Monthly Archives: April 2010

After a short testing beta Osmos from Hemisphere Games has finally arrived to GNU/Linux !
Osmos only costs $10 so you cannot afford not to buy it !
If you still aren’t sure, try the demo which is available as .deb, 32-bit .rpm, 64-bit .rpm, or .tar.gz formats !
As a compensation for those who bought the Windows version, they will also get the GNU/Linux version for free !

And now for a limited time, buy Osmos and get the soundtrack album “High Skies – Sounds of Earth” as a free download !

When I beta tested the game, it had only a few minor bugs and now when I tried the complete game, it’s just perfect !

From the website :

We’re excited to announce that Osmos has been successfully absorbed by Linux, and is now available! Our newly initiated, one-man Linux warrior, Mr David Burke, has done an amazingly quick and solid job on the port, and it’s been running smoothly on a wide variety of Linux distributions and machines. (Big thanks to all our beta testers!)
Look what just got absorbed! Check out our FAQ for a list of Linux distributions that Osmos has been confirmed to run on. Or, if you’re unsure, download the free demo (in .deb, .rpm, or .tar.gz form) here.

As always, Osmos is DRM-free.

In terms of hardware specifications, the game has been tested on all sorts of machines. Dave’s primary laptop is actually a four year-old Core 2 Duo with on-board Intel graphics, and he made sure the game would perform well on low-end machines. For the record, though, here are our “official” minimum Linux requirements:

* Processor: 1.0 GHz
* Memory: 512 MB RAM
* Video card: any hardware supporting OpenGL
* Sound card: no special hardware required; any driver supporting OpenAL

As for input, the best Osmos experience is to play with a 3-button mouse; but we’ve made sure it plays well with just a trackpad and keyboard for all the laptop folk out there. (Check the in-game control menu for details.)

For those of you who have already purchased Osmos from Hemisphere, the Linux version is already yours — just follow the link in your original purchase email. (We’ll send you all a new one in the next day or two in case you’ve lost it.) And for new players, we’re still offering our $10-deal for all three (PC + Mac + Linux) versions together.

Still to come…

1) Dave plans to write a post-mortem on his experience with doing the Linux port. Expect to hear his thoughts and feelings (and possibly gripes) on the subject in the next week or so.

2) This port is also an experiment for us as a studio. Specifically, is it worth porting games to Linux? We hope the answer is yes, but we’ll find out soon enough. And you will too. We plan to publish statistics on our sales and downloads on all three platforms in about a month’s time.

Thanks, and happy Osmoting!
-The Hemisphere Team

So GNU/Linux gamers, it’s time again to support our beloved indies who support us.
Buy Osmos not just because it’s a great game by it’s own and well worth the ridicules $10, but also for the support this studio deserves for porting his game to GNU/Linux !
Prove all the other indies that it is worth supporting us. the statistics will be published in a month, don’t disappoint them.

About Osmos :
Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack.
Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax… good things come to those who wait.
Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors and intelligent motes with similar abilities and goals as you.

Osmos Gameplay Video :


Links :
Osmos GNU/Linux FAQ

Basilisk Games Announces the Release Date for Eschalon: Book II

Indianapolis, IN – April 27, 2010 – Basilisk Games, Inc. today announced the release date for Eschalon: Book II for Windows, Macintosh and Linux.

We are very excited to finally be able to announce the release dates to our second game, Eschalon: Book II, after more than two years of development” said Thomas Riegsecker, Lead Developer of the Eschalon series. “Eschalon: Book II is considerably bigger and better than the first game, and incorporates over 60 fan-suggested enhancements.

