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soulsource

@soulsource@discuss.tchncs.de

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

soulsource,
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Near-Mage. It’s a point-and-click adventure from the same studio that also made Gibbous, and set in the same world. However, the theme is much lighter. Gibbous was (while still a comedy) about cosmic horror. Near-Mage is fantasy.

While I definitely recommend the game, it is lacking a bit when it comes to riddles. Most point-and-click adventure games have lots of them, where you need to think, give up, and then just try random stuff until something happens. This is almost completely missing in Near-Mage… There is almost always a quest goal that directly tells you what to do - up to the point that situations that give you a choice are explicitly marked as such.

On the other hand, just like Gibbous, the game is beautifully drawn and animated, and all dialogues are fully voiced. The characters are likeable and - call me a furry if you want - really cute. What keeps me playing is mostly the world - there is always new stuff to discover, even in late-game, and the mix of fantasy and (what I assume to be) Romanian folklore is great.

soulsource,
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This. So much this.

The “backlog” is not something to work through, it is a lesson to learn: Do not buy a game unless you have time and are motivated to play it that very moment. If you buy it to play it “later”, or “next week”, you very likely are not going to play it, and it is just wasted money.

(The same is true for books, by the way. And when it comes to books, I refuse to learn this lesson.)

soulsource,
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As a gamedev I never saw this as a big issue. Just run Debian Oldstable on your build server, link whatever you can statically, and you are good.

(However, I am talking on a purely theoretical level here - we only released one Linux game, and that was before I joined the company. I will explain our actual reasons in a separate post.)

soulsource,
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I’ll give you my point of view as game developer.

Disclaimer first: I work as a coder, everything I say about publisher interaction is second-hand knowledge.

We have made one Linux game. It was the first one of our two “indie” titles (quotation marks, because both of them ended up being partially funded by a publisher, so they weren’t really indie in the end), where we had promised a Linux build on Kickstarter, long before a publisher got involved.

The main reason why we did not do native Linux in our publisher-funded games is quite simple: Our publishers didn’t pay us for it.

There are actually some publishers who are very keen on getting native Linux versions for their games, but we sadly have not released a game with any of them yet…

The publishers we released games with did not agree to the buget that we think is needed to do a Linux port of sufficient quality. If we would lower the price for doing a Linux port to the point where our publishers would agree to it, we would take on a lot of financial risk ourselves, so this is sadly not an option.

If everything worked as it is advertised by engine developers, making a Linux version would be quite cheap: Just click a few buttons and ship it. This is, sadly, not the case in real-life, as there are always platform specific bugs in game-engines. Our one Linux game was made with Unity, and we had quite a few Linux-only bugs that we forwarded to the Unity devs (we didn’t have engine source code access), and had to wait for them to fix… For the engine we mainly use nowadays, Unreal, we have a rule-of-thumb: “Engine features that are used by Fortnite are usually well maintained.” There is no native Linux version of Fortnite… (We did try Unreal’s Vulkan RHI in Unreal 4.26 for Steam Deck support in one of our games. Let me put it this way: The game in question still uses Direct3D on Steam Deck.)

So, from experience we expect that the chance that we would have to find and fix Linux-specific engine bugs is quite high. Therefore we have to budget for this, what makes offering a native Linux version relatively costly compared to the platform’s market share. Costly enough to make our publishers say “no”.

This, by the way, also answers the question why publishers are willing to pay for the way more expensive console ports. There are also way more console players, and therefore potential customers out there…

(I can only guess, but I would expect publishers to be even more reluctant to pay for native Linux, now that WINE works so well that getting a game running on Linux needs typically zero extra work.)

soulsource,
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It’s the Windows way. There applications typically also ship all dependencies. Either statically linked, or as a DLL files in their install folder.

It’s not a good solution, but for games that’s imho OK.

soulsource,
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You can’t build a game studio without funding, and that is where the problem lies…

Publishers have become very risk-averse ever since Embracer went downhill. They basically only invest in <literally the same game as some previously successful title>…

soulsource,
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It isn’t that easy to go indie though, unless you do gamedev as a hobby and have another source of income.

I am working at what was a small studio (about 10 persons) when I joined, and has meanwhile grown to more than 50 employees.

