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Скачать игру Timmy Bibble's Friendship Club [Steam Early Access] v07.01.2016 - игра на стадии разработки

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Игру добавил Elektra [7719|138] | 2016-01-08 (обновлено) | Аркадные шутеры (2189) | Просмотров: 9048

Timmy Bibble's Friendship Club [Steam Early Access] v07.01.2016

• SGi навигация / Navigation:
• Разработчик / Developer: Force Of Habit (2)
• Жанр / Genre: Аркадные шутеры (2189); Сетевые / ХотСит (2286)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 65.40 Мб.
• Похожие игры:
- Gundemonium Collection dc110927
- ClusterPuck 99 v1.5

Timmy Bibble's Friendship Club - мультиплеерный (от 2-х до 4-х игроков) bullet-hell шутер с 6 режимами игры.

Эта ПЛАТНАЯ БЕТА-ВЕРСИЯ доступная предзаказавшим игру, а не демо-версия, которую можно скачать с официального сайта разработчика.

Игра ОБНОВЛЕНА до v07.01.2016. Список изменений здесь.

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Язык: Английский.


Build 21:
New things:
• Lots of new and updated furniture!
• Turbo bullets (large) can now blast through furniture and walls!
• Tasty-biscuits Statistics menu!
• Set your name in the game. Youtube-friendly feature.
• More in-game statistics! More juicy pies.
• You can now (sort-of) hotplug game controllers.
Art:
• Updated custom in-game font to have accent characters. This will be useful down the line when we localise the game.
• Icons for unlimited ammo, hardcore modifier, furniture destroyed, bullets fired.
Code:
• Added all the new furniture.
• Made turbo bullets go through furniture and walls.
• Players can now set their names in the options.
• Bubble particles in the speed machine are now batched into the same draw call.
• Added cursory support for 8 players. We have debug builds where this is enabled.
• Fixed a bug in the HSV shader where switching back to regular texture shader broke everything.
• Added AngelScript library for both Windows and OSX releases.
• Added AngelScript bindings for lots of engine functions (input, rendering, filesystem).
• Debug builds now work properly on Windows again. Whew! They were totally broken for ages.
• Max gamepads set to 10, not 16, 32 or some crazy number.
• Project path is now relative instead of fixed.
• Added catmull-rom and bezier spline functions.
• Added some more matrix multiplication functions.
• Added basic Scenegraph functionality.
• New Gamepad configuration helper. If you gamepad doesn't work with Friendship Club, go here[forceofhab.it]!
• Added support for Rock Candy (PS3) controller and another (more generically named) gamepad.
• Moved Stencil shader into ARK2D library.
• Touch control functions are now loaded in dynamically. Friendship Club doesn't use touch controls, but our first game Toast Time did. This would have caused you problems if you tried to run Friendship Club on a Windows Vista machine.
Misc:
• Our press management system now automatically tracks game coverage from websites, blogs and YouTube channels.
• We can add coverage items in manually and remove false positives.
• We also include a "thanked" field to make sure we do not become horrible people.
Build 19:
Bug Fixes:
• Finger of God kills now spawn the correct armour gibs.
• Team hats now appear on top of armour. Always.
• Fixed Relaxed Play freeze bug that happens at the end of a game.
Code:
• We now show the speed at the bottom of the screen in expo mode.
• Added debug keys for character select. Hit 1, 2 and 3 to move characters onto rugs quickly.
• Implemented new options screen.
• Implemented Hardcore modifier.
• Implemented Unlimited Ammo modifier.
Art & Animation:
• 4 more bullet colours
• 4 more bullet reticules
• 4 more bullet reticule pips
• 4 more bullet casings (timmy's house)
• 4 more bullet casings (the wonky wagon)
• 4 more character skins
• 4 more character avatar heads (happy, neutral, sad)
• 4 more character select heads
• 4 more round win coloured stars
• 4 more rugs (timmy's house)
• 4 more rugs (the wonky wagon)
• 4 more coloured team hats.
• 4 more finger of god skins.
• 4 more game win drop-down skins
• 4 more game win drop-down avatar faces (empty)
• 4 more character gib sets
• 4 more character "gun charging" animations
• Improved icons for Armour modifiers.
