Tag Archives: open source games

Diaspora: Shattered Armistice Finally Released

Diaspora: Shattered Armistice Finally Released

Much awaited Battlestar Galactica game Diaspora: Shattered Armistice has been finally launched after being in development for 4 years. The game is free and open source and it is based on the FreeSpace 2 Open engine.

Diaspora is cross-platform (Windows, Linux, Mac). The game has following features:

  • Fly the MK VII Viper, the Raptor or the new MK VIIe strike variant.
  • Take part in furious battles against Cylon forces.
  • Play multiplayer missions against your friends as Colonial or Cylon forces.
  • Completely voice acted throughout.
  • Original soundtrack inspired by the show.
  • Create your own missions and share them with the included mission editor.

Check out gameplay video:

Unfortunately, due to huge traffic, it seems their servers are down at the moment. You can directly download Diaspora: Shattered Armistice from the links HERE:

rack Torrent

System Requirements


Minimum Recommended Specifications:

Operating System: Windows® XP/Vista/Windows 7
CPU:  Core 2 Duo, i3 or similar
Memory: 2GB Ram
Graphics Card: ATI 9600 or comparable nVidia with 256MB Ram (Integrated INTEL graphics will not work)
Sound Card: Windows® compatible sound card
Input Device: Windows® compatible mouse and keyboard
Installation: 3GB free HD space

Mac OS X

Operating System: OS X 10.6 (Snow Leopard) or higher

Current Mac Products (2010+) and Diaspora Compatibility:

Will run on:
Macbook Pro
Mac Mini

Will not run on:
Macbook Air  (Integrated INTEL graphics will not work)


CPU:  Core 2 Duo, i3 or similar
Memory: 2GB Ram
Graphics Card: OpenGL 3/GLSL 1.5 compatible graphics card.
Sound Card: OpenAL compatible sound card.
Input Device: Mouse and keyboard.
Installation: 3GB free HD space


Best Open Source Games

Linux gaming has acquired bigger dimensions lately, after the active involvement of well known commercial games developing studios and other independent efforts, but we should not forget to support the great selection of open source games that Gnome users can enjoy!

The following article is not about presenting every single open source game in existence, but more like selecting the best out of popular gaming categories that are really modern, enjoyable and alive as projects.

Category: Racing

Our choice: Speed Dreams

Being a fork of TORCS, this game started its development in solid grounds. The aim was to bring a fully featured racing game that would include a wide selection of tracks and cars, while also constantly improving the physics and graphics of the game.

Version 2.0 was released this April, making this game the most complete open source racing game. Every aspect of the game is very polished, with shiny menus, nice engine sounds, weather conditions, a great selection of car skins, optically enriched tracks, realistic shadows etc. You can even play a “Career Mode” where you can compete with different car classes, during multiple seasons, on randomly selected tracks and against balanced random opponents, earning points in championship rankings!

The experimental SimuV3 and the aim to rework the 3D engine leaves promises for a bright future for this racing game.

Speed Dreams Homepage

See also: VDrift

VDrift has been under heavy development for more than 7 years and still has a lot of people working around many of its aspects trying to make it a modern and complete racing game. Although there is still work to be done, VDrift is already fantastic.

One of the things that make this game great is the aim to use real world cars and tracks. I suppose that this is one of the main reasons that this game attracted the interest of many contributors.

VDrift initially used the Vamos physics engine, but now the engine is written from scratch showing the high goals that this project has. If it was a little bit more stable and polished it would have been our choice, but still it is a magnificent open source racing game with nice graphics, 45 real tracks, 39 real vehicles, atmospheric sounds and a competitive AI!

VDrift Homepage

Category: First Person Shooter

Our choice: Xonotic

Based on the dead now Nexuiz, Xonotic is the gem that shines in the most overcrowded category in Linux gaming. It features all the good vulgar gameplay characteristics of Nexuiz, while trying to evolve into something even greater and more modern.

Currently in version 0.6, Xonotic offers all the classic game modes found on most FPS games and also includes some unique. The gameplay is damn fast and intense. Speed and precision are the main principles of the good Xonotic player.

As graphics are a big factor for such kind of games, Xonotic developers have invested a lot of time into supporting modern effects like bloom, dynamic lighting and shadowing, offset mapping, and high dynamic range rendering. This combined with the futuristic environment and the gameplay results in the best open source fast paced atmospheric arena shooter!

Xonotic Homepage

See also: Smokin’ Guns

Smokin’ Guns is a first person game inspired by Western movies. It is based on Quake III and offers pure multiplayer fun for the nostalgic gamers.

You can play duel and bank robbery modes, use historically accurate weapons, buy more using money that you get from killing opponents and go Akimbo mode using two different weapons at the same time.

This game brings the true atmosphere of a Western movie through the music, sounds, maps, realistic weapons, gameplay details like the inability to heal etc. A truly wonderful game that could only use some better graphics to enslave our hearts completely.

Smokin’ Guns Homepage

Category: Real Time Strategy

Our choice: 0 A.D.