Eschalon: Book II is scheduled for release on May 12th, 2010 for Windows based computers. Basilisk Games will release the Macintosh and Linux versions of the game on May 26th, 2010. Eschalon: Book II will be available as a digital download on most major distribution services and directly from Basilisk Games website

About Eschalon: Book II
Eschalon: Book II is the sequel to 2007’s hit independent role-playing game, Eschalon: Book I. Continue your journey across massive outdoor environments and deep into twisted dungeons as you seek to uncover the mystery of your past and who is behind the menace that threatens all of Eschalon. No experience with the first game is needed to enjoy this second chapter in the Eschalon trilogy. More information on the game and links to the video trailer can be found online at:

About Basilisk Games
Founded in 2005, Basilisk Games is an independent game developer located in Indianapolis, Indiana. The company’s mission is to produce compelling old-school computer role-playing games for gamers who still remember what great computer RPGs used to be about: “Single-player. Turn-based. Stat heavy. Story driven.” Visit Basilisk Games online at:

Contact Info
For press inquires, contact us at: info [at] basiliskgames (dot) com

Basilisk Games
Eschalon: Book II

A few days ago I’ve posted about new FOSS science fiction game under development named Avaneya.

Today I publish the interview I’ve made with the project starter Kip Warner :

1. Tell me about your game, you wrote :
“Avaneya will combine elements of a science fiction real time
strategy, adventure, and some of those of the classical city building
and management genre. “

A. To what game can we compare it too ?
How will the city building be like ? AoE ? Settlers ? SimCity ?
other ?

To be honest, I never played Age of Empires, but I have heard great
things about it. I didn’t know much about software as a kid, but even in
my teens, I smelt a rat when I saw the Microsoft logo on the box. I
think that’s probably why I was too stubborn to try it. Nevertheless,
outside of philosophical reasons, it looked like a good game. I never
played Settlers and don’t know much about it, so I can’t comment.

SimCity, however, I played a lot and really enjoyed it. It wasn’t that I
was trying to deliberately avoid senseless violence in video games, but
at the time of SNES which I was playing it on, it wasn’t really
represented as an unorthodox alternative but as just another game.
Looking back, I see that, at least with respect to most games these
days, it’s very unusual in that respect.

SimCity had a reasonable amount of breadth for the capacity of the
hardware at the time (and thus people’s expectations). Crime, pollution,
population density, and so on, where various interacting dimensions to
it. What it lacked though was more substantial breadth and depth.

By depth, I mean it didn’t really probe too deeply into how any of
things might be related. In some sense, it kind of taught people that
getting your society to work was about finding the balance within that
paradigm of neo-classical economics. This is interesting to explore, but
it still leaves me wondering as I’ve come to view that school of thought
as a vehicle for unchecked assumptions. As time goes by and I learn
more, I am realizing that the whole paradigm is broken. Rather than just
reminding many of us of what we already are starting to figure out, it
would be more constructive to propose something useful to address that,
like the GPI.

Society is not a thing in itself, but perhaps a holistic or “emergent
property” of many people doing many things. Having said that, I’d like
to take Avaneya in the direction of embracing this.

Also, I didn’t mention SimCity in the FAQ, though I wanted to, because I
was unsure of the legalities of doing so. This might be an issue, given
my company is incorporated and this is a commercial game. I didn’t want
to step on any landmines.

Something I’d also really like to draw from SimCity is how, after a
certain point of user interaction, the city seems to take a life its own
and seems “alive”.

B. What kind of RTS can we expect ? AOE style or non-combat ?

I would like to see predominantly non-combat, as we saw in SimCity.
However, conflict is real and it would be unreasonable to white wash
society by removing it. So I will not rule that out, but it will be
presented in a non-traditional light.

It’s important that I am cautious in describing the game in terms of any
other game. If I could do that with a perfect one-to-one mapping, I
wouldn’t feel driven to create a new one. So I hope it will be
interpreted as somewhat cross-genre.

C. What is the adventure part in the game ?

One of the challenges I am facing is to see if there is room to
incorporating a personal dimension to the game. A story is necessary,
but characters, which is what I mean, are difficult. Traditional city
building games typically involve the player at a macroscopic level,
whereas traditional RTS like StarCraft have their heroes. I think there
is a creative solution to this that will reveal itself in time to
balance this need for both a high and low level of abstraction.

