Tag Archives: linux game news

Long Live The Queen Who Dies Gruesomely

Here’s Hanako Games’ Long Live The Queen, which looks a lot like the Princess Maker games. In it, you guide a princess into queendom, balancing the various aspects of her personal and professional life, and try not to die horribly in the process.

Being a Princess is not an easy job. Being a Queen is even harder in Long Live The Queen. Especially when you’re only fourteen years old, and the reason you’ve inherited the throne is that your royal mother has just met an untimely end.Now power is up for grabs. You may be the official heir, but much of the country’s nobility would love to steal the throne for themselves. Aggressive neighbors will take advantage of any weakness to enlarge their borders at your expense. And that’s not even mentioning the magical dangers which are lying in wait…

Can you survive long enough to reach your coronation?

It’s been out for a little while now—you can play a free demo and buy the full game for Windows, Mac and Linux. The game has resurfaced as Hanako is now pushing a Steam Greenlight campaign, trying to get the game to a wider audience. If this trailer is any indication, it looks like a fair bit of off-kilter fun.

Reblogged from: kotaku.com

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Retrobooster Demo Update for Linux and Windows

Really Slick Games are still actively working their up and coming title, Retrobooster.
Now, the game itself is still in active production and has been for some time. And, after having spoken with Terry Welsh, the mastermind and mad scientist behind the up and coming Retrobooster. I have always been impressed by his level of knowledge and the five part contribution to gamedev.net. And yes, the man just lets loose in order to bring his knowledge to the table. Another asset in game development in both OpenGL and Linux in general.

In fact, Really Slick have gone out of the way to bring some major fixes and updates. Keeping not only Linux Game News informed but the community in general. And, I like this ideal of game development, progressive. Getting feedback and then implementing changes.

So, without further adieu, here is the update:

Version 0.6.5 of the playable demo of Retrobooster is now available from thedownloads page. There are some gameplay improvements and a big update to level 4. Here is the full list of changes:

  • Bug fixed: Terrain tile warping was distorting some terrain in strange ways. This is mostly a cosmetic improvement.
  • Bug fixed: Invalid shaders were sometimes causing an ugly first frame when starting a new level.
  • Bug fixed: Fixed rare crashing bug (only saw it about once every 3 months during development).
  • Heavy remodeling of Level 4 to introduce some better flying challenges.
  • Reduced enemy weapon damage values and increased amount of enemy fire.
  • Added mini tokens that restore 10% of health or shields.
  • You cannot be crushed by small enemies anymore, only larger ones that do not appear in the demo version.
  • Automatically switch to Ion Bolts (default weapon) when other primary weapon runs out of ammo. Good idea, Derek.
  • Added splash damage to most explosions. Made a few exceptions so, for example, player’s missiles do not destroy one another.
  • Score multipliers are now increased by doing damage and destroying enemies. Before they were only increased by destroying enemies.
  • Added visual and audio feedback for score multipliers so that you know if you are about to go up or down a notch.

The big gameplay change in this update comes from increasing the amount of enemy weapon fire, decreasing its damage, and adding mini health and shield tokens. The idea is to create a better tug-of-war for health with enemies trying harder to drag it down and more tokens to boost it up. I don’t yet know if this has made the demo more or less difficult. More player testing will need to be done to tune these new features. Honestly, though, this effects later levels more; early levels focus on learning to fly while later levels have much larger battles.

The modifications to score multipliers also affect these new gameplay changes. The higher your score multiplier, the more likely it is for tokens to appear.

Finally, I added some big gears to Level 4. This gives a better sample of the flying challenges you’ll find in later levels. This change is fallout from the ongoing level design process that has been keeping me busy lately.

NOTE: In other news, Retrobooster will be shown at Indie Press Day on May 22nd in San Francisco. If you are a member of the press I hope you come and see all the games.


These packages contain a 32-bit game that will work on 32-bit or 64-bit versions of Linux. The game may fail or behave poorly on 64-bit Linux if you have not yet installed 32-bit compatibility packages for your video and audio backends.


retrobooster-demo-0.6.5-1.i686.rpm (106 MB) Download from Indie DB orGamersHell or Really Slick

> yum install --nogpgcheck retrobooster-demo-0.6.5-1.i686.rpm > retrobooster-demo Or go to Applications->Games->Retrobooster Demo


retrobooster-demo_0.6.5-1_i386.deb (106 MB) Download from Indie DB orGamersHell or Really Slick

> dpkg -i retrobooster-demo_0.6.5-1_i386.deb > apt-get -f install > retrobooster-demo Or go to Applications->Games->Retrobooster Demo


retrobooster-demo-0.6.5-1.tar.gz (106 MB) Download from Indie DB or GamersHellor Really Slick

> tar xzvf retrobooster-demo-0.6.5-1.tar.gz > ./retrobooster-demo/RUN 

This tarball is intended for Linux user who have no luck with the rpm or deb packages. The tarball version will only work if you have the correct dependencies installed. Depending on your Linux distro, you will need to install the 32-bit versions of these packages:

  • Ubuntu: libc6 libstdc++6 libgcc1 zlib1g libgl1-mesa-glx libglu1-mesa libfreetype6 libpng12-0 libsdl1.2debian libsdl-mixer1.2 libogg0 libvorbisenc2
  • Fedora: glibc libstdc++ libgcc zlib mesa-libGL mesa-libGLU mesa-dri-drivers freetype libpng libpng-compat SDL SDL_mixer libogg libvorbis alsa-plugins-pulseaudio
  • Other distros may have different package names.



retrobooster-demo-0.6.5-1_installer.exe (106 MB) Download from Indie DB orGamersHell or Really Slick

Run the installer. Then go to Start->All Programs->Retrobooster Demo->Retrobooster Demo


retrobooster-demo-0.6.5-1.zip (105 MB) Download from Indie DB or GamersHell orReally Slick

Unpack the zip file. Navigate into the retrobooster-demo directory and double-click RUN.bat.

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Linux Support for Distance – A Next Generation Arcade Racer

According to their recent update, Distance will officially be supported on Linux!

The Official word from Refract Studios

Time for Change

With only two weeks left and 58% still to go, we feel it’s time to change things up. We’ve been spending every waking minute since launching this campaign to spread the word to press and original fans of Nitronic Rush, but it’s not enough. We’re going to be putting out a lot more updates about the project from here on out, and we’ll need your help to share them with the world.