From the moment that 0 A.D. begun development 9 years ago, it blew our mind with the high goals set and the abilities of Pyrogenesis engine. It looks amazing and it really is a very high quality open source project that has already built a huge community around it.

The game has succeeded in gathering the contribution of hundreds of people and now offers its own music, sounds, graphical effects, save/load game function, an advanced AI, 11 unique civilizations with their own buildings, units and special technology, and magnificently designed realistic maps with trees, animals, mountains, rivers and sea.

This is also the only RTS game that aims to be historically accurate! It may not be completely finished yet and you may encounter some performance issues while playing, but it is already the best open source RTS way to waste some free time.

0 A.D. Homepage

See also: MegaGlest

MegaGlest is a fork of Glest aiming to evolve and enrich the game with more material like new tribes with buildings and units, while also new features like the ability to play multiplayer games on-line.

This game is very stable and mature, it offers tutorials in many languages, you can play with other people on-line or play a scenario versus one of the most difficult AI opponents ever made, and download new content directly from inside the game!

Although this is currently the most “complete” open source RTS game, it looses many points due to its outdated graphics. It is very amusing and challenging to play though, and I hope that the graphics will improve from now on.

MegaGlest Homepage

Category: Simulation

Our choice: FlightGear

FlightGear is one of the greatest open source projects ever. It is a sophisticated flying simulator that gives the ability to do flight dynamics research, or just fly around for pure fun. FlightGear uses realistic physic simulation and real world airplanes and terrain.

You can basically download the whole world and fly in it in real time, and fly together with other people from around the world on multiplayer. There are literally hundreds of free to download airplanes modeled after the originals using the same sounds and technical details like real engine thrust, maximum speed, ceiling height etc.

The simulator is currently on version 2.8 that brought shadows among other things and surely has a very bright future ahead it!

FlightGear Homepage

See also: Rigs of Rods

Rigs of Rods is a driving, flying and sailing simulator. It uses a soft-body physics system that simulates the flexibility and deformation of bodies, chassis and wheels under the stress they bear.

Rigs of Rods main power is the ground vehicle simulation where you will find all types of different vehicles from tractors buses and transport trucks, to pick ups, ordinary or racing cars. All vehicles are designed after the originals with accurate attributes and driving characteristics.

This is an ever evolving game that has a big community of contributors around it. This year we saw the introduction of trains, submarines and motorcycles! There are many additional maps and vehicles to download and enrich this sandbox simulator. You’ll never get bored playing Rigs of Rods!

Rigs of Rods Homepage

Category: MMO RPG

Our choice: Second Life

Second Life is a partly open source online 3D virtual world imagined, created, and owned by its Residents that offers a platform for communication, business, education, and organizational development to anyone who wants to try it.

You can meet and talk to other people, visit places flying, join religious groups, own land, buy a house, create objects, make deals with other players, buy things using real money like clothes, or furniture etc. You can do almost anything you would do if you had a second life!

Second Life Homepage

See also: PlaneShift

PlaneShift is a Role Playing Game immersed into a 3D virtual fantasy world which is fully free to play. Fully free means you will have no surprises of premium content which will limit your gameplay or unbalance the game. There are no limitations in skills, ranks, abilities, items you can gain with your free account. There are no time limits or additional constraints.

One aim of the game is to explore all the available areas and to learn knowledge about the world by speaking with the NPCs who provide hints and tips on how to proceed and unlock areas, items and powers. You can trade, chat, fight, explore, use magic or weapons and evolve your character into something better.

PlaneShift is not yet considered “finished”, but I am sure the RPG lovers will find it very interesting. Maybe the most truly free to play RPG out there!

PlaneShift Homepage

Category: Turn Based Strategy

Our choice: UFO: Alien Invasion

UFO: Alien Invasion is a turn based strategy game that is heavily inspired (if not the evolution of) X-COM. It features unique artwork and music and offers a perfect atmosphere of danger and tension to the player.

The story is that in 2084 aliens attack Earth and you are in control of an elite team that will try to defend the alien attack, while both trying to find out more about the aliens.

This game offers amazing strategic depth and requires the careful and logical planning of every attack, defense, base building, research funding etc. Fighting is conducted through a turn based system where you control your squad using the move or attack points of every unit in a square map. There are many different weapons to use, and as you progress more things become available through technological research.

If you played X-COM as a child and you have some free time now, you should give this game a try!

UFO: Alien Invasion Homepage

See also: Battle for Wesnoth

Battle for Wesnoth is a classic and very popular turn based strategy with a fantasy setting. It is under development for many years and is considered to be one of the most mature open source games. The game offers cross compatible multiplayer and amazing campaigns to loose your mind in.

Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.

Battle for Wesnoth Homepage

Source: By bill toulas @WorldofGnome 


Indies collaborate on tools to make talking to the press easier

Indies collaborate on tools to make talking to the press easier

If you want easily-distracted players to stay with your game, to give it a chance and discover all the work you’ve labored over, you make it as approachable and as easy to pick up as possible, right?