• Removed shadow from Finger of God spawn animation.
• Updated game fonts to include < and > glyphs.
• New options screen!
Audio:
• Integrated first FMOD sound events to be triggered from Spine keyframe markers (pictures in Timmy's house are now made of numerous sounds, meaning they stay in time with animations at all speeds).
• Experimented with applying game speed to manipulate reverb settings (nothing added now, but will be in future).
• Set-up keyframes in quickdraw animations - now awaiting new sounds to be designed and added
• Reorganised VCA routing in FMOD so that ground gibs (tables etc.) have a small amount of reverb added to them (room sounds will have reverb, character sounds will be dry by comparison - gives seperation and sense of immersion)
• Experimented with bullet-ambience (an event that creates a gentle hum depending how many bullets are in the map and is to control other sound groups volumes and possibly effects)
Build 18:
Code:
• Armour gibs!
• Armour hit points / health system implemented.
• Armour sounds implemented.
• Added stats screen graphics to preproduction.
• Disabled story screens.
• Added broken gun gibs. (People thought you could pick up guns!)
• Pressing the Start button while in options now returns players to the previous game state.
• Left bumper now longer goes to Advanced Modifiers.
• New font used on end-game drop-down overlay.
Art & Animation:
• Armour pass 1.
• Armour pass 2.
• 5 paintings animated for Timmy's House arena.
• "Quickdraw" timer for The Wonky Wagon updated to include shards of wood.
• New dash animation done in Spine.
• New furniture to include in Timmy's House arena. TV, 2x armchair, desk lamp, 2x floor lamp, globe, others. (not yet implemented!)
• Updated Finger Of God holes in the floor.
• Armour "hit" effect added.
• Piano and Bar in The Wonky Wagon recoloured.
• New "floor lights" for Nana Rickett's in The Wonky Wagon.
• Icons for Assassins and Armour modifiers.
Audio:
• Sound effects for dash changed when players are wearing armour. These are unique to each character!
• Sound effects for being hit by bullet while wearing armour. These are unique to each character!
• Bullet sounds are now affected by the game speed.
• Turbo Bullets also have new, more impactful sounds.
• Added a compressor / limiter on the master output to prevent issues with levels and make it sound lush.
Misc:
• Set up Git for the game project (finally)!
• Set up Git and FTPloy for the website deployment.
• Tom finally bought a standing mat for his standing desk.
• Updated descriptions of Game Modes.
Build 17:
Code:
• Started some LAN/online multiplayer code to "test the waters". https://twitter.com/ashleygwinnell/status/583399742425669632
• Changed Last Man Standing modifier to "Last Friend Standing"
• Added descriptions to all Advanced Modifiers.
• Added keyboard & mouse controls to the game. This helps people play who only have one controller!
• Moved debug keys away from WASD so they don't accidentally activate. (Windows only).
• Fixed bug where hitting LB to get to Advanced Modifiers during a menu transition made the screen get stuck offscreen.
• Added "Criss-cross" game mode!
• Fixed "relaxed play" advanced modifier.
• Fixed "target" and "timer" advanced modifiers, and re-added bully mode.
• New head/rug positions on character select.
• New display position for team hats on character select - they've been put in the tooltips.
• "New Custom Mode" added to mode select.
• Hidden text labels for good on the mode select screen. It makes more sense to do so now that the "new custom mode" option is in.
• Fixed a bug where right triggers weren't working on wireless Xbox 360 controllers.
• Added "impact" effect that triggers when players die.
Art & Animation:
• Generic armour for testing.
• Different armour for each character! It's so pretty (and wacky). Ooooooh.
• New player death pop animation created and implemented.
• New player headbutt rebound spark animation created.
Build 13:
New Features:
• Assassins mode!
• Team hats are now on the characters in-game. Just like this.
Known Bug/s:
• Sometimes the scoreboard processes in the wrong order in Assassins mode. Lucky it's just a visual glitch! :)
Bug Fixes:
• Fixed bug where Finger Of God could not kill Nana Ricketts.