After LGP, RuneSoft is Bringing Good Old Linux Games back

After LGP, RuneSoft is Bringing Good Old Linux Games back

Few days back we reported that Linux Game Publishing is planning to bring all games in their catalog to Ubuntu Software Center and Desura. Some of their games like Sacred Gold and Majesty have already been released in these distribution services.

Now RuneSoft, another company that specializes in porting games for Linux, is planning to bring their games to Desura. Alongside their own published games, they have also ported games like Software Tycoon and Knights and Merchants: The Shattered Kingdom for Linux Game Publishing.

RuneSoft’s Linux games are otherwise available on discs only and having them on Desura will allow users to get their favorite games as digital downloads.

To start with, RuneSoft has released Robin Hood: The Legend of Sherwood on Desura for $15. Check out a gameplay video:

You can check out all the games they have ported for Linux from here. I hope RuneSoft will bring these games to Ubuntu Software Center as well.

Reblogged from: UbuntuVibes

”linux-game-gaming-gamer-news” title="Linux Game News

Maia, an Indie Development from the UK Kickstarter

Through a recent Twitter post, the details about a Kickstarter game called Maia caught my attention.  Immediately I started scanning the page looking for Linux support. A very apt DRM free final product and an alpha due out in Januray 2013. WOW!! 

Check it out…..

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Maia is a new god game from indie developer Simon Roth.

Inspired heavily by the 70’s Sci-fi aesthetic, Maia is a colony management simulator where you must keep your colonists safe, fed and happy. Liberally influenced by nineties god games, the game will have a dark sense of humour and more toys to play with than you can shake a Molyneux at.

[Maia is] right up there in the top branches of indie games to stare at with creepily unblinking desire.” – Alec Meer. RockPaperShotgun

Sounds suspiciously like the best idea ever.” – Futile Position

“Maia is still in an early alpha stage, but it already looks like a fascinating game with a great deal of potential.” – Paul Dean. Eurogamer

I’m hugely excited for Maia. It’s great to see developers with this much ambition, and Simon’s already made some fantastic progress.” – Lewie Procter. SavyGamer

“I’m no Ninjaologist. But that shouldn’t diminish one unassailable fact: Simon Roth is a Ninja. I cannot wait to throw my money at the screen…” – Mike Bithell. Thomas was alone

it’s fair to say that the features list reads like many of my wildest dreams” – Rowan Davies. IndieGameMag

The custom engine provides stunning visuals and will make modding a breeze.
The custom engine provides stunning visuals and will make modding a breeze.


In 2113 the human race began its first extra solar colonisation program. One of the targets of this endeavour was Maia.

Maia, sitting a mere twelve light years away in the Tau Ceti system, was a world in flux. Due to its home in a dense debris field, the planet had been subject to constant meteor impacts on its surface. The energy released into the planet’s crust distorted the magnetosphere, leading to frequent storms of dangerous ultraviolet and X-ray radiation that scour the surface of all but the hardiest of life.

The colonization process had commenced almost twenty years earlier. Barrages of satellites equipped with powerful solid state lasers were placed in geosynchronous orbit around the planet. Their mission to slow and deflect major meteoric threats. The dense volcanic atmosphere was then seeded with sulfur, in an effort to calm and cool it. After a brief fourteen years of orbital terraforming, earth’s political elites deemed the planet safe for human settlement, despite little being known about the surface.

After an outcry from the scientific community, a brief study was commissioned and the planets surface was found to be: “Mostly harmless”.



You must excavate an underground colony to escape the hostile surface of the world. Mine minerals for construction, build rooms to house, feed and entertain your colonists and defenses to protect them from dangerous wildlife.

Research sources of power, water and food. Explore the surface and perform science to produce the technology you need to survive your new home.


Maia is currently in early alpha. A playable release will be available as soon as mid January. The game will run on WindowsMac and Linux and have absolutely no DRM.

The game will ship in summer 2013. After that, development will continue indefinitely, with regular updates, and swathes of new content every month.


  • Up to 2km x 2km x 2km of procedural world
  • Complex colonist AI
  • Dark humour
  • A unique aesthetic
  • Water and Lava simulation
  • A dark ambient soundtrack
  • Cellular Atmosphere
  • A simple minimalist UI
  • Inspired by 1970s hard sci-fi
  • Intricate defense systems
  • Bi-polar androids
  • First person mode
  • Open data for modders.

Todd B..

Linux Game News


Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

I have no idea how I missed this, but here it is, Strike Suit Zero. They just hit their $75,000 mark on October 26 and announcing Linux and Mac support.
So a big kudos to Born Ready Games. At $180,000 we shall have Linux support, officially. The project now sits at  a comfortable $113,650 with 13 days to go.

So if you have yet to see the Kickstarter page, here it is…..

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Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

“…this transmogrifying technobeast took on vessels that made Battlestar Galactica look like Sputnik.” Rock Paper Shotgun

Follow the project on TWITTER and FACEBOOK

Strike Suit Zero is a PC game that offers fast and frantic space-combat, putting you in the middle of massive fleet battles where the fate of Earth relies on your dogfighting skills. You’ll take to the cockpit of a powerful transforming craft known as the Strike Suit, where – at the tap of a button – your craft will transform from a traditional fighter, to a hulking suit of space armour.

Strike Suit Zero will remind you of the heyday of 90’s space combat, whilst simultaneously introducing exciting new mechanics to make it relevant for today’s audience. To ensure that the game brings space combat back with a bang, we’ve brought in the best names in mecha and sci-fi to really put a stamp on the genre.

This is space combat reborn. 

Kickstarter Campaign 'Strike Suit Zero' To Get Linux Support

If you’re a fan of mecha, you’ll be excited to learn that ship and craft designs come courtesy of Junji Okubo, who has previously lent his talents to Steel Battalion, Infinite Space, Appleseed: Ex Machina and Viper’s Creed. Working closely with the Born Ready team, Junji – who normally favours a western design philosophy – has brought some more traditional eastern traits to the Strike Suit designs.

As a special reward for Kickstarter backers, we’re offering two backers the chance to have their ideas for a mech or space-craft turned into a real design by Junji himself. See below for more on this exclusive opportunity!

