Written by CowDogGames
Table of Contents:
1. Screenshots
2. Installing on Windows Pc
3. Installing on Linux
4. System Requirements
5. Game features
6. Reviews
This guide describes how to use Steam Proton to play and run Windows games on your Linux computer. Some games may not work or may break because Steam Proton is still at a very early stage.
1. Activating Steam Proton for Linux:
Proton is integrated into the Steam Client with "Steam Play." To activate proton, go into your steam client and click on Steam in the upper right corner. Then click on settings to open a new window. From here, click on the Steam Play button at the bottom of the panel. Click "Enable Steam Play for Supported Titles."
Alternatively: Go to Steam > Settings > Steam Play and turn on the "Enable Steam Play for Supported Titles" option.
Valve has tested and fixed some Steam titles and you will now be able to play most of them. However, if you want to go further and play titles that even Valve hasn't tested, toggle the "Enable Steam Play for all titles" option.
2. Choose a version
You should use the Steam Proton version recommended by Steam: 3.7-8. This is the most stable version of Steam Proton at the moment.
3. Restart your Steam
After you have successfully activated Steam Proton, click "OK" and Steam will ask you to restart it for the changes to take effect. Restart it. Your computer will now play all of steam's whitelisted games seamlessly.
4. Launch Stardew Valley on Linux:
Before you can use Steam Proton, you must first download the Stardew Valley Windows game from Steam. When you download Stardew Valley for the first time, you will notice that the download size is slightly larger than the size of the game.
This happens because Steam will download your chosen Steam Proton version with this game as well. After the download is complete, simply click the "Play" button.
Deep in Enemy Territory is a Rogue-Like with simulation features that takes place in the Vietnam war, which is heavily inspired by Oregon Trail & Organ Trail. Get ready to struggle for survival in the dense jungles of Vietnam!
Deep in Enemy Territory is a VERY early access pre-alpha game. PLEASE DO NOT buy our game at this stage unless you are okay with playing an early unfinished build and want to:
Assist with testing
Support our team
Help shape the game with feedback
Deep in Enemy Territory puts you in the boots of a United States soldier, stuck Deep in Enemy Territory.
Taking inspiration from the likes of Oregon Trail, and Organ Trail, with an all new perspective and take on the genre!
Deep in Enemy Territory is the next generation of Oregon Trail games, by adding new mechanics and more advanced, randomized scenarios.
If you love Oregon Trail, you are absolutely going to love Deep in Enemy Territory.
Much like Oregon Trail or Organ Trail, the player must get back to their main operating base safely.
Everything the player does is taken into a account to give you a score, which will be logged in your personal bests, and eventually we would like to implement an online leaderboard.
10+ character classes
50+ unique encounters
Hunting/fishing mechanics
First aid mechanics
Camping mechanics
Scouting Mechanics
Advance blood and shock system
10+ stats
20+ unique Skills
Skill checks and dice rolling, inspired by my favourite TTRPGs
Xbox controller support!
Steam achievements
Leaderboards
Cloud Saves
Improved handmade pixel art
More unique encounters
Mini games for certain scenarios instead of skill checks! (Difficulty of mini game scales with relevant stats, so still a skill check to a degree)
PlayStation controller support and full steam controller support
Support for other languages (French and Spanish)
First of all, thank you so much for your interest in my game.
I want the community to be involved in making this a great game, and a worth successor of Oregon Trail. We will actively communicate together on the Steam Forums, as well as a Discord.
We believe in fair pricing.
With the pre-alpha launch, we will release the game at a cheap introductory price.
As features are implemented, and the game is polished, the price will of course raise.
We currently are using generative AI for the pixel art. The model we use is Retro Diffusion, a high quality tool using art that is all legally owned by Retro Diffusion.
AI generated art will only be used for the advertising art, the landscapes, backgrounds, main menu, and cut-scenes.
The direction we want to go in is generated landscapes, with hand drawn animated basic pixel art for scenes, as currently there is no way to lock-down style using AI generated pixel art.
If the game makes enough money, we want to pay an artist to replace all the placeholder art!
We also used AI to help with the programming. Claude Sonnet 3.7 and some Claude Sonnet 3.5
Honesty is our policy.
The actual writing, creative direction/planning, game design, and gameplay loops are all human made, for better or for worse!
Due to the pre-alpha nature of the game, art and content may change, hopefully to human made pixel art!