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World of Castles
Hammer Games Developer
Hammer Games Publisher
2017-09-15 Release
Tags
Game News Posts: 36
🎹🖱️Keyboard + Mouse
Mostly Negative (147 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux [5.97 G]
Patch 0.0.03J - Warming patch for frozen issues.

Hello our players, In this patch we focused on critical issues as very long loading times of bigger castles, which behaved like the game is not responding. Which was few times reported as a crash. We also reworked terraforming little bit and added an option to paint stone paths. Also french & polish are new languages you can select from.

Changes Made:


- Faster castle loading after minimap appeared, lag reduced from hundreds of seconds to around 5s on the bigger sized castle and our devices. -Terraforming is painted by the brush of custom size, also removed slope limitations. - Blocks will no longer modify terrain when built/removed - selected units have a circle beneath them. - Save positions now use own folders (To make your older saves please working follow instructions below) - Stone Path tool. - New Mode selection screen (Peacefull mode is available only for testers at this moment) - Distant fog color now changes with a sky. - New donjon corner tower, with doors, to be able of making a walkable roof. - Unity engine update (from 5.5.0 to 5.6.2), means we are now using GPU instancing, which shall reduce scene rendering complexity. -improved stone wall shader, which removed the need for multiple materials.

What does this mean?


Faster loading:


With better performance, bigger castles were built. Unfortunately in the algorithm, which detects corners of blocks to add for example stones, or hide multiple columns worked well on a low number of blocks, but its calculation time slows with every built block more than with previous one. And so it might take several minutes to load the save as a result, when you built around 20 000 blocks... Fortunately, we drastically changed this and improved performance that these calculations will not take longer than 0.5s. But there are more things, which are calculated and later can be also optimized, but we are talking now about feasible 5s on the same castle in contrary to several minutes. Beside loading time, it also improved the performance of building multiple blocks at once. And even very little reduced the lag of building a single block.

Terraforming :


Blocks will no longer modify the terrain. So it will not destroy your changes. Terraforming can change size from 3m diameter to 13m diameter. You can change brush size by rotating mouse wheel. Slope restrictions removed, so it will no longer limit you in your design.

Stone Path:


In the terraforming section, there is a path tool. Unfortunately, due to triangulation one diagonal direction does not look smooth in all directions. But as with a lot of stuff we will improve it one day, when more important things will be done.

Save Folders:


There was a little bit messy in save folders, so we decided to make a folder for each save position separately. Now it is easier to sent us save, in case of any issue (just pack that folder). In order to load your old saves. Start a new game and save the empty world on any position. It will create folders. Then take a look to game folder/World_of_Castles_Data/Resources/Saves/Map/ Then all files with indexes move to the corresponding folder to that index (e.g. blocks1 -> SaveGame1) Then remove indexes (blocks1 -> blocks). Sorry, we would have to do it one day and it is better sooner than later.

Optimization:


We moved project onto new engine versions allow us to reduce the number of drawing request for your graphics card. To support this feature to work at best we also reworked stone walls, which was before done with many materials, which randomly tiled together to keep it seamless and not showing a pattern. This was merged into one material, so it should be also easier. Unfortunately, we did not see great improvements as we got in our other game runaway train (there was scene complexity for GPU reduced almost 200x). In WoC we see it works, but we did not notice any such improvement as probably rendering is not a bottleneck anymore on our testing scene and our device. But for sure your GPU will thank us, that it is melting little bit less. As a side-effect updating engine caused that lot of data has to be downloaded again and so this patch will be around 2.3GB. In this patch, we did just minor model optimization.

Release status


release sheduled around 30.th July 15:00 UTC


[ 2018-07-30 14:02:42 CET ] [ Original post ]

BASIC ELEMENTS OF THE GAME

Building your own castle


At the beginning you’ll have a small pool of starting blocks to build your very first castle. Develop your skills in combat to earn money and experience. Money will purchase more blocks to expand your castle. Experience levels you up, opening up new block types and other building opportunities. A higher level also earns you more fame, which indicates how many blocks and items you can use to build your castle. The more fame you have, the bigger and more elegant a castle you can build. Every piece has a specific use: ballistas for defence, beds for soldiers, and plants and art to improve the morality of the castle’s occupants. As the castle’s king, it’s your duty to provide the perfect balance of defence, occupancy, and morality. From this, what will begin as a small keep will evolve into a sprawling fortification with towers, steeples, and secrets.
  • Build your very own castle with no limit but your imagination and prestige
  • Build a castle from scratch or choose from prebuilt castles that you can modify or defend
  • Build according to realistic defence and physics
  • Use extensive terraforming to improve environmental defence or aesthetics of the castle
  • Tiny details to improve the look or functionality of the castle
  • Realistic physics: if you knock out the base of a tower, the entire structure will fall
  • Choose from over 200 block types
  • Customize your own flag
  • Customize your marshal and army loadout for defence and for offence

