Create an account


Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 19,713
» Latest member: CryptidDitpyrc
» Forum threads: 21,413
» Forum posts: 22,179

Full Statistics

Online Users
There are currently 840 online users.
» 0 Member(s) | 837 Guest(s)
Applebot, Bing, Google

 
  News - Report: Steam’s ‘Curator Connect’ overhaul is now live for devs and curators
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: Lounge - No Replies

Report: Steam’s ‘Curator Connect’ overhaul is now live for devs and curators

Without much pomp and circumstance, Valve has seemingly flipped its ‘Curator Connect’ system live for both developers and curators on its digital distribution platform.

Curator Connect aims to introduce a handful of changes to Steam’s existing curator system and ultimately make it more useful for curators and game developers alike. The program launched into a closed beta back in October, but Kotaku UK reports that the system has been released outside of beta and is seemingly now open to all developers and curators on Steam.

On the developer side of things, the program aims to help developers overcome discoverability woes by making it easier to connect with relevant Steam Curators. 

Nested under Marketing Tools and Data in Steam’s developer options, Curator Connect gives developers the ability to search for curators by name, operating system, language, or curator-specified tags. From there, they can verify a curator’s reach and identity through linked social accounts and add them a list of preferred Steam Curators.

One of the major perks of the new system for developers is that they are now able to build lists of curators and send copies of their games directly to those folks from within Steam itself. Ideally, this lowers the risk that a game code will hit the inbox of someone faking their identity or fishing for codes to be resold on third-party websites. 

Developers are also able to apply descriptive tags to their own games with the goal of helping interested curators find games relevant to their expertise and audience. Curators also receive a number of new features that could boost visibility for games on Steam such as the ability to embed videos, group relevant reviews, and view more data about their followers.

Print this item

  News - Finding the right beats in Cosmo D’s surreal The Norwood Suite
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: Lounge - No Replies

Finding the right beats in Cosmo D’s surreal The Norwood Suite

“I think I’m looking at what games can do from a similar wide-eyed place as people who make immersive sims, but I’m coming at it from a different angle,” says game designer and musician Greg Heffernan, aka Cosmo D.

“Games like Thief or System Shock emphasized player agency, narrative structure, and a loose framework to traverse that structure. When I play a jazz piece, I feel a similar sense of openness and decision-making over a set musical framework.”

With his musical background, Heffernan wanted to further delve into that sense of exploration felt in both music and games with The Norwood Suite, which debuted in October. 

Norwood Suite is a spiritual/direct sequel to Cosmo D’s Off-Peak, another game of hidden nooks and crannies. Through a place that opens up as players poke and prod at its secrets, and music that further deepens as players do so, Heffernan hoped to create that same sense of musical exploration in playing a piece through a world that emphasized and rewarded curiosity.

​The Norwood Suite takes players to a secluded hotel on what appears to be a simple errand, but through curiosity draws them into the lives of the guests and the almost surreal architecture of the hotel. That curiosity not only lets players see more of the hotel and learn more of the stories that are whispered in its walls, but also leads them to explore the game musically, as every new development brings with it some piece of music or sound that adds to the songs of the hotel.

A Background In Song

“Starting out as a classically trained cellist from a young age and traveling through various musical worlds over the years, music has always been a big part of my artistic and professional life. The appeal to fuse it with the rest of the game’s design came from the fact that it felt completely natural for me to do so,” says Heffernan.

Music had long been important in Heffernan’s life, and that love of it gave it an importance in all of their artistic explorations. This is what lead to the creation of Off-Peak, a game where players could explore a train station filled with music, records, lives, and messages. It, too, would open up and reveal more secrets, hidden places, and music as players looked around. 

It wasn’t quite all that the developer wanted from the experience, though. “Off-Peak was my first actual game and my design abilities were relatively limited when I was making it,” he says. “With The Norwood Suite, I wanted to a make a longer, commercial-length game in the same style because I felt like Off-Peak’s mechanics were calling out for iteration.”

“Specifically, I wanted to create an inventory system where you could pick items up in the world and be able to give them to characters. I also wanted to create the ability to eaves-drop and interrupt conversations, whereas in *Off-Peak* the conversation system was more binary and less reactive,” continues Heffernan.

