Monthly Archives: December 2009

The Finnish GNU/Linux game porters (and now developers) Igios who recently ported Shadowgrounds and Shadowgrounds Survivor to GNU/Linux (with Linux Game Publishing) and LudoCraft are working on a new game named Iron Sky: Operation Highjump which is based on the in-production movie Iron sky from the makers of Star Wreck !

I like the community open development of the game, while it’s not FOSS and you can’t see the code – you can get updates, influence the development with ideas, writings, etc… and even get credits in the game (and not just a name at the end credits, but you might get a character or a mentioning of your name in the game).

They got Wreckamovie , Facebook , and a regularly updatedTwitter Page !
They also got a game blog updated by the community manager and writer in the game production Matti Delahay.

The Story of Iron Sky
Towards the end of World War II the staff of SS officer Hans Kammler made a significant breakthrough in anti-gravity.
From a secret base built in the Antarctic, the first Nazi spaceships were launched in late ‘45 to found the military base Schwarze Sonne (Black Sun) on the dark side of the Moon. This base was to build a powerful invasion fleet and return to take over the Earth once the time was right.
Now it’s 2018, the Nazi invasion is on its way and the world is goose-stepping towards its doom.

While the game is based on the same universe as the movie, it takes place at 1947 on earth while the movie takes place at 2018 on the moon.

Iron Sky Press release
Iron Sky film Related Game to Be Created by Game Studios IGIOS and LudoCraft
Iron Sky, the dark science fiction comedy film set in the year 2018 about the Nazis on the dark side of the Moon will turn into a computer game. The game’s story line happens before the films events, setting a background to the films story. Iron Sky – the game is set to be released in 2011 before the film’s theatrical premiere.
“Iron Sky teaser created a tsunami of interest towards the film and it has been viewed over 2 million times on the internet”, says film’s producer *Tero Kaukomaa* from Blind Spot Pictures. “We were looking for a partner to develop the game and are very happy to have IGIOS and LudoCraft on board. We are confident our new game developer partners can create a unique and high quality game that satisfies the needs of both casual and hard core gamers.”
“The production of the game will begin this summer simultaneously with the pre-production of the film”, IGIOS CEO *Tapio Honkonen* tells. “The game will be released simultaneously on several gaming platforms. There’s also a plan for more games related to the movie”.
“Max Payne was an example of how a movie can be made out of a Finnish game, but never before has a 3D game been made out of a Finnish movie! We are now making a stunning game for international distribution. It is interesting to participate on such a high profile production”, says enthusiastic Tony Manninen, the CEO of LudoCraft.
Through previous projects LudoCraft has specialized on creating visually stunning 3D games. IGIOS is a strong technology developer that also has experience on completing game projects.

Iron Sky: Operation Highjump Synopsis
Operation Highjump is a real time 3rd person single player action adventure game set in an alternate history equivalent of WWII era.
A standalone story in the world of Iron Sky, the plot revolves around a secret underground Nazi base on the Antarctica in 1947. The game will be set entirely on Earth, the Moon will not be a playable area since the first Nazi Moon fleet has only launched 2 years earlier. The player characters will be mostly American scouts, but there will also be a chance to play an insider spy.
Rather than plain vanilla technical and graphical splendour, we aim for good playability, immersive plot content, strong dialogue and atmospheric environments. (Yes, that’s what they all say. But we mean it.). Add a nice big cup of strong, black humor and you’ve got a general idea of what we’re shooting for.
As for the technical specs, I can’t go into much details about our choice of engine and such for a while longer, but as said, it’ll be in 3rd person and probably use an overhead camera.

The game is planned to be released at 2011 and will have a native GNU/Linux client !

Iron Sky: Operation Highjump on Wreckamovie
Iron sky Movie
Iron Sky: Operation Highjump on Facebook
Iron Sky: Operation Highjump on Twitter
Iron Sky: Operation Highjump Blog

Primal Carnage is an upcoming multiplayer first person shooter where the player takes the role of humans or dinosaurs.
It is being developed by the new indie studio Luke Warm Media who also developing the “Light Spire: Fortunes Web” mod for Crysis (which might became a stand alone game some time in the future, currently the development is on hold).
Primal Carnage is planned to be released for GNU/Linux as well as other platforms.