That’s the same attitude indie developers should take when it comes to attracting the attention of the press, to ensure people are helping others find out about your game. That’s where the press kit comes in.

“It’s a general problem in the indie scene, where so many beautiful and lovely games go unnoticed simply because the developer doesn’t know how to present their game to the press,” says Rami Ismail, an indie developer himself at Dutch studio Vlambeer (Super Crate Box).

It’s not a magic bullet that solves all your marketing problems, but the press kit can sometimes be the critical item that decides whether those journalists who are inundated with dozens of pitches a day cover your project.

An effective press kit offers all the information and assets someone needs to quickly get a feel for your game and write knowledgeably about it — if a journalist can’t easily find your contact information or a good screenshot to use with their article, they might skip your project in favor of one that’s easier to cover.

Creating a good press kit takes time, though — time to figure out and collect what you need, decide the best way to present it all, and put together the online page. That’s all time you could spend on making your game better instead.


Indies collaborate on tools to make talking to the press easier
Game Oven’s Presskit() page

Ismail saw there were few tools serving game makers’ needs when it came to marketing their projects, so he released Presskit() several months ago, a free tool enabling developers to create a site that compiles their project’s essential info in as little as 30 minutes.

Using information provided by developers, Presskit() builds a simple page that offers studio factsheets, bullet point feature lists for games, screenshots, videos, logos, sections for awards and previous coverage, and more. The design of the page isn’t anything fancy, but it gets the job done.

“I strongly believe that a press kit isn’t supposed to look fancy or colorful – a press kit is supposed to be a resource with easy-to-access information and assets,” Ismail explains to Gamasutra. “If people want to modify presskit(), they’re free to do so by editing the css-file that is installed on their server during installation.”

Plenty of independent developers have already started using Presskit()’s beta, including Alexander Bruce (Antichamber), Broken Rules (Chasing Aurora), and Young Horses (Octodad). It was even used for PAX’s Indie Megabooth, which needed to provide details for 16 different titles.


Since debuting the tool in May, Ismail has updated it based on feedback from the press and developers, and added support for Google Analytics and Andreas Zecher’s (Spirits) valuable Promoter application, the latter of which served as inspiration for Presskit().

Promoter automatically tracks online mentions of your games, sending you notifications and creating a timeline for your projects’ coverage. It also compiles the reviews your games have received, and calculates their average scores.

The app offers other useful features like a promo code manager, a calendar for upcoming indie festivals and competitions, lists for hundreds of sites you can contact for coverage (depending on their platform), and the ability to see which journalists and publications you’ve already contacted.

Indies collaborate on tools to make talking to the press easier
Promoter’s press coverage timeline

Tools for managing press relationships are key, because one of an indie developer’s biggest strengths is the ability to personally getting in touch with journalists, which is completely different from how AAA studios talk with the press.

“As an indie, the press is talking directly to the mind behind the game,” says Ismail. That’s interesting to journalists, because there are more interesting stories to tell through people than through PR representatives.”

With its integration of Promoter, Presskit() can update your page with recent coverage and awards your game has received. Zecher’s app features a free plan for one project, but you will need to spend €99 ($125) a year for unlimited uses — Ismail says Promoter’s fees makes up 90 percent of Vlambeer’s annual marketing budget.

Release() and other tools

The next update Ismail will put out for Presskit() is a new feature called Release(), which aims to help developers write a proper press email. While talking with journalists about what to include in his presskit tool, he noticed that one of their major concerns was the quality of mail they receive from indie studios.

Along with trying to improve the quality of press releases, he wants to get rid of the hesitation some developers might have when it comes to contacting journalists. Ismail says it can be scary to reach out to the press about your passion project, especially if you’re not sure how to do it.

Though he hasn’t put out Release() yet, you can still get an idea of best practices for reaching out to journalists with Pixel Prospector’s excellent and thorough guide published earlier this week: How To Contact Press (And Increase Chances To Get Press Coverage).

There are other potential services he wants to see solve common problems that indie developers face, like tools that help studios pitch their games, handle their finances, or manage who they should meet up with at events to promote their titles.

However, Ismail is wary of tools that take creative freedom out of the hands of developers. He notes that presskits, press releases, and tracking press mentions aren’t really about creativity, but creating pitches is.

He adds, “There’s a fine line between where a tool is empowering and where it’s limiting, and it’s a line I’ve come to explore while working on Presskit() and Release().”

Source: Gamasutra


Diaspora: Shattered Armistice for Linux [Free Game]



Here’s the Linux version of Diaspora: Shattered Armistice, a single and multiplayer space fighter combat game set in the reimagined Battlestar Galactica universe.

It has been 40 years since the devastating war between the Colonials and the Cylons. 40 years where no one has seen or heard of the Cylons. 40 years where the armistice has held.

Game Features

Fly the MK VII Viper, the Raptor or the new MK VIIe strike variant.
Take part in furious battles against Cylon forces.
Play multiplayer missions against your friends as Colonial or Cylon forces.
Completely voice acted throughout.
Original soundtrack inspired by the show
Create your own missions and share them with the included mission editor.

