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League of Geek’s Armello bring dream project to reality


League of Geek’s Armello is now close to being fully playable. 

It can take a lot of hard, thankless work to bring a dream project into reality, but the inherent challenges in video game development can add a further layer of difficulty.

Take Melbourne studio League of Geeks. Formed by a small group of video game professionals in 2011, they began work on their debut project without any kind of capital or investment. In order to keep the rent paid and food on the table, each of the four core team members worked day jobs in the industry while putting in unpaid overtime at night and on weekends.

That game, titled Armello (iPad, PC, Mac, Linux, and DRM free), is now close to being fully playable, but there is still a huge amount of work to be done before it is fit to be released. In order to secure funding for this final stretch, the studio has turned to the public, in the form of a Kickstarter campaign.

Trent Kusters, creative director of Armello and founder of League of Geeks, explained that while the bulk of the work done so far has been unpaid, the $200,000 the studio is asking for will be invaluable for making the game as good as possible.

“It would give us a core team of three to five people on full-time,” he said. “That will help solve a boatload of production and communication issues. Also, it will stabilise our production rate and allow us to schedule properly.”

While the core team is located in Melbourne, Armello has had contributions from people all over the world. Its beautiful and distinctive art, for example, while stylistically driven by a member of the core team, has been put together by more than two dozen artists in several countries.


“Ty Carey is our art director,” Kusters said. “He’s been a big force in finding, mentoring and managing the incredible line-up of artists that we have. He’ll select an artist that will fit a task or piece of work that we need. If we don’t have someone on deck, he’ll scour the globe looking for them.”

This distributed approach, however, comes with its own drawbacks. “Communication is the big one. It’s something that we struggle with constantly,” Kusters admitted. “It’s one of the things that we could be doing so much better and I feel guilty for not hitting that on the head on a day-to-day basis.”

He added that having so many people spread across the globe also introduces issues of scale. “The production overhead is huge. It’s just not possible to run a project of this scope out of hours and distributed without a dedicated production team. So we need a core team online full-time to drive that forward.”

While small independent studios were once a rarity in Australia, changing conditions in the global market and Australia’s place within it has forced some rapid and sometimes painful change.

The large Australian studios of the 1990s and early 2000s, most of which made few original games but instead performed work-for-hire for large overseas publishers, have all but vanished. They fell victim to a persistently high Australian dollar, increasing production costs for video games, and an international business community loath to invest in risky businesses in the wake of the global financial crisis.

Within just a few short years, most of Australia’s large game studios, some of which had been operating since the 1980s, closed their doors for good.

Coincidently, this was also the period during which playing video games on mobile phones started to grow into a big business. This was precisely the type of project that could be built by small independent teams, and even solo creators. Suddenly, Australia had come full circle to the garage start-ups of the 1980s.

Some within the industry predicted a bright future. Speaking to Fairfax Media in 2011, Antony Reed of the industry peak body GDAA (Game Developers’ Association of Australia) was bullish. “We now have some extraordinarily talented and experienced developers entering a marketplace desperate for new content,” he said. “This is an opportunity for them to flex their creative muscle, starting their own operation or taking that experience into another Australian studio.”

Here in the present day, there are some signs of a recovery, but local studios are still doing it tough. “We’re recovering, but we’ve got a long way to go still. We need to start having the right conversations,” Kusters said. “There are still major conversational and curatorial issues within Australia. That’s something that a few of us locally are trying to solve, but it’s an uphill battle.”

Like Reed in 2011, however, Kusters is enthusiastic about local talent. “The local scene is large and strong and more and more developers are maturing with incredible games like Duet, Framed, and Antichamber coming out,” he said. “Then you have young, completely inexperienced Melbourne developers dropping an insanely amazing game like Push Me Pull You, which was hailed as the best game at GDC [Game Developers Conference] this year.”

One thing that developers such as Kusters are unanimous about, however, is the need for greater assistance from Australia’s state and federal governments for the video games industry. Bodies such as Film Victoria and Screen Australia provide some funding for small independent creators, but those within the industry feel more is needed.