One more design decision, though, would reach the heart of what Heffernan wanted from the game’s world – one that would let him infuse music into more of the player’s interactions within it.

“Most importantly, the way I handled in-game dialog was completely re-worked for The Norwood Suite. Words appear one at a time,” he says. “And the appearance of each word is punctuated by samples of musical instruments, in tune with the diegetic music emanating from speakers throughout the hotel. You can hear the influence of both Killer 7 and the old Charlie Brown specials in this approach.”

Like the kind of exploration Heffernan mentioned about playing the jazz piece, this musical touch to the conversations players joined or overheard would let them explore music as it is played live. How does interacting with this one character alter the music? What does it sound like when I stand near this group and listen in? While players are learning more about the characters’ stories, these stories also form the fabric of the music, creating new tones through simply listening along.

Here, there is a dual exploration. It’s players delving into character stories to learn more about them, but there is also the choice to listen to someone just to hear what they add to the music. It’s an exploration of tone and sound at the same time as story, yet music also tells its own story when played, as well. It draws the player into an approachable instrument with the game’s world and characters, and lets them feel what it’s like to wander through music of their own creation. 

“My goal is for the game to provide a sustained sense of ‘whoah’-ness for players,” says Heffernan. “I want them to discover a point in the game and go ‘whoah’, then another point and go ‘woooooaaahhh’, then another with a ‘what!?’ and then maybe a ‘hmmm…’ and it would just be a steady wave of those feelings. I want players to feel this when they hear dialog, find items, unlock new rooms, discovered secret passages, or learn new plot revelations. Music is essential in scoring and reinforcing every one of these moments.”

A Character’s Song

Nothing was wasted in the player’s journey through the hotel – each step deliberate, and another part of the grand song that is The Norwood Suite. “The architecture was inspired by a melange of things,” says Heffernan. “The Hotel Chelsea in New York, the mountain lodges in the Catskills of Upstate New York, the Ozawa Hall at Tanglewood in Massachusetts, the interiors of hotels in Wong Kar-Wei films. Maybe a dash of the Overlook and the Great Northern, too. It’s a big soup.

“Yet, all of those places, whether real or fictional, had space for some kind of music in them, and I just wanted to dial that aspect up with this game,” he continues. “And yet, despite all the surrealism, I still want there to be a functionality to the Hotel Norwood. Believe it or not, nothing in the Hotel Norwood is there just for the sake of being there. Everything has a purpose.” 

Key to filling this place with song in an interactive way was through each character adding something to the music as the player listened to them or engaged with them. Every interaction with character would be a way for the player to alter the music, then, creating a new tune based on who they wanted to listen to.

This isn’t just about adding to a central piece of music, though. Like all art, musical taste can tell someone a lot about a person, and Heffernan put this to work in the game as well.

“I’ll point to the dialog system as the clearest embodiment of this,” he says. “It allowed me to develop people’s personalities through what instrument I’d choose to represent them.” 

“For example, if we look at the two people at the front desk, each one is represented by a unique electric organ, made popular in the 1960s and 1970s,” he says. “Narrative-wise, the 60s and 70s play a role in the hotel’s history. I wanted the older woman on the right, represented by a Farfisa organ, to subtly evoke a night at the Bingo parlor. Along with her actual dialog, she’s meant to come off like an old librarian archetype.”  

Each character would be represented by a certain instrument, and these instruments would tell the player a little something about who they are. So, not only does The Norwood Suite add a form a musical exploration by altering the tunes through their interactions, there’s also a story that is fed into by the music itself. The game is not just looking to reinforce the music through story, but also flesh out narrative and character through that music as well.

“The other attendant, decidedly younger and slovenly in appearance, is represented by a Hammond B3 organ,” he says.”B3s were used extensively in Prog Rock records from the 70s, and this is the kind of guy who’d geek out to that music in his basement. Combined with his own dialog, he’s portrayed as haplessly counting the hours stuck with this older woman all night. This is just one example of what I was thinking about when fusing music, character building and world building into the game.”

Character is strengthened through music, with this example. It tells the player something about the character just by listening to the tone in their voice. Again, this allows Heffernan to draw players into that exploration of music – in seeing how certain tones sound with the song, they learn more about the music. They also learn more about the people who form that song as well.