Combat


When fighting other players, the game’s balancing system ensures you and your opponent have similar levels, prestige, and fame. As the siege commences, the attacker deploys their marshals to the field while the defender sets up their marshals inside the castles at appropriate defence sites. As an attacker, take advantage of trebuchets and other siege equipment. As a defender, utilize your battlements and other historically accurate defence techniques. Command your marshals in battle or take first person control and engage in the fight yourself. As an attacker, eliminate the defending army or take the throne within a given time limit to win. As a defender, ensure you survive the time limit or kill off all the attackers. Battles are not just one-on-one: invite friends to help defend your castle too.
  • First person and top down combat depending on how you want to fight
  • Destruction of the castle is not permanent. Damage automatically repairs after combat
  • Dying in battle happens. You can still fight as you’ll switch to another marshal
  • Commanders deliver real-time reports of ongoing battles
  • Battles contain hundreds of units
  • Combat is realistic
  • Take control of various historically accurate siege weapons
  • Capture the throne or kill off all enemies to win an assault
  • Singleplayer combat options

Campaign


From time to time we’ll publish short campaigns based on storytelling and role-playing. Some will teach players about intricate game mechanics and others will be inspired by true historical events. Campaign victories reward players with useful blocks, units, items, and other relics to improve their own castle. From the beginning, new players will have access to the tutorial campaign and one or two additional campaigns.
  • Adds engaging story elements to the game
  • Campaigns will be regularly updated, hopefully two new ones per year
  • Campaigns offer unique rewards for your castle to show off your achievements
  • Campaigns will consist of 4-7 missions

Development

This game is still in development. Initial Early Access release may not have all these entire feature initially implemented but we will continue adding them over time. Follow Early Access release notes to keep informed about updates and additions.

MINIMAL SETUP
  • Processor: i5-3570K / FX-8350Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 750 / amd 270x
  • Storage: 10 GB available space
RECOMMENDED SETUP
  • Processor: i7 - 4790 / ryzen 5 1500xMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 1050 ti / amd rx 470
  • Storage: 10 GB available space

GAMEBILLET

[ 5653 ]

8.78$ (12%)
1.00$ (90%)
2.50$ (75%)
30.74$ (12%)
5.87$ (16%)
34.59$ (42%)
4.24$ (92%)
17.59$ (12%)
9.98$ (67%)
3.00$ (80%)
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35.14$ (12%)
4.07$ (90%)
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4.47$ (78%)
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9.84$ (51%)
18.39$ (8%)
13.34$ (11%)
24.79$ (17%)
13.04$ (13%)
26.53$ (17%)
13.79$ (8%)
12.42$ (17%)
GAMERSGATE

[ 1481 ]

1.8$ (77%)
0.42$ (79%)
1.8$ (90%)
0.75$ (92%)
2.5$ (50%)
1.5$ (75%)
10.91$ (22%)
5.95$ (83%)
0.56$ (81%)
1.0$ (80%)
3.0$ (70%)
3.0$ (50%)
30.0$ (50%)
1.8$ (82%)
3.6$ (80%)
3.26$ (78%)
2.64$ (82%)
7.0$ (65%)
1.6$ (80%)
4.35$ (83%)
0.68$ (91%)
3.52$ (82%)
2.55$ (85%)
1.32$ (91%)
1.5$ (90%)
5.0$ (80%)
3.13$ (83%)
3.5$ (65%)
6.0$ (60%)
1.74$ (91%)
MacGamestore

[ 4227 ]

1.49$ (85%)
0.99$ (90%)
1.71$ (91%)
1.19$ (88%)
3.49$ (88%)
1.99$ (80%)
4.98$ (75%)
8.99$ (70%)
1.19$ (88%)
1.19$ (88%)
1.89$ (81%)
15.99$ (20%)
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3.99$ (90%)
1.89$ (81%)
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15.19$ (81%)
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1.29$ (91%)
2.99$ (93%)
2.99$ (95%)
1.24$ (75%)
2.49$ (75%)
51.49$ (26%)
1.19$ (76%)

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