“I’d like to see better and more substantial assistance for getting overseas,” Kusters said. “The benefit it provides both to the individual and the local scene is incredible. Multimedia Victoria offers assistance getting overseas but the paperwork is a nightmare. Worse still, New South Wales and Queensland don’t have dedicated funds for getting devs overseas.”

Getting Australian developers overseas, to large industry events such as the Game Developers Conference in San Francisco, is an excellent way to increase their exposure and expand professional networks. It can be an expensive proposition, however, so Kusters and others are asking for more assistance to promote the local industry.

For now, putting together an eye-catching video and appealing for public support on Kickstarter is one of the few ways local developers can attract any kind of investment. Armello's campaign is doing well and is on track to hit its goal, but many struggling studios are not so lucky.

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Career in Professional Gaming and Online Streaming

We all wish that we could earning a living by playing games, and some do. Is professional gaming a real career or a temporary stop for people before they “get a real job?” Live streaming games online has changed the gaming industry and made gaming a real career. It is possible to choose streaming and gaming as a lifelong vocation and earn over $300,000 a year.

Case Studies

Jeffery Shih, better known as “TrumpSC,” is a popular streamer for Hearthstone, which has over 20,000 consistent viewers in a single night all over the world. Jeffery’s humble origins started three years ago on Ustream and Livestream. In the early days of livestreaming, it was an expensive privilege or service that you needed to pay for on a monthly basis.  Streamers had to pay out of their own pockets to provide quality streams to viewers. At the time, Jeffery saw this as a hobby and was willing to build an audience with the hope of building something bigger. Starcraft was the first game he started streaming and his viewership slowly grew from 500 people to 3,000 people in the first few months.

The only investment necessary outside of time is a webcam and a good microphone – even the webcam is optional. Jeffrey explains that, “It possible for anyone to succeed with enough hard work, and it can be done as little as six months.” But, streaming is like any other entertainment industry in which there will only be a few personalities or individuals that will reach the pinnacle. Jeffrey states that, “There are streamers that make $100,000 from streaming alone, but this is likely the upper range.”

Jeffery is a strong proponent for streaming as a long-term career because the audience is only growing and the opportunities he’s been presented on a daily basis show no signs of slowing down. He believes that the industry is still in its infancy and that we’re still a few years away from seeing its potential blooming into something bigger.

Kenji, better known as “NumotTheNummy,” is another popular streamer that focuses on Magic the Gathering. Kenji is your average college grad who studied anthropology and sociology, and he found out that it’s something he didn’t want to do. Instead of plowing forward like a good soldier, Kenji decided to figure out what he wanted and worked at a grocery chain’s night crew.  Night crew is the team that restocks the shelves and checks out late night shoppers between the hours of 11:00 p.m. to 7:30 a.m.  Needless to say, this isn’t a healthy lifestyle.

During this time, Kenji started streaming because he used to play Magic and watch other players stream their games. After a while, it became part of his daily gaming experience. Like a lot of popular streamers, Kenji started streaming on a whim, sporadically once or twice a week, and was able to build a small but loyal audience of 100 to 200 viewers. These viewers gave Kenji the confidence and the drive to start a 365-day livestream challenge in March 2012.  Kenji’s goal was to stream every day for an entire year.

It was a lofty goal, but it paid off because he’s probably one of the most popular and well-recognized Magic streamers on But, it was definitely painful at times, and Kenji sacrificed a lot to complete the challenge. Kenji began the challeng, while working full-time as part of the night crew.  This meant that he worked between 11:00 p.m. and 7:30 a.m. and slept for a few hours until noon to start streaming Magic. Kenji would stream at least six hours and sleep a few more hours before heading out to work again. This was Kenji’s life for the first five months of the pledge. You can imagine that the first month was probably a breeze because of the adrenaline and thrill of the challenge. But, by the third month Kenji was burnt out.  He needed to make a choice. It was either go big or go home.

