showing 34 games

namepublisher(developer)year arrow_downwarddescription
Air: Steampunk Hatboy Studios? labelminimizeminimize
Aleona's Tales Aleona Team? labelminimizeminimize
Deliantra author2001 labelimageminimize
Cave Story  Studio Pixel2007[media=youtube]bnj6fL3Ha1c[/media] labelimageminimize
Lionheart  Byron 3D Games Studio2010Valdyn is a dragon riding, sword wielding felinoid who's works for the king as a "Prowler". He is in love with Ilene. The king gave Valdyn the nickname "Lionheart" because he says it is Valdyn's destiny to someday recover the Lionheart relic when stolen. The king's right to rule depends on possessing the Lionheart relic. Without it, the king must abdicate within 3 days. Suddenly the king's enemy Norka raids the castle, steels the Lionheart relic, and turns Ilene to stone. The king informs Valdyn that his time of destiny has arrived. Also, Norka has the antidote to save Ilene. Valdyn dons his fighing gloves, grabs his sword, and begins to fly on his dragon to Norka's teritory. But he is attacked by one of Norka's airships. Separated from his dragon, he must make the journey on foot.

Thus begings this hack'n'slash platformer game. You must travel underground, land, floating platforms, and air to reach Norka's fortress on a floating island. Collect relics to increase you life force. Slay mosters and vegitation that gets in your way.
labelimagesubject
NXEngine author2010A Remake of Cave Story. Requires an English version of an official version of Cave Story to operate. labelminimizeminimize
Capsized IndiePub (Alientrap Games)2011 labelminimizeminimize
Cave Story+ Nicalis (Studio Pixel;Nicalis)2011 labelminimizeminimize
Dysis One Dimension Games2012 labelminimizeminimize
Anmynor Puzzles Strategy First2013 labelminimizeminimize
Exteria Mysteria Studio2013 labelminimizeminimize
Half-Life  Valve2013Linux and Mac OS X beta was released in 2013-01-25, no proper release yet. labelminimizeminimize
Offworld Tengu Games2013MSRP: Pay what you want. labelminimizeminimize
Steam Bandits: Outpost Iocaine Studios2013 labelminimizeminimize
Clonk Extreme RedWolf Design2013 labelimageminimize
Wander Wander Team2013We think that post apocalyptic shooters and 2D puzzle games are great, but a game in which people can collaboratively explore and appreciate beauty together is a significant game, and one that is missing from the current gaming landscape.
Wander is that game. Wander is a collaborative, non-combat and non-competitive game focused on exploration and joy.
In Wander, life begins as a tree. Storms that affect the known planets transform you, and continue to influence your path. A rare flower has many powers that can alter your course.
As you explore, you begin to discover others in the sprawling rainforest. Working together, you unlock new experiences, piece together the plot and enjoy the wondrous variety that Wander has to offer.
Wander features a gorgeous landscape, large scale non-competitive play and immersive sound design; all carefully woven together to create a world like no other.
labelminimizesubject
FEZ Polytron2013[wip]
At first glance, FEZ is a retro platformer. Yet most of the typical platformer elements, retro or otherwise, are not present. There are no enemies, no powerups or ability upgrades, no reserve of lives, no fire, ice, or water levels levels, no lazers, no deadly decor. The object of the game is as simple as it gets, walk, jump, and climb to explore the world and find the required cubes, the optional anti-cubes, and the optional artifacts. But, this is much more challenging than it sounds.
Gameplay depends not on defeating anything but on understand relationships between game mechanics that people almost never think about. The main concept is viewing the world of 90° angles in 2D but with the ability to rotate the Z-axis of the world 90° in any of the 4 directions. 4 differing views present 4 different layouts for world interaction. Two separate or far spaced surfaces viewed from some angles are joined or close when view and different angles. Visible doors, ladders, objects are hidden in some angles. Open areas are inaccessible in some angles. A button may be located on the far edge of the screen, even behind a wall. But rotate the world and the main character is now touching the button without having moved at all. Tracks that carry floating platforms can be disconnected until rotating the world connects them. Three short ladders on a wall can become a single tall ladder. More advanced levels include 3D slices of the world that rotate independently based on timing and/or player control. There is also the occasion typical platformer element, but it must be used in conjuncture with the unique gameplay. For instance, picking up a bomb and throwing it to land directly in front of a sealed door to break the seal. But the bomb can only seen and picked up at a certain angle, the door is only seen at a different angle, and floating platforms and impassible walls from all four angles must be traversed to deliver the ticking bomb to the sealed door before it explodes. Also, certain elements of the game respond non-intuitively to player input. For instance, lights on a given pillar will light up in a particular pattern for each move a player can make. Jump button, 2 trigger buttons, and 4 direction buttons each have their own icon indicated by the lights. You can imaging how things can get complicated when the main character's movement in the game world intended to operate a puzzle can simultaneously drastically alter which items and areas are accessible (and perhaps make the reword for the puzzle inaccessible). Upgrades of a sort do exist in the game. Not for the main character, rather the player is upgraded when they discover yet another way to manipulate the world to go to places seemingly inaccessible. With this knowledge upgrade, the player can then return to an area and go new places within to find objects that were obscured in previous visits. Most of the 'keys' and 'switches' in this game exist only within the player's mind. Though there are some actual keys and switches in the game as well. The gameworld is rarely spoiled by display of information of information on top of it. A notable exception is dialogs, which are often redundant anyhow. An example, a pillar with a hole and a cube in the hole is encountered. Players will probably think 'I wonder what this is'. A hint hypercube floats close to the player when they approach the pillar. Viewing the hint tells the player "I wonder what this is." Nevertheless, the same hypercube will show a thumbnail of the level a door leads to if the player has seen the level previously. There is also a sort of anti-metroidvania element to the game. As the player explores more areas, solves more puzzles, and collects more objects, voids appear in the world which will suck the player out and kill them. Thus, mobility is hindered by game progress rather than being helped. Yet again, this forces the player to try new things and discover new ways to take advantage of the relationships between game mechanics.
labelminimizesubject
Half-Life: Source Valve2013 labelminimizeminimize
Magicka Arrowhead Game Studios2014 labelminimizeminimize
Soul Saga: Episode 1 Disastercake2014 labelminimizeminimize
Heroes of a Broken Land Winged Pixel2014An interesting dungeon crawler RPG that adds city building. Building and maintaining cities is not just for activity. Cities are where adventuring parties are recruited, equipped and trained. Players can command up to 6 adventuring parties at a time. Delve into the deepest dungeons of each fragment of a shattered world to restore the world to its former state. labelminimizesubject
Skyward Collapse Arcen Games2014 labelminimizeminimize
Skyward Collapse: Nihon no Mura Arcen Games2014 labelminimizeminimize
DUELYST Counterplay Games2014 labelminimizeminimize
Black Mesa  Black Mesa Team2015 labelminimizeminimize
Darksiders THQ (Vigil Games)2015 labelminimizeminimize
Magicka 2 Arrowhead Game Studios2015 labelminimizeminimize
Terraria author (Re-Logic)2015Several fans have unofficially ported the game to Linux. All of these ports are quite playable.