Watch the release trailer for a better idea of how the game looks

System Requirements


Minimum Recommended Specifications:

Operating System: Windows® XP/Vista/Windows 7
CPU: Core 2 Duo, i3 or similar
Memory: 2GB Ram
Graphics Card: ATI 9600 or comparable nVidia with 256MB Ram
Sound Card: Windows® compatible sound card
Input Device: Windows® compatible mouse and keyboard
Installation: 3GB free HD space

Mac OS X

(Coming soon, but you can guess them from the PC specs!)


CPU: Core 2 Duo, i3 or similar
Memory: 2GB Ram
Graphics Card: OpenGL 3/GLSL 1.5 compatible graphics card.
Sound Card: OpenAL compatible sound card.
Input Device: Mouse and keyboard.
Installation: 3GB free HD space

Known Issues

Due to the size of the installer it may take a long time for the installer to actually start. This may last several minutes (up to five minutes in some instances). There are reports that virus checkers may extend this delay so you may wish to turn them off during the installation process.
Multiplayer is currently very much in beta. Also, in order to enhance the eventual multiplayer experience, the team decided not to finalise the balance between ships. Feedback from players is very welcome. The true multiplayer experience will be available in the next release. Till then, if you wish to experiment, here’s how to get started.



Simply download the installer and run it. The Installer will guide you through installing the game.

Mac OS X

Mount Diaspora.dmg, and follow instructions within to copy Diaspora to the Applications folder. Note: Before you play for the first time (only need to do this once), please double click on RUN_ME_ONCE.command to install the most appropriate graphics settings. Double click on wxlauncher, and press Play, located in the bottom right corner.


First, open a terminal and change to the directory where you downloaded Diaspora.

Then open the archive by typing

tar —lzma -xf Diaspora_R1_Linux.tar.lzma

or if that command doesn’t work, the following two commands instead:

unlzma -z -k Diaspora_R1_linux.tar.lzma

tar -xf Diaspora_R1_Linux.tar

Then follow the instructions in Diaspora_R1_Linux/Diaspora/README.txt, with one correction: after you start the launcher in step 5, select your screen resolution from the drop down box in the Basic Settings tab before you press Play. Otherwise, you’ll be running in 1024×768.


During the time we’ve spent developing Diaspora, we have frequently been asked which songs from the show we’ve used in our trailers. The fact is that almost all the music in the game or trailers has been original. So for that reason, we’re also releasing the soundtrack. You can find details on it here.

Download Servers @ Atomic Gamer:

Download from Public Server #1 5 minute wait

Download from Public Server #2 5 minute wait

Download from Public Server #3 4 minute wait

OS: Linux
Type: Full Version
Size: 1280.2 MB
Downloads: 11
Added: 9/5/2012 2:41:11 PM
MD5: 22b55ae9bc9366ccbeb1642cd50dc3f8

Source: atomicgamer.com

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

Kalamazoo's "S2 Games" boosting Michigan's economy

Courtesy: “S2 Games”

KALAMAZOO, Mich. (WZZM) – It’s no secret that the video game industry has exploded worldwide. Trying to find a niche in the highly-competitive arena is no small feat.

A company from Kalamazoo has not only found a niche, it’s cornered the market, and the game they’ve created has almost become a religion in some countries.

“Heroes of Newerth” is a multiplayer online battle arena video game developed by “S2 Games” for Microsoft Windows, Mac OS X and Linux. The game was released on May 12, 2010 and then re-released as a free-to-play game on June 29, 2012.

“We publish the game and provide support for it,” said Nathan Garcia, who is “S2 Games” marketing manager.

“Heroes of Newerth” puts two teams of players against each other: the Legion and the Hellbourne. Players on each team choose ten of two heroes, featuring a variety of abilities and advantages. Players control a single hero from a top-down perspective. The game ends when the opposing team’s main structure is destroyed.

“The characters in the game were created by people working here [in Kalamazoo]”, added Garcia. “Heroes of Newerth is a completely made in Michigan game.”

Garcia says new heroes are added monthly to the game, which has gone global. “Heroes of Newerth” has been downloaded over 8 million times, and it currently has more than 2.5 million active players worldwide.

“To say the growth is explosive I think would be very fair at this point,” added Garcia.

The success “Heroes of Newerth” has brought to “S2 Games” has allowed the Kalamazoo-based company to add several new jobs in the past year.

“Our production team has grown from 12 people in 2011 to 50 in 2012,” said Garcia. “We’re always looking for new people, especially locally.”

Garcia says “Heroes of Newerth” is the number one played video game in Thailand. It’s also extremely popular in Singapore, Russia and the Philippines.

Thanks to “Heroes of Newerth”, “S2 Games” has emerged as a major player in the gaming industry. They’ve created a good-versus-bad game that’s – good – for the Michigan economy.

“S2 Games” plans to release a new character for “Heroes of Newerth” sometime this week.

Five years from now the company plans to grow the game’s player-base and elevate into a worldwide “e-sport”, with a competitive, international video game league featuring elite and pro gamers battling to become world champions.

