LGP reports that Majesty Gold is now available on Gameolith.

Majesty is a unique sim putting you in the crushed velvet hotseat of your own kingdom. With an epic quest before you, you make the decisions of where to build your settlement`s guilds and temples. Each one has a mind of its own and must be enticed to meet your goals, via rewards you offer and spells you cast.

Meanwhile you must make sure that your treasury stays flush with cash to support these and other outlays necessary to maintain a thriving medieval town. The fact that you are being barraged by attacks from mythical beasts and fantastic creatures doesn`t make your job any easier.




GamersGate runs a new IndieFort Bundle which includes many GNU/Linux games.
You can either get 3 games for $4, or 6 games for $7 or 9 games for $9 ,which is very cheap !

Although that even when you click on the GNU/Linux games, it doesn’t mention  “GNU/Linux” as one of the supported OS’s,  Daniel Hjelmtorp from Gamer’sGate said they will supply a GNU/Linux clients for all games that offer it (which are currently 12+).



Currently you can already download Telepath RPG: Servants of God (Adobe Air), 3079 (Java),  Survivors of Ragnarök (Java), Will Fight for Food (native).

 Devil Whiskey will be coming very soon.



Hello !

I want to buy an indie game bundle from here .
And I know for sure that some of the games in the bundle do have a native Linux clients elsewhere (be it via their websites or Desura or other).
Can you also provide Linux versions of those games at GamersGate ?
Because a am a Linux gamer (and so are my readers) and have no interest in the Windows versions of the games.
I am talking about games like : 3079, Tiny and Big: Grandpa’s Leftovers, Telepath RPG: Servants of God, Survivors of Ragnarök, Hacker Evolution Duality and more…
All those games have a native Linux client, is there a possibility to get it via your bundle ?
I’m sure my readers at LinuxGamingNews.org would love to know about it.



Daniel Hjelmtorp :

Hello Maxim

For those games that have Linux versions we offering them for customers who purchase the bundle.
If we are missing linux versions we will add them if the developer have such a version.

Daniel Hjelmtorp | Executive VP | GamersGate.com


The games that have a GNU/Linux client are ( Please note that some of those games are still in Alpha/beta stages…) :

Tiny and Big: Grandpa’s Leftovers , 3079, Project Black Sun, Telepath RPG: Servants of God, Devil Whiskey, Survivors of Ragnarök, Black Market (browser), Blue Libra, Cardinal Quest, Hacker Evolution Duality, Shepherd Slaughter, Three Dead Zed, Will Fight for Food and maybe AirBuccaneers HD (after Unity4 will be released).


So you got plenty of games to choose from and 19 days left to do it, so what are you waiting for ?! get the now !

Homestuck Adventure Game is a spinoff of Homestuck which is an illustrated, semi-animated story on the internet that is an extensive parody of video games, most notably classic adventure games.
Homestuck Adventure Game structure is very open, which suits a highly exploratory piece of freeform media with a huge cast and many silly tangents. This game would be a more formal exercise in interactive storytelling and feature a very cool soundtrack !

Till today this project somehow managed to gather more than $1.1MILLIONS out of the already huge goal of $700k with 22 days left !
As a follower of the gaming kickstarter projects, I have NO IDEA how this game managed to reach  more than  $1.1Millions unless there is some voodoo magic involved 😉
Maybe the fact that the interactive story begun more than 3 years ago and managed to get a fair amount of followers helped a bit.

After passing the $900,00 USD stretch goal the GNU/Linux client was confirmed.

About the project

Homestuck is an illustrated, semi-animated story on the internet.  It is not a comic that just happens to be hosted on the internet – it was specifically designed to exist there, to explore the potential of the medium, and evolve through reader participation. I began working on it about three years ago. The end of the story is now on the horizon. When it’s complete, I’ll work with an independent game developer to create a game involving a new story based within the Homestuck universe–assuming this project is funded, of course. The readers, through their participation, have helped make Homestuck what it has become. They may continue to participate in Homestuck’s evolution by helping to fund this project!

If you are unfamiliar with Homestuck (or the site it lives on, MS Paint Adventures), it will help to know a little about the nature of the story and how it was made. Read below to find out more, or if you’re already familiar with it, feel free to skip to the next section where I talk about the project.

Please tell me about Homestuck.

Click here to let me tell you about Homestuck.

These two guys will wait patiently while I tell you about Homestuck.

These two guys will wait patiently while I tell you about Homestuck.

I have been told about Homestuck. Please tell me about this game.

Homestuck, like all other stories on MS Paint Adventures, was built on extensive parody of video games, most notably classic adventure games. The “mock adventure game” format has driven the creation of every page in the story, often with readers supplying commands for what the characters should do next. So for the project after Homestuck, I think it would not only be fitting, but quite exciting to present the story in the form of an actual adventure game.

I’ve worked with others to make small playable games as single pages of Homestuck before, creating them very quickly on small-to-nonexistent budgets. (Like this, or this, with RPG-like gameplay.) And some games I worked on alone. (Like this, and this, with Myst-like gameplay.) These were pretty casual projects, each made in a week or two, and slotted into a much larger, regularly updated story. But a more serious independent game project, with higher production values, many puzzles and challenges, and a fully developed, self-contained story, that is something that requires BIG BUCKS! The $700,000 goal will be enough to fund this project, but is really just about the bare minimum needed to make the game I have in mind. Games are expensive!

