Tagged: online

Today the DOTA mod remake Heroes Of Newerth from S2games has gone retail !
S2Games made GNU/Linux clients for their Savage series and HoN is no exception !
It runs pretty good on GNU/Linux and offer a native 64-bit client.

Although the Savage series is free to play (with an option to buy premium stuff) HoN will require one fee of $30 in order to play. (SEA residents can still play for free at the moment).
For an online game one payment for life is not much at all, some online games demand a monthly payment.

Heroes of Newerth Has Launched!
As of 4PM EST (-5 GMT) on May 12th, 2010, HoN has officially launched and gone retail!

We hope that you will continue to support us as we move from a very successful beta to retail. With nearly three million users participating in the closed beta, we had a lot of help testing and have implemented many suggestions from our community.
We’re now working on bringing you more heroes, items, maps and features. HoN will also include team matchmaking, the long-awaited map editor, new modes, and achievements in the near future. HoN, in the words of Marc “Maliken” DeForest, CEO of S2 Games, “will never truly be finished.” This means that you can count on many new additions and features as HoN continues to evolve!

Although the beta has ended the game will continue to evolve :
Here is a sneak peak of things to come:

• Consistent NEW Content Patches
• Arranged Team Matchmaking
• Full Scale Support for Competitive Play (many tournaments and more in-game features to come)
• Achievements
• New Game Modes
• SDK (includes Map Editor) – Empowering players to create their own games and different modes.
• The DREAM Program (propose your own heroes to be included in the next patches of HoN).

About HoN
Heroes of Newerth is a Real Time Strategy/Real-Time Tactics online multiplayer game in which the player controls one of (at the time of writing) 64 heroes (many of whom are DOTA ports) and fights with his team against the other team (all of the team members controlled by humans).
Each hero has 4 different abilities and can level up, up to level 25 by killing other heroes and enemies.
The goal of the game is to destroy the other team’s main building.

There is a GNU/Linux Clan named Keepers Of The Kernel (KotK) you can join !



Heroes Of Newerth
GNU/Linux Clan Keepers Of The Kernel (KotK)

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

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

TheAnicentGoat from the #Freegamer channel at the freenode.net 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: www.planetmule.com .

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…

http://arstechnica.com/gaming/news/2…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…

http://www.gnu.org/thankgnus/2008supporters.html “

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

Unknown Worlds – the developers of the half-life Mod “Natural Selection” are working on a stand alone sequel using their own new engine.

Natural Selection 2 is an immersive, online FPS that pits aliens against humans in a strategic and action-packed struggle for survival.

The developers are indeed planing to make a GNU/Linux version :
“Right now it runs on Windows but we also plan on fully supporting OS X, Linux and Xbox 360.”

From Rock Paper Shotgun Interview :

“What does NS2 have to offer NS1 players aside from incredi-graphics?
We are mixing real-time strategy elements and first-person elements unlike any game before us. Like NS1, there’s a full tech tree, buildable structures, upgrades, 5 alien player classes and Commanders on both sides. We also are focusing on dynamic game elements, including dynamic infestation, weldable bulkheads and doors, a “power grid” that can shut down areas of the map and disable structures temporarily and the proverbial much more.”

And from Big Download interview :

What can you tell us about the game’s level deformation feature?
We have “dynamic infestation”, which is a bacterial goo that grows wherever the aliens go. It will break through welded doors, turn off lights, destroy computers and generally create chaos wherever it goes. Go to here to see it in action.

What other features do you think are important?
We have four “pillars” that we’re designing the gameplay around (link). The first pillar is “Two Unique sides”. Both sides (Marine and Alien), are totally unique. For instance, when playing as an alien, we will increase the field of view and blur the edges of the screen a little to make it feel like you have a different kind of animal perception than the humans.

The second pillar is “Real-time Strategy”. This is where our resource model, tech tree, buildable structures and Commander mode comes in (top-down view used by some players).

The third is “Dynamic Environments” which basically means the game will never play the same way twice. The dynamic infestation is part of this, as are weldable and breakable doors (for dynamic map routes) as well as lights, power sources, lifts, etc. that respond to the game events.

Finally, “Unlimited Variations” is our modding architecture. Our entire game is written in “Lua” script and will be released with the game, along with our level editor, script debugger and everything you need to modify NS2 or make your own game. Adding a new weapon is less than 100 lines of script. You can change the resource model, add new AI units, change any UI element, etc. Our game engine has no concept of NS2 at all – everything NS2 is written in script. So everything from Commander Mode to player movement code to weapons is all effectively open source and shipping with the game, so you can be sure players will add all sorts of new game modes, abilities, etc. Maybe we’ll even get our own “Counter-strike” on NS2!”.


Two Unique Sides
Whether you play as one of the elite marine Frontiersmen or the vicious alien Kharaa, you must use unique strategies and your abilities to win. Marines form persistent squads to find and destroy alien hives. Aliens can choose a wall-running Skulk, pudgy Gorge, flying Lerk, murderous Fade or gigantic Onos that can smash through doors.