Another source of adventure is the user trying to solve old problems in
novel new ways.

D. The single player mode will be free while the online mode won’t,
tell me please about the online mode…will it be like a MMORPG, or a
single map online match like HoN or other RTS games ?

Single player I would like to see both a campaign mode (story driven)
and a separate quick game mode where you select a scenario and play it.

I am thinking multiplayer on a Martian regional / planetary scale. This
could allow players, each acting as governor of their respective city
state, to interact through trade, expansion, or what have you. This is
something that is difficult to do because there is the inherent problem
of what happens to your infrastructure when you are not online?

Another possibility would be to have players engage in scenarios where
they have, say, a time limit to raise their shared city to a certain
minimum GPI. StarCraft had a multiplayer mode where players shared
control of the same team.

I know I am being vague, but take it as a hint that many things are
changing right now.

2. Are you making this game alone ? (code and art) can people join your team ?

I am the sole soul behind the engineering at this point, but there are
countless people who have asked to be involved in some way or have
already contributed. I am also doing modelling, art, website, and
cinematics as well.

As I’ve mentioned in the FAQ, many in the academic community, from the
Department of Forestry and the Centre for Sustainable Food Systems at
the University of British Columbia Farm to the Rubenstein School of
Environment & Natural Resources at the University of Vermont have
already made contributions. I’ve received a lot from them in the way of
academic papers, useful methods of measuring the GPI, environmental
models for the interaction of soil and deforestation and other

I’ve had many already step up to the plate to volunteer their modeling
skills. One of the challenges though is getting the data out of Blender
into a format the engine can use. This will involve likely writing a
exporter plugin, but the problem is that Blender’s API is predominantly
Python based. There’s nothing wrong with that, it’s just it’s another
language I am going to have to pickup. I’ll figure that out though.

Music is really the most exciting part for me right now, even though I
am anything but a musician. I can’t even read music. Nevertheless, I
have an awesome crew that is coming together for that. Mike Verde,
Izmar, Von Magnet, Rone, and some others are all on-board right now and
I’ve been enjoying their music long before I dreamt up this game. Some
of the music is already in the works and is, as we say, executing in
another thread as I work on the engineering side of things.

Obviously I will decide what music gets included and what does not, but
besides it resonating with the game, it needs to be in a free format.
Our musicians need to submit their work in FLAC at 24-bit / 96kHz to
make transcoding to Ogg Vorbis for different platforms as flexible as

This is distant, but we are also considering releasing a separate
Avaneya official soundtrack. This is popular in Japan where game
soundtracks on people’s shelves are commonplace. A challenge though is
figuring out the format. Regular red book? Well, that will work in
everyone’s car or home stereo, but you’re limited to 2-channels,
16-bit / 44kHz.

Depeche Mode and Nine Inch Nails, to name a few, have released albums in
the past in surround sound. We’d like to consider doing that, but the
problem are the legalities surrounding encoding to Dolby Digital (AC3)
or Digital Theatre System (DTS) and that they are non-free. Red-book
might be the way to go, but give people the choice of FLAC and Ogg
Vorbis as well. Given that most of the people who buy it will be
probably playing it back on their computers, this isn’t unreasonable.

The proceeds from the OST can, and should, go to the musicians. Since
many of them are not big names, getting their name out is really
important for them as well.

3. What engine are you going to use for your game ? some FOSS engine or costume ?

I am developing a custom one. It’s called the Ares engine.

My goal is to have it as data driven as possible, but still context
specific enough to the type of gameplay of a RTS / city builder. This is
a good compromise between trying to balance code re-use and the
performance benefits of a context specific engineering approach. The
physics, renderer, collision detection, audio, and so on will all be
written in C++.

The data that it operates on will be provided in AresPackages which are
binary archives that can carry shaders, textures, vertex attributes,
scripts, and so on. The AresPackages are defined through an XML
interface and enforced against an XML schema as they pass through a
compiler which transforms them into a binary format containing EBMI
data. EBMI is akin to XML, but binary. It’s what makes Matroska
possible. Indeed, it was created for that.