E3 2010 Magic the Gathering Tactics booth E3 2010 Magic the Gathering Tactics booth (Photo credit: Doug Kline)

Luckily, Kenji decided to go full-time streaming because he was getting at least 1,000 viewers daily and the income coming from streaming was growing enough to show signs of life.  Taking this plunge was definitely a leap of faith and something we can’t take lightly.  Today, Kenji earns more than he did while working on the night crew, and his success is only growing.

The Money

The question everyone wants to know is how much these online streamers or entertainers earn.  Jeffrey suggests that the best-off streamers earn upwards of $100,000 based on their livestreams alone.  Usually, livestreaming makes up only a portion of their income.  The most popular streamers break their income into three categories: livestreaming, YouTube and  sponsorships or guest appearances.  Thus, it’s not a stretch to understand that the best streamers make $300,000 or more annually.  We also need to take into consideration that online streaming is a young industry that is only growing by the day. is the website that takes up the eighth most bandwidth in the entirety of the internet.

Another way to figure the numbers is to break the audience down into units of 2,000.  Jeffrey suggests that a streamer that has 2,000 regular viewers can generate $2,000 of monthly income from streaming.  Kenji suggests that $2,000 is conservative and it is possible to generate significantly more.  But, this is a great start to understand how much you could earn from being a successful entertainer.

Sponsorships usually make up a big part of a streamer’s income.  Ironically, sponsorships aren’t hard to come by or find for these entertainers.  Jeffrey and Kenji both get bombarded with offers to sponsor brands and products daily.  It actually takes a huge amount of time to go through all the offers and it can become tedious sifting through deals that make sense and others that don’t.

Consistency is the most important factor to your success.  Showing up is a prerequisite and it’s not easy.  Making sure day-in and day-out that your face is live for everything to see is hard.  Whether you’re healthy, sick, happy, sad or just plain exhausted is something that your viewers are going to see.  It’s the audience getting to know you as a person or personality is what drives them to come back every day.

Personality is the second most important factor.  There are two types of characters that are popular: the technical streamer and the charismatic streamer.  The technical streamers are knowledgeable and know all the ins-and-outs of the game.  They’re here to educate and help you improve your gaming.  The charismatic streamer likely knows the game well-enough, but you care more about watching them go off the deep end when they make mistakes or when they’re on cloud nine as they beat their opponents into a pulp.

Lastly, focusing on a niche.  Every successful streamer has a niche that they satisfy.  This niche can be based on a single game, goals like breaking world records or just providing laughs.  It’s important for you to find that niche and to just focus on that specialty.

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DeadCore announced for Windows, Mac and Linux

Leading video game publisher and developer BANDAI NAMCO Games Europe S.A.S. today proudly announced the digital distribution of DeadCore, the upcoming game from the independent studio 5 bits games, coming on PC, Mac and Linux this summer 2014.

DeadCore, previously known as DeadLock, is a Platformer-FPS featuring some insane environmental puzzles. The main idea of the game is you must climb a gigantic Tower as fast as possible while avoiding to be kicked down by its security system (robots, turrets…): on your way to the top, you will eventually figure out the truth behind this strange universe.

“We are very excited to be collaborating with the promising independent studio 5 bits games, on such an exciting title as DeadCore, in which players will be able to enjoy an innovative combination of FPS and puzzle platforming gameplay” said Alberto González Lorca, VP Third Parties, BANDAI NAMCO Games Europe.

"We are really proud to team up with such a well-know and respected publisher as Bandai Namco and we are convinced that thanks to their support we will be able to bring DeadCore to the highest step we can" said Adrien Pelov, Game Designer at 5 bits Games.

For more information about BANDAI NAMCO Games and its entire line up, please visit the BANDAI NAMCO Games Europe official website or the DeadCore website for more details

About BANDAI NAMCO Games Europe S.A.S.