• Fixed bug where Finger Of God spawned twice when a player was killed by a dash/headbutt.
• Fixed bug where Finger Of God spawned when a round was over. e.g. in a 2 v 1 team game when the 1 player died.
• Fixed bug where loading appeared to never get past 92%.
• Fixed bug where incorrect score showed in the avatars during Deathmatch games.
• Fixed bug where killing oneself or a team mate counts as a kill in Deathmatch games.
• Fixed bug where respawn animation finished early because of player movement in Deathmatch games.
• Fixed bug where team hats did not reset on respawn in Deathmatch.
• Fixed bug where first frame of animation showed (or appeared to show) on a player's respawn in Deathmatch games.
• Fixed art bug where Wonky Wagon corner tiles were ever-so-slightly off-coloured.
• Fixed bug where Canardinal's hat changes (wrongly to a viking) on the Character Select screen.
Code:
• Added visual swing to the Finger Of God.
• Refactored God & Accelerating bullets into Turbo Bullets properly.
• Implemented basic end-game/summary stats screen with kills/deaths on.
• Implemented "near miss front" and "near miss back" animations.
• Created Arena Select state/class for future menu stuffs. Tied in summary/character-select state so they all go back to the correct (new) menu screens.
• Created "Wobble" class. This is used on the advanced modifiers screen and on a whole bunch of new menus.
• Adjusted "drag" to the Finger Of God rendering.
• Added delay between death and respawn in Deathmatch.
• Implemented "corners" rug positioning modifier.
• Refactoried end-round scoreboard updating/rendering out of the in-game state and into it's own class.
• Refactored score variable from the Player class into the InGameState - Scoreboard class. This reduces confusion between Player score variables and Team score variables. (They're essentially the same, now).
• Implemented "Assassins" score system to go alongside Last Man Standing. Explanation above.
• Implemented "floorboard cracks" for the Finger Of God.
• Added "everybody alive wins" timer action / score mode.
• Created "Nudge" class. This will be used on the new menus for extra juiciness!
Art:
• Crypt furniture: Coffins, ghosts...
• Turbo Bullet icon.
• Finger of God floor cracks and gibs.
• Dream machine for mode select almost finalised.
• Items/objects for world select sketched.
Animation:
• Falling into Crypt pits animations (forward & backward).
• Attempted "spinning room" start screen.
• Created and exported the new menu pre-vis.
• Started creating a respawn effect in Spine.
Misc:
• Blog post about our Cornwall holiday published and cross-posted to Game Jolt Indie DB.
• Blog post about Inverse Kinematics, written, published and cross-posted.
• Blog post about the creative production of Friendship Club, written, published and cross-posted.
• Discussed Early Access release plan/marketing and sorted out 2015 year planner.
• Added Creative England text to website / marketing materials.
• Prepared full accounts for Creative England meeting.
• Feature list for Creative England r.e. 2015 release plan.
• Timesheets for predicting 2015 release date.
• Neon Caves port evening work.
• "Cognitive space" of menus written up.
• Put up Christmas decorations in the studio.
Build 12:
New Features:
• Turbo Bullets mode.
• Finger Of God!
Bug Fixes:
• Fixed bug where Nana Ricketts killing characters could crash the game.
Code:
• Relaxed Play modifier.
• Timelord modifier.
• Square wave / turn based play modifier.
• Added statistics behind the scenes in the game code.
• Modified character select UI/UX a bit so you can back out of it by pressing B.
• Added "bullets always bounce on walls" modifier. (It's not so fun so may take it out)!
• Working on new general menu screen.
• Added icons to the Advanced Modifiers screen.
• Implemented a whole bunch of animations
Art:
• Finger Of God in various colours.
• Crypt lava pits.
• Crypt floor tiles.
• A tonne of icons for the Advanced Modifiers screen.
Animation:
• Near Miss Bullet (front) character animation.
• Near Miss Bullet (back) character animation.
• Falling into pits character animation.
• Respawn character animation.
• "Ready" character animation for character select.
• "Ready (double deffos)" character animation for character select.