I am a coder, and therefore don’t have direct insight into our finances, so please take everything below with a grain of salt. It is also intentionally vague because I don’t want to violate any NDAs.

Over the years we have started two indie projects, that both were completed and released, but both in the end had a publisher funding a part of the development. So, while they were indie initially, the released products cannot be called indie any more… The reason why we went for publisher contracts for those two projects were manyfold, but an important part was simply that we needed a way to cover our running costs. We are doing gamedev as a day-job, after all, so it needs to pay for our rent, food, etc… (Other important reason for going with a publisher were marketing, customer support,… All the things that we as developers have no experience in.)

Now that we have grown to medium studio size, we are hoping that we can at some point fund an indie project by making enough profit with other, publisher-funded projects. We have several projects running in parallel anyhow, and if 3 of them would yield enough money to pay a 4th project that would be fully our own, we would definitely go for it.

However, the market situation is tough, and we currently cannot afford to do that. Almost all profit we make goes into developing prototypes that we need in order to have a realistic chance to get the next publisher-funded project…

Two years ago it was a lot easier to get publisher contracts. Back then we were quite optimistic about being able to fund a fully independent project, but then the market changed, getting new publisher-funded projects has become a lot more difficult, and right now doing an indie project is (for us) not financially possible…

So, what we are doing now is that we are taking our game ideas and presenting them to publishers. The prottypes I mentioned? Most of them are for our own ideas. Having something the people at the publisher can play goes a long way in convincing them that a game-idea is fun. That’s not indie, but it is as close as we can get to making the games we want to make. While the last year has been tough, with publishers being very, very, very cautious about new ideas, the situation seems to slowly change, and we might eventually get funding for one of our own ideas. Maybe. If we are lucky.

soulsource,
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According to Steam, I spent most hours this year playing Book of Hours. (The word “Hours” is in the name of the game, so what choice did I have?) It is an amazing game, and I recommend it to anyone who likes cozy games with lots of lore to explore.

However, there is one game that I must confess I had even more fun with, even though it’s relatively short: The Pristine Cut of Slay the Princess.
I can’t really say much about it other than that it’s a horror visual novel with excellent voice acting and incredibly good writing, as almost any detail of the game’s story would be a spoiler.

(Edit: I know, both of those games released last year, but the question was about which Steam Replay and which games one had fun with this year - not about games that released this year.)

The Two Genders (beehaw.org) angielski

[alt text: Text which says, “The 2 genders according to chuds”. Below the text is two images. On the left is an image of Geralt from The Witcher 3, and he is labeled, “Male, parentheses (white)”. On the right is an image of Ciri from The Witcher 4 trailer, and she is labeled, “Political”.]

soulsource,
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As someone who is curious about how they are going to explain the lore (in case you haven’t read the books: Ciri forswore magic after she had to draw power from fire in an emergency situation and that nearly escalated - also, you are missing out, the books are great), I feel offended by your statement.

soulsource,
@soulsource@discuss.tchncs.de avatar

The way I understood it was that she did not loose her ability to use magic, but rather decided not to use it any more after what happened when she had to draw power from fire.

SpoilerShe also used magic to escape Bonhart/Skellen/Rience after Kenna’s attempt to read her mind unintentionally gave her a bit of magical power.

Even if it would be a bit disappointing, I think an explanation as simple as “she grew older, and had a lot more time to deal with the trauma of what happened in the desert” would be sufficient to explain why she is OK with using magic again.

Is there any (single player playable) game with $10 which has made you point any go "haha" or given you an equivalent feeling because it was that enjoyable for every moment you played it? angielski

This is a very strict bar with a limiting price requirement. As for the title of the post, I fully mean giving the enjoyable feeling 100% of the time. Put forth the niche games which do this, because I do not know of any popular AAA or popular/fairly big developer indie which does this. The game must be playable for 100 hours at...

soulsource,
@soulsource@discuss.tchncs.de avatar

Tough question.

Of all the games I have played, only few have 100 hours playtime, and all of them are over $10 except for

  • Dwarf Fortress. However, I would have to lie if I said that it is constantly fun. There are gameplay mechanics that are boring, like the labour management (though that got vastly improved in version 50.x).