Source: wzzm13


A Nefarious Plot To Repackage And Sell A Free Open-Source Game

A Nefarious Plot To Repackage And Sell A Free Open-Source Game

Imagine if a bunch of flight-sim enthusiasts got together and spent years assembling a free, open-source, constantly updated flight simulator. Wait actually, you don’t have to imagine that: It’s a real thing, and it’s called FlightGear. The open-source simulator has been around for years.

Now imagine some nefarious do-badders have co-opted the free game and are selling it under a made-up name. Unfortunately, you don’t have to imagine that either: It’s really happening.

As reported in a thorough and well-assembled exposé by Tim Stone at Rock, Paper Shotgun, the games VirtualPilot3D , ProFlightSimulator, Flight Simulator Plus and FlightProSim are all just made-up alternate names for FlightGear used to sell the free software to unsuspecting buyers.

AssaultCube Reloaded v2.5.3 for Linux [Free Game]


Here’s the version 2.5.3 Linux release of AssaultCube Reloaded, a free-and-open-source first-person-shooter aimed at improving its predecessor, AssaultCube.
This game combines the best of all worlds. Realism from Battlefield, anti-cheat from the Quake engine, perks from Call of Duty, and fast-paced gameplay with a low system footprint from AssaultCube.

Release Notes

If you are using deltas, download 2.5.2 first, then overwrite with the delta packages.

Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source.

If you are using Mac or other operating systems, please wait while we try to package for those OSes. Try to compile it. If it fails, download a virtual machine.

The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included)


Fix resume (airstrikes, nuke timer, etc.)
Fix server crash when a client connects
Fix client: another bot crash (by adding a typecast)
Widen the mario jump, only 10 cubes is required
Fix crosshair hitting the focus when spectating in 3rd person
No more speedhack gibs, unless almost certain, and generates warnings for lower speeds
Fix penetrate distance (penetration shots will not say 0.20m when it’s as far as 200m)
Fix sendmap in coopedit
Fix name display (spaces) in server browser
Fix private (passworded) pongflag
Bots are called “a zombie” or “a bot”
Bots won’t suicide with nades anymore

Download Servers

Subscriber Only #1

Reserved, faster server for subscribers!

Download from Public Server #1

5 minute wait

Download from Public Server #2

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Download from Public Server #3

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If there’s a problem with the file or transfer, check our FAQ. If you are still having issues, let us know.


OS: Linux
Type: Full Version
Size: 52.3 MB
Downloads: 1
Added: 8/17/2012 10:49:34 AM
MD5: b820e10ef9cef0af27427eeb6173a129

Related Files

  • AssaultCube Reloaded v2.5.3 for Windows [Free Game]
  • AssaultCube Reloaded Patch 2.5 Beta (Intrepid)
  • AssaultCube Reloaded Server v2.2.3


  • AssaultCube
  • Files


OUYA: A New, Fully Open-Source Game Console

OUYA has been all the buzz lately – a Kickstarter project that offers a new kind of video game console running on Android 4.0, with an integrated game store and custom TV UI. Funding for this open source platform began on July 10. Kickstarter set a $950,000 funding goal and the campaign had already received eight times this amount before the funding period was over.

What Makes OUYA Unique?

OUYA is different from the game consoles on the market because it welcomes users to root the device – and promises they can do so without voiding the warranty. Everything opens with standard screws and hardware hackers can create their own peripherals and connect via USB or Bluetooth LE 4.0. The console will be powered by Android 4.0, and an SDK will be available to ease the creation of new games and apps. For the first time, players will have full power over the machine – not just the OS.

Other Features OUYA Offers

  • Tegra3 quad-core processor
  • 1GB RAM
  • 8GB of internal flash storage
  • HDMI connection to the TV, with support for up to 1080p HD
  • WiFi 802.11 b/g/n
  • Bluetooth LE 4.0
  • USB 2.0 (one)
  • Wireless controller with standard controls (two analog sticks, d-pad, eight action buttons, a system button), a touchpad
  • Android 4.0
  • ETHERNET! (Announced by Muffi 7/18)

The 2.4 Ghz RF wireless controller offers standard game controls (two analog sticks, d-pad, eight action buttons and a system button), but OUYA takes open-source to a new level and allows gamers to expand their controller options with the addition of a USB 2.0 port. Players with the drive and know-how can root the system and repurpose their favorite controllers from other consoles.

What Are The Drawbacks?

While an open-source gaming platform provides players with an array of benefits in customization, do those benefits outweigh the potential drawbacks?

Being able to root the device is an awesome feature, but at what expense? Users may see a lot of malware. OUYA CEO Julie Uhrman recently stated that OUYA will be as secure as any other Android device. According to F-Secure, an antivirus firm, 75 percent of all phone-based malware targets Android devices. The inherent security of the console just doesn’t seem very tight. With the recent hack of Sony’s PlayStation Network, 77 million users had their usernames, passwords, credit card details, security answers, purchase history and addresses stolen. How will OUYA offer tighter security to users?