Dinosaurs have been unleashed on an old military controlled island due to an experiment gone awry. A team of mercenaries have been dispatched to contain the threat.
Primal Carnage is a multiplayer first person shooter where players must work as a team to complete game mode dependent objectives. In Primal Carnage, you can play as one of two factions: dinosaurs or humans. Both are filled with special unique classes and abilities that complement and contrast each other.

From Moddb interview :

What can we expect to do as dinos in-game? Can you eat people? Can I take a bite out of someone sitting on a toilet, for example?
Well although it’s been discussed amongst the team at whether we should allow the human players to sit on a toilet just so we could re-enact that iconic moment from the original Jurassic Park, alas it is probably a feature we’ll be leaving out. Being serious though, as a dino you’ll be able to do all the things you know and love about dinosaurs; Biting, flying, jumping, spitting, and of course bellowing out an ear splitting roar to disorient the human players around. Some dinos will perform a combination of the two. For instance a raptor is an avid jumper, and he may just be able to jump attack humans and chow down.

What dinos will there be to choose from?
Our line-up includes the major favorites from the meat eaters. The Velocilraptor, Pteranodon, Compy, and even the mighty T-Rex will all be playable dinos in our current line-up. Oh yeah, and I can’t forget Dilophosaurus! Also, you will definitely get a good glimpse at a few of your favorite vegetarian dinos as non playable characters including but not limited to Stegosaurus, Brachiosaurus, and Triceratops.

How will the human side be able to handle such fierce competition? (Weapons, vehicles)
An important mechanic to our game play includes a class based weapon system. Each character will have a different load out and set of skills and weapons to use. Without getting into too much detail, each character will have a weapon that is more useful against certain dinos. You’ll see the usual array of weapons, including the Sniper Rifle, Rocket Launcher, Assault Rifle, and Shotgun along with some special varieties of weapons, one of which will shoot a net to trap dinos. Needless to say, there will be quite a bit of variety between the classes. As for vehicles, all I can say is that you’ve got to have some wheels if you want to escape a T-Rex.

What kinds of game modes are planned?
Well of course we’ll have the standard “capture the point” style game play mode. The core of this game play centers on the human team trying to capture points across a map. Each point has a couple of objectives that need to be completed before it can be captured. For instance, a generator might need to be refueled before you can take the point. Once all of the capture points are obtained, the time runs out, or the players are all wiped out, you’ll switch to the dino team to live out those carnage filled dreams we all had as children and do your best to stop the human team from capturing the points. We hope this will encourage both teamwork and a competitive vibe to the game. The other major game play type I’d like to fill you in on is a survivor mode. This is a multiplayer coop mode against NPC dinos where the goal is to stay alive until your vehicle makes it to its destination. I don’t want to give it all away, but there will be stops along the way and more team based objectives to complete

The team and I will be announcing the game engine we are using, screen shots, game play videos and dozens of concept art and renders within the month of January and so on. Along with information on the game, classes, game modes, etc so please watch the game carefully, check for updates and as I know it is a bit early to vote for us, keep it into consideration!

So stay tuned and check their temporary Primal Carnage website for more info and content !

Thank Max Zettlmeissl for letting me know of this game a few days ago…

Concept Art

Primal Carnage
Luke Warm Media
Moddb interview

Ever wanted to play a stuntman, building dangerous tracks and taking your motorcycle for a spin ?
If the answer is positive then Joe-Danger the upcoming game from the indie developers Hello Games might be for you.
The purpose of this game is to have fun, with it’s childish graphics it doesn’t attempt to be a realistic simulator.
Joe Danger is a racing, track-building, combo making, stunts game that will be released very soon and it will also be available for GNU/Linux as the build was already done

You are Joe Danger, the world’s most determined stuntman. You live to thrill the crowd and break World Records. Take on your friends or race against your rivals – the reckless “Team Nasty”. You laugh in the face of danger, and it laughs back, as you bounce from boulder to boulder, on fire, towards that pile of mousetraps. Freeze the game at any point and edit your level however you want it. Once you are finished, share the joy.

Joe Danger aims to recreate the childish joy of the first time you took a toy motorbike, doused it in lighter fluid, lit it, and launched it at high speed over your carefully constructed ramp out a second story window, while all the kids in the neighbourhood cheered below.