Keep Up The Beat

 “The structure of the game starts with a fixed, deliberate goal, then opens up the world, then ultimately joins all the threads together and guides the player back to a final, inevitable resolution,” says Heffernan.

Heffernan wanted to keep that beat going as players worked through the game, finding ways to constantly lead them along and further encourage that curiosity to keep them moving ahead. After all, a song cannot just abruptly stop. It has to flow to its inevitable conclusion, and a good musician has to be able to work to that end without stopping.

“As the game opens up, every completed action unlocks a new passage or points the player in a new direction, or revisits old directions from new angles,” he says. “My intention with this is to constantly surprise the player, or keep them wondering what might be around the next corner. I try to avoid dead-ends. Every room has a button that offers a secret path to another part of the hotel, so the forward momentum of flow is constant. I reward backtracking by moving characters around at different points in the game, so that they meet one another and their conversations dynamically change depending on who they’re talking to.

“All of this is meant to create a sense that life at the hotel is happening alongside the player, but doesn’t necessarily revolve around them. The re-activeness of the world is meant to create a sense of unpredictability so the player is never certain what to expect when they achieve an objective or find an important clue,” Heffernan adds.

This is the same as adding a tone to music, or trying a different beat or instrument. It’s that same musical question of ‘What will it sound like if I do this?”, but done through gameplay. It keeps the player moving forward through the game/song, but also through song. What will happen when I take this action? When I do it at this time? A song may sound one way in the musician’s head, but what does environment do to alter it? Mood? The people around them taking it in alongside the noise of their life? So many things can alter a song’s reception, just as so many things in motion can change what the player receives from The Norwood Suite

Rewarding Song

Players are endlessly rewarded for their curiosity, both musical and narratively, throughout The Norwood Suite, giving them new secrets, new stories, and a new song as they wander and interact with the world.

This was no simple process for Heffernan, requiring iteration and tinkering in every aspect. “There’s no real road-map to this and it wasn’t a top-down approach. The music, the gameplay, and the way those systems interacted were case-by-case, character-by-character,” he says.

However, with their love and life spent in music, it was only natural to give it so much importance, as many developers do with the things they enjoy. This was what brough song and immersive sims together for The Norwood Suite.

“At the end of the day, whatever one’s background, I think we’re all trying to create work that is meant to engage our audience in a meaningful way. My taste in games is quite broad, but my favorite games have always been immersive sims.” says Heffernan.
 
“The way I’ve honored those games in my own work is to have my levels and narratives be open and non-linear, trusting players to figure things out on their own terms. It’s a design sensibility that people of all design backgrounds have been drawn to, and I’m nodding to it in my own way.”

This mixture of sim and music, and that exploration of a jazz song through the musician’s choices made while following the rules, created the interactive musical story of The Norwood Suite, creating a game where both story and song are enriched through curiosity and experimentation, giving players a little taste of the joys of making music with a world that acts as an instrument.

Print this item

  Xbox Wire - This Week on Xbox: December 1, 2017
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: December 1, 2017

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

Gears of War Esports Season 2 kicks off with the Gears Pro Circuit Dallas Open
Gears Pro Circuit Season 2 officially gets underway this weekend with the Gears Pro Circuit Dallas Open. This jam-packed open event will feature the world’s top Gears of War teams competing for a $300,000 prize pool from December 1 – 3 at the Kay Bailey Hutchison Convention Center in Dallas, Texas… Read more

Inside Xbox One X Enhanced: Dishonored: Death of the Outsider
Today, we’ll be chatting with Arkane Studios’ Dinga Bakaba, Lead Designer on the series-ending action game Dishonored: Death of the Outsider. What specifically is your development team doing to enhance Dishonored: Death of the Outsider for Xbox One X? We used the unique GPU power of… Read more

Inisde Xbox One X Dishonored Hero

Steep Road to the Olympics Open Beta Comes to Xbox One Starting Today
It’s time to strap in and charge out of the gate in the open beta for Steep Road to the Olympics, an officially licensed product the Olympic Winter Games in PyeongChang, South Korea. The open beta will run from November 28 through December 4 for Xbox Live Gold members on Xbox One… Read more

Xbox and Highsnobiety Launching Livestream Show Pushing Buttons
Gaming fans rejoice because we’ve teamed up with Highsnobiety, the online publication covering forthcoming trends and news in fashion, art, music, and culture, to bring you a brand-new interactive livestream show on Mixer. Starting this Friday, December 1 at 2 p.m. PT / 5 p.m. ET… Read more

