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Name

 Repella Fella 

 

Developer

 Misadventurous 

 

Publisher

 2 Left Thumbs 

 

Tags

 Indie 

Casual 

 

Adventure 

 

Singleplayer 

Release

 Q4 2022 

 

Steam

News

 22 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1008860 

 
Public Linux depots

  [NAN ] 




LINUX STREAMERS (1)
olddodger




Publisher Sale (Jan 19-22nd) || Up to 75% OFF

[h2]3 YEARS[/h2]
A little over 3 years ago, I announced publicly that 2 Left Thumbs would be entering the indie game scene as a publisher, helping to bring Dead Estate to Steam! Never could I have guess what a smash hit that game would be.

Using that as a proper jumping off point, I worked hard to find promising new indies in need of some extra support. And as of today, there are 8 released titles in that catalog, with many more to come! It's my greatest privilege to be able to herald these great developers and their games, and to help them reach new audiences.



[h2]PUBLISHER SALE[/h2]
To celebrate this amazing milestone, the entire 2 Left Thumbs catalog is discounted! Several games are running their deepest ever discounts, while Picayune Dreams is running it's first ever sale!

If you want to REALLY show your support, the Micro-Publisher Mega-Supporter Bundle offers ALL these games together with an additional 25% off!!

https://store.steampowered.com/bundle/33000/MicroPublisher_MegaSupporter/

[h2]BUNDLES[/h2]
If everything together is a bit much, I understand. There are a variety of bundles being run during this sale, designed to group together games I predict will have overlapping audiences.

Every bundle is a "Complete the bundle" style, meaning even if you own 1+ of the games, you can still buy the bundle for an additional discount without re-purchasing the game(s) you already own!!

[h3]Shades of Purple Action Bundle[/h3]
Dead Estate + Magenta Horizon

https://store.steampowered.com/bundle/32852/Shades_of_Purple_Action_Bundle/

[h3]Interplanetary Action Roguelike Variety Pack[/h3]
Paper Planet + Picayune Dreams + Schism

https://store.steampowered.com/bundle/37136/Interplanetary_Action_Roguelike_Variety_Pack/

[h3]We Like Roguelikes[/h3]
Dead Estate + WizardChess + Paper Planet + Picayune Dreams + Schism

https://store.steampowered.com/bundle/34319/We_Like_Roguelikes/


[ 2024-01-19 19:00:08 CET ] [ Original post ]

Repella Fella Update #11


  • Updated game code to coincide with Construct engine update


[ 2023-11-21 22:57:27 CET ] [ Original post ]

Repella Fella Update #10

  • Fixed some issues with objects being visible when they shouldn't be


[ 2023-11-21 08:36:58 CET ] [ Original post ]

Repella Fella Update #9


  • Fixed bug that broke walking animations on high refresh rates
  • Removed 'preload sounds' which should make the game start almost instantly
  • The bug that causes patrolling NPCs to break has been identified, it will be addressed with the next Construct engine update


[ 2023-11-07 00:25:30 CET ] [ Original post ]

IndieCade, SXSW 2023 and other happenings

IndieCade 2023
We're very excited to have Repella Fella taking part in IndieCade 2023! Unfortunately with Steam's discount cooldown rules, the game isn't on discount just yet. In the spirit of transparency, we wanted to let you know here:
[h3]Repella Fella will be 50% off from Nov 7th - 17th![/h3]

Be sure to explore the event to discover other hidden gems out there, and great new and upcoming indies! I'll hand thanks off to Phill to talk about his time at SXSW last month!
-Graeme (2 Left Thumbs)

SXSW Sydney 2023
[h2]Hey there, its been a while![/h2]
Having just returned home from SXSW Sydney, I figured itd be a good time to give an update on the state of the game and everything thats happening. But first SXSW itself.


For the first time, SXSW came to Australia, and Repella Fella was invited to attend the games showcase. While not quite on the level of PAX (yet), SXSW was a great way to get the games name out there. We gave away ~250 Steam keys, cards, magnets, stickers, and information flyers.


A huge thanks to Luella Moore for organizing the entire thing it did NOT look easy!