The logic of the game itself will be driven by Lua scripts, embedded in
the AresPackages.

An idea I have been flirting with is to have scenarios provided by the
community, in addition to the official ones that will ship with the
game, and have the authors compensated proportional to the number of
people playing on the server in it. That way, people are encouraged to
provide the best content for the game; secondly, it brings more people
to the game itself; and third, it invites those with domain specific
expertise to educate everyone due to their in depth knowledge of the
mechanics of agriculture or what have you. Everyone wins. But I need to
think more carefully of the logistics of doing this to ensure it is
sustainable and that I don’t make promises I can’t keep.

4. What kind of graphic quality can we expect ? do you have a screenshots yet to show us ?

I spent a lot of time going through some pretty advanced literature on
algorithms, shaders, lighting, and so on, so I will hope to do my best.

There isn’t much visually to see at the moment. There is code written,
but it is mostly for low level algorithm stuff that isn’t really
interesting to look at for the average end user. However, for the
developers out there, expect to see the Subversion repository come
online soon.

In the mean time, here are two render tests of the fluid dynamics aspect
of the physics engine simulating water. The engine just needs to know
the fluid’s viscosity (stickiness), temperature, atmospheric pressure,
and it will automatically generate it and respond to any disturbances
made. I create a disturbance by clicking with the mouse. It does all of
this through a differential method that was very tricky to implement,
but I was very happy when I finally got it to work. All of the number
crunching is done on the GPU, so the CPU doesn’t really do much.

5. From your description about trees and water, while logical and real – most people won’t get it.
They are not environmentalists and can’t know many things you see as obvious.
Will you offer some explanation before they make the mistakes ? or, how would the tutorial work ?

You raise a very important point. It is peoples’ lack of awareness of
that which is a major motivation behind this game in the first place. If
you recall, the philosophy that drives Avaneya is to assist users
unlearn some things, learn other things, and enjoy the process of

It’s not that people are trying to keep themselves unaware with these
phenomena, it’s just that we’ve been able to live in a system of such
abundance for so long that we didn’t have to worry about that very same
system caving in on itself like now.

The Buddhists say you cannot teach anyone anything, but they can only
teach themselves. It is my hope to have the GPI integrated into the game
in an obvious manner. By this, I mean possibly built right into the GUI,
like other metrics in SimCity and other games. This way you are always
being advised of the effect of your interaction with the world.

I too was a stranger to the GPI and had heard only of the GDP. When I
realized that the GDP was just an income sheet and the GPI a total net
balance sheet, a light went on in my head and it all made sense why so
many things are dysfunctional now. We’ve been looking at the wrong gauge
all along, like the pilot following the wrong instrument in the cockpit
while trying to navigate and ending up in the side of a ravine.

The interesting thing is that most companies, to a certain extent,
already conduct their business by looking at their net balance sheet
(Net Profit). It wouldn’t make sense for you to look only at the fact
that you had made $10,000 in sales (Gross Profit) one month, but neglect
the cost incurred in materials and labour of $45,000. Unfortunately this
is the kind of logic that has taken hold of our policy makers as they
rely on the antiquated and dangerously limited GDP as a measure of

Here is a good example that GPI Atlantic
provided on their website:

“In the late 1980s, Nova Scotia’s fishery for cod and other groundfish
seemed to be booming. The media reported steady catches, high exports,
and strong contributions of the fishery to the province’s Gross
Domestic Product (GDP), the conventional measuring stick of the

A few years later, many fisheries were collapsing and the fabric of
many coastal communities began to unravel. Our conventional economic
measuring sticks – such as catches, exports and GDP – did not warn of
the impending disaster. While catches were kept high, the decline of
the groundfish stocks remained hidden from public view, as we focused
excessively on a narrow set of economic measures that failed to
incorporate all that we value in the fishery – notably healthy fish
stocks within a healthy ecosystem, supporting strong fishing
communities and a sustainable fishing economy.”