BANDAI NAMCO Games Europe S.A.S., part of BANDAI NAMCO Holdings Inc., is a leading global publisher and developer of interactive content for platforms including all major video game consoles and PC, with marketing and sales operations in 50 countries across Europe, the Middle East, Africa and Australasia.  The company is known for creating and publishing many of the industry’s top video game franchises, including PAC-MAN™, Tekken™, SOULCALIBUR™, NARUTO™, NARUTO SHIPPUDEN™, Dragon Ball®, GALAGA™, RIDGE RACER™ and ACE COMBAT™.  More information about the company and its products can be found at  or  Facebook.

About 5 bits Games

5 bits Games is a new independent studio composed by several friends that met while studying game development at the Enjmin in Angoulême, France. After several experiences in the game industry, they teamed up to create their own studio to support DeadCore.DeadCore for Windows, Mac and Linux

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Prisonscape adventure RPG for Windows, Mac, and Linux on Kickstarter


Developed by Heaviest Matter for Windows, Mac, and Linux, Prisonscape is an adventure RPG game that is taking place in prison. The player needs to survive in this harsh and violent environment. Inside you have to deal with such things as constant assaults, creating and using weapons, interacting with other prisoners and learning the trade inside the jail. The player can develop his character to be, for example, a strong, tough fighter or an intelligent, charismatic manipulator.
You can craft makeshift weapons and other useful items out of the stuff lying around the prison, and you can deal and/or use drugs which give you various bonuses and disadvantages (including addiction) in the game. You can join a prison gang and start riots, and you will gain (and lose) reputation by doing jobs for other inmates and guards.

Furthermore, you will study and train inside the prison to become proficient in many of the skills in Prisonscape, including fighting, literacy and pickpocketing. And you can snitch to the guards about other inmates to get some nice bonuses such as better jobs, cigarettes and rec time (but don’t get caught!

The game was heavily inspired by two HBO classics, The Wire and Oz and the art style inspiration was pulled from SNES classics such as Chrono Trigger and Final Fantasy 6. What separates Prisonscape from other games of same genre is its gritty, uncompromising atmosphere - we’re not attempting to sugarcoat the prison life and culture. Use unique attacks and defenses from the Book of Dirty Tricks, which are based on your character’s stats and skills or resort to drugs for various bonuses and disadvantages. Find your way through obstacles with your intelligence, agility or strength. Jobs can also be solved in different ways.

Prisonscape has been in development since November 2012, and so far has been funded primarily by our day jobs. If successfully Kickstarted, the funding from this campaign will help Heaviest Matter pay for art, music, and sound. It would also allow the team to work full-time on the game which would expedite the release of the game.

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Steam exposes the secret data behind popular games


Steam is one of the most popular options for gamers these days. But have you ever wondered about the numbers behind the games? Which games are really the most popular and how often do they get played? Ars Technica has dug into the data behind Steam and come up with some very interesting information about the games on Steam.
According to Ars Technica:

We’ve come up with what we believe is a much more robust way of estimating sales and player data based on publicly available information, at least when it comes to games specifically on Valve’s Steam download service. The information we’ve collected over the past few months includes not only sales estimates for every game on Steam, but also data on how many hours Steam users have spent time playing those games. The result is a wide-ranging survey of a service that estimates suggest represents 70 to 75 percent of the current PC gaming market in the US.

To make a long story extremely short, there’s a reason why publishers chase those rare big hits—because the top few relative performers make up an outsized proportion of the sales and usage data on a service like Steam. When it comes to finding success in PC gaming, our data shows there’s a huge gap between those top performers and the thousands of also-rans that make up the bottom rungs.

More at Ars Technica

Steam-Gauge-Reveals-Most-Popular-Games Image credit: Ars Technica
The thing that was the most surprising, the number of games that were purchased but never played. That seems odd to me. Why would somebody buy a game and then not play it? Perhaps they were just impulse purchases that were quickly forgotten about by the gamers who bought them? We will probably never know but it’s an interesting data point.

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AMD Catalyst 14.4 RC available for Linux but no mantle support

AMD has made its Catalyst 14.4 Windows and Linux drivers available for download. This Release Candidate (RC) driver is expected to arrive in its official WHQL form in a week or two but for those who like the look of the improvements and regularly install beta drivers it may well be appealing. The headline features of this driver include; support for the AMD Radeon R9 295X, enhancements and fixes for people running CrossFire configured systems and full support for OpenGL 4.4.