They also take a lot of time. The plan is this. I’ll finish Homestuck some time in 2013. In the meantime, there will be a high-level planning phase for the game project. The decisions reached will largely depend on the budget we have to work with: how much money is raised here. When Homestuck is done, that’s when our full attention will be on actual development. The game will be scheduled for release in 2014. I’m often asked what I will work on once Homestuck is done. If the project is funded, then this is it! As for what will happen with MSPA after that, I haven’t really decided yet. I might continue making some sort of content for it, but I’ll have to see what sort of time investment the game will require first.

We’ve talked to some independent game developers about this project already, companies that have already released great games. One in particular we have spoken with quite extensively about this project, and likely will be a good fit. Until things are finalized, that’s all the information we’ll release! Announcements like this will most likely follow after the Kickstarter is over.


So, what will the game be like?

It’ll be based on Homestuck, of course. But this doesn’t mean it’ll be anything close to a direct adaptation. That would be impossible! Homestuck is a pretty huge story.

It’ll be a little more like a spinoff than an adaptation. Something that draws from the elements already established in the vast Homestuck universe, applied more selectively to a shorter, self-contained story. Homestuck’s structure is very open, which suits a highly exploratory piece of freeform media with a huge cast and many silly tangents. This game would be a more formal exercise in interactive storytelling. I’ll use elements from Homestuck that I think will be interesting to expand upon in something new, likely with minimal relevance to Homestuck comic canon. Beyond that, things are pretty up in the air as far as plot and characters go. I have some ideas, but the concept will be a work in progress for a good while.

And when I say it will be a “formal exercise,” I don’t mean I won’t try to do anything creative or novel with the medium. I’ll definitely be looking for ways to have some fun with the adventure game format, maybe do a few things that haven’t been done before with the genre. But I mainly mean that my primary goal will be to make a well-produced and highly-accessible game by any standard, something that everyone can enjoy even if they’ve never heard of Homestuck before.


So as this project it pretty much a go and will have a GNU/Linux client, you are free to pledge .

Did I mention the soundtrack is cool ?

worldofgnome together with LGP are making a contest in which you can win a free copy of Sacred Gold redeemable via Desura !

All you have to do is :

  1. Share the ORIGINAL article on Google plus, Facebook, or Twitter
  2. Leave a comment on the ORIGINAL article saying what you like or you don’t like in Gnome 3.
    You will have to use the same name as of your account on the socials of course


Win a copy of Sacred Gold for GNU/Linux!

By wogue | Published September 9, 2012

Take part on the first ever contest by woGue, and win a free copy of the Linux Games Publishing Sacred Gold RPG game!

Sacred Gold was initially released in 2004 for Windows and was ported to Linux by LGP in 2009. Lately it became the newest member of Desura Linux game list, and you now have the chance to win it and fully enjoy it for free.

The Game…

In his fortress of Shaddar-Nur, the necromancer Shaddar, a pariah of the Band of Mages from Mystdale Castle, plans his triumphant return to the world of Ancaria. To strengthen his magic powers, he summons a Sakkara Demon, whose power he will absorb himself. These Sakkara Demons rule over those damned to rot in hell, the undead. Not since the Era of the Gods have any of these creatures set foot in Ancaria, not since the Seraphim army drove them back to their dimension during the Wars of the Gods.

However, Shaddar’s experiment fails. The Sakkara Demon escapes and turns on his summoner…

In the south of the Kingdom, the village of Bellevue is beset by robbers and slave traders sent by the Sakkara Sect to find suitable victims for their unholy magic rituals. At the same time, the Kingdom is infiltrated by Goblins, forerunners of the Orcs of Khorad-Nur.
Under the command of Sergeant Treville, a loyal veteran of Prince Valor, the heroes first fight in the lands bordering the Orcish wastelands against attacks by the Goblins and the Orcs, who are leaving their desert in hordes and venturing ever deeper into the Kingdom of the dying King Aarnum.

Intro – Desura
The Contest…

The price is a copy of Sacred Gold for Linux that the winner will be able to download from desura for free. The contest finishes at September 16, Sunday GMT 20:00 when the winner will be selected and announced after a random.org draw.

To participate in the contest you will have to do two things:

  • Share the present article on Google plus, Facebook, or Twitter. Please use our post on socials for sharing
  • Leave a comment on the present article saying what you like or you don’t like in Gnome 3. You will have to use the same name as of your account on the socials of course

Good luck everyone!


Original Article

Sacred Gold On LGP

Sacred Gold On Desura

Torque3D will be released as free software under the MIT license !