I do have one game suggestion though that is consistently fun all the time, and costs less than $10 - however I have less than 100 hours on it, because I never looked into the user-generated levels:

  • TIS-100. It’s a puzzle/programming game by Zachtronics (so it’s in the Zach-like genre by definition), and it is amazing. Also, as said, there are user-generated levels, so even after you finish the main campaign, there’s a vast selection of puzzles to solve.
  • Baba is You would go in a similar direction, but misses the $10 price point (by a tiny bit).
soulsource,
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I did play a lot of of HoMaM back in the days - and also just recently installed VCMI on my PC, in order to re-play HoMaM 3. I didn’t start with that though - too many other games to play in my backlog… I never tried any mods - I don’t even know if the modding scene already existed back in the 90s, when I originally played it. I must confess that I prefer HoMaM 4 over HoMaM 3 - it feels a bit more complex.

There is one game series that is quite similar to Heroes of Might and Magic, that I personally love, and that gets the “fun all the times” and “100 hours play time” easily for me, but I didn’t mention it before because the current iterations are way above $10: Dominions. I haven’t bought Dominions 6 yet because of the size of my gaming backlog, but I have had a lot of fun with Dominions 4 and 5.

soulsource,
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  • OpenTTD: Open Source and available for free.
  • Settlers 2 via some DosBOX version. Back when I still used Android I used Dosbox Turbo, but it seems to have been removed from the Play Store. No clue which DosBOX build for Anrdoid is good nowadays…
  • 2048: Open Source and free puzzle game
  • Threes: Puzzle game similar to 2048
  • Cogs: Puzzle game. No clue how to find it on the play store, but it’s available at humblebundle.
  • Slay the Spire: Deck Builder roguelike.
  • Space Chem: Zachlike puzzle game. (Actually not only zachlike - it’s form zachtronics)

and basically any Android game that ever was part of a Humble Mobile Bundle. Those happened before Humble Bundle was sold and consequently became boring.

soulsource,
@soulsource@discuss.tchncs.de avatar

I just finished The Pristine Cut of Slay the Princess, and I fully agree that it should be the GOTY.

It’s amazing how different it feels when you play a really excellent game. With most games I regularly pause and tab out, to browse the web. With Slay the Princess I did not. It completely absorbed me, even though it was my second play-through.

Silent but Deadly: I met some of my closest friends through multiplayer games. Then a strange happening turned everyone (literally) speechless. (slate.com) angielski

World of Warcraft still exists in 2024. The game’s 10th expansion was released in August, and while it doesn’t command quite the same influence as it did during its early-millennium prime, millions of players still step through its portal every day. But the dynamic I’m describing—the complex social contract, the...

soulsource,
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It was there for certain.

In WoW it disappeared when the Dungeon Finder was added, which made social interaction and therefore being nice to each other optional. Before that feature, you had to chat with people in order to form groups for clearing dungeons - a step that the Dungeon Finder conveniently allowed to skip…

Don’t get me wrong, the Dungeon Finder wasn’t the start of it, but it is what accelerated it greatly. Before that social interaction had already been in decline, mostly because everything except for the end-game had been slowly turning into essentially a single-player experience. However, everyone (who stuck to the game) sooner or later reached the end-game content, and had to interact with other players. With the Dungone Finder, this incentive was lost too…

(I am maybe a bit too harsh on the Dungeon Finder - some end-game content was difficult, so you had much higher chances of success if you played with a team you knew well - and therefore had to form/join a guild.)

soulsource,
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You can’t say “Losing is fun!” without linking the comic!

Image

(Source: Dwarf Fortress Wiki article on Fun)

soulsource,
@soulsource@discuss.tchncs.de avatar

This, sadly, is no longer true for the Steam version of the game. It comes with a (pretty good) tile-set, which is enabled by default.

I still think, the old ASCII art and keyboard-centric UI was better, but well…

soulsource,
@soulsource@discuss.tchncs.de avatar

Yep. In addition, there is now a free build of version 50.xx on the official website, which uses the same code as the Steam version, but does not include the tileset and the soundtrack.