If you have an AMD CrossFire PC gaming system, the new 14.4 RC driver is said to solve problems with Eyefinity 3x1 systems using 3x 4K panels. Also Eyefinity setups with V-sync and mid-Eyefinity resolutions will experience less stuttering problems.

Looking at CrossFire gaming improvements the following positive changes have been made:
  • Crysis 3 – frame pacing improvements
  • Far Cry 3 – 3 and 4 GPU performance improvements at high quality settings, high resolution settings
  • Anno 2070 – Improved CrossFire scaling up to 34%
  • Titanfall – Resolved in game flickering with CrossFire enabled
  • Metro Last Light – Improved Crossfire scaling up to 10%
Some Mantle beta driver improvements have also come along in this Release Candidate driver and have, in particular, fixed the performance slowdown in Battlefield 4 when Alt/Tab task switching. A10 Kaveri system users will also be cured of fuzzy images when playing in a "rotated SLS resolution".

OpenGL 4.4 now is fully supported in this latest driver from Windows and Linux. However Linux users don’t get the CrossFire gaming and Mantle enhancements listed above. Read more about the extensions supported here.

Finally there are still some known issues which haven’t been fixed in time for this driver release. These include crashes in Power Director 11 and install problems on Dual AMD Radeon R9 295X systems running Windows 8.1 with the following motherboards: ASUS Crosshair V Formula-Z (990FX), ASUS Maximus VI Extreme (Z87), ASUS Rampage IV Extreme (X79). On those configurations the driver will continue to install after a black-screen hang followed by a simple reboot.

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Upsilon Circuit - and interactive gameplay


Permadeath is a pretty hot concept in gaming these days. Reloading a save to undo a mistake is something popular games like Spelunky and Minecraft in survival mode do not allow. Still, if you die you can always restart from the beginning. Legend of Dungeon developer RobotLovesKitty is taking that one step further. If you die in their upcoming MMO-like Upsilon Circuit, you will likely never, ever get the chance to play again. And it’s one of the elements that makes the project sound so exciting.

Here’s the deal: Upsilon Circuit is an eight-player, single-server MMO that broadcasts out to the world. That’s not mistyped. Only eight people will be playing at a time. Ever. The players are randomly selected from the audience who are tuned into the broadcast through Twitch, or whichever service RobotLovesKitty decides to use once the game is ready to go. Which will be cross-platform (Windows, Mac, Linux), browser based with the latest Unity engine integration, but “ if a need for a standalone comes up, it wont be hard to do”, according to RobotLovesKitty.


Now, those eight players will be dumped into a gigantic game world where they’ll need to fight the creatures inside to survive. The world is going to be absolutely gigantic, so players meeting each other will be a rare and noteworthy occurrence (and yes, they can fight to the death). Should one of the eight die, an audience member is selected randomly and they’ll then get their chance to play. The corpse of the deceased will remain in the world, items, weapons and all. Anyone who comes across it will be able to pick up and make use of whatever is left behind.

It’s all set to the tune of an alternate future gameshow hosted by Ron Raygun, a mixture between Max Hedroom and former US President Ronald Reagan. Raygun will most likely be voiced through text-to-speech and will converse with the players, or contestants, as they go through the game. RobotLovesKitty is hoping to see special personalities emerge to the point that they’ll become in-game celebrities. This, of course, allows players chance to catch the attention of the audience. The audience will determine how a player levels up or receives new equipment, so becoming a fan-favorite has its perks. It’s a little bit like a mixture of The Hunger Games and The Running Man in this regard.

In order to ensure the eight players will be on at the same time, Upsilon Circuit is currently planned to be available to play for only a limited time each day, much like an episode of a television show. You’ll have to tune in to watch, just as they’ll have to tune in to play. The amount of time the game would be available each day and how often was not yet determined as of the game’s PAX build.


