It has a few more animations, which really add more dynamism to the player character. Movement and interactions feel smoother and more expressive now, which helps bring the protagonist to life. There was also one part of the old model that I really couldnt stand (and ultimately the reason I tried to change it a few times): when standing on a ledge, one foot would be free-floating in the air. Its a common problem, but a difficult one to fix - especially with characters in a dynamic idle pose. With the new model, I found a great way around the problem. Its not perfect, but its a lot better, and the character feels much more grounded in the world now.

Secrets, Secrets Everywhere...


Ive been filling the world with secrets - secret corners, secret rooms, secret NPCs... Theres a lot to discover for players who like to explore. Some secrets are hidden in plain sight, while others require a keen eye (or ear) to uncover.

Story & Side Quest Progression Systems


Im also working on how the story and side quests progress throughout the game. Since the game is built around an interconnected world, its important that side quests and story beats unfold in a way that makes sense while still giving the player room to explore. Just to be clear: The focus is very much on the main story, and the game wont be filled with generic sidequests. Instead, you might come across hidden NPCs in the world, and if you help them, they may later offer additional challenges. Some of the most difficult parts of the game will be included as optional content like this, rewarding those who explore and engage with the world.

Menus & Settings


Another area Ive been focusing on the past weeks is menus and settings. Implementing a solid options menu is crucial for accessibility and usability. I also added key remapping and controller input remapping. If you have any specific settings youd definitely like to see, let me know!

Beta Progress


The beta is still running, mainly to collect data for each individual room. However, the current state of the game looks nothing like the beta anymore - most of the graphics, decorations, and overall feel have changed. That said, the beta is still very important to me, and I really appreciate everyone who has helped so far. If you havent checked it out yet and are interested, I would be very grateful! And if you make it to the end and leave me an email to contact you, Ill send you a small thank-you once the game is released. https://store.steampowered.com/app/2925120/The_Pale_Piper/

New Key Artwork & Future Trailer Plans


Ive also designed entirely new key artwork and capsule art! While its still a little early to reveal, Im thrilled with how its shaping up. At some point, Ill update the store page to showcase all the progress made. Additionally, I plan to remake the trailer at least once more before the demo launch, ensuring that it aligns with the updated look and feel of the game. During that process, Ill also refresh the artwork.

Final Thoughts


Theres still plenty to do, but things are moving forward. The delay gives me the opportunity to refine the game properly and ensure it meets the vision I have for it. Thanks for sticking with me through development - Ill share more updates as things progress! Let me know if you have feedback or suggestions! Cheers


[ 2025-02-19 17:00:55 CET ] [ Original post ]

December Progress Update on The Pale Piper

Greetings, everyone! Its time for another update on The Pale Piper. The game is shaping up beautifully (in my opinion), and Im excited to share the progress made so far. Lets dive into where things stand and whats coming next.

Story and Progression


The overarching story is now fully laid out! Players will journey through a dark, mysterious world that explores themes of consequence, loss, and the shadowy forces behind the events in Hamels Hollow. Ive been working hard to weave the games lore into its progression, ensuring that exploration and discovery feel meaningful and connected to the worlds history.
On the progression front, the system for advancing through the game is now also implemented. Players will gradually unlock new areas, abilities, and story beats, creating a sense of growth and mastery as they delve deeper into this interconnected world. Ive worked to balance the pacing so that players feel rewarded for their efforts while maintaining the challenge of a precision platformer.

Dialogue System


The dialogue system is up and running, bringing the world to life through its strange and memorable characters. From uncovering the mysteries of Hamels Hollow to experiencing heart-wrenching moments with key figures like the protagonists ghostly sibling, the dialogue system adds depth and interaction.
That said, gameplay remains a priority. If players prefer to skip every line of dialogue, they can do so without any repercussionsallowing everyone to experience *The Pale Piper* in their own way.

Boss Encounters


The area bosses are roughly implemented and already adding tension and excitement to the game. These encounters are designed to test players precision and problem-solving skills while staying true to the games no-combat philosophy. Each boss offers a unique challenge tied to the story, creating memorable moments that push the narrative forward.