Skyforge Hero Image

Skyforge is Now Available on Xbox One
Skyforge, the new sci-fi fantasy action MMORPG, goes into full free-to-play release today on Xbox One. For new players, this is a great opportunity to simply explore and enjoy a new world, but there are some things that I would like to… Read more

Inside Xbox One X Enhanced: Ghost Recon Wildlands
Many of gaming’s most compelling stories come from those who’ve helped to create our favorite Xbox One games. In our Inside Xbox One X Enhanced series, these creators will share the behind-the-scenes accounts of the work involved in enhancing these epic games for Xbox One X… Read more

Hand of Fate 2 Screenshot

Battle the Enigmatic Dealer in Hand of Fate 2 Available Now on Xbox One
G’day from Defiant Development! Hand of Fate 2 is launching on Xbox One today and we’d like to take the time to explain the way our weird and wonderful game works. Like the original, Hand of Fate 2 is a dungeon crawler set in a dark fantasy world, where players must master a living board game… Read more

Blue Angels Aerobatic Flight Simulator Available Now on Xbox One
Get ready to take control of an F/A-18 Hornet and perform all the real aerobatics of the Blue Angels in Blue Angels Aerobatic Flight Simulator! Thanks to our collaboration with the United States Navy, we have created something that goes beyond a standard flight simulator… Read more

Wizard of Legend Hero Image

Become the Wizard of Legend on Xbox One in Early 2018
Wizard of Legend combines randomly generated dungeon crawling with blazing quick, spell-slinging combos of 100+ dazzling spells at your fingertips, playable solo or with a friend in couch co-op mode. Combat is a wonderful blend of the developers’ inspiration… Read more

Print this item

  News - Review: Nine Parchments (Switch eShop)
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: Nintendo Discussion - No Replies

Review: Nine Parchments (Switch eShop)


Nine Parchments is the latest title from Frozenbyte, the developer of games such as the Trine series and, more recently on Switch, Has-Been Heroes. Just as the Trine series did before it, this game places a heavy focus on co-operative play with up to four players able to team up and enjoy the adventure together. You can play alone if you like but, for reasons we’ll explore a little later on, you’ll want to make sure you have a group of friends available for this one.

After a mysterious explosion hits their academy, a team of slightly reckless students (one of which, Cornelius, somehow manages to sound like an even whinier version of Frodo Baggins) embark on a quest to return nine magical parchments that blew away. To do this, you’ll be exploring various levels and using magic abilities to defeat monsters along the way, all while keeping on top of upgrades, new abilities, and new characters. While the classic RPG elements of skill trees and a levelling-up system are present here, it never feels complex or like there is too much to understand; it is an RPG in perhaps its simplest form.


The levels themselves are very similar; you’ll begin at one end, run through until you reach the other end, and simply try to survive the enemy attacks as you explore. To break up the repetition a little you’ll come across boss battles every now and then – these act as milestones within the game and you’ll collect one of the missing nine parchments with each of these victories. Thanks to the increased repetition of the main levels, these boss battles are often a treat; they can be pretty challenging at times but, with some clever strategic thinking, you’ll manage to overcome them and find yourself eagerly anticipating the next one.

The combat works around an elemental system (fire beats ice, for example) and combining the elements with a suitable style of attack is key. Most attacks are long-range but come in different forms such as continuous beams of energy, or short bursts that do a little more damage with each hit, and these can all be accessed on a rotation system triggered by the shoulder buttons. You can also use close-combat melee attacks, but these usually create more risk than reward and you are much better off keeping your distance from enemies. Coming up with the best strategies and carrying out the attacks can be really fun, but the actual amount of fun you have might depend on how you choose to play.


We decided to play through the game on a solo quest first and, for the first hour or two, things were still fresh enough that we were enjoying the simple but satisfying combat. Unfortunately, after a while had passed, the aforementioned repetitive nature of the level exploration started to make the game drag a little; some of the initial ‘magic’ was lost. The boss fights did stand out as we mentioned, but the rest of the time we were left hoping for something more.

