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Critter Crossfire
Evan Polekoff Developer
Evan Polekoff Publisher
2025-07-10 Release
Game News Posts: 13
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
07/26 Hotfix Patchnotes

  • Added Tab and ShiftTab hotkeys to quickly cycle critters, like the LB and RB buttons on controller.
  • Pressing Space will now prompt to end your turn.
  • Trying out a change to Mortars that lets them work with Zero Gravity ammo. The bullet now flies straight where you are aiming instead of flying straight up.
  • AI are more likely to miss or get body shots when afflicted with Float or Heavy status effects.
  • Fixed a softlock caused by Recoil ammo causing the shooter to lose the game. The camera will now focus on the shooter before the game ends, better clarifying to the player what happened.
  • Fixed an issue with the Status Healer item that caused the healthbar to display incorrectly.
  • Fixed various exceptions reported to the internal dashboard.


[ 2025-07-27 01:19:28 CET ] [ Original post ]

07/16/25 Hotfix Patchnotes

  • Fixed an issue where assigned controllers were lost when loading between the Menu and Gameplay requiring an extra button press to reassign the controllers before they could be used.
  • Decreased the likelihood enemies will choose to fire when they know they cannot land the shot.
  • Fix a typo in the English text of the tutorial.
  • Fix an issue where Healer enemies would sometimes try to spawn with 6 items on Beast and Monster difficulty.
  • Added more safety checks to prevent softlocks on Steamdeck.


[ 2025-07-16 06:29:02 CET ] [ Original post ]

07/15/25 - Steamdeck Softlock Hotfix

I've identified a campaign softlock on Steamdeck/Linux caused by PhysX and the Shield enemies that resulted in bullets colliding with "nothing" in the air and playing "Hit" effects while dealing no damage. A fix has been submitted in this latest hotfix. If anyone sees this issue after downloading the latest patch, please let me know! Thanks you!


[ 2025-07-16 03:41:21 CET ] [ Original post ]

07/13/25 Hotfix Patchnotes

  • Snipers in the Campaign mode will now be able to get body shots instead of always getting headshots.
  • Increased the chance that enemies in the campaign will get body shots instead of headshots.
  • Increased the price of the 1-Up item in the campaign shop.
  • Fixed a bug where Wacky Weapons would have you play as Dinosaurs instead of Fish, and Status Epidemic would have you play as Fish instead of Dinosaurs.


[ 2025-07-13 17:12:38 CET ] [ Original post ]

Day 3 Hotfix Patchnotes

  • Slightly nerfed the enemies in the campaign so they miss more often and are more likely to get body shots instead of head shots.
  • Slightly reduced the time between each of the enemy's actions.
  • Fixed a softlock in the tutorial.
  • Fixed some text wrapping and minor visual issues in the tutorial.


[ 2025-07-13 01:39:44 CET ] [ Original post ]

Day 1 Hotfix Patchnotes

  • Fixed a potential softlock in the tutorial.
  • Fixed an issue where the Helmet achievement was granted when it should not have been.
  • Reduced the difficulty of the Sniper final boss in the campaign mode by removing one of its "rare" items on Critter difficulty.
  • Fixed an issue where explosions that destroyed shields would not trigger the Shield Reversal item effect.
  • Slightly reduced the volume of the enemy spawn sound effect.


[ 2025-07-11 02:37:47 CET ] [ Original post ]

Launch Day Patch Notes!

I've been working on this game as a solo developer for the past 7 years. It's surreal that the game is finally released! I hope you all enjoy playing the game as much as I did making it!

Along with the release, I have a number of exciting new additions!

Patch Notes:


New 4-Player Map


There's now an additional 4-player map in the Sakura Falls biome.

[img src="https://clan.cloudflare.steamstatic.com/images/44756858/aed3bfb5f5d0a5e7a4996874d37c4a0d3e1df18d.png"][/img]

Additional Notes:


  • CPU-controlled players will shoot faster now, which should speed up each of their turns.

  • Critters with Stealth Cloak will now hide their Aura (Damage, Defense, Healing and Movement) when invisible.

  • Reordered the challenges and unlockable items in the Dinosaur challenges based on relative difficulty and playtesting.

  • The unlock order of items in Versus mode have been shuffled around and 4 items are unlocked per game instead of 3.

  • Many of the campaign meta progression unlocks have an extra upgrade inserted that costs 50 Shadow.

  • The amount of shadow earned on Critter mode has been reduced.


[ 2025-07-10 18:00:15 CET ] [ Original post ]

Critter Crossfire is releasing July 10th!

I would like to thank everyone who has played the demo, posted in the community tab, joined the discord, created or watched any content or supported the game in anyway. Your feedback has been a huge motivation to me in finishing and polishing up the game.