New Trailer Update


Im excited to share that a new trailer for The Pale Piper is also live. While its not the final trailer, this updated version offers a fresh look at the games world, story, and gameplay. Creating this trailer was a great opportunity to showcase how far the game has come, and Im proud of how it represents the current state of development. That said, theres still plenty of polishing to do, so expect the final trailer a bit closer to launch. If you havent seen the new trailer yet, be sure to check it out, and let me know what you think! Your feedback helps me refine not just the game, but how I present it to the world. [previewyoutube=Ms9rCHhxf8k;full][/previewyoutube]

Shifting Focus: Polish and Details


With the core systems in place, my focus has shifted to polishing the game and enhancing its visual identity. One of my current priorities is making each area look distinct. Decorations and environmental details are being added to breathe life into locations like the Wilderness, Sewers, Castle, and beyond.
Ive also been paying close attention to small details that I believe will have a big impact on immersion, helping make each location memorable and meaningful.

Beta Ongoing


The beta is still live, and Im incredibly grateful for the feedback Ive received so far. Testers have been instrumental in identifying areas for improvementfrom minor bugs to opportunities for better player guidance. This feedback loop has been invaluable, helping me refine the experience to make it as polished as possible. If youd like to help shape the game, dont hesitate to join the beta here on Steam. If you make it to the last feedback form and provide your email, Ill add your name to the credits as a token of appreciation. Additionally, Ill give out up to 10 keys for the final release to those who submit the form with contact information.

Next Milestone: The Demo


The next big milestone is releasing a public demo. This will give everyone a chance to experience The Pale Piper and explore the world Ive been crafting. The demo will feature a slice of the game, showcasing its core mechanics, atmosphere, and story. My goal is to release it as close as possible to the final games quality.

Final Thoughts


It is the last day of the year 2024 and the journey of creating The Pale Piper has been both challenging and rewarding. On the challenging side, developing a 2D precision platformer with pixel art is no small feat. Promoting the game during development has been especially tough, as missing decorations and incomplete visuals can sometimes make screenshots or videos feel a bit empty. Currently, wishlists on Steam are under 300, which isnt ideal. That said, Im optimistic that the upcoming demo and trailer - along with the progress on decorations and background elements, which will make for more engaging visuals - will help grow the games audience. Despite these challenges, Ive loved every moment of creating this game. If I didnt, I would have quit a long time ago. Thankfully, Im not financially dependent on it, and I work on it purely in my spare time. My dream is to create a game that people genuinely enjoy playing - even if its just for a niche audience. Thank you for following along on this journey. Your support means the world to me. If you havent already, please wishlist The Pale Piper on Steam: https://store.steampowered.com/app/2925120/ It makes a huge difference for indie developers like me. And if youd like to get more involved, join Discord or X (Twitter) to stay updated and share your thoughts. I cant wait to hear what you think of the demo once its ready. Until next time, stay tuned for more updates! Cheers and Happy New Year!


[ 2024-12-31 16:38:49 CET ] [ Original post ]

The Pale Piper Beta Test is Here!

Hi everyone! Im excited to finally open up the beta for The Pale Piper and give you the chance to explore this world. As a solo developer, Im thrilled to have you join me in shaping the game!

Whats New?


New Achievements Unlock new achievements and show off your skills! New Locations and Expanded Levels Venture into eerie areas and uncover secrets. Challenge Rooms Conquer some of the toughest platforming challenges Ive crafted so far. Improved Gameplay and Mechanics Fine-tuned based on your alpha feedback!

Feedback


Your input will directly shape The Pale Piper, so please share your thoughts on everything from gameplay to design flow. After playing, look out for the feedback formwho knows, your name might even end up in the credits as a special thanks!

How to Join


Join the beta here on Steam and hop into Discord to share your thoughts. Your feedback is crucial to refining the experience. Thanks for joining me on this journey! https://store.steampowered.com/app/2925120/


[ 2024-11-16 11:58:30 CET ] [ Original post ]

Progress Update for The Pale Piper

Welcome to a progress update for my game, The Pale Piper. Its a 2D precision platformer set in an interconnected, mystical, and strange world, featuring metroidvania elements, bosses, a story, and more. Ive made quite a bit of progress recently, but theres still plenty of work to be done.