• "Ready (double deffos, bam bam bam)" character animation for character select.
• Finger Of God idle animation. It's wobbly!
• Finger Of God squish animation, using Inverse Kinematics.
• Rug rollup animation for Timmy's Bedroom is now done in Spine (instead of AfterEffects).
Audio:
• Sampled and indexed a bunch of old records. We're up to like 600 samples now.
Misc / Completely Unrelated:
• CORNWALL!
• Toast Time released on Linux.
• Toast Time update pushed out for Android. Fixes Lollipop slow-motion bug.
Build 11:
New Features:
• TEAM PLAY! Get your 2v2 and 3v1 and 2v1v1 on.
• Simply stand on the same rug on the Character Select screen!
Bug Fixes:
• You can now recharge bullets again in Trick Shot mode.
Code:
• Implemented 3 player teams. (e.g. 3 vs 1).
• Integrated team play features into the Character Select screen.
• Implemented first pass of advanced modifiers screen.
• Added (currently hidden) Friendly Fire modifier.
• Updated the summary screen to show "team name" of the winners (if playing a team game, of course).
Art & Animation:
• Base hat graphics for team play features. It'll look a bit more like THIS when it's finished.
• Started on the Crypt tileset.
• Researched particle system editing tools.
• Created some flamin' hot fire animations for the Crypt.
Design:
• Upfront design work for the Crypt arena.
• Types of level layouts concepted and planned (using Tiled).
• Figured out gameplay dynamics and arena objects.
• Figured out a cool & illustrative lighting style.
Misc:
• Nick tidied up the cupboard.
• Ashley moved into the other room for a short while.
• Set up and installed local network drive that syncs to the cloud so we can work seemlessly without the internet (at least we hope).
• Printed and stuck up mood boards on the walls for the Crypt arena.
• Cross-posted previous blog post all over the interwebs.
• Posted to Vine about Friendly Fire modifier.
• Set up a system for recording four player gameplay of the game with each playing on their own mic.
Build 10:
New Features:
• Nana Ricketts arrives at The Wonky Wagon!
• Heads are now randomised in the Character Select screen.
Bug Fixes:
• Old Man Ricketts "magic tooth" animation bug fixed.
• Players are no longer sometimes put on the wrong rugs in Standoff mode.
• Avatar box names stopped working and now they work again. (Thanks Stumpt for the bug report!)
• Bullets no longer get stuck in walls at 200% (we hope).
• Player gibs no longer spawn outside of the walls (again, we hope)!
• Player shadows now render on-top of fallen paintings in Timmy's Bedroom.
• Fixed bug where character heads didn't respawn in character select if they weren't in the right place (e.g. Chud wouldn't respawn if he was in slot 2).
• End round stars/score display now shows the correct score in the event of a draw.
Art:
• Nana Ricketts - door silhouette
• Nana Ricketts - fallen back on the floor.
• Nana Ricketts - floor lighting
• Nana Ricketts - dual pistols at different angles.
• Nana Ricketts - intro overlay.
• Updated Old Man Rickett's avatar face for about 4 different places. His face is skinnier now, don't you know?
Animation:
• Nana Ricketts - entrance animation.
• Nana Ricketts - shoot, kill and exit animations.
Audio:
• Voice recording session for Nana Ricketts. Check out this Vine.
• Nana Ricketts entrance sound.
• Nana Ricketts death sound.
Code:
• Added "expo mode" checkbox to debug menu. No interaction within two minutes quits to splash screen.
• Added "watched variables" to debug menu. This is super useful.
• Refactored build system for Windows & Mac.
• Downloaded FMOD & FMOD Studio libraries for Windows and Mac and integrated them into the project.
• Started implementing FMOD "sound banks".
• Character Select screen now cannot go "back" unless everyone has their head off.
• Character Select screen now cannot go "forward" if someone has a head on but is not on a rug.
• Started new modifier menu controls from last week (no visuals).
• Nana Ricketts - gun aiming / arms ellipse.
• Nana Ricketts - guns flashing when she shoots.
• Nana Ricketts - shell casings fly out on both sides.
• Nana Ricketts - animations implemented.
• Nana Ricketts - spawn behaviour (global timer, only with certain modes/modifiers).
• Nana Ricketts - only spawns once per game if she dies.