Real-time Strategy
Commanders play from overhead to lead their team to victory. Build structures anywhere, collect resources and research upgrades. Marines buy weapons at an Armory or build sentry turrets and siege cannons to assault the enemy. Aliens build upgrade chambers, evolve special abilities and plant traps.

Dynamic Environments
Spreading alien infestation deforms hallways and causes space station power failure, turning off lights and shutting down marine powered structures. Use a flamethrower to clear infestation or weld a bulkhead shut for a last defense. Every game is different.

Unlimited Variations
WYSIWYG graphical tools and powerful scripting allow you to create new weapons, scenarios or entirely new games. You’ll get all our tools and Lua source code we’re using to build NS2. Ongoing automatic updates keep the game fresh by adding new maps, weapons and abilities.

Screenshots :






NS2 Website
NS2 Videos
NS2 Forums

The Second Antarean War is based on the free multi platform Panda 3D engine and while a closed beta was available the main developer decided to rewrite the game completely.
The main developer is developing this game on GNU/Linux and there will surly be a GNU/Linux client.
This game is still under development and probably won’t be free.

Second Antarean War is new type of game, a multiplayer online persistent tactical simulation, a game where you charge massive fleets into battle to protect countless outposts. This game is set in the Angels Fall First Universe that is known for its MODs and great artistic talent.

The story begins as the Antarean Empire declares its independence from the United League of Planets. Naturally war results; a war in which you can partake. There are only two sides, the Anterian and the League factions, that battle over countless star systms. The game focuses on team versus team combat, cunning wit and brilliant strategy, fueled by carefully planned and coordinated efforts. We might only focus on a small part of a greater story (link here), war amongst the stars, but we aim do it well. This combat filled period will be accurately modeled in this purely combat game.

In Second Antarean War, you battle for your chosen faction with and against players from around the world. You own and control your own ships which you can improve and repair between battles. They are fully persistent, always awaiting your, and only your, orders, even while you are offline. They will stay under your command until they are destroyed. Without new orders, they will follow old ones, thus ships will continue to move on the paths you assign and continue to fight the battles, even if you log off. Ships fight, and the war progresses whether you are playing or not.

Second Antarean War is in development stage yet progressing quite well with open beta to be announced soon. Please register and chat on the forums. More active participants will get invited first.

AFF began as a loosely affiliated collection of short stories set in an original sci-fi universe and has since branched out to encompass several projects including: a Homeworld2/Nexus total conversion that seeks to both re-balance and re-invent the game play of both titles; an Unreal Tournament 2007 conversion; and an Original Game (TG) and Engine. Featuring new units, weapons, and a brand-new, totally original universe, the AFF Project hopes to redefine strategic game play.

Screenshots :








AfterWorld is a Multi Player Online Game (MMOG) which is still in Alpha stages of development – but looks excellent !
It is being developed by a Russian group named “Dedicated Logic” using the cross platform Torque Game Engine.
A Linux client is promised upon Beta.

“AfterWorld” is an MMOG with some elements of RPG, first and third person shooters. It will take you to Earth’s apocalyptic future (AD 2060++); Mostly in the Far East – to be more exact in location.

There is no race separation in AfterWorld. In the very beginning all of the players are just humans, and with a minimal skill set. Whether you choose a male or female avatar, it will not give you any advantages or weaknesses. Of course, we want you to gain some individuality and be distinguished, so go ahead and choose your haircut, height, eye color, etc. Pick a stylish look.

In AfterWorld there are a wide range of occupations to choose from. You may become a noble merchant, clever fingered craftsman, famous cartographer, or even a hacker. Additionally you may spend a day (or even a week) exploring the severe lands inhabited by wolves and bears, hunting or digging for precious stones. Freedom of choice is the key feature of this world. There are no necessary quests to increase your professional skills, as you can improve your avatar as YOU see fit. Do not hesitate, and make your choice.

Internal currency brings the real economy into the virtual universe of “AfterWorld”. Sell hunted loot and buy ammo or use it to repair your weapon. Mined some rare ore or crafted a unique item? Sell it at a higher price or trade for it for valuable items. Commerce is an integral part of the gameplay.

You are welcome to participate in “AfterWorld” absolutely free. You will not be charged for client software or account registration, and there is no monthly fee. It is up to you to decide how much to spend. If you like to travel and explore the world it will be inexpensive. From another aspect, you may invest into your own business. Yes, you may start a real business in the virtual universe of “AfterWorld”! Made a profit? You can convert this internal virtual currency into real cash.

AfterWorld is a “free market economy” persistent-world massively multiplayer online game set in a science fiction setting of post-apocalyptic Siberia. The game currently features:

• A complex and unusual skills based role-paying system that involves more than a hundred different skills with each of them developing using unique game mechanics.

• An advanced craft system with branchy production chains currently containing thousands different items.

• A real-money trade in-game economic system designed in such a way that the resources farming does not ruin the balance but is a part of the gameplay for high-level characters.

• 18 picturesque locations covering more than 100 square kilometers of Siberian vasts.

The game is currently run at the Alpha stage, Beta version release is scheduled at the end of 2009.

Welcome to “AfterWorld”!

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