New Region



At first, I planned for six different regions, each with its own mechanics and enemies, plus a town area. However, as I worked on the story, to make everything make sense, I had to add a new region as a sort of buffer between two regions. This meant a lot of extra work, as I had to come up with new mechanics, enemies, a boss, and the level layout. Fortunately, the theme for this region was quite obvious to me. But now that it's done, Im very happy with how it turned out. It will make the story flow better, and some cool mechanics now have one more region where they can be encountered. Plus, some of the new enemies and hazards have become my favorites in the game. In short, it was a lot of extra work, but definitely worth it in my opinion.

Challenge Areas and coins



Ive been thinking for quite some time about how collectible coins can be integrated into the game. I definitely wanted to include coins, as theyre fun to collect and add a bit of challenge when placed in hard-to-reach spots. Plus, the player needs something to find in secret rooms, right? However, I always intended for coins to be an optional collectible, not something mandatory. One idea I came up with for using the coins is to have special areas called challenge areas. These are hidden throughout the different regions, and players can unlock them by spending a certain number of collected coins. Currently, these challenge areas are some of the most difficult areas in the game, made even harder by having only one checkpoint at the start of the area. Whether these areas are too difficult or frustrating will be determined by beta playtesting, though. But since theyre entirely optional, they wont be necessary to complete the game. So I am curious about how difficult I actually should make them. As for rewards for beating a challenge area, I havent settled on anything specific yet. I have a few ideas, ranging from unlocking even more challenging content at the end game to revealing optional lore or character information, or even just more coins to help unlock other challenge areas. Whatever I decide, everything related to the coins will remain optional and challenging.

Godot V 4.3



I recently made the switch from Godot V 4.2 to Godot V 4.3. At first, I was hesitant because a major node I use - the TileMap - was deprecated and replaced by the TileMapLayer. Now, I find the approach with TileMapLayers actually a lot better and the right choice for the engine going forward. The old tilemap was often unintuitive and unclear about how to use it properly. With TileMapLayers, each node represents one layer, which is a lot more straightforward than having multiple tilemaps with multiple layers within them. Despite the improvements, switching to TileMapLayers means I have to redraw every room in my game. Since every room has its own tilemaps (I chose this approach to easily reposition and modify rooms independently), this change requires manually redrawing - at this point - over 300 rooms and also setting up all the new layers in the first place. Thats a lot of extra work! But I decided to make the change for a cleaner node structure, for the other improvements in V 4.3 and because I would need to rework some rooms anyway. Im currently in the midst of this process, and it will still take some time, but Im confident Ill be happy with the results once its all done. Most of the other changes from 4.2 to 4.3 didnt break anything major, and the engine has received some nice improvements overall.

Decorations



Ive started creating decorations for some of the regions in the game some time ago. These are small details that will be placed in each room to help differentiate the regions from one another. They also contribute a lot to the games art style, making each area more interesting to explore. Most regions will have their own unique decorations, although there will be some overlap (for example, multiple regions might have grass on the floor). The goal, however, is to make the decorations as unique as possible for each region. I also want some of the decorations to have some sort of interaction with the player. For example, grass will sway slightly when the player steps on it, and vines hanging from the ceiling will react when the player walks past them. I feel that these kinds of interactive decorations add a lot to the games overall feel, so I want to put a lot of care into creating them.

Sound Effects


Im also in the process of creating sound effects for every object that needs them. It usually takes me a long time to get started with sound and music, which isnt the best approach - I know. But once I do start, I love how much the right sounds can significantly enhance the game. For those curious about my process, I create sounds by mixing and matching different samples from my (now pretty big) sound collection that Ive gathered over the years. I usually combine 3 to 6 sounds, sometimes more, to create something unique and fitting. Sometimes a sound just fits perfectly, sometimes its surprisingly fitting, and other times it doesnt work at all - but thats just part of the process. There are a lot of sounds Im really happy with, quite a few are still missing, and some Im sure Ill end up changing after hearing them in the game for a while.