Misc:
• Investigated FMOD licenses and hurray we got one!
• Emailed Jerry at Choosatron R.E. a multiplayer mixer.
• Emailed Stumpt a message of admiration, gratitude, other things. They so cool.
• Exhibited at the Bath Digital Festival launch event.
• Exhibited at GameCity for a few hours. Check out the Force Of Habit blog for write-ups on the things we saw.
• Renewed timmybibble.com domain name!
Build 9:
New Features:
• Character select!
• Oscillating game speed setting.
• Paintings fall off the walls in Timmy's Bedroom.
Art & Animations:
• Headless character idle/run animations for character select.
• Headless character "picking up head" animations for character select. One for each character!
• Uniform avatar boxes for the corners. This is needed so players can be placed in any corner.
Audio:
• Headless character gibberish screaming.
• Headless character smooth jazz voices.
• Character select audio. Drum loops, jazz bass samples.
Code Refactoring:
• Refactored game modes into list of Modifiers.
• Refactored in-game state into Arena, Arena Grid, Arena Line Manager.
• Refactored Player into Agent, Player, Enemy ready for "Nana Ricketts" implementation.
Other things you won't see in the game yet but are still sort of cool to talk about:
• Code: Made Nana Ricketts more "human" in her firing behaviour. She now targets the two closest players.
• Code: Fixed bug where vases weren't on sidetables. (This was introduced by the refactoring...)
• Code: Fixed bug where reticule would go through breakable walls. (This was introduced by the refactoring too...)
• Art: Vertical breakable walls.
• Animation: New design of Quickdraw countdown timer.
• Audio: Saloon music slightly remixed.
• Misc: No longer using Mural.ly because the free plans are gone and it costs way too much.
• Misc: Printed a bunch of stuff for an actual physical mood board.
• Misc: Moved project roadmap to Google Drive document.
Build 8:
CODE
• Pro tips show on the loading screen.
• Fixed bug where bully mode countdown timer was sometimes purple in The Wonky Wagon arena.
• Started implementing "dream objects" in the arena backgrounds (for lack of a better term).
• Started implementing "falling painting" in Timmy's Bedroom arena.
MISC
• Tidied up pre-production folder structure.
• New badge design concepts.
• Ordered new badges for future events as we ran out (of 400!).
Build 7:
ART
• Base tileset.
• Destructible walls (23 sprites in total, which break into 13 gib pieces!)
• Wall objects (5 objects, which break into 20 gib pieces!)
• Other objects. Tables, chairs, bottles. (9 objects, which break into 34 gib pieces!)
• Piano!
• Batwing doors.
• Brown bullet shell casings.
• Bearskin rugs and "pop" created in Spine so they're SUPER SMOOTH!
CODE
• Procedural generation ruleset.
• Tweaks to procedural generation ruleset.
• MORE tweaks to procedural generation ruleset. (It's still not perfect, but we'll adjust it over time.)
• Saloon doors required overhaul to shonky wall / edge rendering.
• Destructible walls implemented.
• All of the art objects implemented with the SO MANY gib pieces.
• QUICK DRAW standoff mode.
SFX
• New Music for The Wonky Wagon.
• All of the art objects needed SFX for when they areSMASHED!
• Menu SFX
Quick Draw standoff mode timer countdown, and gun jamming.
BUG FIXES / OTHER BITS
• Instructions screen now includes mention of charging the gun on rugs.
• Updated menu screen with game mode descriptions.
• Windows build will now run on PCs with OpenGL 3.1 (previously required 3.2).
MISC
• We went to MULTICLASH!
• We went to Wales Games Development Show! (and had to type up the mailing list).
• We made a poster for BVGS #3.
• The FREAKIN' AWESOME trailer!
• Other bits noted are specific tweaks to the procedural level generated, which needn't really be listed here.
Build 6:
Code
• Collisions now take place in 3D SPACE! Total overhaul.
• Rugs now roll up in the saloon. (For some unknown reason, they didn't before.)
• Destructible walls now fully implemented. (Goddamn that took a lot of work.)
• A piano now features in the saloon arena.
• A bar now features in the saloon arena.
• Fixed a bug where the corner avatars would be the wrong highlight colour after a game was won.
