Thunderbringer: Let me answer your question.
90% probability that there won't be linux version.
99% probability that it will work fine with wine + dxvk.
longusnickus: reqs say WIN10. WIN10 could mean DX12. DX12 does not work on linux
lets hope they use VULKAN
I'd not read too much into the OS requirement here regarding the APIs they use. Microsoft discontinued support for older Windows versions than Windows 10, so most developers will only target still supported platforms for their software. As this is only Windows 10 even now, that's why the shop only lists this version.
Given they will also release the game for non-Microsoft consoles, using a 3D API that's portable would be a wise choice, so Vulkan really wins in this regard. It's already used by many other gamedevs (id Software as an early adopter, Unreal Engine 4 also now has a Vulkan renderer, TESO uses Vulkan, just to give a few examples). DirectX 12 is hardly used these days - it requires the same amount of work rewriting any existing engine than Vulkan, but only works on Windows 10 (not even on the Xbox One AFAIK, that only supports DirectX 11) - for other platforms you'd need to write a second, e.g. Vulkan-based, renderer.
That said, if they use Vulkan or DirectX 11, the game should run fine with Wine and DXVK.
Creating a native Linux version is a little more complicated. Not because supporting "unstable" Linux distros is a big issue as it's been ranted in this thread, but rather because developers use many licensed, closed source third party libraries in their games so they don't need to implement every little bit of code themselves. Sadly, most of these libraries are only available for Windows, and since they're not open source, also not easily portable. If you use only one of these libraries as a central building block in your game, you're locked to the platforms the library is available on. To make the game more portable, you'd need to replace the library with a portable one or rewrite it on your own, which might not be an easy task and not worth the effort, as it's always coming down to a ROI/business value decision: if making the game portable costs $500K (which, for a game project like this, is a rather low estimate), will the additionally sold copies cash in more than that cost? Probably not.
Being a Linux-only user for almost 20 years now, it's always sad to see efforts to support Linux come and go, but also being a software developer working on commercial (cross-platform) software, I really know the hardships associated with that, so personally I can fully understand CDPR if they decide not to release a native Linux version.