Substance does work on Linux, at least the old Allegorithmic versions had dedicated Linux installers. If you still have a key you can get them from here: https://www.substance3d.com/legacy-builds/
Supposedly the steam versions still support Linux, I'm not sure if that is through the proton emulation layer or if it's dedicated, but that is also an option. Proton is really good at this point.
I've been running Linux for about a year now and I haven't done too much dev work on my personal PC (so grain of salt) but I have manged to get marmoset and zbrush up and running through bottles. Everything else I run has native support.
A lot of programs have native support: Maya, Blender, Pureref, Substance Suite (allegorithmic versions) Unreal, Davinci Resolve, Unity, Unreal, GoDot, Inkscape, Krita, Gimp, OBS, Discord. Installing on linux can be a bit of a process, but depending on the distro you choose it might not be so bad. I'm using Endeavour OS (which is Arch btw)
The older Adobe CS suites (non-cloud versions) work well with wine as well. Though I've kind of given up on my old version of Photoshop CS5 as the license server shutdown means I've lost one of the possible installs. Krita has fairly decent PSD support and Gimp has made some improvements and I'm giving those a try in the mean time. As a former 3DS person, blender has completely taken over my 3D modeling and it's come a looooong way.
Starting to get somewhere with the Sewer environment. I sculpted the fan and made a stone wall tileable in Zbrush and set up world aligned textures to avoid weird seams. Also sculpted/textured some mud piles for the ground, but I think I'll edit these since they look very low poly when i actually put them in lol. I can't decide whether to create a kit of unique pipe pieces or just make a couple of battered materials and add unique elements with normal decals. I'm going to use decals for all of the grunge/panel seams on the walls.
Getting close to CET zero hour, when the fairy godmother has to repossess the pumpkin.
Unfortunately (or fortunately) we're using forum software that doesn't support alternate theming. It's all or nothing folks. We could upgrade to the latest forum software, but their new theming system is really terrible. We'd have a ton of wasted whitespace, for one, and no fun theming stuff like this. So we've stuck with the old (now unsupported) styling system.
Anyhow, thanks for hanging in there, until next year!
Genuinely fantastic so far. I love the project, feels incredibly nostalgic and I think you are nailing a million things in execution. Really liking the depressing diorama feel to this whole thing. It does remind a bit of half life, and I am also getting some project zomboid vibes, which is an insanely atmospheric game, despite looking pretty flat.
One point of general feedback though, would be to try and incorporate some kind of a gentle curve into the environments. Tire tracks, eroded embankments or paths or anything that would let you make bigger sweeping curves that break the lines. As well as a bit more deliberate foliage placement like @sketchem mentioned.
Games in general tend to look incredibly angular. All texture directions are either perpendicular or parallel and this tends to make things look a bit constructed and directed. A lot of games solve this with hanging cables or sweeping thick hoses. Cloths and things tend to work as well. I like using spline decals to do it to incorporate it into the ground. There are a million ways to do it but usually when you find a way to organically break the lines you can usually bring environments to the next level. Still though, very nicely done so far.