Luckily, things changed in multiplayer. Roaming around the levels with up to three other players can create all kinds of havoc; it is scarily easy to comically set your friends on fire or leave them desperately fighting for their lives while you fumble around deciding which attack to use. Naturally, this kind of thing is best enjoyed between friends who can communicate, so while jumping into games with strangers online is an option, we’d recommend local wireless as the ultimate way to play. Even though the repetitive nature of the levels remains, working out new tactics together – especially when surrounding enemies – and a much better life system (where players can restore fallen comrades by standing over them, as opposed to a simple two-life system in single player) really help to make things more enjoyable.


Just when things were looking up, though, we encountered the next major problem. Nine Parchments has a very strange feature in place whereby you can only have one campaign running at a time, even across different modes. This means that if you switch from a multiplayer campaign to a solo one, or vice versa, all of your story progress will be lost – you always have to start from scratch. You keep your unlocked weapons, upgrades, and level – the idea here is that you can complete the game and then re-play it with your new gear as often as you like – but of course this creates a rather serious problem.

If you’re wanting to see the story through to the end you have two choices: you must either play through the entire game on your own, making sure to never jump into any multiplayer action until it is done; or you can play exclusively in co-op mode, waiting for your friends to be online each time you want to play (and therefore never touching the game when you leave the house without a Wi-Fi connection). The decision is frankly baffling. Frozenbyte have addressed the issue, stating that a fix should hopefully come in January to allow multiple story runs to sit side-by-side, but you have to wonder why this wasn’t considered a day-one inclusion, especially for a portable console.


Despite the occasional online connectivity issue, the game does work perfectly well in other areas. The worlds are gorgeous to look at – not quite as stunningly beautiful as Trine in this humble writer’s opinion, but very lovely nonetheless – and the combat runs very smoothly indeed. We did notice, though, that playing with a Pro Controller either with the console docked, or in table top mode, seemed to offer a much better experience; the combat revolves around a twin-stick approach and the control sticks on the Pro Controller offer much more precision than those on the Joy-Con. 

Conclusion


Nine Parchments is a game with an awful lot of potential; the combat is fun, the multiplayer co-op works a treat, and the gorgeous art creates a visually impressive world to explore. Repetition in the format and layout of levels – and the incredibly strange decision to delete your save data when wanting to switching between single player and co-op games – are unfortunate shortcomings, however. If you love your co-op adventure-type games, and especially if you like the sound of the light RPG elements, you may well get a good time from this game – just keep our warnings in mind.

Print this item

  News - Gallery: Checking Out 8Bitdo’s New SNES Classic Edition Wireless Gamepad
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: Nintendo Discussion - No Replies

Gallery: Checking Out 8Bitdo’s New SNES Classic Edition Wireless Gamepad


While the biggest news to come out of 8Bitdo recently is the launch of the excellent SN30 Pro controller, the company has also released another notable product: the SNES Classic Edition Wireless Gamepad.

As the title suggests, this is a controller aimed at those who have purchased a SNES Classic Edition and are looking for a cable-free solution which overcomes the tiny lead length of the bundled pad.


We’ve been lucky enough to have had our hands on the controller – which comes in SNES and SFC flavours – for a while now, and can happily report that it’s every bit as responsive and comfortable to use as the real deal. In fact, it’s basically little more than a slightly redesigned version of the company’s previous SNES30 controller.

The face of the pad has been altered every so slightly, and the controller comes bundled with a 2.4GHz wireless transmitter which plugs into the controller port of your SNES Classic Edition. Also included inside the box is a charging cable for the controller’s internal battery and a sheet of instructions.


8Bitdo’s products tend to speak for themselves these days and the company rarely puts a foot wrong with this kind of thing; it should come as no surprise that the SNES Classic Edition wireless pad (and its sibling, the SFC Classic Edition) are both excellent alternatives to the wireless pad you get with the SNES Classic Edition. If you long to be free of pesky leads, then these are highly recommended.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Print this item

  Steam - Now Available on Steam – Opus Magnum, 10% off!
Posted by: xSicKxBot - 12-12-2017, 10:38 PM - Forum: PC Discussion - No Replies

Now Available on Steam – Opus Magnum, 10% off!

Opus Magnum is Now Available on Steam and is 10% off!*

Opus Magnum is the latest open-ended puzzle game from Zachtronics, the creators of SpaceChem, Infinifactory, and SHENZHEN I/O. Design and build machines that assemble potions, poisons, and more using the alchemical engineer’s most advanced tool: the transmutation engine!