You can see Junji talking about his work on Strike Suit Zero in the developer diary below:

In addition to this, Paul Ruskay, who has composed the award-winning  Homeworld soundtrack, has furnished the game with an original score. With its otherworldly tones and fusion of styles, Paul has created something perfect for Strike Suit Zero.

The main Strike Suit theme is a collaboration between Paul and Kokia – a Japanese singer/songwriter well known for her work with anime and videogames. Kokia has leant her vocal talents to numerous anime and games, including: Tales of InnocenceOrigin: Spirits of the Past and Gunslinger Girl: Il Teatrino.

There’s a fusion of cultures at the heart of Strike Suit Zero; a strong notion of East meets West. From the soundtrack, to the mechs, to the way the gameplay itself unfolds. Strike Suit Zero is a combination of sounds, designs and mechanics that have been brought together with the precise aim of making the best space combat experience possible.

In the year 2299, an interstellar war rages. Earth’s dwindling forces  – the United Nations of Earth (U.N.E) – repel a fearless enemy, fighting to protect a planet on the brink of destruction. You begin the game behind the front lines on a low-priority post defending a station near Earth. After repelling an attack, word comes through from Earth’s command that the enemy are intending to end the war with one decisive strike.

They’ve amassed a colossal fleet, and are bringing it to Earth.

You’re sent into deep space to join Earth’s forces as they attempt to intercept the fleet….

  • Fast, frantic space combat: you can freely engage multiple enemies, dogfight other pilots, fight massive fleet battles and defend vast structures.
  • The Strike Suit: strategically switch from Pursuit Mode (speed and power) to Strike Mode (a powerful, highly maneuverable combat mode)
  • Multiple endings: your choices in game – for example, the secondary objectives you choose to complete  – directly affect the state of Earth at the end of the game. With multiple endings, preventing Earth’s destruction is your immediate concern but preserving its future is your ultimate goal.
  • Capital Ship Destruction: take capital ships apart piece by piece – take out their turrets or target weak-points to blow out entire sections of their superstructure.
  •  Vibrant and vivid universe: space is far from the dark, featureless void you’d expect. Discover the colour and vibrancy of the Strike Suit universe across 13 unique locations.
  • Ship Designs from renowned Mechanical Design engineer Junji Okubo (Appleseed: Ex Machina, Steel Battalion.)
  • Music from award-winning sound designer Paul Ruskay (Homeworld) including a collaboration with Japanese singer/songwriter Kokia (Tales of Innocence, Gunslinger Girl: II Teatrino)

“Born Ready Games have put a lot of effort into building battles that don’t entirely revolve around you. “We have almost a full combat simulation happening while you’re doing your objectives,” he says.” — PC GAMER

“…this transmogrifying technobeast took on vessels that made Battlestar Galactica look like Sputnik.” — ROCK PAPER SHOTGUN

 “Strike Suit Zero has plenty to satisfy your space-mech cravings.” GAMESRADAR

“…Then everyone sort of stopped making space games, and a lot of people were forced to pack away their dreams of being interstellar combat pilots. It was heartbreaking.

Thank your lucky stars, then, for Strike Suit Zero from Born Ready, a 3D space combat simulator that recalls those heady days – just with super detailed HD visuals and a touch of Anime-style mech action. ” — HOOKSHOT INC

“It has intelligent, tough enemy AI and a great Strike Suit advantage that prepares you for the challenges ahead with powerful defensive and offensive abilities. The eerie, otherworldly soundtrack is certainly no slouch either.” — DESTRUCTOID.

Todd B..

Linux Game News


Developer using Kickstarter to fund a stealth survival game for the British gentleman


Sir, you are being hunted. Well, not really, but you could be in the new procedurally generated survival stealth game from Big Robot Games called … Sir, You Are Being Hunted.

The developer is Kickstarting its new “tweedpunk” sci-fi game. In Sir, You Are Being Hunted robots hunt humans for sport across the british countryside. Big Robot created The British Countryside Generator which creates unique terrain for each player. Sir, You Are Being Hunted runs on the Unity Engine and the studio will release it on Windows, Mac, and Linux.

Sir, You Are Being Hunted is a first-person game. It has a lot of combat and shooting, but it’s primarily about survival. The game uses a visibility meter and a foilage-based stealth mechanic which allows players to easily hide in the thick English woods.

To survive, gamers will have to evade the hunting robots, loot abandoned buildings, and collect pieces of a machine that could help the protagonist escape.

Fans of the recent DayZ mod for Arma II or the Ukranian-developed Stalker games should have a good grasp of what Sir, You Are Being Hunted is attempting. Big Robot distinguishes its game with a pinch of dark British humor. For example, the developer promises a disembodied sinister butler, strange lore, pipe-smoking moustache-wearing robotic citizens, and pubs.

Big Robot has worked on the game for the past six months and is now asking for help through Kickstarter. The studio is looking for 40,000 quid, which is around $64,000. Backers have already pledged over $20,000.

Reblogged from: venturebeat.com

”linux-game-gaming-gamer-news” title="Linux Game News


Interstellar Marines on Kickstarter is coming to Linux

Interstellar Marines a sci-fi FPS focused on tactical co-op, role-playing and nonlinear gameplay and it’s been accepted on Steams Greenlight. Now it is on Kickstarter to get the funds needed to finish the game. Estimated delivery: Dec 2013

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Immersive AAA-quality Indie FPS with RPG elements, tactical co-op & nonlinear gameplay set in a believable future.

30 SECONDS OF SCI-FI CO-OP FROM OUR GDC ’08 PRESENTATION. You can find the full presentation and playable prototypes of Prologue further below.


Update #3: October 31st – New Co-Op Tiers and Add-Ons

Update #2: October 29th – Tastes, Rewards and Total Biscuit

Update #1: October 27th – Wallpapers, Kickstarter FAQ for Early Supporters and Full Description of Tiers

The Vision of Interstellar Marines

This video is the full-length (15 minutes) GDC presentation from 2008 created specifically to sell the vision and gameplay of Interstellar Marines.

Playable Prototypes (PC/Mac)

Try the prototypes of Prologue right here in your browser! Click the images below and get a taste for what we’re aiming for.

Prologue Soundtrack

Interstellar Marines: Prologue is a sci-fi FPS that offers a unique blend of tactical co-op, progressive role-playing, and nonlinear gameplay, featuring the intense backstory leading up to First Contact – the first game in our ambitious trilogy.