[previewyoutube="XhRrbBCuVOo;full"][/previewyoutube]

Critter Crossfire will be launching in just 2 weeks on July 10th! I hope to see you all then!


[ 2025-06-26 15:40:08 CET ] [ Original post ]

Developer Plays the NextFest Demo

Thanks for checking out the NextFest demo for Critter Crossfire!


[ 2025-06-11 16:48:34 CET ] [ Original post ]

NextFest and Patch Notes

Steam NextFest


For the next week, Critter Crossfire will be participating in NextFest! Thank you for checking out the game and i hope you enjoy them demo. Make sure to leave a review on the demo and let me know if you have any feedback.

I made a new build of the game to celebrate, so here are some of the changes that went into it.

New Features


  • Shields now have health and can shatter. The shielded enemies were consistently the hardest to deal with, especially for the less-accurate weapons in the game. I decided to give shields health so you can brute-force your way through, but accurate aim will still be rewarded by letting you take out the enemies faster.

  • Single-use items now return after each match. Items like the Helmet, Armor and One Up used to be consumed during a match, which made them harder to build around. Now that they return, you can make a more consistent Death-Revive build or Tank build. As a result, their costs in the shop have also been increased to match their new value.

  • Offscreen Enemy Indicators have been added to the UI. It should be easier to find where enemies are offscreen.

  • Enemies will shoot more often, but their hit chance remains unchanged.

  • There's a new Abandon Run button if things are just not going your way.

Balance Changes


  • Sniper enemies can now get body shots on lower difficulties.

  • Sucker Punch ammo now deals +3 damage instead of +1. The new text reads "Damage an ally to deal +3 damage on your next shot."

  • Decreased the amount of gold earned in the first match. It was too easy to buy every item in the shop.

  • Increased the minimum enemy spawn distance from the player so they won't spawn surrounding your units.

[previewyoutube="_wPsdCx9AbM;full"][/previewyoutube]


[ 2025-06-09 17:00:43 CET ] [ Original post ]

Minor Balance Patch for Demo and Beta builds

This new build has a number of crash and bug fixes, polish for the UI, and balance changes for campaign mode. Some of the changes only affect the content available in the beta build, but many of them also apply to the public demo. If you notice any bugs or have any feedback on any of these changes, please let me know! I am much faster at responding on the Discord: https://discord.gg/v8tzYfX8yr

Balance Changes:


  • A number of Campaign Challenges that were inaccessible in the Beta build have now been enabled. All 16 should now be available to play.
  • The Penny Pincher item that increases you damage based on how much gold you have has been nerfed from 1 damage per 30 gold -> 1 damage per 50 gold.
  • One-time use items like the Helmet, Armor and One-Up will now return to your critters in the next match. They remain in your loadout with a cracked and desaturated icon so you know they are still there. As a result, their cost in the shop has also been brought up to match other items of their rarities.
  • Enemy spawn groups containing Aura enemies used to spawn multiple auras, making them too oppressive. Now the group will only have 1 aura and the backup critters will have items to get extra benefits from the aura.
  • I added logic to control the initial spawn distance of enemies in the campaign based on their archetype. Now snipers will only spawn at a distance and the runts will only spawn closer to your critters.
  • Reduce the damage dealt by the runt enemies. They are meant to be a rushdown group, but they were 1-shotting the player's critters too easily.
  • Removed the firework from the Boss's weapon pool because it was not threatening and often lead to self-damage.
  • Decreased the likelihood of the Grenade appearing in the starting loadout. It's a powerful weapon, but more situational, so it hurts having 2 in your starting loadout.
  • Made minor adjustments to the tutorial level layout and increased the tutorial enemies' miss chance.

Polish:


  • Added a "Random" option to the Versus mode's Critter Selection. CPUs now default to Random. This makes it easier to swap critters when you have 4 players, since there cannot be duplicates.
  • Items earned in Campaign mode will now also be granted in Versus mode.
  • Added a new screen transition effect.
  • Added an animation and sound to fullscreen popups.
  • Added a Fade effect on background objects that would often obscure the play area.
  • Critters' pupils will shrink when they play their "scared" facial expression.
  • The grenade, proximity mine and mortar all have a new charging sound effect. When a charged weapon reaches full charge, it plays another sound to indicate it's full. There's also a sound when you cancel the charge.
  • Added an option to Invert Camera X based on requests.
  • The critter head icons now fade when that critter has no actions remaining, making it easier to tell who can act at a glance. You can still click on them to jump straight to that critter.
  • If you single-right-click while a critter is selected, it will deselect.
  • When enemies spawn in, they will have their see-through-walls effect on so it's easier to see where they spawn.