*Offer ends December 14 at 10AM Pacific Time

Print this item

  PS4 - Steep: Road to the Olympics
Posted by: xSicKxBot - 12-12-2017, 12:23 PM - Forum: New Game Releases - No Replies

Steep: Road to the Olympics



Steep Road to the Olympics is an expansion for Steep, the open world action-sports game that takes you on the journey to become an Olympic champion. Freely explore a massive open world, including iconic Japanese mountains as well as the Alps, where you will train for qualifiers to reach the Olympic Winter Games PyeongChang 2018.

Publisher: Ubisoft

Release Date: Dec 05, 2017

Print this item

  PS4 - Okami HD
Posted by: xSicKxBot - 12-12-2017, 12:23 PM - Forum: New Game Releases - No Replies

Okami HD



In Okami, the player takes the role of the mythical sun goddess Amaterasu, in the form of a wolf. Her task is to restore color (or 'life') to the world by destroying the monsters who have stolen it. Since Amaterasu is a diety, there are naturally people who worship her and people who don't. The more people who worship her (as a result of her restoring color and doing other good deeds for them), the more powerful she becomes.

Publisher: Capcom

Release Date: Dec 12, 2017

Print this item

  PS4 - Dead Rising 4: Frank's Big Package
Posted by: xSicKxBot - 12-11-2017, 11:32 PM - Forum: New Game Releases - No Replies

Dead Rising 4: Frank's Big Package



Dead Rising 4: Frank's Big Package is a special delivery that will let PlayStation 4 players unwrap the Dead Rising 4 main game, in addition to all other previously released game content. The new bundle will also introduce a game mode called "Capcom Heroes," an all-new way to experience the Dead Rising 4 story that lets Frank West wear outfits and perform outrageous special attacks inspired by classic Capcom characters.

In Dead Rising 4, players will step foot inside the seasonal festivities of Willamette, Colorado amidst a mysterious outbreak that is spreading across the Willamette Memorial Megaplex Mall and surrounding town. Photojournalist Frank West returns 16 years after the events of the original Dead Rising. An ordinary guy that finds himself in extraordinary situations, Frank seeks to uncover the truth behind a government conspiracy responsible for the outbreak. With intense action and an unmatched level of weapon and character customization, Dead Rising 4, delivers a heart pounding experience as players explore, scavenge and fight to survive in an open world sandbox on the brink of the next zombie apocalypse.

Publisher: Capcom

Release Date: Dec 05, 2017

Print this item

  PS4 - A Hat in Time
Posted by: xSicKxBot - 12-11-2017, 11:32 PM - Forum: New Game Releases - No Replies

A Hat in Time



A Hat in Time is a 3D collect-a-thon platformer featuring a little girl with a lot of heart. Travel the universe with Hat Kid as you rival the evil Mustache Girl in order to save the world. Unlock new platforming abilities, more combat moves and spice up your attacks with badges attached to your hat.

Publisher: Gears for Breakfast

Release Date: Dec 05, 2017

Print this item

 
Latest Threads
(Free Game Key) Epic | Tr...
Last Post: xSicKxBot
5 hours ago
Black Ops (BO1, T5) DLC's...
Last Post: Fyou200Times
7 hours ago
xLabs COD IW Launcher (Do...
Last Post: fox
Yesterday, 09:58 AM
Mastering the Quirky Fun ...
Last Post: Jade Andrews
Yesterday, 04:18 AM
(Free Game Key) Steam | O...
Last Post: xSicKxBot
05-08-2026, 11:10 AM
(Free Game Key) Steam | N...
Last Post: xSicKxBot
05-07-2026, 06:36 PM
Conquer the Infinite Desc...
Last Post: Millie Austin
05-07-2026, 06:15 AM
The Geometry of Flow: How...
Last Post: Hannatthews
05-07-2026, 04:42 AM
(Free Game Key) 3 FREE St...
Last Post: xSicKxBot
05-07-2026, 01:52 AM
(Indie Deal) FREE Carlos ...
Last Post: xSicKxBot
05-06-2026, 09:31 AM

Forum software by © MyBB Theme © iAndrew 2016