Set in a convincing near-future time, the Interplanetary Treaty Organization (ITO) has secretly begun colonizing the first human settlement outside our solar system. Faced with the increased chance of establishing contact with another sentient species, the member countries of ITO decides to accelerate the research and training program of its interstellar warfare division, ahead of schedule.

Back on Earth, you – assuming the role as a Special Forces soldier – are transported deep beneath the salty expanse of Groom Lake, Nevada, to a high-tech military training facility, designed to train the best soldiers from all of ITO’s member countries.

Equipped with the latest in weapons and gadgets you, in cooperation with fellow candidates, will train and improve your skills in large underground training environments, ranging from shooting ranges to artificially staged hostage and first contact scenarios, all supervised by the all-encompassing AI SARA that makes sure every battle is different!

Do you have the mettle to join the spearheads of interstellar warfare?

  • Diverse Combat Training: The entire game is built with a variety of fulfilling training scenarios in single-player, co-op and multiplayer.
  • First Person Simulation: We have a razor-sharp focus on creating an immersive First Person Simulator via distinct graphics, sound and gameplay – no more floating cameras!
  • Tactical Co-Op: Prologue is designed from the ground up to support up to 4 players in co-op, with truly cooperative interaction.
  • Progressive Role-Playing: As you train your soldier you gain XP that converts into upgradeable skills on your character, weapon and equipment.
  • Customizable Arsenal: With the latest in near-future weapons and equipment at your disposal, you have the option to fully customize your arsenal on the fly.
  • Rich and Believable AI: In Prologue, we aim to deliver a believable AI that makes every encounter exciting.
  • Simulated Training Environments: Experience an atmospheric training facility built to artificially simulate every conceivable encounter. AI SARA controls the mission variables, making sure every battle is different!

Diverse Combat Training

Example: After a few rounds of leveling up your SMG at the Bullseye shooting range, you meet up with your two buddies and go for that final 3-player co-op challenge in the rookie tier that will unlock 2 new ranked co-op challenges. After that, you head in for some good ol’ Deathmatch on Combat Range 5.

Easy to learn, satisfying to master!

Prologue is designed with combat training in mind, and whether you prefer single-player, multiplayer or co-op, there will be plenty of excitement for the casual and hardcore players alike!

First Person Simulation

Example: Sprinting makes you breath heavily, which affects your aim, stamina and fogs up your helmet. Opening the helmet clears up your view and improves your aim, but removes the HUD and AI-enhanced audio. Getting shot at blurs your vision but temporarily improves your stamina, hearing and aim!

Every sight and sound affect your tactical decisions.

Prologue will feature a full-body experience where you feel present and immersed in the world – no more floating hands and lack of self-shadows!

Tactical Co-Op

Example: Pull your wounded teammates to cover. Use suppressive fire to increase co-op accuracy. Time your tactical advancement for improved co-op skills and scores.

In Prologue you are rewarded when you work together – that’s why you earn XP in solidarity.

We aim to build an experience that is designed from the ground up to support any variant of 2-4 player co-op with cooperative features that truly assist and enable your team because, without it, it’s really only a single-player experience with multiple players in it!

Progressive Role-Playing

Example: Upgrade your character’s stealth skill to be more silent while moving/reloading. Can’t hit your targets? Increase your accuracy on the weapon. Tired of the darkness? Upgrade your HUD with night-vision.

In Prologue you train your skills in three main training categories: Character, Weapon and Equipment. Each category is divided into different skills that each can be upgraded in a linearly fashion (think System Shock or Deus Ex). This allows you to uniquely customize your soldier to fit your playing style!

Customizable Arsenal

Example: Feel the power of your high-powered AR-03 assault rifle as you replace the long-range scope with a red dot sight, change to armor-piercing ammunition and empty a mag into yet another Combat Training Robot!

With the latest in near-future weapons and equipment at your disposal, you have the option to fully customize your arsenal on the fly – make your tactical choices when the situation calls for it!

Every weapon is designed to be a realistic future projection of present-day equivalents, such as the MP5 or M16. There are no laser guns in the Interstellar Marines universe!

Rich and Believable AI

Example: In the claustrophobic corridors of Compound 13, you’ve spotted a patrolling squad of Combat Training Robots. As your silenced projectile destroy the only light in the room, the robots scatter feverishly for cover. You enable your night-vision and take them out – one at a time!

Using human-like perceptions, the Combat Training Robots is designed to simulate various forms of combat behavior, choosing among a range of believable actions.

In Prologue we want to build an AI that is both believable, unpredictable and exciting to play against – No more rail-tracking AI and scripted triggers!

Simulated Training Environments

Example: Under the simulated rain of Combat Range 07, you sneak through the muddy terrain to a nearby bunker, sights on the enemy. Unexpectedly, the artificial sun overhead is reconfigured to night-mode by SARA, and you are suddenly facing your own shadow on the wall – BANG! – you’ve been outmaneuvered!

Experience an intricate and atmospheric military training facility, built deep underground to train the Special Forces of the future, for every conceivable encounter.

ITO’s all-encompassing AI presence (SARA) dynamically controls the mission variables ranging from weather simulation to rules of engagement, making sure every battle is different!

Game Identity

Whichever tier you pledge, you will be awarded a unique identity that forever proves your early support for Interstellar Marines and Open Door Development, visible in all games and on the community website. It’s an honor system we’ve been perfecting for years now, so welcome aboard!

Backer T-Shirt

Available at the $100 tier this t-shirt with front print “We Are Not Alone!” and back “Backer / Interstellar Marines” is made exclusively for the Kickstarter backers and will not be made available afterwards. Get it while you still can!

Complete Trilogy

As a Spearhead you are “all-in” which means you will receive all the games from the trilogy as they are finished, in all their digital and DRM-free glory!

Claim Your Bullseye (limited)

Get your name in the game by claiming a unique bullseye! An achievement mini-game is built around shooting all the bullseyes secretly hidden in the world, and when your bullseye is shot your username is displayed to the shooter. We’ll also send you an exclusive Bullseye pin to go with your t-shirt and subsequent bragging rights!

In-Game Helmet

As a Super Supporter ($150+ tiers) you receive an exclusive in-game helmet only wearable by Super Supporters, specifically designed to show your unique support in-game! (Does not alter gameplay)

Co-Op Packs

With this reward you will never be without friends! Co-Op Packs come in three different variants; Prologue, First Contact or Trilogy, and each of them contain 3 copies of the games to give to your friends and let you experience the games the way it was meant to be played – in 4-player Co-Op!