I tried that free build on the weekend (because I didn’t want to bother with installing Steam on my ARM64 laptop), and it still looks as amazing as always. Now I just need to learn the keybindings for the Steam version - because using a mouse with ASCII graphics feels just wrong 😉.

soulsource,
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Yes. That’s why I was utterly confused when big companies dug out hat dead horse (yet) again.

And they are still trying to ride it.

soulsource,
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It’s funny that you mention the iPhone - a device that had zero innovation compared to its competitors, and just managed to take the market because of marketing.

soulsource,
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Revisionist? I am old, I was there. But if you don’t believe me: en.wikipedia.org/wiki/Symbian

(And while I didn’t own a Symbian phone myself, a good friend did. Oh, but what I owned was a tablet computer. Way back in 2002. And now you will likely call me a Revisionist again, because I owned a device before Apple invented it…)

soulsource,
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While Visual Novels are not my favourite genre, there are a few entries that I would like to highlight, because I enjoyed playing them quite a lot:

  • Pyre: While it isn’t marketed as Visual Novel, it pretty much is one. To be precise, it is a Visual Novel with sports-game elements. The world-building in this one is excellent, as is the art. The visuals alone would make this game worth playing, but there is also the soundtrack, and the gameplay of the sports events is pretty fun too. Oh, and the story. This game really requires tough choices. It’s from the same studio that made Hades, Transistor and Bastion, and it shows.
  • Griftlands: Again, not marketed as Visual Novel, despite very clearly being one. This one is a Visual Novel with card battles and deck-building. Just as with Pyre, the world-building in this one is outstanding. The card battles are well done. It’s no Slay the Spire, but it’s still pretty good. Also, it has some of the best jokes I have seen in games recently.
  • Loren the Amazon Princess: Again a Visual Novel that is primarily marketed as something else - this time Role Playing Game. And to be honest, it has everything you would expect from an RPG: inventory management, character stats, JRPG-style turn-based battles, trading, a world map,… But it’s still pretty much a Visual Novel with RPG elements. It has a massive scope for an indie game, and is overall pretty well done. To be blatantly honest, I played this mainly for the RPG parts, but the story isn’t bad either, once one gets past the initial “I see your party has no rogue, mind if I join?” part. The setting is still being actively developed by the studio behind it, who have released several other visual novels (with and without RPG elements) set in the same world, with recurring characters.
soulsource,
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It’s not “either side”. One “side” is making games, the other is screaming slurs.

soulsource,
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And the predecessor, Pathfinder: Kingmaker is amazing too.

soulsource,
@soulsource@discuss.tchncs.de avatar

Yep. And the worst part is the Fear-of-Missing-Out when disabling them.

Like, there is nothing stopping you from just not doing the kingdom management mini-game, except that nagging feeling that you might actually miss out on some content…

soulsource,
@soulsource@discuss.tchncs.de avatar

Currently? Potionomics. I just wanted something that I can finish quickly, because of the upcoming release of House of Light, but now I am still not done with my play-through, so I kinda cannot start House of Light just yet.

But in a couple of days, as soon as I am done with Potionomics?

House of Light. And that for quite some time, I expect.

soulsource,
@soulsource@discuss.tchncs.de avatar

I’m not sure how the term “patent” is to be interpreted here. It could be used like back in the days when Apple sued Samsung because their phone had rounded edges too…

Like a “design patent” (sorry, I’m not a native English speaker, so I’m unsure if this is the correct translation).

A lot of the pals in the game look quite close to Pokémon. Not identical, of course, but so similar that one just has to wonder if the design has been “inspired” by Pokémon…

soulsource,
@soulsource@discuss.tchncs.de avatar

It depends on what kind of patent. I just googled the term I had used before, and it is indeed what I expected it to be: en.wikipedia.org/wiki/Design_patent

And yes, that name is stupid. That’s why I am happy that my native language, German, has a better distinction between “Patent” (what you described) and “Geschmacksmuster” (design patent).

About patents being public: They are. That’s because the idea behind patents is that after they expire, anyone can use them to build the technology they describe. The temporary exclusive usage rights that they offer are meant as an incentive for inventors to publish their findings. The only problem is that the legal situation did not keep up with the creativity of patent lawyers… (I will stop now, otherwise this will turn into an endless rant about how broken the patent system is.)

soulsource,
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Short answer: Whales.