The amount of time Upsilon Circuit will be played as a whole is undetermined as well, though. That’s because it’s up to the players to finish the game. How will finding the “Dream Tech Fragments” factor into resolving the as-of-now unrevealed mysterious overarching story? It could take a year to complete. It could take two. But once the game is over, there’s a strong chance that it may never be played again, coming right back to the theme of permanence that Upsilon Circuit is so deeply tied to.

RobotLovesKitty hope the game will be done in six months but that the idea is “probably pretty optimistic”, so it’s likely we’ll see the game at some point after that. They do have an Upsilon Circuit website set up, though, where interested parties can sign up to receive updates on the game.

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ReignMaker released for PC, Mac, and Linux via Steam


ReignMaker, a game built around political strategy and match-3 tower defense combat from indie developer Frogdice, is now available via Steam for Linux, Mac and Windows PC.

Greenlit last month, ReignMaker lets players build and defend a city against would-be usurpers. It includes four culture spectrums, 10 different troop types and 50 towers spread across three continents. According to Frogdice, political decisions made throughout the game will affect the story and culture of each player’s kingdom.

“As your capital city improves, you will have access to more powerful spells, mightier elite troops, and better battlefield gear and armaments,” the game’s description reads. “Along the way you will also earn achievements, complete quests, and fill your Bestiary with enemies.”

ReignMaker is on sale for $9.99 — 33 percent off its usual $14.99 price tag — until April 23.

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Watch Dogs could be coming to Linux?


A recent post in the Linux gaming section of Reddit seems to have uncovered a hint towards a possible Linux release of the highly anticipated game from Ubisoft: Watch Dogs. According to the post on the Reddit boards, the SteamDB entry for the game shows a value assigned to Linux Icon which might point to a possible Linux version in the future.

The full post reads, “Flicking through SteamDB, under additional information you can find the Watch_Dog app sub includes a Linux client icon section including archived icon added 13 days ago. Unable to open the zip but changing extension to jpg reveals a single tiny icon so far, similar to those found along with other sizes in other Linux games.”

A typical error by devs adding games to steam is to have the oslist flag for Linux as a mistake (which will list the game as compatible with Linux) and simply remove the flag after a few days. In contrast, oslist is not flagged as Linux but instead has the inclusion of the Linux client icon archive, leading one to believe it may be something that will be announced later and released after the Windows release.

We are wondering if you guys that follow SteamDB understand enough of what the likelihood is?

Still, take it as a rumour for now, but it is looking very possible. If this is the case, it would be the first Ubisoft steam title to take on Linux. Which is interesting, lying in bed the other night I pondering that, when will be we see Ubisoft jumping into the Linux market?

Although the news seems to be just a rumour, the arguments put forward by the poster cannot be easily cast aside. Also entries in SteamDB in the past have ended up being positive proof that a game is going to release with Linux support.

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Linux support is moving out of beta for Nuclear Dawn


Valve’s effort in pushing SteamOS and Linux gaming seems to be paying off. Developers and publishers who thought Linux to be a non-viable option now are porting their games to that platform. And so is GameConnect, the developer behind the RTS and FPS hybrid Nuclear Dawn. After a very long silence, they have just announced Nuclear Dawn is ready for Linux. Back in February, the GameConnect confirmed in an email that no one was working on the Linux version, so it was at a standstill while both the Windows and Mac version were well on their way and working 100%.

In other words, the game was basically abandoning its Linux release. Before this fatal new InterWave Studios, the original developers from whom GameConnect took over, had announced a beta of the Linux version of the game. But thanks to perhaps all-of-a-sudden interest by big shot gaming companies and publishers in Linux, GameConnect has just made a public announcement on their Facebook page that a Linux version of the game is finally out of the beta and ready for public deployment.

The announcement reads, “We know it has been quiet for some time but we have something in-coming for all you Nuclear Dawn fans at the end of this week. We will basically bring the Linux beta out of beta with a bunch of fixes (including workshop map syncing speed) and merging it with the main branch so Linux, OSX and Windows players can finally play together. Stay tuned for more information soon!”