At the higher tiers ($200 and above) you also receive 3 extra Game Identities (Vanguard, Frontliner or Spearhead) to give to your buddies.

Movie-Size Poster

This movie-size poster is designed, like the t-shirt, exclusively to this Kickstarter campaign. The entire team of Zero Point Software will sign the poster before sending it off with much love and respect for your generous support.

Art Book

Filled with full-page concept art, renderings and illustrations about the development of Prologue, this hardcover art book will be a treat to hold in your hands. We can’t wait to sign it!

Lifetime Access

At a thousand dollars (or more) we think you deserve something extra special. That’s why we will award you with a copy of every Interstellar Marines game ever made, on every platform it is released on. To salute your support we will ship a custom-made dog tag engraved with your username and ask you to never open your wallet again; shut up and keep your money!

SARA Announcement (limited)

In collaboration with the team, you are given a unique chance to come up with an AI SARA announcement to be performed by our voice actor and put in-game for all eternity. Now that’s something to be proud of!

Here is an example of AI SARA – ITO’s official and all encompassing AI presence – performed by Terri Brosius (voice of SHODAN in the System Shock series)

Collectible Statue (limited)

If you are putting down thousands of dollars we want to honor you, both in-game and physically. So we’ll ship you a one of a kind collectible Marine statue (approx. 6 inches tall) to look after you, while you play Interstellar Marines. We’ll also tie-in your statue with a “find the collectible statues” mini-game, which display your username and custom message to the players when they find the digital version of your statue. It’s a win-win for everyone!

In-Game Shrine (limited)

What better way to be eternally remembered than to put up a shrine and let the community worship your digital alter ego, in commemoration of your enormous support! We will ask you to send us a posing photo and in return we’ll place a shrine in Prologue posed to your likening, and with your username eternally engraved. We’ll also ship a poster of your shrine signed by the artist, as a proof for nonbelievers!

Design Weapon (limited)

If you’ve ever dreamt about designing the next MP5 or M16 – now is your chance! At the top tier you, in collaboration with the Weapons Design team, get to be an integral part of the early brainstorm to the final design and naming of a realistic weapon, that will forever be immortalized in Prologue!

Meet the Team (limited)

Look, if you’ve put down ten grand you should be allowed to see where your hard-earned cash end up! You are invited to our humble office in wonderful Copenhagen, Denmark where you will meet and hangout with the team behind Interstellar Marines. Based on your preferences, we will arrange for a fun and exciting VIP treatment at our expense! (Travel and lodging not included)

Who Are Zero Point Software?

We are two partners (the two guys from the video) working full-time on the project: Kim (Game Director) and Mikael (Programmer). We both share a profound interest in FPS games and science fiction, and have over 20 years of game development experience combined.

Through the years of working on the gameplay prototypes we have assembled a core roster of extremely talented people who have all worked on the project at some point, and are ready to go full-time when the resources allow for it. Their experiences range from small unknown indie titles to big blockbuster games like Crysis and Deus Ex, and they all share the same intense desire to realize this ambitious project with us.

What Is Your Money Going Toward?

We know $600,000 is a lot of money. Making FPS games is difficult and expensive – especially with the AAA-quality that we’re aiming for – so to be able to finish Prologue we need to hire a roster of artists, designers and programmers who all excel at their individual craft. This amounts for most of the budget.

With the team secured, we will be able to take Prologue from its current prototype stage to the finished game, while offering you a unique chance to join us in the Open Door Development.

It’s a recipe we’ve been fine-tuning for years so rest assured that we will spend every dollar wisely on building the best game humanly possible, in collaboration with you!

What is Open Door Development?

In the process of developing our gameplay prototypes, we’ve learned how extremely valuable the feedback, ideas and critique from the community, is to the success of our game. This is precisely why we decided to “open the doors” during the development of Prologue – to the fans that truly care!

With Open Door Development we’re granting access to all Vanguards, Frontliners and Spearheads, in the hope that they will play and provide their much valued feedback in return.

During this Kickstarter campaign you can access all our prototypes without an Open Door Development “access pass”, and we highly encourage you to check them out on InterstellarMarines.com!

(As a side note; if you are a game developer, or just generally intrigued by this development philosophy, we just recently gave a presentation about Lessons Learned in Open Door Development)

Reblogged from: kickstarter.com

”linux-game-gaming-gamer-news” title="Linux Game News

An Interview With Chris Avellone on Project Eternity: A Word on Romance

Obsidian Entertainment’s Chris Avellone talks to us about Project Eternity, and shares his thoughts on writing romances, non-lethal options, and more.


It’s been two weeks since the success of Obsidian Entertainment’s success with funding Project Eternity on Kickstarter. Garnering over $4 million in funding, the party-based, isometric RPG is set for release sometime in early 2014 for the PC, Mac, and Linux platforms.

Since the success of the Kickstarter, I finally had a chance to sit down with Chris Avellone to talk about Project Eternity. Chris Avellone is one of the game’s lead designers and the narrative lead of titles such as Fallout: New Vegas and Alpha Protocol.

I’ve finally compiled the questions I wanted to ask you. Apologies for the lateness! 

Do not ever apologize to me, Ian. Instead, you must offer tribute of blood and intestines to the time gods.

When you guys were putting together the Kickstarter pitch, did you ever think it would be as successful as it is? 

No way. At least not for me… I am a born-again pessimist since age 13. Rob Nesler, our art director and wearer of fine hats and drinker of fine booze (which you can observe in our livestream video here), however, was convinced we’d leave flames in the dirt from our screaming tire tracks. Still, because he’s apparently our very masculine (?) version of Cassandra, we didn’t heed his prophecies until the day of judgment. The players and backers knew better than us as well, so maybe we have 70,000 Cassandras.

But streuth (Australian-archaic for “truth,” which I promised I’d never use in conversation but said nothing about writing), it’s been a challenge. Bloody oath,* has it. Let me elaborate in this next question.

* I was also asked never to say this in conversation. I believe it’s effectively “hell yes?” An Australian can correct me if they’re reading this.

How are you guys coping with the $4M+ budget and the heightened media attention? 