Hopefully Avaneya will be able to make the GPI a household term and also
make people think twice when they hear policy makers cite the GDP as the
basis for something.

I wouldn’t say the GDP is the root of all evil, but it certainly
contributes to more messes than most things by providing short term
gains at the cost of mortgaging much larger losses into the future. It’s
had a free ride for decades and Avaneya will try to contribute to
putting an end to it.

6. What is the big differences between Avaneya and Simcity from user perspective ?
Except environment you have mentioned “human rights” and “social “justice”
… can you explain in more depth ?

Since the GPI is very holistic in nature, it measures many things. If
you produce, say, a $1,000,000 worth of goods and services, but it came
at a cost of that same amount in costs incurred through crime and
pollution, then the GPI will be zero. Any rational individual looking at
that will know immediately that things aren’t working properly and
something needs to be changed.

Since the end of the Second World War, we’ve seen the GDP in most
developed countries, on average, continue to rise. One would think that
kind of economic growth would be good. But as it turns out, household
debt (at least in my country), pollution, lack of satisfaction with
one’s career, potable drinking water, air quality, divorce, dangerous
foods, and so on all continue to be compromised. If people are worried
about their next meal or the air they are breathing, they are not free
and things generally continue to degrade from there on.

So as you probably see now, it will be similar to classical city
building games like SimCity, but aim to have much more breadth and depth
with far more metrics involved. I hope that answers that.

7. Will there be any combat at all ?
How will a winner be defined in an online game ?

Winning is something I need to determine. Remember that in SimCity for
SNES, while there were some scenarios that had goals, like surviving a
natural disaster, there was also a mode where you just built and
maintained your city. You could spend hours beautifying it or
experimenting. That is one mode.

The other scenarios I will leave up to the community to provide through
the engine’s Lua based interface. Want to see the effects of
McDonaldization or Coca-Cola in your city? No problem. However, some
scenarios will be official and distributed with the game. That way there
is already high quality content with goals that vary from scenario to
scenario, and also the process of creating new scenarios is documented
via the existing ones.

8. The game takes place on Mars – wouldn’t the materials be different there ?
What about life forms ?
I mean – Mars shouldn’t act like earth, what we know about earth
doesn’t necessary apply to other planets.

Absolutely. That is partially why I chose Mars in the first place –
because it affords more of a creative license for some things.

Nevertheless, many things will still be the same. Mars is comparable in
many respects to Earth, but the people there will be absolutely
identical in terms of their actual needs to their terrestrial
counterparts. They still need water, oxygen, food, shelter, a means of
sustenance, security, and so on.

As for non-terrestrial life forms, all I will say is that, if they do
make a presence in the game, it will be as consistent as possible with
the most plausible of scientific hypotheses regarding potential life on
Mars. I won’t say more about that now though.

Thank you Kip for this wonderful interview !
I hope we will hear more about Avaneya and in time more interviews will be made.
For more QA about Avaneya, don’t hesitate to read the FAQ on the projects website !

And if you want to contribute to this FOSS project, don’t hesitate to contact Kip :
kip [at] thevertigo (dot) com

LGN News-flash about Avaneya
Avaneya FAQ

Avaneya is a science fiction FOSS game exclusively for the GNU/Linux platform.
It focuses on social justice, human rights,city building, adventure, strategy, economics and sustainability amidst a Martian planetary setting in the future.

This project was started 8 months ago by Kip and expected to be finished within 3 years.
This is a very unique game project because of several things :

1. Avaneya will be released under the GPLv3 license and the content of the game under the Creative Commons, thus making it free for all.
Kip the man who started the project is very passionate about free software, he just couldn’t go against his believes by closing his game and surrendering to the “dark side”.