Music and ambience


Im currently also working on implementing the music in the game, including transitions, fade-ins, fade-outs, and more. If youre interested in how Ive conceptually implemented this, Ive made a short tutorial on it. The tutorial is a simplified version since I have to account for additional factors in the game, such as the current music intensity, but its based on the same basic approach. As for the music itself, Im still trying to find tracks that best fit the game. I initially composed my own music, and while I really liked the melodies and tracks, they leaned more into a synthwave style, which doesnt completely match the games theme in my opinion. So, Im currently testing different paid music tracks, and I have to say, some of them fit really well. But Ill keep experimenting - maybe Ill end up with a mix of both my own compositions and paid tracks. Im using the same implementation approach for the ambient sounds. Since its a kind of stacked-area method, it works well for ambience too. My plan is to have unique music and ambience for every region, with specific tracks for certain parts, like boss rooms, to keep things from feeling repetitive.

Player overhaul



Ive also overhauled the player controller and animations (yet again). I implemented a lot of small features, like a coyote timer and input buffering some time ago, to make the controls feel smoother. I also polished the animations, which overall improved the feel of the game. However, there are still some minor issues - like the players punch animation sometimes getting canceled unexpectedly. That definitely shouldnt happen, but Im sure Ill figure it out eventually. Overall, Im happy with where the player animations and controls are right now, though theres still room for improvement (and probably always will be).

Communicating to the player



To deliver a compelling world and story that guides players through the game, Ive implemented several methods of communication:
  • NPC Dialogues: There will be standard interactions with NPCs. You can approach them and engage in dialogue, but dont expect choices or branching conversations. The interaction is straightforward: you can listen or not, most are optional, but some are necessary to unlock new areas, especially those tied to the story.
  • Cutscenes: Ive added cutscenes that can play when you enter specific areas, such as a boss room. These are designed to enhance the storytelling experience.
  • Readable Objects: I plan to include signs and other readable objects in the game. These will function like brief dialogues and give the player useful information.
I understand that not all players enjoy reading text, listening to NPCs, or watching cutscenes. To accommodate this, Im keeping all narrative elements short and skippable. If you encounter a cutscene once, such as at the start of a boss fight, it wont replay if you die and respawn, to avoid frustration from repeated waits. Overall, my goal is not to include dialogue and cutscenes for their own sake but to ensure they either help the player, advance the story, or contribute to world-building.

Thank You for Reading!


If youve made it this far, thank you so much for reading. I hope you found the update both informative and entertaining. If youd like to follow my journey, Ill be posting more articles here, whenever theres something exciting to share. Youre also welcome to join my Discord server to stay updated. I do plan a beta test at some point, so if you are interested in that, also join Discord, and I will let everyone know.
And, if the game piques your interest, it would mean a lot to me if you added it to your Steam wishlist. https://store.steampowered.com/app/2925120/ Thanks again, and I hope to see you around soon. Cheers!


[ 2024-09-03 16:30:09 CET ] [ Original post ]

Overview of The Pale Piper and How I Envision It

My vision of a unique pixel art precision platformer inspired by the Pied Piper tale. Traverse interconnected areas, face non-traditional boss challenges, and encounter NPCs for added depth. Optional challenges await post-story. Not everything is implemented yet, nor can I promise that in the final state it will work exactly as I envisioned. However, in its current state, this is how I see the game taking shape.

What Kind of Game Is It?


The game that I am currently making will be a pixel art precision platformer set in a dark and strange alternate universe of the tale of the Pied Piper. It will feature tight platforming with timing elements, hazards, enemies, light puzzles, bosses and a story. The structure is a bit like a metroidvania, where the player traverses an interconnected world rather than choose levels through a level select screen. You will unlock new abilities to reach places that were inaccessible before.

Mechanics


The main gameplay mechanics are running, jumping, and rolling. The roll ability allows you to slip under enemies, navigate through pipes to previously inaccessible rooms, and more. Rolling is also slightly faster than running, and a roll jump reaches higher than a normal jump, enabling access to otherwise unreachable areas. As you progress, you'll gain the ability to roll up walls and jump off them. Rolling mid-air triggers a downward dash, increasing your speed to swiftly reach the ground. Additionally, there's a charge ability for dashing through the air to specific points, and a punch ability to activate switches and access new areas. Traditional combat is absent, requiring you to deftly evade most obstacles in the game.