Hello Games was founded last year by a band of four friends who had climbed their way to the top of the pile at great developers like Criterion, Sumo, Kuju, EA and Climax. They have decided to set forth on a brave journey of discovery and adventure to bring some new, funky coloured pixels to the world.

They have loved every minute of helping to create great games like Burnout, Geometry Wars Galaxies, Sega Superstars Tennis, MotoGP and Black – but it’s come time for them to forge their own path. They must unleash the charm and creativity that has been stopping them from sleeping at night. They’ve been making games since they could play them and making them together as long as they have known each other.

Hello Games wants to make games that will put a stoopid grin on your face.

From Indie Games preview :

“Hello Games have taken a less frustrating approach to the idea, basing gameplay on bonuses and combo-scoring rather than tricky obstacles. It’s easy as anything to reach the end of a track, but getting that gold trophy is going to take some Dangerous skills.
It’s all about stringing together an almighty combo of tricks, flips and jumps to earn maximum points. In between jumps, pulling back on the stick will cause Joe to wheelie, keeping the combo going but potentially resulting in the loss of all the points as Joe topples backwards and ends up sprawled on the floor. Players also receive power to their boost bar as they pull off tricks, which can be used to make insane jumps and stay in the air just that little bit longer. It’s technically possible to single combo each entire level if you can keep focused and keep Joe balanced.

Now and again there are also green markings on the floor which indicate that Joe can switch to one of the other tracks. As is evident from the screenshots, each track has three different paths to ride down, and finding the perfect route through each level is bound to become an obsession for many come release day. Some routes will have tons of potential for racking up serious points, but at the cost of being that little bit more difficult to master.

What I have described up to this point is but one gameplay mode available to budding daredevils – the game also features a range of brilliant gameplay types to keep you on your toes. There’s a race mode, in which players battle to claim first place against AI-controlled opponents (it’s all about maximizing the boost!). Then there’s the puzzle mode, where the key is to leave Joe at the starting line, check out the level ahead, then grab and shift all the pieces of the track around in order to allow Joe to collect the letters of the word DANGER. Pieces include the likes of ramps, springs and conveyor belts, which will either be useful or a hinderance, depending on where you place them!
But the mode in which bikers may find themselves spending many an hour is the sandbox-style option. Given a blank track, players can spawn a range of objects and potentially create their own levels, or simply just have a bit of a mess around. Want to see how many buses you can jump? Stick down a ramp, spam the track with buses and see Joe fly. If you’ve ever wanted to create your own Evil Knievel style stunts, this is where you want to be.”

From Gamasutra Interview :
Do you have a particular preference for one or multiple PC/console SKUs to release this game? What’s the ETA?
PSN and XBLA are markets that have a lot of barriers to entry. We’d love to bring our game to every platform if we could. Even on PC, it’s really important to get someone like Steam on board. I guess it’s really naive, but we had this concept of, if we build it, they will come.
So we just put together a PC build, then a PS3 one and an Xbox 360 [build] as soon as we got our hands on dev-kits. We’re slowly building up our list of contacts and talking to the right people, and we’ll announce our plan as soon as we can.
With a such a small team though we would struggle to bring it out on everything all at once, even if we were allowed to. I made a Linux and Mac build in my spare time just for the hell of it, I have no idea if anyone wants it!

I guess we will just have to wait and see about that…


Hello Games
Gamasutra Interview
Indie Games Preview
EuroGamer Preview
NowGamer Preview

I’ve just been informed by Kory Arseneau that the Heroes of Newerth Beta is now open for the holidays !
So if you don’t already have an account, you can now get it for a limited time.
Hurry up, the registration is for about 81Hours. (at the time this post was published)

Also for the holidays you can now buy a gift account of HoN for $30 and email it to your friends !


Heroes of Newerth
Heroes of Newerth Open Beta
buy a gift account

Charlie’s Games is working on a new game called Scoregasm that will also have a native GNU/Linux client like his other games.
Scoregasm like all his other games is a fast and colorful space shooter with 100’s of enemies, new combo system and multiple paths and endings !

The interesting thing about this unreleased game is the pre-orders options, as with the other games Charlie lives from donations and depending on how much you donate you get different stuff – and if you donate $50, you will get all of his future games for free – for life !

Scoregasm is due to come on December(2009)-January(2010).