Availability Of Games
With OUYA being a new game console, there are no games for it available on the market as of yet. There have been quite a few titles confirmed for launch, but only time will tell how many game makers will release their games for this console.

What Will Happen?

OUYA offers a level of flexibility that will be very attractive to many gamers, but also has a couple potential drawbacks. Will OUYA become the next big thing in gaming? Only time will tell…


Harmonia online, moddable, tactical RPG for Linux, Windows, and Mac OSX

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Harmonia is an online, moddable, tactical RPG with a flexible scripting language that allows the community to make their own content.

Play the demo!

Try out the first public development snapshot of Harmonia! In this demo, you play the classic text-based version and it is NOT representative of the final game. For more details, including the FAQ, please read our updates.

Harmonia 0.0.1a (Windows / Linux) – Development Snapshot

What is Harmonia?

The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.

The game uses SDL, a cross-platform multimedia library, and will be available for Windows, Linux, and Mac OS/X. If there is demand, we can also port the game to the following platforms: Android, AmigaOS, AmigaOS 4, FreeBSD, BeOS/Haiku, iOS, Mac OS 9, MorphOS, OpenVMS, PlayStation Portable, Syllable, Symbian, and webOS.


Both the server and 3D client running on a single computer.

The game casts you as leader of a band of heroes fighting alongside other players’ forces. Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield. As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.


The game’s scripts are modifiable with any text editor. In the future, we’ll provide a variety of visual in-game tools to assist new developers.

Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers. The Harmonia engine allows all of the game’s assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language. These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them. In this way Harmonia provides an infinitely moddable tactical RPG engine.


Sculpting 3D terrains from a simple script file is fast and easy.

Together, these elements create an online gaming experience with limitless possibilities. Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content. This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.

Play the Text-Based Version


The text-based MUD version of Harmonia has been in development for over five years. The server is always online, and open to the public. If you’d like to play this version of the game, all the instructions necessary to connect are here:

Harmonia-Online Wiki


Why Kickstarter?

Harmonia is still in the process of converting itself from text into the third dimension, but to go forward, we’ll need to expand the studio to include one or more artists, a writer to develop an intriguing storyline, more developers to create game content, and musicians to produce the soundtrack. However, the most important issue facing us is that this project will take a great deal of time to complete. We want to devote ourselves to working on Harmonia exclusively, which naturally means we’ll need salaries until the game is completed.

Why Kickstarter?

Harmonia is still in the process of converting itself from text into the third dimension, but to go forward, we’ll need to expand the studio to include one or more artists, a writer to develop an intriguing storyline, more developers to create game content, and musicians to produce the soundtrack. However, the most important issue facing us is that this project will take a great deal of time to complete. We want to devote ourselves to working on Harmonia exclusively, which naturally means we’ll need salaries until the game is completed.


A top-down overview of the upcoming Cursed Prison zone.

Source: kickstarter.com


Talking Mods, Rage, and Doom With id Software

This is not directly Linux related but an insight into the direction of id Software.


By Mike Nelson @GameSpy

id Software screwed up launching Rage last year, and Co-founder John Carmack knows it. He spent the opening moments of his annual QuakeCon keynote last week apologizing and explaining what happened, pointing to the unwise decision to optimize it for pre-release AMD graphics drivers that were not publicly available on launch day. Most of those problems were addressed within 24 hours, but the damage to Rage’s reputation — and id’s — was done. Now, a year later, I sat down with id’s CEO Todd Hollenshead and Rage’s Creative Director Tim Willits to find out where it plans to take Rage next, Doom 3 BFG Edition, mod tools, and always-on DRM.

Rage in a Cage

Walking around the floor of QuakeCon, I was hard pressed to find evidence that id had launched Rage just a year prior. I’d assumed going in that we’d see details on the rumored Rage: The Scorchers DLC, which might finally populate the Downloadable Content menu option that’s led to a blank screen since launch, but there were none to be found. What’s the deal?


“There’re a couple of things up in the air, to be honest,” explains Willits. “I can say that we’re working on something. The problem is, if I say we’re going left, we’ll end up going right. If I say we’re going right, we end up going left. I’m not trying to be too dodgy, but that’s the situation. We really tried to get everything finished before QuakeCon, because we knew that everybody was going to ask us this. So, I’m sorry.”

“We really tried to get everything finished before QuakeCon, because we knew that everybody was going to ask us this. So, I’m sorry.”

Since Willits declined to comment on current and near-future plans, I posed a more open-ended question to him: Where does he see the Rage franchise 10 years from now, or to speculate even further, what would he personally like to do with it if he had unlimited resources?

“Not a massively multiplayer game, but to have the ability to have a wasteland that just exists,” says Willits. “You have all the instances, those you play by yourself locally — the ghost hideout, the bandit clan, the Scorchers and stuff — but the wasteland is open to the public. So when you come out of a mission you’re out there driving and other people move through it. And then you have Wellspring or Gun Barrel and some other towns. So that part is community. But the first-person combat, you still do that by yourself. That would be awesome.”