Death


One hit from an enemy or obstacle will kill the player, but they will be reset to the entrance of the same room. The death animation lasts under one second, facilitating a quick trial-and-error approach. Players should never feel compelled to repeat an already mastered challenge just because they died a few rooms later to another challenge.

World


Instead of featuring a level select screen, I've opted for an interconnected world design. As you progress through it, you'll regularly unlock new abilities, each presenting fresh challenges and granting access to previously unreachable areas and secrets within already visited locations. While I recognize that a significant aspect of metroidvanias involves revisiting areas multiple times to discover new paths with newly acquired abilities, this approach wouldn't mesh well with a precision platformer, as repeating the same platforming challenge more than once or twice can quickly become monotonous. Thus, this world is structured in a more linear fashion. To keep revisiting areas engaging, I've incorporated several key elements into the level design: Firstly, areas remain off-limits until you possess the necessary abilities. Secondly, the progression path is usually clear to the player, and straying from it leads to swift dead ends, minimizing time wasted on fruitless exploration and ensuring a relatively linear gameplay experience. Thirdly, multiple routes must be navigated to progress through previously visited areas, introducing new rooms with fresh challenges to maintain excitement. Lastly, the newfound abilities also unlock secrets and hidden rooms in older areas, encouraging players to explore and discover. With the numerous limitations inherent in designing an interconnected world for a precision platformer, one might wonder why invest the effort rather than opting for a simpler level select screen. However, I believe the interconnected world adds significant depth to both the story and the immersion of the game. Moreover, it introduces a unique perspective to precision platformer games, which traditionally rely more on level select screens. By weaving the player's journey through a cohesive world, it creates an environment where every challenge encountered feels intricately linked to the overarching narrative. This approach hopefully offers players a more fulfilling and memorable gaming experience.

Story


The game will feature a main story that guides the player through the world, loosely anchored around the tale of the pied piper. While the primary focus remains on gameplay, the story aims to captivate players and immerse them in the game world. Adding another layer to storytelling, NPCs will offer their perspectives on the world and its events. NPCs, in particular, will play a unique role, as they will be unlocked (or "saved") through gameplay. As players progress and save these characters, they will return to the main town, where players can interact with them, further enriching the overarching narrative and creating a deeper connection between the player and the game world.

Bosses


In each main area of the game, there is one boss planned, but they won't follow the traditional boss archetype. Instead, they will present unique platform challenges. Defeating each boss will reward the player with something valuable, often a new ability crucial for progression. Moreover, most of these bosses will tie directly into the game's narrative, enhancing the story experience and providing additional context to the challenges faced throughout the game.

Extra Challenges


I do intend to include optional challenges for players who have completed the main storyline. While these challenges are still in the conceptual phase, they will offer additional content for those seeking the toughest trials in the game. This may include no-death runs, time trials, tackling the most challenging rooms, and similar endeavors. My vision is to incorporate these challenges seamlessly within the existing save game, allowing players to engage with them without the need for a separate game mode like New Game+.

Art Style


The game will feature a pixel art style with a silhouette aesthetic, where the foreground is dark (with white accents) while the background is colored, varying depending on the area. Decorations will be minimal, with foreground elements such as grass or stones and more distinctive background elements also in color but of a different shade, ensuring they never obstruct gameplay. A significant focus is placed on ensuring the game is enjoyable and engaging to play, with careful attention given to adding "juice" through sound effects, particle effects, and other enhancements.

Current State of the Game


Mechanically and in terms of level and world layout, the game is nearing completion. However, there is still a lot of work to be done on many fronts. This includes fine-tuning many of the rooms and adjusting certain mechanics based on feedback from the ongoing alpha testing phase. Additionally, I'll be focusing on sound and music implementation, adding decorations to enhance the atmosphere, refining the storyline with cutscenes and dialog, implementing the NPC systems, and integrating the optional challenges. Also, many of the boss battles are still somewhat in the concept phase.