Scoregasm is a fun shoot-em-up game current in development. The game is set in a little galaxy comprised of various different arenas that have been invaded by naughty space baddies! It’s your job to sort them out.
The galaxy is made up of just over 60 different stages, and during a single game you can play up to 20. Each level has 3 possible exits (and some have secret exits too), how many exits appear at the end of the level depends on how well you perform. This means that there are multiple routes through the game, allowing you to play through just your favorite levels, or the levels that will help you get the highest score, or easiest/hardest depending on how much of a masochist you are.
The crux of the game is based around the combo system, shoot enemies to build up a high combo, but leave it too long between kills and it will start to fall.
Building up your combo meter does a variety of things, including powering up your shots, adding extra weaponry and increasing the size of your death sphere! Also, each level has different combo targets, which if met will open up exits to new levels in the galaxy.
If you hit a combo target, the level goes into Scoregasm frenzy mode, and extends 10 seconds! depending on which target you hit, you’ll either get a regular frenzy, or a Super Frenzy – where every enemy you kill turns into a love heart.
Along with your regular shots and collectible power up pods, you can use your Death Sphere to help you get out of tight spots. Hitting the right mouse button or a joystick shoulder button will activate it, and any enemy inside it’s radius will take massive damage. You can use this to build your combo meter too, and skilled players can use it to turn enemy bullets into high scoring love hearts!
There will also be a number of different ships to play the game with, each with their own unique features and controls – i.e. a mouse controlled shiny silver orb that kills enemies using lightning/electricity attacks, or the mouse and keyboard/joystick controlled ship from Bullet Candy Perfect as well as others.

* 60+ levels
* Multiple paths through the game, and multiple endings
* Fancy 3D graphics
* Well over 100 different enemy types
* Secret levels
* Unlockable extra stuff
* Choice of different player ships, each with different controls
* Lots more…

The current guesstimated release date for Scoregasm is late December 2009 – January 2010. However, if you want to get in on the action sooner you can make a pre-order donation of one of the amounts below, or just show your support and get a copy of Bullet Candy Perfect now !

Donate $10 and you’ll get a copy of Scoregasm when it’s released

Donate $15 and you’ll get a copy of Scoregasm, and access to beta versions of the game before release (first beta will be available on 2nd November)

Donate $25 and you get a copy of Scoregasm, access to betas and your name in the credits

Donate $50 and you get a copy of Scoregasm, access to betas, your name in the credits and free copies of every game I release – FOR LIFE!



Charlie’s Games

The indie developer Charlie’s Games is working on a GNU/Linux port of Bullet Candy Perfect which hopefully be released soon.
As with many of their other games the price will be 1USD + donations.
Bullet Candy Perfect is a fast space shooter that will feature flashy graphics, cool techno music, loads of enemies and fast game.

Bullet Candy Perfect is a fun shoot-em-up game, with sharp, super smooth 3D graphics and a cool techno soundtrack. The game is all about honing your skills to perfection as you attempt the perfect run!
Along with a host of score and power-up techniques, the game uses a tactical suicide mechanic that allows you to cheat an unpleasant death at the hands of your enemies and keep your bonus weapons and score multipliers intact.
To help you on your way to the perfect run, Bullet Candy Perfect keeps track of your skills as you improve with it’s Perfect Points system, and assigns a ranking based on your ability in game. There are also 20 challenging achievements to obtain, as well as a global online high score board.


Game Play Video

Bullet Candy Perfect
Charlie’s Games

Irukandji GNU/Linux port was recently released by Charlie Games.
Irukandji is a score underwater shooter with flashy graphics, many enemies, bosses, weapons, ships, challenges and much more !

Charlie Games have an unique “donation – pay as you want” program for some of their games…
Irukandji costs 1USD or more – pay as you see fit !
I think it’s an interesting idea and it would be interesting to see if it pays off.

Irukandji is a fun score attack shooter, set in an abstract underwater trench. You fly your ship against the flow of hundreds of amazing procedurally animated sea monsters, blasting your way to the final showdown – a Giant Enemy Crab!
As you play, you unlock a variety of different ships each with its own unique weaponry and play style which offers a different way to play the game. There are also 10 challenging achievements to attempt, and online scores for each ship.

* Cool procedurally animated sea monsters!
* 6 unique ships to unlock
* Score attack gameplay
* Online scores for each ship
* 10 challenging achievements
* Giant enemy Crab!