Not only does this confirm that they have actually picked up from where they had left it off (due to lack of anyone working on it), but also that they will be implementing systems that will make it compatible to be played with the game running on other platforms too.

Overall, this is a win for the community and a good sign that as more games come to Linux, the domino effect will cause other games to follow suit too.

To Celebrate the release of the latest Update for Nuclear Dawn and bringing Linux, Mac and Windows users together we are putting the game on sale this week at 75% off on Steam!

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Wasteland 2: released for Linux on Steam Early Access


Wasteland 2 is the long dreamt about sequel to the hit 1988 game Wasteland. A few weeks back, the developers on the Kickstarter site, confirmed that they will be bringing a Linux version. They are finally keeping their promise with the game being available for purchase over at Steam for Linux, Mac and Windows.  The inXile Entertainmentdevelopers also announced that the beta version of Wasteland 2 includes a major area in Arizona, the new vendor screen, as well as numerous tweaks, fixes and optimization passes.

The game is finally out of closed beta and is available in the Early Access Mode over at Steam. Being in the Early Access Mode, the game is priced at $59.99 USD. All of the game’s mechanics are there including combat, inventory, recruitable NPCs etc. The original game was known for its varied choices that was allowed to the player and how those choices made a very deep impact within the game either immediately or later in the game.

In addition some of the UI elements are still left, along with the checking for bugs. So basically, the game is ready except for a bit of a polishing. But being in the Early Access, the community can be involved in molding the game into something that the community has come to expect, being the direct sequel to the classic Wastelands and the forefather of the famous Fallout series. In fact, many of the developers working on this game are from the original team.

Along the same notions, the developers say, “Time was we could get a publisher to do the beta for us… but like the United States in 2112, those days are long gone, a windswept, radioactive memory. Like the Desert Rangers risin’ from the ashes of the old world, we’re building a new community, a new reality for the world as it is: from the Kickstarter community to the Steam community, this new world only works when people are weighing in with their ideas and impressions.”

Purchasers of the Early Access game will not only get the early access to the game, but also the following:
  • A free copy of Wasteland 1 – The Original Classic.
  • Two digital novellas set in The Wasteland world.
  • Mark Morgan’s Wasteland 2 original sound track in digital format.
  • An incredible digital concept art book showcasing many of the world’s characters and environments.
The Linux requirement are as follows:
  • OS: Ubuntu 12.04 or later
  • Processor: 2.4ghz Intel Core 2 Duo or equivalent
  • Memory: 4 GB RAM
  • Graphics: Nvidia 260 GTS or Radeon HD 4850 – 512 MB of VRAM
  • Hard Drive: 30 GB available space
Which is kind of acceptable as any gamer could manage those hardware easily. Overall, the game is shaping up to be really good and hopefully will be a sequel to remember!

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Gearbox may be porting Borderlands 2 to Linux


President of Gearbox Software, Randy Pitchford has tweeted that he will be having a chat on his Twitter account about bringing Borderlands 2 to Linux platform.

Borderlands 2 was one of the biggest games of 2012 and released on almost all the major platforms except Linux. Many of the users have switched from Windows to Linux in last couple of years and that is why there is so much demand for the title on the platform.

Borderlands 2 was set in the world of Pandora just like the first game in the series. The players play as one of four different classes available with each providing their own unique gameplay style.

The game focuses on the online cooperative campaign and random loot, which can range from weapons, shields to some character building elements.

Looking at the popularity, sales and the demand of the game, it would not be much of surprise if developers do decide to port Borderlands 2 to Linux.

If you have further insights into who would be best suited for such work, post a reply to the tweet. Keep in mind, Ryan “Icculus” Gordon, S2 Games, and the Humble Team were already mentioned. In fact Icculus already replied to the tweet and we are hoping for good things.

Linux gamers are keen to see AAA titles, we know this already. The fact the Gearbox Software are paying closer attention is a good sign of things to come.

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