Why do we care ?
The first engine Torque supported GNU/Linux (and a few GNU/Linux games were released using this engine) but their second TGEA (Torque Game Engine Advanced) sadly didn’t.
With Torque3D porting games to GNU/Linux was possible, but haven’t been actually done yet – and no official GNU/Linux support was given.
Now that this engine will be free software, it could improve to support GNU/Linux and make games like The Age Of The Decadence and Dead State possible to port to GNU/Linux ! (although no official porting plans were announced yet)

It *might* even be possible to port the whole engine to GNU/Linux so people can develop games using T3D on GNU/Linux !


Torque 3D to be Released on Github under the MIT license!

Eleven years ago, The GarageGames founders did an incredibly innovative thing when they sold a full source game engine for $100. We are excited to continue in their footsteps by announcing that we will be releasing Torque 3D as the best open source game technology in the world. Once again, GarageGames will be changing game development.

Why are we doing this?
Nine months ago, we realigned the goals of GarageGames; making Torque 3D available via a permissive open source license is a strategic move towards fulfilling the company vision. Our first goal was to use iTorque to build a new product we call 3 Step Studio. We envisioned a game development tool that requires no programming at all and began to build it. This product is available today for free, but it’s very, very, early in development and we expect to iterate many times before it is a commercially viable product. Our second goal was to build a service division. I’m happy to say that we’ve already booked our first million dollars in service work and we expect the growth trend to continue as we make Torque 3D more accessible. You can visit our services site at services.garagegames.com. We are very well prepared and staffed to provide support, training, and custom development.

Our long term plans are to focus on innovative uses of game technology. Currently, all GarageGames employees have the option to work on any project on Fridays. We are working on some really great projects under the initiative and it’s our hope that we will be able to invest in several of these projects as they evolve. We’ve encouraged our developers to open source these projects. If you think you have what it takes to be an innovative developer using game technology, consider applying for one of our open positions.

Dave Wyand will be leading the T3D open source effort and he has posted a blog describing the details around how we will run the development process. But before you dive into the details with Dave, I’d like to leave you with answers to some expected questions:

Is this version different or a subset of T3D?
We’ve split off some modules as separate downloads and we’ve removed some art to bring down the payload size. Other than those changes, the versions are the same.

Is this just a way for you to dump Torque 3D?
No. We’ve been using T3D internally for service projects and we expect that to continue. In some cases, our service work will directly benefit the core code base.

I recently bought your engine, I feel ripped off.
We will be offering refunds for T3D purchases that happened on or after Sept 1st but before this announcement.

What about other GarageGames engines?
We are starting open source efforts with T3D and learning from this experience. For now, the other engines/products are not available via the MIT license.

Hold on tight, GarageGames is on path to change the way games are made and played.
The Future of Torque 3D is Open Source!
The big news coming out of GarageGames today is that Torque 3D will be going open source under the MIT license. This is huge, and something that we’ve discussed internally for a while. Eric has just posted a blog talking about why Torque 3D is heading in this direction and a little of the history behind the decision. If you haven’t yet read Eric’s blog please head over there and read it first.

The other piece of news that I’m excited to share is that I will be leading the charge on future Torque 3D development with the help of, well, you, of course!

Personal Introduction
While the veterans out there know who I am, many of our newer community members may not. I’ve been a part of the GarageGames community since January 2002, and most of that time I’ve been an Associate. My first commercial game dev product was Torque ShowTool Pro in 2004, which was one of the first 3rd party products sold through the GarageGames online store. Those were exciting times when the whole Indie game development scene was trying to define itself and building momentum.

After the launch of TST Pro I began working closely with GarageGames. I’ve had my hand in nearly every game engine we have launched (plus a few internal ones), and along the way I came on board full-time (and have been for a number of years now). Last year I was the Technical Lead on Torque 3D 1.2, the last retail version of the engine.
In 2010 I launched my own gaming portal Zworldo that focused on Torque 3D based web games. A lot of what I learned there made its way back into T3D 1.2, which shows that it really helps to use the products you make.

How will the open source version work?

We’ve chosen GitHub to host the Torque 3D repositories. GitHub has taken on the role of the location for Open Source projects on the Internet. It allows for great community interaction, encourages the forking of code bases, and easy merging of changes. And if you’re not yet into git (GitHub for Windows and Mac are tools that really help), GitHub supports both Subversion access and automatic Zip archives of all repositories.

Anyone may have Read Access to the public Torque 3D repositories. You create your own fork and do your development work there. You can merge updates from the master branch into your own as they become available. And if you have changes you wish to share with the community to be integrated back into the master, you create a pull request and someone with Write Access can review the changes and merge them in.

Who will maintain the repositories?

To maintain the master Torque 3D branch a committee will be set up that has Write Access and may respond to pull requests. This committee is dedicated to making the best core version of Torque 3D so that others can build upon a reliable foundation. Performance, reliability, maintainability and scalability (should turn that into a crest 🙂 are the goals of this committee.

The launch committee will consist of the following GarageGames members:

  • Dave Wyand
  • Eric Preisz
  • David Montgomery-Blake
  • Scott Burns

Quote:Our mission is to build a foundation for a sustainable environment that fosters collaboration and community development of the greatest open source game development platform.

However, we don’t believe that committee members should only come from GarageGames. One of our primary tasks is to seek out and retain qualified core team members that are dedicated to our goals. Over time everyone but myself will be replaced by members of the community and the committee will be allowed to grow as required.