Gameplay Video


Charlie’s Games
Irukandji Game Play Video
John Marwin – Music Composer

Max Zettlmeissl just sent me those wonderful news from Ryan Gordon aka Icculus about the open beta release of Aquaria which I wrote about earlier :

“Aquaria, the indie hit from game makers Bit Blot is now available for Linux as an open beta.

This build features the full game, and is playable until mid-January.

Bug reports can be sent to i.o’s Bugzilla and the discussion list is here.

So go grab the Linux installer and have fun!

–icculus. “

The installer could be obtained from this link :

Links :
Aquaria Post At LGN
icculus post
Aquaria official website

TheAnicentGoat from the #Freegamer channel at the server pointed me to the newly released game Planet M.U.L.E from Turborilla :

Turborilla the developers of the motorcycle racing game Mad Skills Motocross (which also available for GNU/Linux) have released an online economic strategy game named Planet M.U.L.E !
The game is free to play (although not FOSS) and available now on GNU/Linux.


Planet M.U.L.E. is an economic strategy game for up to four players connected over the internet or your local network. It is based on one of the earliest multiplayer games of all time: Dan Buntens M.U.L.E. by Ozark Softscape.

With the blessings of the Bunten Family, we are proud to present you the first official internet version since the game was released 26 years ago – and it’s free for anyone to play!

Planet M.U.L.E. presents you the classic multiplayer economic strategy game for 4 players.

In M.U.L.E. you are colonizing an alien planet called Irata and gathering its resources to make money and be prosperous. Players build factories to produce goods which later can be sold to make a profit. The player which has the largest profit at the end of the game is the winner.

From Turborilla developer diary :
“Some days ago we released Planet M.U.L.E. together with Blue Systems. It’s a remake of an old game from 1983 you may not (but should have!) heard of called M.U.L.E.

Some call it the grandfather of all realtime strategy games, while some call it “the best game of all time”. In short it’s a 4 player game about economics where players builds factories to produce goods and sell for high prices to other players. The winner is the player who makes the largest profit.

Simple huh? No. If you haven’t read the manual or seen the (soon to come) instruction video you won’t have a chance to understand this game. It’s probably the genre furthest away from Mad Skills Motocross.

About a year ago Blue Systems contacted us with the idea of a remake, and since then we’ve been working on it. Now it feels great to finally release it. The development has been a bumpy ride where we’ve tried lots of different play styles and graphics. What we settled on is what you can find here: .

As I’m writing this Planet M.U.L.E. has over 2600 registered users and the number has been growing steadily since the release. With all the good feedback from the fans we’re now working on getting an update out to improve the game.”

Planet M.U.L.E
Turborilla Developer Diary

Brink is an upcoming FPS game developed by SplashDamage with the use of id tech 4 modified engine.
SplashDamage made several games for id software.
Among those games are : Wolfenstein:ET and Wolfenstein MP (Multiplayer) , Doom3 MP and Enemy Territory: Quake Wars.
This is however, their first original title without id software’s help (except the licensed id tech 4 engine).

About Brink

Brink is an immersive shooter that blends single-player, co-op, and multiplayer gameplay into one seamless experience, allowing you to develop your character across all modes of play. You decide the role you want to assume in the world of Brink as you fight to save yourself and mankind’s last refuge for humanity. Brink offers a compelling mix of dynamic battlefields, extensive customization options, and an innovative control system that will keep you coming back for more.

A man-made floating city called the Ark, made up of hundreds of separate floating islands, is on the brink of all-out civil war. Originally built as an experimental self-sufficient and 100% “green” habitat, the reported rapid rise of the Earth’s oceans has forced the Ark to become a refuge for humanity. Crammed with the original Ark founders, their descendants, as well as tens of thousands of refugees, the Ark exists in total isolation from the rest of the world. With 25 years of social unrest, the inhabitants of the Ark have reached their breaking point. It’s up to you to decide the future of the Ark and the human race.