2. Avaneya will be compiled exclusively for the GNU/Linux platform.
Kip doesn’t want to lock the users in chains of the non-free OS’s like Windows or MacOS, thus he won’t compile Avaneya to run on those platforms.
although because Avaneya is free software other ports might be made by other people.
This reminds me of other developers who developed AstroMenace, the GNU/Linux version is free and the source code is available under the GPLv2, but the Windows version costs money.
Funny enough that even as the source code is free none compiled a free Windows version of that game.
“Since we consider it unethical to encourage people to use non-free software, it is unlikely that the primary maintainers will undertake such an endeavour. However, it would also be unethical to deliberately design it in such a way so as to hinder porting to non-free platforms. Thus, since Avaneya will rely on portable libraries, it shouldn’t be unreasonable for someone in the community to do this if they do not share our values.

3. Avaneya will offer a new economic model, the single player campaign will be free, but in order to be able to play online at the official servers you will have to subscribe, which costs money.
Some people have tried to make a living out of FOSS games, while this is more then possible with programs and GNU/Linux distributions, with games it was always challenging.
There was one small company named “Sixth Floor Labs” which made a space shooter and offered to release it under the GPL for $39960, but the project failed because the game wasn’t better then what we already had released as FOSS, and the amount of money they asked was ridiculously high for their game.
Avaneya on the other hand will try a different approach, the game will be fully freed under the GPLv3 but the online play on the official servers will cost money via subscription.
There already were topics about this issue on some forums (can you make such model economically viable ?, what keeps the users from forming their own free server and play there ?), so it would be very interesting to see in practice.
Some who prefer not to challenge the status quo, argue that commercial free software, especially with respect to games, is not sustainable. One of the goals of the Avaneya project is to prove otherwise and we are hell bent on doing this

4. Avaneya is very wide game in terms of gameplay and might not fit into a single category like “RTS” :
The philosophy that drives Avaneya is to assist users unlearn some things, learn other things, and enjoy the process of transition.
Avaneya will combine elements of a science fiction real time strategy, adventure, and some of those of the classical city building and management genre. The setting is on the Martian surface.
The environment will aim to be rich, three dimensional, and possibly even based on real topographical data obtained from the Mars Global Surveyor’s orbital laser altimeter. NASA has provided the data into the public domain (that is, not copyrighted) and in a free format. They chose deliberately not to store it in a proprietary format in order to “ensure the long-term viability of the data”. A technical issue, however, is whether the spatial resolution will be sufficient to render it useful for Avaneya.
A major distinguishing characteristic of Avaneya with respect to traditional RTS and city building / management games is the sense of awareness the user experiences of externalities in game play.
In other games, it may be possible (even encouraged) to bulldoze large amounts of natural capital to accommodate the expansion of a city. Through the perspective of GDP, strictly an income sheet, this may appear beneficial to your society.
Viewed through the perspective of the GPI as a net balance sheet, however, one is left with a different impression of very costly ramifications. Bulldozing your natural capital would have deferred greater costs than those immediately amassed by mortgaging them into the future.
The dumbing down of our perception of reality, which is ubiquitous in the software entertainment industry, is necessary, for among other reasons, to accommodate the limitations of finite computing machinery. Nevertheless, if we tell a lie loud enough and long enough of this sort, we may eventually find ourselves strangers to the reality we were born into.
George Box once noted that all models are wrong, but some are useful. Avaneya aims to be useful.

There is a lot to be expected from Avaneya, read their FAQ for more info and stay tuned for the interview with Kip and updated on this wonderful project !

Avaneya FAQ

Envizions Announces
Virtually Store Game Saves With Envizons New Gamebox Cloud Storage Service
Backup and save your console game saves with ease for $0.99 per month

Media Advisory
ANNISTON, Ala./EWORLDWIRE/Apr 21, 2010 — Gamers who risk it all in their game will soon be protected from game loss courtesy a new game cloud storage service from Envizions Computer Entertainment Corporation ( – GameBox. Beginning May 12, 2010, game enthusiasts will be able to backup game console saves, game profile saves, game data and full DRM free PC games in the cloud.