What will be included in the open source version?

The complete Torque 3D 1.2 source code, along with the four starting templates, will be included in the GitHub repository. A separate repository for reference documentation will be set up. Other items, such as the FPS Tutorial template, will be part of a separate download to help keep the main repository to a manageable size.

There are other, closed source components of Torque 3D that I would like to open up following our launch.

Post Launch

Following the launch of Torque 3D on GitHub, another job of the committee will be to come up with a roadmap. We’ve decided to wait until after launch to do this because we want community feedback to help chart our course. My personal list of things I’d like all of us to tackle are:

  • Performance and bugs
  • Further separation of core from other layers
  • Additional platforms (OSX and Linux)

Everything is up for discussion at this point. This really is the most transparent development process we’ve ever had.

The Real Time Strategy game Sword Of Justice from 4flash once had a kickstarter campaign which I’ve posted about, but sadly it failed hard.
Now they try again on IndieGoGo with a much more modest goal of $70k and much more time to gather the funds – although sadly it doesn’t seems good either…
They really have something there, their game is at advanced stages of development and they can already show lots of content – I don’t understand why it hasn’t been funded yet.

You have supported the projects of innumerable known and unknown groups, helping them to completion. In our story we have counted on you, the players also…

…Long-long time ago, in a distant land in Central Europe, after the disbandment of EIDOS Hungary, a few of us remained together and decided that we would try and continue to work together on the name of 4Flash. It was then that the idea came to start into bringing to realization one of the innumerable game-ideas. This became the Sword Of Justice RTS game. The aim was nothing less than to rebuild our group through our game. Thus, anybody supporting our project not only helps the completion of the game but reunites and brings into being a new development group. Firms where members of the group have worked: EidosDigital Reality, Most Wanted Entertainment, 3D Brigade, Glass Fish Games… Projects: Battlestation Pacific; Dance! It’s Your Stage; Jaws Unleashed…


The project was started two years ago and we would like it to be completed it by Christmas this year. For this to be achieved we considered the Indiegogo to be the best solution for you to finance the project. If we succeed to collect the necessary support then we would prepare the game not only for theWindows but for the iPad, OSX, and Linux as well. Unfortunately there is still a lot of work to be done but we hope that together it will be possible to realize the project. Since this group has no capital reserves we can not achieve this aim other than with your help. This is also helpful since you can express continual opinion concerning it while we will listen to your ideas. This was such a game can be accomplished that is fitted to the requirements of the gamers.


To whom would they offer the game:

It is to those who loved C&C and Sudden Strike; to those who like when AI not to react in a pre-ordained manner; when the gamer with good tactics is able to win even against overwhelming odds; To those who like to upgrade the given units and use them in a manner that takes best advantage of them.

The game presents a post WWII fictive story. The campaign consists of 12 principal fields. Each field is made up of one principal mission and two subsidiary missions. At the end of each field the player receives experience-points and upgrade tokens. There is no pre-determined difficulty level in the game. Each field starts with parameters suitable for normal level. If during the game, based on losses and other data the regime determines that we can not cope with the machine, then the game changes to an easier level. If the gamer plays better than the AI, the program advances to a higher level of difficulty and the field continues with those settings. According to plans, two gamers may  play a single campaign in cooperative mode. Naturally the level of difficulty also is considerably greater.

The multi-player mode consists of two parts: In one, during the usual choice of field we can play free battles ranging from 1 against 1 to 4 against 4. Each player has own profile in which he/she sets initially the colors of the nation he/she starts in. It is here possible to inspect how many battles have been won and lost by the gamer and the number of points credited. If e. g., from a battle between a more and a less experienced gamer the weaker comes out on top that gamer receives a higher number of points than would be the case were a more experienced gamer to win. The pother type of multi-player mode is part of a game of global territorial occupation. In this each player starts in the colors of his/her nation On the map each state (gamer) initially lords over a given territory. He may then attack states with common boundaries to these.

We receive a player from among the ones of the attacked state who will play with us on the given field. The territory joins the state that has more battles won on the given field. In this manner a state can expand on the greater map.
Gameplay Video :

The Project

The game primarily presents the military might of the Eastern European States. (Slovakia, Hungary, Russia, Rumania – in the case of multi-player mode only –in conjunction with the units of Japan (initially). With this these games no longer conform to the market of earlier WWII strategic games, in which mostly we can only meet with British, American and German forces.

The upgrading of units takes place in three categories for which we pay with tokens. There is scope for training of the selected type in the area of defense, attack strength and manpower. Each of them in six steps. In the course of these we can obtain such extra options as intelligent choice of aim or cooperation with other units or the possibility of calling for reinforcements or retreat in the case of critical injury…

In the course of playing against the machine following the possibly fleeing unit the player can easily run into a trap or run onto a  minefields having been settled. The aim is that the AI (artificial intelligence) should try to bring logical decisions adjusting itself to the style of the player, rather than follow pre-generated road maps and plans.