Re-Logic is developing an official port.
labelminimizeminimize
Shiness: The Lightning Kingdom Enigami2016 labelminimizeminimize
Windscape Headup Games (Magic Sandbox)2016 labelminimizeminimize
The Mims Beginning Squatting Penguins2016"The Mims Beginning" is a game in which we become a leader of the Mimses colony. Mimses are loveable creatures that roam the galaxy in search of a new place to colonize. After a fruitless search for a long time, their intergalactic freighter while crossing the meteors zone that surrounded a small star, was hit by one of them and smashed into smithereens. In panic and fear saved by rescue capsules, the Mimses went to nearby celestial bodies which are not the most friendly places. Different groups of survivors reached flying island by taking a variety of challenges. The Mimses decide to begin colonization by starting farming business on newly settled asteroids. The Mimses has got lesser psycho powers by which they are able to hear leader's orders as well as perform some labours. As the leader, help them survive in this hostile environment!

Key features:[list][*]Expansion of a colony
[*]The autonomy of characters
[*]Researching new technologies
[*]Upgrading buildings
[*]Simulation of "God"
[*]Special powers at player's disposal
[*]Protecting colony from the wildlife creatures
[*]Planting your own fruit crops.
[*]Many different types of plants with different ways of fruiting
[*]Creating and taking care of the various livestock
[*]Selling livestock in the intergalactic supermarket
[*]Timeline that allows to predict the future events
[*]Controll attraction of pests and predators
[*]Various flying islands with many adventures[/list]
labelminimizesubject
Septerra Core: Legacy of The Creator Topware Interactive (Valkyrie Studios)2016Bundled as Wine emulated version with official Linux support. labelminimizeminimize
Castle Story Sauropod Studio2017 labelminimizeminimize
Darksiders II  Nordic Games (Vigil Games)TBA labelminimizeminimize
permalink