Key Features:
Blurring the Lines Between Offline and Online – Advance your character’s development across every gameplay mode: single player, co-op, and multiplayer. Gain experience points that you can spend on customizing and upgrading your skills and abilities, designing an entirely unique look and feel for your character.
Groundbreaking Kinesthetics – Brink uses the familiar shooter controls that you’re used to, without frustrating, artificial constraints and takes advantage of a new feature: the SMART button. When you press the SMART button, the game dynamically evaluates where you’re trying to get to, and makes it happen. No need to perfectly time a jump or vault, the game knows what you want to do.
Context-Sensitive Goals and Rewards – Objectives, communications, mission generation, and inventory selection are all dynamically generated based on your role, your status, your location, your squad-mates, and the status of the battle in all gameplay modes. You’ll always know exactly where to go, what to do when you get there, and what your reward will be for success.
Virtual Texturing – Brink’s proprietary technology, Virtual Texturing, breaks new ground on current-gen consoles and PCs with an even greater focus on highly detailed characters, realistic environments, lighting, effects, and atmospherics,. This competitive lead on the squad-combat genre helps thrust players into the gritty reality of the Ark’s epic secluded arcology.

The GNU/Linux port is currently unconfirmed but highly possible, if the publishers “Bethesda Softworks” won’t object.
From the GNU/Linux port for Brink Forums thread :

Dev – RR2DO2 :
” In the end, the Linux version causes a lot of extra headaches. If there is someone dedicated on the team to support the client (which mainly involves porting a lot of the simd code, implementing functional windowing/input/sound backends as well as deal with any compatibility/performance problems at the rendering side) then there is a chance that a Linux client will be made. Usually this involves someone’s spare time as a hobby project. Getting just the headless linux dedicated server up and running is a lot less effort, as this tends to be mainly based on code that is inherently written in a cross-platform manner.
Yes, Linux games can have a relatively high % of people buying a product in a short time, part of this is because there aren’t many games out there as well as dedication to their favourite platform that makes people buy these games. This shows their dedication to their platform. However, a lot of these people will also be able to run Windows and create a VM or dual boot to play there games – often because the Windows experience will likely guarantee a more tested and stable way to play. Unfortunately, from a commercial POV there is no real critical mass yet in this segment. This is unlike the Mac market, where a port is more likely to be profitable.”

“TTimo works for id, he is not involved with Brink. Any potential linux work is an in-house SD effort at the moment.”

“We use OpenGL for Brink. Partially because of our legacy, partially because it provides a nice platform for cross DX9 and DX10+ class hardware, partially because of the portability. Yes, D3D has some nice debugging tools that at times I wish I’d have for GL, but at the same time there is not enough of a reason to change to D3D and support two renderer backends on the PC (D3D9 and D3D10+).
Moving tools into dlls was completely separate an issue – tools have lots of non-game specific code in there that just complicates the code base in certain ways. Having them more isolated made things nicer in certain ways (and more of a pain in others).”

Dev – Rahdo :
“all i can say to this is the ball is in Bethesda’s court. if they see the financial incentive to do Linux (or mac) ports, they’ll do them. if not, they won’t. it’s their money, and you’ve got to take the argument to them. we’re just trying to make the best game we can”

Hamish Wilson, member of our GNU/Linux community made a nice (and long) post trying to convince the developers to make a GNU/Linux port for Brink :
“Hello everyone,

I know that this is my first post here, and I got an account here only to post in this thread. I will probably not come here often, and this account will probably be mostly inactive. For this I apologize. However, when I found this thread during a Google search I felt I needed to post some information.

As has been previously revealed, Timothee Besset has said that about 5% of QuakeLive players play from Linux, which is about average for their Linux game ports. Not a huge amount, but more than enough to make a port marketable. And has also previously been stated, Linux users tend to be more dedicated to their games so this percentage likely increases as a game ages and many other players start playing the latest new flashy soulless games instead. On Timothee’s blog there was also an interesting post by someone saying his family alone probably gives id roughly $1200 per game. His family only buys Linux games. Not a huge amount of money, but from one family that is quite the dedicated investment.

I will also redirect you to another Linux friendly developer, Frictional Games, which has had experiences on Linux that have been nothing short of remarkable. During one weekend alone last summer they managed to sell 3000 units of their Linux box sets. In a recent interview with one of the companies head people, Jens Nilsson revealed how their games sold by platform. It makes interesting reading:

Windows: 80%
Linux: 12%
Mac: 8%

You should also keep in mind that the Linux and Mac ports did not receive any backing from any publishers and they rely on word of mouth marketing by their fans for knowledge of the game to spread. Only the Windows version received any marketing. Also note how a dedicated Linux fan-base can beat a more lethargic Mac one if the conditions are right.