From among our units, it is the commander whose role also diverges from the usual ones. E. g., he can not see further but his role is to coordinate the units within his radius of action. Thanks to this –if allowed –he can call reinforcements for a tank engaged in battle or even send a damaged tank to a more protected area or he can tell the unit which enemy to attack and order priorities. Thus e. g. our tanks do not attack the nearer infantry that are less dangerous to them, but attack the farther situated tanks even if they came within the area of sight later. It is possible with the commander unit to provide aiming points for artillery or bombing aircraft.

A further characteristic of the game is the delay of orders. Here the player can switch in this situation temporarily for the given unit . Here if he gives the order where to go, or what to attack it continues to wait until we give a global order to carry out the action. In this case all units move together and one need not be a wizard with the mouse in order to move more units and to different points at the same time.


So if you want to support this project and help make it happen, please pledge to their Indiegogo campaign.

Star Shipping Inc. was already released for the iOS a few years ago, and now there is a campaign to bring this game to GNU/Linux and Android (Android version might be free).

Moreover, you can actually make money by backing a project via  appback ,

As Appbacker gives it’s backers a % of the sales when the product is finished (or in this case – as the game is already on sale for the iOS you might get a profit right away !) , by pledging $10 for Star Shipping Inc. you might get $13 profit later on !

So it’s a win-win situation !


About the game
Travel through space and get rich with Star Shipping Inc. Visit the new frontier colonies and battle space monsters and pirates in your quest to be the number one space trader the galaxy have ever known.

Take the role of the captain of of a cargo ship traveling between star systems to trade goods and commodities in strive to become the richest star ship captain in the galaxy. Your weapon is a mighty cargo ship that has to defend itself against space pirates, monsters and other less-than-friendly encounters.

Star Shipping is a turn based, strategy game, where in each turn your choices and a number of events and encounters can happen, affecting the outcome of the entire game.
When you play, choose your strategy well, and think twice before every journey, your choice between playing with a ship that’s fast, or one that is large, or strong makes the game totally different, and it’s all your choice.

Play at your own pace, as unlike many other games today, this one offers the player a mental challenges that doesn’t rely on the ability to hit stuff on the screen, and doesn’t require you to be 100% focus on the game at all times, instead you can play at your own pace, and use your economical planning skills and your intellect to trade various commodities between stars, and climb up the score ladder as you accomplish your goal of becoming the richest space captain in the galaxy.

Quotes from players:
“It’s like solitaire, in space.”

“Totally addictive”

“Takes a few game sessions to fully realize the full potential of the game, but when you do, it’s awesome!”

Star shipping features high resolution beautiful space backdrops, planets, aliens, nebulae, space ships, items, and characters.


Features Include:
– Beautiful graphic set in a space age universe.
– Clever economy system that keeps you from being too greedy.
– Mass amount of events to keep you sharp as you travel.
– Encounter space monsters, bandits, and pirates who will try to kill you.
– Choose from several types of ships to maximize your strategy.
– Visit the shop to upgrade your vessel, so you’ll be the mightiest cruiser to have ever sail the frontiers.
– Defend yourself with battle drones or newly bought weapons.
– Tons of achievement and ranks to discover for high replay value.
– Random colonies and commodities that will sometimes make you laugh.
– Easter Eggs.
– Made by two guys, but not from Andromeda.




Gameplay Video

Sample Review

Star Shipping website can be found here:


Why Should You Back This App?

Star Shipping Inc. has been released to the appstore over 2 years ago, it has over 100k downloads and while it has reached it’s long tail it holds the potential to become something bigger with the various improvements we’re planning.
This game have reached the top 10’s in many countries and can reach them again after the AppBackr campaign.
Right now the game sells a few hundred copies a month.
You can make some nice profit from supporting this game,


Additional Backr Rewards
$100 or more get listed in the game’s credits as backr.
$250 and more we will name either a planet or a commodity in the game to your name (or any name you choose)
$1000 get involved in the next development cycle of the app as we’ll discuss new features with you before we implement them. (limited to the first 5 backrs)
$5000 get your name/logo in the splash screen of the app visible to our many existing and new players to see for at least one month. (limited to the first backr)

What Will The Money Be Used For?

We want to make new updates to Star Shipping improving the game play according to the many comments we got and add a bunch of nifty new features, depends on how many units we will sell.
One example – is we want to make the game longer and add way more content .

We also want to upgrade our game engine to the the version 4.0 of the unity3d to support new features, and make the game compatible to iPad3’s.

Moreover we want to add Linux as a new platform for the game, and add a free-to-play android version. if we get enough unit sold we will be able to afford it.

About Corbomite Games,
Founded in 2006, Corbomite Games is an Israeli game development studio initially focusing on episodic adventure games. Corbomite Games released several adventure game titles such as “Pizza Morgana”, “Zbang”, and “Knights in Shining Armor” an Action-adventure game called “Heavenly Hell” , and “Star Shipping Inc.” a cross platform space based strategy game.

in 2012 Corbomite Games have spun off to start another sister company called Adventure Mob, focusing on Adventure Games (such as a demo for a Kickstarter Campaign for Leisure Suit Larry), while Corbomite continues development of it’s original IPs.