Along with protection against game data loss, GameBox provides a powerful utility to preserve play data when experiencing hard drive crashes, accidental deletion, theft, fire or flood, and to also help to off-load high volume game files from any user’s PC – Windows, Linux or Mac – to secure cloud storage servers.

By downloading the company’s GameBox client to their PC, the GameBox service will allow users to backup:

– Saved game progress
– DRM free PC games
– Flash games
– Open source games
– Game profile data

The GameBox client will automatically backup, organize, manage and store game data by genre. The GameBox system is so detailed it will provide users with release dates of a particular game. GameBox will allow gamers to off-load several gigabytes of data from their local PC to the Envizions’ servers. Gamers must remove saved data from their console to a removable media device to their PC and the GameBox client will automatically start the backup process.

The initial service will be released as a beta with several functional features, and the system will support all major game consoles.

The GameBox service is a complete rebrand of Envizions’ EVO console platform. Envizions’ will still support customers that have purchased EVO consoles, and the GameBox client will work on several EVO models based on version of software on the EVO console.

Customers will be able to purchase the latest games from the GameBox Web site, and mobile features are under development.

Envizions’ storage service will come with a 14-day trial. Monthly subscription packages that start at $0.99 for 1GB for saved games data, 20GB for $4.95, 50 GB for $9.95, 100GB for $19.95, or 300TB for $199 per month. Additional customer remote access support will also be available.

GameBox was created to provide peace of mind for gamers and developers for backup storage similar to other document, video and music storage companies. We provide a more streamline version for game storage,” stated CEO and Founder Derrick Samuels.

GameBox will also provide storage service, game tools, and support for game developers and publishers. Publishers and developers can use GameBox for storage, special promotions, new game releases, and game enhancements. Envizions is working close with developers and publishers and will be making announcements on future partnerships.

Envizions has partnered with Internet Video Archive (IVA) ( to present new game trailers, movie trailers, music videos, and TV clips. IVA is the world’s largest distributor of online previews. Additional features include providing users with free games and playing games in their GameBox accounts.

A free beta private invite to try the service before the site goes live is available to the first 2500 users to sign-up at (

The service is currently unavailable to support documents, music, or video backup but will be in the near future.

About GameBox
GameBox is an online storage platform that allow users to store games, game saves, and game profile data in the cloud. Additional features include free games, purchase games, and watching the latest new game, music, TV clips and movie trailers.

Envizions Computer Entertainment Corporation
Internet Video Archive

About a month ago I’ve posted that Hemispheregames were looking for someone to port their game Osmos to GNU/Linux.
Dave from Hemispheregames eventually took the porting job on himself as was posted by Eddy in this post :

Hey everyone,

Eddy Boxerman from Hemisphere Games here.
After much back and forth (and a couple of nice offers from experienced Linux folk), our very own Dave Burke has decided to tackle the port himself! Who knew he was such a masochist? 😉
In fact we both have solid UNIX experience from our CS backgrounds, but more on the user and coding side. I’m no sysadmin, but Dave decided to dive right in! And he’s reported back that after some initial head-banging on installation and configuration (he’s started with Ubuntu), things are progressing really well.
So thanks again for everyone’s help and offers on the Osmos Linux front. Seems like a really great community — one which we’re looking forward to joining very soon!

Today I’ve received an email from Dave about GNU/Linux beta testing for Osmos :

Thanks for your interest! To sign up for the beta, people need simply create an account on the Hemisphere Games forums ( and reply to the Linux beta recruitment thread (link below) so that I can give you access to our private Linux beta group.

I have .deb, .rpm and .tar.gz all ready for testing, but I’ll be sharing more technical details with the entire group in a few days;-)

Thanks for your support Maxim! Looking forward to chatting more soon…


So if you want to help beta test Osmos, please register the forums and post on their GNU/Linux Beta test thread.

About Osmos
Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack.
Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax… good things come to those who wait.
Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors and intelligent motes with similar abilities and goals as you.


Hemisphere Games forums
GNU/Linux Beta Thread