• Players can now add their names into the game by editing data/data.kpf keys "p1_name", "p2_name", etc. This only supports names that are 3 letters long.
Art & Animation
• Separated vase and lamp from sidetable and bureau. (They can now be shot off the tables.)
• Saloon recolouring tests.
• Sophie's line art style Chud design. We'll share this one on the weekend.
Press / Promo / Misc
• Typed up Mailing List from Games Britannia.
• Poster for BVGS #2.
Build 5:
Code
• Options screen/menu graphics implemented in-game.
• Made "Shonky Walls" work in-game.
• Updated Windows for shonky walls work -- had to update Win32 windowing code to enable multisampling.
• Bullets now appear as silhouettes behind walls.
• Implemented new dash & headbutt animations.
Art & Animation
• New end round star for Saloon arena.
• New dash animations that are unique to each character!
• New headbutt animations that are unique to each character!
• New shoot animations.
• MYSTERIOUS CHARACTER design for Saloon arena.
• Big batwing door design for Saloon arena.
Audio
• Implemented "recharged" sfx.
• Some music sketches. Not for any event inparticular.
Press / Promo
• Poster for Bristol Video Games Social event (above)
• We went to Radius Festival!
• A photo of our table at Radius Festival.
• We were on the Radius Festival Livestream. (~2:37:47)
• Mentioned by Keith Stuart in Not A Game podcast.
Bug Fixes
• Fixed bug where the game would still play the shoot sfx if the sfx were switched off.
• Moved decorations in Timmy's room to a separate spritesheet which has the correct scaling/interpolation. They will no longer look really pixelated when scaled.
• Rugs no longer overlap in Wonky Wagon Saloon.
Misc
• Toast Time iOS/Android update sent out to testers. (Hurray!) A whole bunch of bugs fixed, and then finally submitted to the App Store!
Build 4:
Code
• New Bullet shells/casings implemented (as in gif above)
• New character silhouettes (as in gif above).
• New options screen implemented. (There are options for toggling music/sfx as well as fullscreen mode.)
• Moved taunt to D-pad to stop people accidentally triggering it.
• Fluid camera toggle (hidden away from you for now).
Bug Fixes
• Taunt will now correctly play in trick shot mode.
• Rugs will no longer spawn on top of each other.
• Catching a bullet in Bullet Hell mode no longer resets your ammo back to 5 (if you had more than 5).
Art & Animation
• Bullet casings (as in GIF above).
• New options screen.
• Paintings falling off the walls in Timmy Bibble's bedroom arena. (Not yet implemented).
Misc
• Nice article in The Guardian.
• Let's Play #1 by Stumpt Gamers -- WATCH THIS.
• Let's Play #2 by Stumpt Gamers. This one is just as good.
Build 3:
Art:
• Taunt character animation
• Taunt bubble animation
• Updated face animations. (Shakey Jake's wonky jaw).
• Updated run animations. (Leg is bendier, more like the jam version).
Code:
• Taunts! (Hit R3 to taunt)
• PS3 controller support on Mac.
• End-game face animations now play for the proper amount of time and do not get cut short.
• New shadows under sidetable/bureau gib pieces.
• Stars in the avatar/corners are now coloured for each player (instead of white).
• Players can no longer walk "behind" books on the floor.
Misc:
• Game submitted for Creative England GamesLab funding.
• Submission to Radius Festival.
• Sent build to Expansive DLC website.
Known Bugs:
• Taunt does not play in trick shot mode.
• Rugs sometimes spawn on top of each other.

Timmy Bibble's Friendship Club is a 2 - 4 player bullet-hell arena shooter, set in the imagination of young Timmy Bibble.

Play as Chud, The Canardinal, Old Man Ricketts and Shakey Jake, all voiced by the legendary Tom Boot.

Fire bullets that bounce forever. Catch bullets with supreme agility. Headbutt your opponents, like a baus. Be the best friend ever for Timmy.



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Комментарии игроков (4 шт.)

От: xlebushek [0|6] | Дата 2015-06-01 01:45:45

Репутация
0
мультиплеер робит?
От: Phoenix97 [6|3] | Дата 2014-11-18 20:13:21

Репутация
6
Отпишитесь что ли, как игра вообще?)
От: KartoShka [11|19] | Дата 2014-10-25 13:58:25

Репутация
11
Крутая игрушка, с друзьями поорать можно.
От: Volk-e-r [1|3] | Дата 2014-05-22 17:36:03

Репутация
1
20мб бета-версии, супер графики и крутейшего геймплея стали платными.