For more information, on Corbomite Games, please visit:

Member Since May 2012


About Appbacker

appbackr is the first crowdfunding marketplace for mobile apps. Developers connect with ‘backrs’ to help fund, market, and distribute their apps.

Backrs make a profit as the app sells in retail app stores. appbackr allows anyone to take part in the new app economy…and make some $$$.

Some apps are finished and some are still being developed. Backing an app early gives you the opportunity to make a higher return.

Creating an app is hard work. Developers work tirelessly to build, perfect, and promote their apps in a very competitive market. appbackr gives them a place to find like-minded people to help support them in their journey.

We’re glad you’re here…welcome to appbackr!


Portas Aurora: Arrival is a turn based strategy space game that will be somewhat similar the Final Fantasy in combat.
As they use the Unity4 engine, they recently announced a GNU/Linux support.

Embrace the civility of Luxvatio or let it be thrown into the jaws of war. Join us in this turn-based strategy game set in space.

What is Portas Aurora: Arrival?

Portas Aurora: Arrival is a DRM free turn-based strategy game set in space. You are a newly minted Galactic Senate Officer. Your knowledge outside of the Citadel is limited and generations of peace have not prepared you for this day. The day, the civility of Luxvatio was not embraced, but thrown into the jaws of war. As one of only a handful of witnesses to their arrival you will be challenged daily to maintain the balance between Peace and Survival. Pressures from both allies and enemies will shape the galaxy of Luxvatio. The choice, and the results is yours to bear.



Victory will not be as simple as crush the enemy with the sharp pointy end of the stick. Strategy will be your main weapon. Your decisions during fleet creation and ship design will re-enforce your strategy and your ability to keep an edge in battle. Stacking a single ship does not mean you will breeze through your enemy. However, the game is designed to be flexible and allow experimentation. Are you ready to test your might?



The gameplay as mention above will be focused on a turn-based strategy. Turn-Base Game Play Similar to Final Fantasy Tactics and Advance Wars. The map and objects will effect the players tactics. In addition, the units actions will be displayed through a specific color scheme’s. Color will help the user identity different actions such as sensor range, attacking, and movement.


Ship Control Interface

Why Kickstarter?

With the Kickstarter funding we will be able to add:

      • 3D Ship Class Models
      • Ship team skins
      • Graphics for ship design UI
      • Combat Animation
      • More Map objects
      • More Map backgrounds


Daniel Randall – Lead Programer
James Hentze – Lead Game Designer
Nick Ogata – UI Designer
Ashley Yamaguchi – Linguist / Voice of Dea Carina
Josh Figueira – Business Guy

Special thanks to Councilor


Thank You

Thank you for having a look and I hope I can count on your support for Portas Aurora: Arrival. It’s been a longtime dream of mine to create a video game like this. Hopefully through the power of Kickstarter you find as much enjoyment out of playing Portas Aurora: Arrival as I have crafting it.

Want more information about the game check our website:



If you like this project, please pledge for it’s support.

After a very long time of waiting the interview with Clive Crous the CEO of Linux Game Publishing is finally ready !


1. Please tell us about yourself, where do you live ? how did you start with Linux ? games ? porting ? LGP ? and how did you end up as the CEO of LGP ?

I live in Cape Town, South Africa and started with Linux early 90’s.
I’d been using DOS primarily and didn’t like this whole new “Windows” that had come out and was introduced to Linux through a friend.

I think, if my memory serves me correctly it was a truly ugly early version of RedHat back then, probably the most popular desktop editions of Linux at that point.
I’ve always been interested in games and even designed and created my first few games while still at school.
Porting came hand in hand with my move from DOS to Linux.
At that time hardly any companies used Linux themselves so a work day involved Windows primarily but at home I was doing things in and on Linux.
Most of my early porting was of utilities I created to make my own life easier both from home (Linux) to work (Windows) and vice versa.
I’ve always been active within the Linux open source community, from the tiniest of patches to utilities I used every day to jumping on and being a devteam member for projects I truly loved.
I had my hands in several open source game engines over the years and would often be found on the Freenode IRC network, it was here that I met Michael and eventually started working for LGP.
I’d been with LGP for many years by the time Michael became ill and decided he could no longer be involved as much as he was, it was at this point that Michael approached me and asked if I would be interested in taking over his dream.

2. It’s been several months now that you took over the company, what have you managed to do in this short time ?

Sadly most of my work has been behind the scenes as the handover to myself has been far more complicated than Michael and I ever imagined.
I have however streamlined several internal functions that required work, first and foremost being the handling of support queries.
I also spend a significant amount of time with Michael assimilating his massive amount of knowledge of Linux gaming he’s accumulated over the years.
Sadly many of the new things I have been working on I’m not at liberty to tell you just yet, but there will be announcements in the short term, specifically with regards to the distribution of our games which has been a huge problem up till now.
Most recently a lot of LGP’s focus has been on fixing a problem introduced in the latest release of Ubuntu.
Several of our games that run without issue on other distributions and even on prior versions of Ubuntu simply fail to run since the 12.04 Ubuntu release.
Obviously our existing customers who have bought games that “suddenly” don’t work have to be a priority and we’ve been working with Canonical looking into this
This is the primary delay at the moment and has to be fixed before any new titles are announced and/or released.