The budget means more hiring than we expected at first – no surprise considering it’s roughly 4x the funding goal and the stretch goal content additions. The good news is we already have a capable crew to draw from, not to mention volunteers who popped out of the woodwork. It doesn’t affect time frame of the project, and considering we have the logistic info from the Black Isle Infinity Engine games (resources, time frame per asset, etc. – this is important because of one of the questions & answers below), and the fact that a lot of us have done this type of game before, that helps nail down a lot of the X factors involved with the project.

The press aspects are minimal compared to the fan and player-based feedback, and while corresponding with the backers takes time, it’s time well spent for a lot of reasons – dealing with the fans and processing their feedback ends up being more energizing and it saves a lot of time discussing and setting/clarifying expectations and features people genuinely care about vs. crap they don’t, so we don’t need to waste any resources doing it. I prefer the fan interaction, personally, as it beats working in silence for months and rolling the dice at the end to see if the game resonates with the public.

You’ve stated in the past that you don’t like romances in games—at least to the extent that they’ve been done in games thus far. Were you to implement a romance subplot in Project Eternity, what would it involve?

Not a big fan of romances. I did four in Alpha Protocol because Chris Parker, our project director, demanded it because he thinks romance apparently is easy, or MAYBE it’s because he wanted to be an asshole and give me tons of them to do because I LOVE them so much (although to be honest, I think he felt it was more in keeping with the spy genre to have so many romances, even if I did ask to downscope them). At least I got to do the “hatemance” version of most of them, which makes it a little more palatable.

Also, the only reason the romance bits in Mask of the Betrayer worked was because George Ziets helped me with them since he was able to describe what love is to me and explain how it works (I almost asked for a PowerPoint presentation). It seems like a messy, complicated process, not unlike a waterbirth. Don’t even get me started on the kissing aspects, which is revolting because people EAT with their mouths. Bleh.

So if I were to implement a romance subplot in Eternity – I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love… specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after.

Game writing and dialogue has typically been peripheral to the combat in games. In Planescape Torment, you had to wade through countless enemies regardless of your stats or the decisions you made. Are there any plans to incorporate dialogue options into the gameplay so the two aren’t necessarily separate from each other? 

I’d argue dialogue and dialogue exploration was the principal mechanic in Torment (not something I’m proud of, wish I’d pushed for more dungeons and other mechanics). Now, the dialogue is more along the lines of Fallout 2/BG2 density, and it’ll have the same feel, which is appropriate for an Infinity Engine game. We do plan to have dialogues that effect the density and agendas of battles (and allowing you to avoid a chunk of them at an undetermined % of frequency).

Are there non-violent or non-lethal options available to the player in Project Eternity?

Yep. You can use stealth and speech options to circumvent, prevent, and resolve tense situations, much like in the Fallout titles. While there won’t be a pacifist path in the title, there are times where you can accomplish objectives with more social/sneaky builds in inventive ways.

We also want to explore the idea of speech as a tool, not as a key. That may sound odd – we don’t want speech skills used as insta-wins when the option comes up, which doesn’t allow for much player contribution in the interaction beyond pressing the highlighted button. We experimented with this slightly in Fallout: New Vegas and the DLCs, although what we’d like to explore is more along the lines of what we did in Alpha Protocol: if you know enough about a target or subject, there may be different ways and approaches you want to use to create a desired result, which may involve pissing the listener off, flattering them, or intimidating them, for example, but none of these technically “win” the scenario, they either provide a broader context or more information on the target’s attitudes and motivations but it all depends on which way a player wants to push them.

A better example of a dialogue tool is the “Empathy” skill from Fallout 1 and 2. It was a perk that color-coded your responses to indicate whether the response would create a favorable, neutral, or hostile reaction. That didn’t mean that that option would lead to a good or bad result, however, and you had to decide what to do based on the clues the Empathy perk gave you (for example, you may not want to get in good with the leaders of Vault City in F2 because you feel slimy and dirty doing so, even if you’re being unfailingly polite – or you may want to make a mob boss angry and hostile so he has a heart attack right then and there).

A few RPGs, including the newly released Dishonored and the much older Deus Ex contain scripted elements while allowing for non-scripted or emergent behavior. Are there any plans to allow, or even create opportunities for the player to “play outside the bounds” of the scripted events in Project Eternity?

While we’ll have a core narrative, we would like to allow for player-driven stories through the game mechanics when possible, as those end up being far more personal and stronger to a player than anything we could script (a lesson I learned very early on in my gamemastering days all the way to the Van Buren play sessions we had at Black Isle for Fallout 3).

Aside from writing the stories in the games you’ve worked—and are working on, how else do you contribute to the games? Do you have any input on the game’s design?

It depends on the title – at the most senior level of a project (if I’m in the role of Project Director), I have full input on all design aspects of a title with the exception of owner input and publisher input and often, in these instances, I’m weighing in on all aspects of the design and often doing core writing and core design (Fallout New Vegas DLCs).

When it comes to other projects, I often am in the role of an advisor, imparting suggestions for pipelines and cautionary tales based on the many, many mistakes I’ve made in the past. While giving advice and support is welcome, I prefer a specific role on at least one project in the studio since that allows me to get my hands dirty and contribute more directly (and it keeps me on the front lines so I don’t get rusty or unhappy).

For the Fallout New Vegas DLCs, for example and a few of the pitch projects, I’ve been Project Director and Narrative Lead, for New Vegas, I was a senior narrative designer for the most part, for Knights of the Old Republic II, I was Lead Designer and Narrative Lead, while on Alpha Protocol I was largely a narrative lead with some lead designer responsibilities (system design fell to the Project Director, Chris Parker, on Alpha Protocol in that instance, and he guided the Systems Lead with input and vision).

So to make a long answer even longer, the amount of input I have on design varies, and the goal is to allow people at their level to be empowered to have their vision imparted in the project – so, for example, if I’m not a Project Lead on the title, I defer to the Project Lead and the owners’ design direction and advise or give perspectives, critiques, etc. when asked. It’s taken me a while to figure out the best role to assume at the studio to be helpful, and it tends to change on a yearly basis and also change based on the project.

Other specific contributions I have are design producer duties (I’m obsessed with pipelines and hierarchies and making sure nothing gets lost, based on previous mistakes), writing and scripting characters and quests, and doing level design (such as for Wasteland 2). Wasteland 2 has been a breath of fresh air, since I haven’t had much opportunity to do level design since Knights of the Old Republic II and I love drawing maps and laying out area quests.