Riding With the Devil

That sounds like a game that would require a persistent internet connection to work, which reminded me that last year, in the weeks leading up to the release of Rage, Willits found himself in the proverbial hot seat when he told Eurogamer that always-on DRM “would be better for everybody.” I had to ask what he was thinking there. “I got all kinds of shit for that!,” laughs Willits. “People thought Rage was going to be all DRM’d. I said a game like Diablo 3 is going to be so popular, it can pull something like that off.”


I quickly pointed out to Willits that even Diablo 3 itself had trouble pulling off always-on DRM. Was seeing that disaster happen to Blizzard of all companies enough to change his opinions on the subject? “I will stand by my comments,” says Willits, but stated that id has no always-on DRM plans.

“The hardcore pirates are going to figure out a way to beat the system, regardless of how secure you think you make it. You never want to inconvenience a legitimate customer, in any unreasonable way.”

Hollenshead weighed in to point out that while piracy itself is a perpetual industry problem, “always-on and DRM and all those sorts of things are pretty hardcore solutions.”

“We’ve taken the approach over the years that locks on doors keep honest people honest,” explains Hollenshead. “The hardcore pirates are going to figure out a way to beat the system, regardless of how secure you think you make it. You never want to inconvenience a legitimate customer, in any unreasonable way. There are reasonable things that the industry ought to be able to do to protect itself from pirates. For us, we tend to push the technical edge on the graphics rendering and let others drive forward on anti-piracy stuff. Honestly, for us, it’s a choice about where we’re going to put our R&D efforts. We’d rather sit back and watch what happens and see how that stuff works out. If they come up with a good solution that’s customer-friendly and all of that, that might make sense for us. But we’d have to evaluate it.”

Highway to Hell

The conversation turned to id’s decision to re-release DOOM 3 as the BFG Edition, and one question: why? On consoles it makes a lot of sense, considering the only way to play today is the stripped-down version for the original Xbox. But other than serving as a testbed for Carmack’s experimental VR headset technology, what’s Doom 3 BFG going to do for us PC gamers that the hundreds of available mods can’t?


“John was really interested,” explains Hollenshead. “Because when we originally released Doom 3 we were pushing the hardware envelope even on the PC, just to get the game to run at 30 frames per second. Now we’re able to run at 120 frames per second on top-end PCs. And John really believes that there’s a substantial difference between gaming at 120Hz versus gaming at 60Hz. It’s sort of a core philosophy with where we are on game development now.”

“John really believes that there’s a substantial difference between gaming at 120Hz versus gaming at 60Hz.”

It comes with a catch, though: because of the modern Rage technology id’s injected into Doom, Willits says BFG Edition won’t support the mods designed for Doom 3, particularly those built on the Doom 3 source code id released in 2011. But can they be made to work?

“This is up to John to decide, so this is out of my hands,” explains Willits. “He’ll either need to rip out the id Tech 5 stuff to open-source it, or if he can’t do that, then he’ll need to create a separate DLL that’ll allow you to load mods. But he’s not sure which way he’s going to go. But that doesn’t mean that we’ve forgotten the mod community. It’s just that John hasn’t figured it out yet.”

Build Me Up Buttercup

Which brings me to Rage, and its lack of mod support. That too is expected to arrive at some point after the release of Doom 3 BFG, says Willits, but not a lot of people have asked for it because modding Rage will be “complicated, and takes such a level of artistic talent.”


Even if there’s not a ton of demand, I hope Carmack and his team take the time to release the mod tools. If Rage is just going to be left in limbo while they try and figure out what to do next, why not put it into the talented modding community’s hands to extend its life? And besides which, id has long served as a model for other developers to follow when it comes to supporting the mod community, and it would be a shame to see Rage become the sole exception to that rule.

It’s good to see that Rage’s stumbles and mediocre reception haven’t dampened id’s internal spirits too much, though — Willits can still find plenty to be proud of there. “Even John sometimes forgets — because he’s so brilliant — the shit that we did in that game and got working was f**king hard,” explains Willits. “The whole wasteland and the vehicle combat and the racing, on top of a kickass first-person shooter? It was really hard! I’m proud of the accomplishment, of the fact that we were able to pull those systems off. We could have done the same corridor shooter that we’re famous for and people would have loved it. I’m just proud that we took some risks and tried different stuff.”

Source: GameSpy


Open source Doom 3 gets ported to Android


Doom 3 is a science fiction horror video game made by id Software, that was released in 2004 for Windows. It’s been id Software’s most successful game so far, selling over 3.5 million copies. Later it was adapted to the Linux platform, then Mac OS X, and after that, to the Xbox and Xbox360 consoles.

After this whole success, id Software decided to open source Doom 3 last year, so now anyone can try and port it to any platform they want. That’s how we’re now able to see developers trying to port Doom 3 to Android. The ported game is still in pre-alpha stage, so don’t expect it to work very well. Plus, for a 2004 game I think you need a more recent GPU and CPU than the ones in the Desire HD (Qualcomm S2/Adreno 205), if you want it to work smoothly.