3. Are the sales from LGP/Tuxgames steady over the years or are they in decline because the lack of new titles ?

There has definitely been a decline of late, but I’d put that down to Michael’s unfortunate illness and his inability to put the time into LGP which it required.
This is exactly the reason I’ve taken over and although they have declined, it’s not near as large a decline as some would think, I’d rather say it’s a decline in growth than an actual decline.
New titles would certainly help in that regard and as everyone knows we do have two that we’ve announced on the way, namely Disciples 2 and Bandits.
Once the game distribution problems have been solved and I’m able to move forward with releasing these new titles we have a few more waiting in the wings which I’m positive will receive an excited response.

4. You mentioned digital distribution, please tell us more about it and when can we expect to see and use it.

We’ve had our own digital distribution platform available for many years for our resellers to use, not only for game purchase but also for monthly rental of titles.
It has been there and will continue to run as it always had.
With the advent of game specific platforms, of which there are many, we’ve been looking seriously into expansion into these.
In the short term there are three we will be making an appearance on and have already got titles prepared for release, namely: Desura, the Ubuntu Software Centre and Gameolith.
LGP can already be visited on Desura  and announcements on these platforms will of course happen within the platform itself as well as on our blog and other social media pages.

5. You said that there are a lot of things that needs to be changed at LGP, please explain in more depth and what is being done about them.

I think I’ve already answered quite a bit related to this question above.
I don’t think it’s a “lot” necessarily, but changes have already been made and several more are on the way.
I’d prefer to see LGP focus on what it knows best: porting games.
The primary change coming in the short term is the distribution of our physical games, although LGP will always do this, I think it’s best served in the short term by focusing more on digital distribution and working with our partners to make this simpler and easier for end users as well.

6. Are you going to be more involved in the community ? update your websites/blog more often ? maybe even make a forum ?

Absolutely. We have growing communities in many arenas: Our blog, Facebook, twitter and more recently on Desura and the like.
LGP has a dedicated community manager as well as myself and both of us keep a keen eye on the goings on in all these realms.
As far as a forum goes, I think for now there’s more than enough ways to communicate directly with us in a public manner, the Facebook page would be a good example
of one way which is quite similar to how forums generally function.
This again comes down to focus, I don’t want LGP too thinly spread and ideally we can spend the majority of our time updating our existing titles and getting new titles out there faster. You can find us on Facebook at https://www.facebook.com/linuxgamepublishing

7. LGP haven’t published/ported a game since 2009, why the huge delay ?
Although we’ve not published in a while, due primarily to Michael’s illness and then my taking over of LGP, porting has been ongoing in the background.
It’s important to me that things are running smoothly before any new titles are released.
Once the delay is over and our first new titles start rolling out the delays will decrease.

8. LGP ported 8 game till now (taken from wikipedia), while Ryan Gordon ported 26 games … why it’s taking LGP (which is a company) so long to port games when Ryan Gordon alone does this so much faster ? how can LGP speed up the porting process ?
For one, LGP has ported many more than just 8 titles. Keep in mind that Ryan is hired and paid to port games, LGP pays licence fees to port games which LGP then distributes – it’s a completely different process that’s happening.
Ryan has in fact ported for LGP as well.
The process as it stands is sound and we ensure we bring quality to a first release – that said, once this transition period stabilises and once I’ve improved our distribution, the process will again perform as it should and we’ll be bringing out titles in a more regular fashion.

9. The Humble Indie Bundle gave a huge boost to Linux gaming, why don’t you take advantage of it and port games for the HiB (or other indie bundles) like Ryan does ? or maybe even kickstarter projects which Ryan received many emails from ?

This isn’t what LGP does. We port and distribute our own titles, which is what we love to do and will continue doing.
The team at LGP is passionate about our games and we want to be able to focus on the titles we’ve publishing and ensure that quality is put above profit.
I agree that the Humble Bundles are giving a huge boost, especially to the amount of people that now consider Linux a gaming platform where they didn’t before.
We’re very excited about that and it can only do us all good.

10. Except Disciples II: Dark Prophecy which is in porting for years and Bandits: Phoenix Rising, what other titles can we expect ported/published in the near future ?
We do have a few we’re working on, but I’m unfortunately not ready to make those announcements just yet 😉

11. Licensing titles to port, publish and sell is very expensive, why don’t you go with a different approach and instead of licensing titles – just collaborate with (usually indie) game developers in bringing their titles to Linux and making shared profit of the Linux sells, for example 40% to LGP and 60% to the game developers.
This seems far cheaper and make for a better profit.
Our business model has worked really well for us for going on 12 years now.
LGP is not about profit, but about the love of games and the love of the titles we’ve chosen to work on and add to our selection.
I share Michael’s vision here in bringing quality titles we’ve vetted thoroughly and ensuring that we port games our customers will love, even if they’re not quantity.
When we’ve completed a project, it’s ours and we’re proud of it first and foremost, better profits come second.