Besides your future work on Project Eternity and having already returned to Fallout, have you any other universes or settings you’d like to visit? 

Sure. Wasteland 2 at inXile has already been an opportunity to return to one of my favorite franchises, so I can check that off the list (until Wasteland 3 – ::crosses fingers::). Other ones include: The Wire, Firefly, Ghost in the Shell, the Walking Dead (movie or comics), Chronotrigger, Torment (although that’s difficult for a variety of reasons), and Star Wars (I’ve always wanted to do Knights of the Old Republic III and finish the trilogy).

It’s been officially disclosed that Obsidian plans to use Unity to develop Project Eternity. Is there a reason you’ve chosen to use Unity’s development tools over other options? 

It meets our needs, has a good deal of support, fits within our budget, and is user-friendly. I’ve been happy with it on Eternity and on Wasteland 2, and it works great, so… yeah, that’s pretty much it. I wish I had something more critique-y to say, but I don’t.

Given your vast experience with designing and developing RPGs, are there any lessons or experiences you’d take from those previous games to avoid in Project Eternity?

Awareness of scope. If you don’t know the scope, find out the specs for each part of the design and development toolbox (build a small level, a medium level, a large level, write a 15 node dialogue, a 50 node, a 150 node or more companion, build a weapon from start to finish, build a critter using the full range of animations, etc.). Then use a stopwatch to time each task until you know how long each one takes, and use that as a gauge of how much work you have in store – then seriously consider cutting it down to 50% or 75% of that amount to account for X factors during production.

Second, always ask “why the player should give a shit?” with every design decision, lore choice, and faction design. When fleshing out the world, keep in mind the player’s role as an agent of change, not your personal presentation. While you do want to put yourself and topics you’re passionate about in a title, that doesn’t mean crap if the player can’t interact with it in a way that empowers them.

Examine pacing and expectations. As an example, Torment was an extremely dialogue heavy game, and I do believe (I can hear pitchforks and torches being gathered) it could have benefited from more dungeon exploration, more combats, in addition to the dialogue depth it had. I tried to correct that when doing Targos in IWD2… I started off with a lot of fights and exploration rewards that immediately highlighted the threat the city was facing, then moved into dialogues (punctuated by a few fights), then a blast-off at the end.

Project Eternity has been described (by Forbes) as a ‘roleplaying risotto’ rather than a unique dish of its own. What are you doing to give the RPG its unique flavor and ensure that it’s more than just a mash-up of other games? 

Finally, what makes Project Eternity more than a simple nostalgia trip? 

Combining these two into one answer since the answer’s one and the same: Considering they’re all elements of Infinity Engine games, it’s taking the best of each, and they aren’t mutually exclusive. We have learned a lot of role-playing lessons over the year when applied to our designers such as how to employ dialogue mechanics (see above), making sure we’re rewarding for every style of gameplay (some titles we’ve done previously at Black Isle were punishing to a player that pursued a certain path, a path that we allowed, but cut a good deal of content out as a result – for example, “slavers” in Fallout 2), the idea of taking fantasy tropes and re-imagining them from the more narrative-driven metaphysical aspects of the world (soul transference, the nature of gods and their agendas, the Cipher class).

Reblogged from: gameranx.com

”linux-game-gaming-gamer-news” title="Linux Game News

Kickstarter opens doors to UK developers

Popular crowdfunding platform now available for UK-based projects

Kickstarter, the most popular vehicle for crowdfunding games development projects, is now available in the UK.

Whereas previously UK-based developers could only pledge, but not create projects, now they can seek funding on the platform. The move has be widely welcomed by UK studios of every size, who have until now had to sit and watch as their US counterparts secure funding from the platform, or navigate complicated loopholes in an attempt to position their projects as US creations.

“Kickstarter coming to the UK presents a great opportunity for developers to generate funds and produce games that are better and more expansive than originally intended,” said Richard Wilson, CEO of trade body Tiga. “We have seen some amazing projects already with Kickstarter and it is now UK developers’ turn to realise its benefits.”

A number of UK studios and individuals have already prepared projects for Kickstarter, and at the time of writing, numerous others are considering the crowdfunding vehicle for their games.

“Publisher finance and other sources of development funds are becoming scarce,” stated Simon Prytherch, CEO of Chromativity, which is considering submitting projects to Kickstarter now it welcomes UK studios. “We still have to finance game development in order to bring quality game experiences to the consumer. I think virtually every studio has either a great title in their back catalog, or one or more of their team were the driving forces behind a classic game. I think if you have these elements and you have the right dev team then it is great start for a Kickstarter project.” Meanwhile longstanding UK developer Rebellion is now ‘strongly considering’ using the platform, as Jason Kingsley, CEO, co-founder and owner told Develop:

“Up to now if you wanted to put a project onto Kickstarter there were some legal hoops to jump through re having a US entity involved. Now Kickstarter has arranged things so it can be done by a UK-owned entity in a straightforward way,” he said, before explaining his previous concerns. “We were also a bit worried about making ‘taxable supplies’ in the US and therefore falling into the US tax system, at least in a technical sense.” Kickstarter is, of course, not the only crowdfunding platform, and options already available to UK studios include the popular Indiegogo offering and the game-specific Gambitous alternative. However, Kickstarter’s status with both industry and consumers means it is proving very attractive to UK games makers.

“The main difference to me seems to be in terms of visibility,” said Steve Ince, freelance games writer and designer, on the contrast between Kickstarter and its rivals.“Kickstarter is clearly much more high profile even though, as I understand it, Indiegogo has been around for longer. Indiegogo offers more options on the money raising side but people may have to be cautious about what they go for. Kickstarter is much cleaner and simpler with lots of people already buying into its philosophy.”

Ince is looking to now use Kickstarter to fund his in-development adventure game project Caroline’s Secret. Other UK studios already committed to the UK iteration of the platform include SKN3 and its 2D games development tool Objeccty (creator Jonathan Pittock pictured), Kinaesthetic Games’ Kung Fu Superstar, and Raspberry Pi arcade cabinet kit Picade.

November’s print issue of Develop, coming to you in the next few days, features a detailed look at the launch of Kickstarter UK.