Long answer: Watch the South Park episode on the topic. They explain it in detail. It’s titled “Freemium Isn’t Free”.

[Request] Retro Recommendations angielski

I’m trying my best to dive back into the past and play all the gems that I missed as a kid because I was either born too late or too much of a kid to consider playing them. I found myself really disappointed going back to the old mario nes/snes titles because they felt really bad to play as I’ve become accustomed to modern...

soulsource,
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If I weren’t currently at work and would have time to think about the answer, I could probably come up with more titles, but those are the top 2 that come to mind, if I ignore cRPGs (at least that’s how I read your “avoiding final fantasy-esque” requirement):

Settlers 2: It’s new enough to still look decent by today’s standards, and has amazing game design. Available at GoG.

Star Control 2: One of the best early open world games. The graphics have definitely aged by today’s standard, but the humour hasn’t. Or maybe it has, but just a bit. Available for free and open source.

soulsource,
@soulsource@discuss.tchncs.de avatar

Oh, and just in the moment I hit send, I remembered another gem from the olden times:

Unreal World: Basically the survival game. 99% of today’s survival games are just a pale shadow of this. I mean, nowadays there are even “survival” games without hunger mechanics or proper simulation of wounds… No, this is not one of those easy mode survival games. This is Fantasy Finland, and it’s the Fantasy Iron Age. Available for free or, if you want updates faster, also for money on Steam.

soulsource,
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I would like to answer Vagrus, as that is what I would want to play.

However, I spent way too much of my spare time playing Lean4, and that isn’t even supposed to be a game!

Almost all the rest of my gaming time goes into Palworld multiplayer with my wife. What left about 1 hour for Vagrus last week…

soulsource,
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Just look at the trailer. Of course there is still some animation jank, but the overall visuals are just stunning.

It’s so uncanny valley that I might feel bad for deleting the pool ladders (or whatever the equivalent of that is in inZOI).

soulsource,
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I wanted to play Baldurs Gate 3 multiplayer with my wife, but couldn’t convince her. She really doesn’t like turn-based combat, and the game has too much dialogue for her taste…

So, we are now playing Palworld instead. It’s a lot of fun in multiplayer, but still quite grindy.

soulsource,
@soulsource@discuss.tchncs.de avatar

Xbox Series X/S.

It isn’t even particularly bad by itself, but compared to its predesessors (Xbox One and Xbox 360) the Xbox Series X/S gamepad is a clear step back when it comest to build quality (just try pressing the D-Pad buttons without thinking “this is cheaply made”), and that comparison is what makes me hate it.

And what adds insult to injury is that the quite expensive Elite version of the controller is just as cheaply built as the regular model…

soulsource,
@soulsource@discuss.tchncs.de avatar

Technically I’m still playing “Vagrus - The Riven Realms”, but I didn’t play much lately, since I rediscovered my love for the Lean4 programming language and am now playing around with a formally validated heap again.

Technical quality of life advice

Once again I go back to the Exiled Lands (Savage Wilds this time, actually), and once again I can’t help editing “…/Conan Exiles/ConanSandbox/Config/DefaultGame.ini” to strip away the opening credits that I can’t really skip otherwise or automatically. Not everyone is bothered by it and the wait time is the same, but...

soulsource,
@soulsource@discuss.tchncs.de avatar

Not really that big of a deal, but Baldur’s Gate 3 can be launched with the –skip-launcher command line parameter to, well, skip the launcher.

soulsource,
@soulsource@discuss.tchncs.de avatar

I wanted to be a bit more productive in my spare time, but I have made a huge mistake:
I started playing Vagrus - The Riven Realms again.

The world building in Vagrus is excellent. It’s set in a post-apocalyptic fantasy Roman empire, and there is a massive amount of text that details the world, and the people living in it. There is so much to read, that the devs even thought it necessary (and rightfully so) to display a warning about the sheer amount of text on the game’s startup screen, with the suggestion to refund it if one doesn’t enjoy a lot of reading. Sooo, of course this is the perfect game for me - or would be if I had more spare time.

The game is a mixture of trading sim and role playing game. You play a vagrus (a caravan leader), and travel the land trading wares, transporting passengers, spreading gossip and doing missions for different factions, you also have a lot of story elements that you can (and should) follow. There is turn-based combat, and during story events there are plenty of skill checks.