12. There are titles which are very hard to port (disciples for example) and there are much easier to port titles.
Why won’t you chose titles which are easier to port ? this way you can port more titles and be more productive.
I wish it were that simple. Unfortunately one generally only gets to see how easy, or how difficult, a port will be once the process has already started.
Disciples 2 is probably a worst case example and I really doubt we’ll face a port that’s taken this long or delayed as much as this one ever again.

13. LGP helped a lot to Linux several years ago but now there were discussions that LGP might no longer be relevant that we have more and more games and engines that support Linux : Humble Indie Bundle gave a major push to Linux gaming, Unity4 that now supports Linux is getting many new titles to Linux , Source, Steam, Desura ,more indie games etc…what LGP intends to do to stay relevant ? bringing all it’s old titles to Desura just won’t gonna cut it I’m afraid…

LGP will continue to do what it does best: port games to Linux.
Yes some companies are embracing engines that now support Linux but not all companies will take advantage of that or even want to work on multiple-platforms even if they are making use of these engines.
There will always be games and there will always be games that only have Windows releases.
LGP will continue to find the gems amongst these and port them.
Engines like these would hopefully just make our process simpler and we’ll be able to get titles like these ported faster.

Thanks Clive Crous for this interview.

I wish Michael Simms a fast recovery, he has done a lot for the GNU/Linux Gaming.

If you want to support LGP, buy their games from Linux Game Publishing official website, Tuxgames, Ubuntu Software Ccenter, Desura, Gameolight and other resellers !
Sacred Gold is already released on Ubuntu Software Center !

Jack Houston And The Necronauts kickstarter campaign was a success, however after the campaign was over the $10k backer backed down from his pledge leaving the campaign short by 2k from it’s goal.
Luckily they still managed to get most of the money (~54k) from Kickstarter/Amazon – but they still need to reach their goal.

“Why” you ask ?
If they managed to get only $12k more they will be able to upgrade to Unity4 which will allow them to support GNU/Linux !
All kickstarter pledge tiers are still in effect, so if you donate (via Paypal) $15, you will get the game !

Detailed Announcement :

Warbird Games, an indie games studio in Fort Worth, Texas, is asking for direct donations via its website after a $10k Kickstarter pledge fell through, leaving them short of their target amount.

Earlier this month, the studio raised $64,256 via a successful Kickstarter for Jack Houston and the Necronauts, a classic point and click adventure for the PC with stop-motion animation visuals. However, celebration turned to distress when their largest donor failed to honor a $10,000 pledge.

“After the exhilaration of passing our goal by almost $10k, I was expecting to spend the next few days getting ready to start production on the project.” said lead designer, Stacy Davidson. “Instead, I spent them frantically trying to find out what was going on with the donation, whether we’d even get the other funds and glued to email for any news.”

The developer have now opened up direct funding via the Warbird Games website in the hope of filling this gap in funding. The same rewards as Kickstarter will be offered to backers supporting the project through this method.

Additionally, the studio has been able to dramatically lower its stretch targets to bring the game to iPad, Android, Mac and Linux and into FIGS localisation after renegotiating with contractors and receiving offers of help with translation from backers.


More details on Jack Houston and the Necronauts:

Join legendary test pilot Jack Houston on the adventure of a lifetime. Set in an alternate universe heavily inspired by classic sci-fi authors and artists, Jack Houston mans a mission to Venus in 1999, only to have a terrible accident leaving him in stasis for 1000 years. When he awakes on the savage world, the life he once knew has long gone, and he heads out into the unknown.

Key features:

Old meets new – combining classic click and point adventure gameplay with amazing HD visuals, the game will feel both familiar and incredibly new to anyone who loved adventure games in the 80’s and 90’s

Rip-roaring story – join captain Jack Houston as he faces the perils of Venus in a journey that will have you travelling through space and time to seek the truth.

Story and art inspired by the masters – enjoy a truly vintage experience with a captivating story and unique art based upon esteemed sci-fi masters such as Chesley Bonestell, Robert E. Howard and Frank Frazetta.

Stop-motion animation – a unique technique that was used to create 1950s sci-fi serials such as Flash Gordon is being used to create a truly authentic experience in-game and a unique visual aesthetic

World-class soundtrack – produced by Iain Kelso, internationally acclaimed for his work on the feature movie Jacob.


Development History
Warbird Games is a brand new studio formed by industry veteran Stacy Davidson, who started developing text adventures and RPG prototypes on his Commodore 64.He then spent a year in Quality Assurance at Origin Systems during their last days before stepping out on his own, publishing Shadow of the Lost Citadel via Shareware services.Davidson has spent the last 11 years working in the film industry as a director, producer, cinematographer, editor, sound designer and visual effects supervisor at his own studio, Odyssee Pictures.He returned to the games industry in 2010 after his fan-game project, Han Solo Adventureswas featured in Star Wars: Uncut and The People vs. George Lucas. After gaining serious momentum and a fan-base, Jack Houston and the Necronauts was born.Using a combination of game and film design, the team at Warbird Games are striving to make something that is both visually striking and has a strong story to tell.



So if you want to help bring this game to GNU/Linux, feel free to help !