As far as I can tell the game already uses OpenGL, as the technical director so kindly informed us earlier, and all that it needs is for someone to put the time into building the port and fixing one or two errors that may pop up during porting. The problem is no one at Splash Damage has any prior background in this and are of course already busy working on a game that is worth playing. Timothee Besset is in no way involved with this project, as such he is unavailable for porting. Do not despair however, there are people willing to do this for you.

Ryan C. Gordon is the obvious example. He is the guy behind the Mac and Linux ports of UT2004/2003 and several other games. What makes him even more desirable for this project is he even has experience with idtech4, being contracted by Human Head to port Prey to Linux. He has also been known, if the situation is right, to do the port for free in some cases, as he had done for Postal 2 and is currently doing with Aquaria. Splash Damage is taking its firsts steps to independence, and naturally they do not want to invest in a potentially risky venture if it costs them. He might very well be willing to do the port for free to allow you to see what Linux has to offer, so if the experience is good, you would be willing to pay him to port, for lack of a better example, Brink 2. He could also probably give you a Mac port in a pinch. There are other porting contractors out there as well such as Frank Earl, and of course there is always Linux Game Publishing.

At this point you may very well be asking “This is all very well and good, but even if the port is done for free it is not as if we would gain anything substantial. Is it even worth the effort to contract a porter?” My answer would be a definite “yes” for many reasons. As has already been mentioned, porting a game exposes more bugs than even a debugger possibly could. Just ask Ryan or Timothee about it, they will be sure to back me up. However, the one which I think would be of specific interest to the kind folks here at Splash Damage is the recent problems the game “Wolfenstein” has had with it’s sales figures. Wolfenstein, in case you did not know, strayed a wee bit too far from the nest making it so Timothee was not able to make a port for it. Due to this many Linux users boycotted the game. I am sure many of you have read the news reports from last August about the game’s poor sales. Did not having a Linux port cause this? Probably not. Would a Linux port have increased sales? Definitely, they would have at least gotten that guy’s family’s $1200, not to mention all those boycotter’s money.

Why is this relevant? Well, to be honest I have seen some worrying signs for Brink. Several news sources I have viewed online when receiving Brink news have seemed none caring or ignorant of its existence. I have read more titles like “Brink has been delayed, which is shocking! Because we didn’t even know it was coming out.” then I wanted to. Since this is Splash Damage’s first game without id offering them support, it is essential for it to succeed. In a market like we have today it is important to diversify and find new sources of income to support your development. It is also especially important not to piss off already established fans. All your previous titles have been more than popular on penguin-powered machines. Linux could very well be the next big market, and it already is a very appreciative and vocal market. Emphasis on the vocal there, we won’t stop talking about the good games on our platform. With things looking the way they are it might be something you really do not want to ignore.

I just hope someone here takes this post seriously…

Sources:….html#comments…games-amnesia/…y-from-release…nux-gaming.ars “

“Yeah, I know it got a bit long but it needed to be said…

Incidentally, I was meaning to add this to my original post but forgot about it while I was writing (yes, it took that long). Anyway, here is my rough count of the people who said they would like a Linux client on this thread:

Fourteen people want a client (I am including myself in there of course)

One person said it would be interesting if there was one at least, and one person just said it would probably be not that hard to do. I counted about four or five people who said it would not be worth it. Keep in mind though, they would not boycott the game because a Linux client was made so it is not like you are losing customers there…

I would also like to add even if Ryan needed the money it would probably still be worth it considering he could probably give you a Mac and Linux port for the price of one. But considering he seems to have given somewhere between 500$ – 999$ to the FSF last year… “

If you want to help bring Brink to GNU/Linux you can make your voices heard !
Post in the GNU/Linux thread asking for a GNU/Linux client for Brink.
Write to Splashdamage developers asking them to volunteer making a GNU/Linux client in their free time like TTimo does.
And more importantly write to their publishers Bethesda Softworks asking for a native GNU/Linux client.
The power is in your hands – you can make it happen.

Screenshots :

Video :


Links :
Brink Official Website
GNU/Linux Brink Port Thread
Bethesda Softworks
id tech 4