In the video demo, the game takes a whole two minutes to load, and there aren’t any other characters inside the game for this specific demo, only the player in an empty room. Will it work much better on newer hardware and once it’s in a finished state? It’s certainly possible. The game is eight years old, but mobile devices already handle the graphics of seven year old PC games or even more recent ones. Plus, the new chips coming out should beat current-gen consoles in performance, so the future looks promising for a game like Doom 3 on mobile devices.

Source: androidauthority.com


The Uphill Climb of Linux Gaming

For years, there has been one constant for users making the switch to Linux: gaming was going to be a thing of the past.

Not that people haven’t tried, of course. Software like WINE (with its gaming spin-offs like Cedega and PlayOnLinux) have made it possible to run Windows games on Linux with mixed results. There have also been the occasional forays into official Linux support in a handful of titles, but outside of the Humble Indie Bundle, Linux games sales have never been able to touch even Mac OS, let alone Windows.

Linux users who wanted to do any serious gaming were left with the unpleasant prospect of dedicating a partition on their machine to Windows for the express purpose of gaming.

But if recent news is any indication, we may finally see that changing.

Fan spends 80 hours creating working Star Wars micro arcade machine

As a person who grew up in the 80′s, visiting my local arcade was something akin to a religious experience. Back then if we wanted to play the latest game we would need to cash our paper-route money in for rolls of quarters and head to the Arcade Emporium. Instead of waiting in line for a midnight title release, we had to wait in line to get our shot to drop a quarter and have at titles like Operation Wolf or Teenage Mutant Ninja Turtles.

We spent a lot of time being surrounded by the sounds and sights of electronic gaming bliss during the weekends. So it’s no surprise that I may have shed a geeky tear after watching the above video, in which a geek going by the moniker “Le Chuck” combines two legendary things from those days: Star Wars and arcade gaming. You’re going to love this video of Le Chuck’s 12-inch replica of the game cabinets that mercilessly gulped our quarters for so many years.

To create this marvelous machine, Le Chuck spent over 80-hours meticulously hand-crafting the cabinet out of aluminum to look exactly like the original unit. Even more impressive is the internals of the Star Wars Micro, as Le Chuck took and modified a Caanoo handheld homebrew console to serve as the screen for the device. If you’re unfamiliar with the Caanoo, you can watch a video on it below.

Because the Caanoo is a Linux based game system, it has become something of a must-have for arcade game enthusiasts. With its ability to run MAME4all, an emulator developed specifically to run coin-drop games, Le Chuck decided it would be the best device for his project. After installing the screen and the circuit board from the Caanoo into the game cabinet, he then began work on what inspired the whole project in the first place: the designing of a working control yoke just like the one in the arcade that could connect to the Caanoo board. No easy feat because of the small size of the device, and it had never been done before.

To accomplish the task, Le Chuck started with the task of actually fabricating the yoke out of aluminum. Shaping the metal by hand, it’s obvious how meticulous he was with the process. He even took the time to add triggers to each hand stick, rounding out the sense of realism he was going for when you actually play with the game system.

After completing the process of building the yoke, Le Chuck turned his attention to clearing the hurdle of actually connecting the controls to the Caanoo board, a problem he solved by taking a page out of the book of classic arcade game manufacturers. He decided to employ two poteniometers, an electronic component that has served as a position transducer in joysticks for several decades. If you have played with an original Atari 2600′s joystick controls, you have used a potentiometer before. In the case of the Star Wars micro, the two potentiometers work in conjunction to communicate the location of the yoke to the Caanoo, which translates the movement into the game itself.

To finish everything off, Le Chuck added the final touch of having both the coin return and the teaser banner at the top of the machine light up just like it would have in the arcades. The total effect is simply stunning, so much so that it’s hard to determine its actual size without something placed next to it for reference. You can check out a gallery of the finished product from all angles below, which will help you to appreciate the amount of work that went into the Star Wars Micro.


Tweaking KDE's KWin For Linux Gaming Performance

by Michael Larabel

After looking recently at the impact on performance and power consumption of various Linux desktop environments running under Ubuntu 12.04 (Unity, Unity 2D, GNOME Shell, KDE, Xfce, LXDE, and Openbox), there were requests by many Phoronix readers to look at the impact of KDE on 3D gaming. KDE’s KWin compositing window manager offers several options that can be easily changed that have a direct result on the Linux system’s performance for full-screen OpenGL games.

To compliment the earlier Linux desktop testing, in this article is just running the KDE 4.8 desktop in Ubuntu 12.04 with various KWin window manager options. Multiple GPUs/drivers were tested.

Via the KDE system settings, the benchmarks were done when KWin was doing its compositing via OpenGL (the default), XRender compositing, and then when “Suspend desktop effects for fullscreen windows” was enabled. This option is not enabled by default since it can cause tearing/flickering for some on-screen overlays and other problems. The desktop effects during full-screen windows can also be disabled manually using “Alt + Shift + F12” or by a window-specific rule for the window that can be set by the application/game


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