How to Get in Touch


First and foremost, if you've made it all the way here, thank you sincerely for reading, and I hope I've provided you with some intriguing insights. Secondly, feel free to join my Discord server, where everyone is welcome:
Moreover, your support is invaluable to the future of the game, and you can greatly contribute by wishlisting it: https://store.steampowered.com/app/2925120/ So I hope to see you around. Cheers!


[ 2024-06-18 16:00:34 CET ] [ Original post ]

The Pale Piper combines tight, skill-based movement with Metroidvania-style progression, creating a story-rich adventure where every leap carries weight.

Precision Platforming

Master meticulously handcrafted rooms, pushing your skills and reflexes to the absolute limit.

Interconnected World

Journey through a dense, interconnected land filled with hidden secrets and forgotten lore.

Discover Abilities

Unlock new abilities to overcome obstacles and reach the unreachable.

A Dark Tale to Unravel

Uncover the mysteries and fate of a world ensnared by a cursed melody.

Boss Battles

Outwit relentless bosses - where precise movement is your only means of survival.

Brutal Endgame Challenges

Take on merciless challenge areas and conquer the hardest trials this world has to offer.


MINIMAL SETUP
  • OS: Ubuntu 18.04 LTS or later (64-bit)
  • Processor: Intel Core i3 or equivalentMemory: 4 MB RAM
  • Memory: 4 MB RAM
  • Graphics: Intel HD 4000 or better
  • Storage: 1 MB available space

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2.5$ (75%)
0.75$ (92%)
0.77$ (74%)
1.88$ (81%)
1.28$ (91%)
8.5$ (83%)
6.0$ (80%)
0.68$ (91%)
7.5$ (75%)
0.89$ (87%)
0.89$ (87%)
2.55$ (91%)
3.19$ (79%)
3.48$ (83%)
0.85$ (91%)
1.0$ (80%)
1.84$ (91%)
3.4$ (91%)
4.25$ (79%)
1.7$ (83%)
1.28$ (91%)
2.0$ (90%)
7.5$ (75%)
1.58$ (95%)
7.5$ (75%)
8.0$ (80%)
2.5$ (75%)
3.75$ (75%)
MacGamestore

[ 1844 ]

4.24$ (79%)
2.99$ (85%)
1.24$ (75%)
13.99$ (22%)
1.19$ (76%)
1.19$ (76%)
1.99$ (87%)
2.49$ (83%)
8.99$ (10%)
1.28$ (87%)
3.99$ (73%)
5.99$ (80%)
2.48$ (75%)
5.99$ (60%)
53.99$ (10%)
1.19$ (88%)
1.19$ (88%)
1.09$ (86%)
1.99$ (87%)
1.99$ (85%)
21.99$ (12%)
23.89$ (20%)
37.99$ (24%)
1.99$ (85%)
1.19$ (87%)
1.99$ (90%)
1.09$ (91%)
0.99$ (93%)
17.99$ (10%)
4.99$ (75%)

FANATICAL BUNDLES

Time left:

356259 days, 17 hours, 55 minutes


Time left:

356259 days, 17 hours, 55 minutes


Time left:

9 days, 0 hours, 55 minutes


Time left:

31 days, 0 hours, 55 minutes


Time left:

13 days, 0 hours, 55 minutes


Time left:

14 days, 0 hours, 55 minutes


Time left:

36 days, 0 hours, 55 minutes


Time left:

16 days, 0 hours, 55 minutes


Time left:

17 days, 0 hours, 55 minutes


Time left:

20 days, 0 hours, 55 minutes


Time left:

22 days, 0 hours, 55 minutes


Time left:

24 days, 0 hours, 55 minutes


Time left:

49 days, 0 hours, 55 minutes


Time left:

30 days, 0 hours, 55 minutes


HUMBLE BUNDLES

Time left:

1 days, 18 hours, 55 minutes


Time left:

2 days, 18 hours, 55 minutes


Time left:

3 days, 11 hours, 55 minutes


Time left:

17 days, 20 hours, 55 minutes

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