The game is relatively difficult, due to its interwoven mechanics. You need to calculate relatively tightly in order to make a profit, but if you loose people in combat, not having reserves might lead into a morale-loss and hunger death spiral… Also, due to the game’s grim settings, the choices one faces are more often than not to either do what is right, or to survive.

soulsource,
@soulsource@discuss.tchncs.de avatar

Acquisitions felt kinda cool when Microsoft was dishing them out like nobody’s business prior to the pandemic.

No, it did not. Consolidation usually is bad for employees and customers, and anyone who hasn’t been living under a rock for the last 150 years has had plenty of opportunities to observe this.

soulsource,
@soulsource@discuss.tchncs.de avatar

I would recommend to play Skyrim on PC though. Even if your computer is old, you should be able to get a much better experience from it than the Switch version.

I mean, I played it on the Xbox 360, and it worked like a charm. On an ancient three-core console with 256 MiB of RAM.

Then I wanted to replay it on the Switch, and was disappointed. There are a lot of physics glitches on the Switch, but what is worse is that the NPC pathfinding takes a lot longer on the Switch, such that NPCs move in nonsensical directions during combat, as they start to follow paths that they would have needed several seconds earlier. Instead of moving near the player to attack, they move near the position where the player had been some time ago. This is particularly bad on the overworld, but also noticeable in dungeons.

soulsource,
@soulsource@discuss.tchncs.de avatar

I would recommend to play this on Switch though. That’s because, unlike the PC version, the Switch version can be played without an Ubisoft Account. All one has to do is to disconnect the Switch from the internet, and suddenly the game runs without login.

soulsource,
@soulsource@discuss.tchncs.de avatar

I’m still hooked on Backpack Battles. It’s slow enough that medicine-induced-brain-fog ridden me can play it, and it’s a lot of fun.

soulsource,
@soulsource@discuss.tchncs.de avatar

I loved that game, and completed it twice, but the last chapter (or last 2 chapters - depending on which ending you get) is super annoying. The encounters are repetitive, and there are quite a lot of them. It’s almost the same group of enemies again, and again, and again. Once you have a working strategy those encounters aren’t even that challenging, but if you play turn-based, they take a lot of time…

soulsource,
@soulsource@discuss.tchncs.de avatar

Backpack Battles. I should have never bought this. It’s eating all my spare time.

soulsource,
@soulsource@discuss.tchncs.de avatar
  • Book of Hours. It’s a strange game, set in the Secret Histories, the same setting that Cultist Simulator had. Unlike Cultist Simulator, which was rather gruesome, Book of Hours is a relaxed game, about cleaning out and restoring an abandoned library, reading the occult books left in it, and drinking tea with your guests.
  • Potionomics. While it’s primarily a puzzle game about brewing potions, it has a lot of heartwarming dialogue.
  • Settlers 2 (the original DOS game, not the remake). The Settlers series was what brought up the term “Wuselfaktor” (No clue how to translate this. There is an English explanation of the term in this article.), and imho Settlers 2 is (by far) the best part of that series.
  • Kerbal Space Program. I can’t say why this game makes me happy, but it does. There’s something strangely relaxing about drifting through space in free-fall, seeing the planetary surface pass by at high speed below.

Ur-Quan Masters released on Steam (for free) (store.steampowered.com)

You might know the game under the name Star Control 2. It’s a wonderful game that involves wandering around deep space, meeting aliens, and navigating a sprawling galaxy while trying to save the people of Earth, who are being kept under a planetary shield.

soulsource,
@soulsource@discuss.tchncs.de avatar

I feel like I have to link this here: The open source project (which also has builds for other platforms than Windows): sc2.sourceforge.net

soulsource,
@soulsource@discuss.tchncs.de avatar

I don’t know that particular system, so I can’t give any hardware-specific suggestions. However, it might be worth checking out the games that previously were included in Humble Mobile Bundles, especially the very first ones. Sorry, I don’t have a nice to browse list, but this site seems usable enough: barter.vg/bundles/3/76/

That said, OpenTTD is available on F-Droid. That should keep you busy for a while 😉

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