And if you have any questions about the finer details of how Kickstarter UK functions, from currencies issues to fees, check out our Kickstarter UK FAQ.

Reblogged from: develop-online.net
”linux-game-gaming-gamer-news” title="Linux Game News

Commercial Wine App 'CrossOver' Free on October 31

Commercial Wine App 'CrossOver' Free on October 31

CrossOver allows you to install many popular Windows applications and games on your Linux computer.

It is a modified version of the public Wine source tree with various compatibility patches added, more user-friendly configuration tools, and commercial support.
CodeWeavers, the company behind CrossOver, employs several Wine developers and contributes code back to the Wine project, although CrossOver itself is a proprietary software.
Few days back, CodeWeavers started a campaign ‘Flock the Vote’ announcing that they will release CrossOver for free if 100,000 Americans pledge to vote in the 2012 Presidential elections.
CodeWeavers failed to reach stated goal of 100,000 pledges. However, CEO Jeremy White has now decided to give away CrossOver for free anyway.

So CrossOver will be free (12 months support) to all this Halloween, Wednesday, October 31, from 00:00 until 23:59 pm, Central Daylight Time.

Here’s how:

  1. Sign up using the link below.
  2. Once the form is complete, we will provide you a link. You can then download CrossOver and use it immediately.
  3. Within the next week you will receive an email from us. Clicking the unique link in that email will create a free 12-month support entitlement on our server. Your support entitlement will give you full access to support and updates for the next year.
Just visit this link on October 31, to grab your free copy.
Reblogged from: ubuntuvibes.com

”linux-game-gaming-gamer-news” title="Linux Game News

Bundle of the Damned features spooky games to get you in the Halloween spirit


A spooky-themed bundle of games for PC (with some also compatible with Mac/Linux) is currently featured on Groupees, a website that promotes these ‘pay what you want’ bundles of music, games, and other media. The Bundle of the Damned includes: Cryostasis (a psychological horror game from Action Forms, set on an icebreaker near the North Pole in 1981), Manor of the Damned (a ‘retro-inspired action RPG’ from The Hideout), and a collection of 20 songs from ‘Halloween music maestros’ Midnight Syndicate to really get you in the mood.

This basic package can be purchased for as little as $1 (at today’s exchange rate, 62p), but if you have a dig in your pockets and manage to come up with $4 (£2.49) to put towards it you’ll also get BlindSide (an audio-only adventure game that ups the fear factor by actually requiring you to play it blind), Anna (a first-person adventure set in an abandoned sawmill), and Post Morterm (a thriller in which you play a detective investigating a beheading). A percentage of all the money spent on the bundle will go to UNICEF.

More content – a movie called Demon Summer and a 52-page comic called The Deathlings: Anne’s Story #1 – has been added since 2,500 bundles have been sold. When that number reaches 5,000, more music will be thrown in.

The bundle will be live for the next four days, so make sure you get it before the whole Halloween thing dies down and everything is Christmas-themed instead.

Reblogged from: gameranx.com

”linux-game-gaming-gamer-news” title="Linux Game News

Valve offers Linux Steam client to “experienced” beta testers

Valve offers Linux Steam client to “experienced” beta testers

Steam gaming platform maker Valve has started advertising for beta testers willing to give feedback on the company’s forthcoming port of the system to Linux, it has been announced.

In a web notice short on detail, Valve made clear that this beta will initially be limited to “experienced Linux users,” something that is as likely to fire up Linux devotees as limit interest in the software.

The only requirements are to have a Steam account and submit an online beta tester application form designed to weed out not only less technical users but less experienced gamers. Testers will also need to run Ubuntu 12.04.

Valve’s sudden interest in Linux is no overnight conversion to the wonders of open source. Long available on Windows, Steam’s co-founder and MD Gabe Newell (himself a former Microsoft employee) described the changes that could be wrought to software sales by Windows 8 as a “catastrophe.”

In particular, the Windows Store would allow Microsoft to control which titles sold to Windows users not to mention taking a 30 percent cut for itself, he said.

Getting its Linux port up and running would allow users to access best-selling titles including Half-Life, Portal and Left 4 Dead – and several thousand more cult titles – something that would certainly give Linux a boost against a Windows environment under pressure and in transition.

Valve has also started offering non-games software which hints at a deeper core to its friction with Microsoft. In the past, anything that has challenged the dominant (if old-fashioned) idea that oeprating systems are the primary paltform for software has met with short shrift from Redmond.

Not everyone has been enamoured by Valve’s Linux plans with Richard Stallman accusing the company of undermining the philosophy of free software by using Linux to host commercial software using Digital Rights Management (DRM) anathema.

Nonfree software in GNU/Linux distros already works against the goal of freedom. Adding these games to a distro would augment that effect,” Stallman said.

And so it starts even if where the Linux and games idea ends remains uncertain.

Reblogged from: news.techworld.com

”linux-game-gaming-gamer-news” title="Linux Game News

Steam for Linux beta expected to go live next week

Steam for Linux beta expected to go live next week

All evidence is pointing to Valve planning on a Steam for Linux beta launch next week during the Ubuntu Developer Conference (UDC). An external beta was already planned for this month with up to 1,000 external players being sought. If Valve intends to keep to its timetable that beta has to happen before the end of Wednesday next week.

UDC begins on Monday and runs through November 1. Valve software engineer Andrew Bliss is already scheduled to give a talk during the conference on Monday, and a page has also appeared on Steam for the official Linux Beta Access group, which already has over 2,500 members.

There’s also an Open Steamworks listing gone live that lists Portal, Serious Sam 3, and Team Fortress 2 as part of the Steam for Linux beta. That’s most likely the final list of games being made available for anyone lucky enough to get accepted into this external beta test. However, Left 4 Dead 2 has already been confirmed as the first Linux-compatible Valve game, so it would be surprising if that title didn’t also feature as part of the beta.

The games line-up makes sense as it consists of both single-player and multiplayer-focused games. The use of Serious Sam 3 also acts as a good test for a third-party title already setup to run on a Linux platform without any help from Valve’s development team.

All will hopefully be revealed next week. If not by Andrew Bliss during his talk, then over on the Valve Linux Team Blog. I’m also hopeful that by the time Steam for Linux launches we will be able to access at least 15 games, all of which are already on Steam and Linux compatible.

Reblogged from: Geek.com

”linux-game-gaming-gamer-news” title="Linux Game News

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