Bug Fixes:


  • Fixed the issue where panning speed when the camera was looking straight down would be too slow.
  • Fixed a crash when surrendering while an enemy is shooting.
  • Fixed a crash that happened when enemies would die as a result of their own shot.
  • Fixed a bug where joystick deadzones were too small and would cause accidental critter spinning.
[previewyoutube=1zlha4FbOOY;leftthumb][/previewyoutube]


[ 2025-05-11 20:52:27 CET ] [ Original post ]

4 new maps coming to the Roguelike Campaign

I wanted to offer a sneak peak preview of these 4 new maps that are being added in the full version of the game. These should offer a refreshing burst of variety into the runs, with each map offering a new challenge to tackle. Here they are:

Bazaar



The bazaar is very busy with lost of stalls to shoot through. Half of the map is raised, making it advantageous to shoot from the high ground. Your critters will start on the low ground, so you'll need to fight your way up if you want to capture it. There's also a tall building on the left that can be climbed, or it can act as a perch for enemy snipers.

Castle Wall



Your critters will each spawn in their own tower, connected by a bridge. Enemies will spawn outside and try to breach the castle. You start well-protected in the high ground, but it is tough to get good angles on the enemies, so you may need to leave your safety to take them out.

Sakura Bridge



A beautiful bridge over a tranquil river with cherry blossom trees all around. You can choose to split your critters on either side of the bridge or keep them grouped up and push to one side. Enemies that spawn on the other side of the river will engage in long-range shootouts, so make sure you have your aiming down. There's also a ramp that leads down to water level and you can shoot under the bridge!

Factory Bowl



There's 1 giant conveyor belt that moves critters around the perimeter of the bowl. Your critters will start at the bottom and enemies will spawn on the outside shooting in. You can use the conveyor belt to split up enemy groups, but you'll also have to shoot at moving targets. There are many spinning gears and moving obstacles to shoot around or take cover behind.


[ 2025-04-06 22:42:06 CET ] [ Original post ]

Roguelike Campaign Demo now Live!

[previewyoutube=3Dnt9nLtMG4;full][/previewyoutube]

A Brand New Mode:


About a year ago, the first local-multiplayer demo of Critter Crossfire was released. There has been a ton of great feedback, the most common of which is that players wanted more to do as a solo-player. Over the past year, I've been hard at work on a new mode to provide replayable engaging single player content: the roguelike campaign mode!

Roguelike Campaign:


In this mode, you can take on 16 unique challenges and collect over 100 synergistic items to defeat challenging enemies. There's even a hand-drawn story to provide a bit of lore to the critters' conflict.

Demo Live Now:


As of today, the public demo has been updated to include the first campaign challenge so you can get a taste of what the full game will be like. Give it a try and let me know what you think!


[ 2025-01-19 18:53:20 CET ] [ Original post ]

A Turn-Based Tactics Roguelike where YOU aim the shots!

  • Versus Mode: Fight in 1v1 or 4-player free-for-all matches against your friends or against challenging computer opponents. 

  • Campaign Mode: Challenge the single player roguelike campaign and earn powerups to defeat progressively tougher enemies.

🔫 SKILLFUL SHOOTING

In Critter Crossfire, landing the shot is up to YOU and your skill. Will you keep it safe and stick to direct line of sight, or will you go for insane trick shots to style on your opponent?

🧠 DEEP STRATEGY

Accuracy isn't the only thing that matters; strategy wins wars! Put your tactics to the test by positioning your units on the high-ground, securing the best sightlines and choosing the perfect items for any situation.

Power up your units by grabbing item boxes. Choose your items carefully to form powerful combinations and build your perfect loadout.

  • Flappy Gun - Shoot a flappy bird and flap to keep it in the air.

  • Gun Gun - A gun that shoots another gun. Aim your second shot from the skies.

  • Bounce Ammo - Ricochet your bullets off of obstacles to hit targets behind cover.

  • X-Ray Vision - See enemy units through obstacles to line up the perfect shot.

  • And many more!

Each map has a diverse and detailed 3D environment. The precise hitboxes on obstacles let you take your trick-shots to the next level. Master the unique level mechanics like conveyor belts and spinning gears.

  • A mysterious shadow creature is stirring up chaos among the critters!

  • Take on 16 campaign runs, each with their own unique gimmick. Make use of synergistic items to build the perfect loadout for the challenge.

  • Unlock new items and power up your critters to take on harder difficulties. Can you beat Monster Mode?

🌍REMOTE PLAY

Turn-Based gameplay is a perfect match for Steam's Remote Play Together feature. Challenge your friends online with just a single copy of the game.

💖 PASSION PROJECT

Critter Crossfire was made entirely by a single developer in his free time over many years. Thank you so much for showing interest in this wacky experimental project!


MINIMAL SETUP
  • OS: Ubuntu 20.04
  • Processor: Pentium 4 3ghzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Intel 4400. GeForce GTX 280. AMD Radeon HD 7750
  • Storage: 1 GB available space

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