[h2]Hows Repella Fella Doing?[/h2]
I never expected it to sell crazy amounts, but I had hoped to earn enough to fund a sequel. Earnings per month have been pretty nice for a solo developer, and Ive been able to reinvest some of that money into things that will benefit a sequel. But can I actually fund a sequel at the moment? No, not really.

However, my publisher and I still have a few things up our sleeves. We currently have a console version in the works. We have approval from Microsoft to put it on Xbox, so its now down to getting something that can run on consoles, which has been fairly enlightening.


During the process, weve already figured out a few areas that can be improved on all platforms. For example, the game now starts instantly as we arent preloading a bunch of data that isnt needed. RAM usage for the PC/Mac/Linux versions can be cut down considerably, and hopefully, this will result in fewer issues for people with low-end hardware.

If all else fails, the game will go free, and Ill continue to make bite-sized episodes when time allows. Its hard to stop thinking about how a new game could work, what will happen, how old choices can affect the future and so on. I already have many ideas written down that Im genuinely excited about.


[h2]If there is a sequel, how will it work?[/h2]
The scale will be much smaller. When I made Repella Fella, I went all in and added a crazy amount of detail, subplots, and cause and effect (even if much of it went unnoticed!). For a sequel, the only way I can see a path forward would be to focus more on gameplay and episodic installments. Theres no way I can put in another 5 6 years of work.

[h2]What would a sequel be called?[/h2]
Not Repella Fella. Each game/episode will have its own name.

[h2]Any changes to the gameplay?[/h2]
The game would be far more interactive. Its important to note that when I started Repella Fella, it was going to simply work like old Ray games you make choices. In the end, I added the ability to walk around, complete quests, read, watch, etc. Id build on that so that theres more to do and interact with, all wrapped around a decent challenge.

Ill reiterate something Ive touched on before Repella Fella wasnt the game I wanted to make; it was the only game I could make with limited knowledge and resources. Im much better equipped to tackle game development after 6 years of creating one almost non-stop.

[h2]Will you use Construct 3 again?[/h2]
Nah. But maybe.

Ideally, Unity or Godot would be the engine for a sequel, but Construct remains as a fallback. Though, Id likely steer clear of Unity after recent controversies.

While I adore Construct, the problems are random, hard to reproduce, and things break all the time. Not only that, but official support is minimal (sometimes non-existent), and I have spent an incredible amount of time and money debugging problems.



One of the most reported bugs is that patrolling guards break (e.g., Shambles). For the life of me, I couldnt figure out why. Theyre on a simple predetermined path that loops, but it continued to break. After ~5 months of prodding, Stan and I finally figured out what was happening. It turns out when you enter an area, save and then enter another area, sprites (the patrolling guards) become detached from their timelines.

Why does this happen? Couldnt tell you. Worse than that, I dont have access to change the code on an engine level. There are workarounds, but they are hacky, inefficient, and not as useful as timelines.

Link to GitHub issue

Each stable update tends to introduce new issues, and so the game must be tested each time. At 5 6 hours each, thats a lot of testing. At the end of the day, Id simply love to be able to rely on tools that are a little more robust.

[h2]Thats It?[/h2]
Thats it! Once I have more news on the console version(s), Ill do another write-up letting you know what to expect.


[ 2023-11-03 17:26:43 CET ] [ Original post ]

Repella Fella Update #8

Fixed achievements not being called


[ 2023-10-13 07:42:52 CET ] [ Original post ]

The Many Events of a Repella Fella

[h2]Repella Fella is taking part in MANY events in Q4![/h2]
There are actually 2 taking part right now!
The Tell Me a Story Festival is dedicated to showcasing story-rich games with strong narrative backbones. We're very honored to have been included in such a selective event!

You can also find Repella Fella featured in the PAX Aus 2023 page. While we were unable to attend this year, Repella Fella is still featured as an Alumnus of the event. That recognition of past games is very much appreciated!

We are running a 25% discount (our largest yet!) to coincide with these 2 events.
Grab yourself a copy while they're still hot!



Repella Fella will also be showcased at the first ever SXSW Sydney, happening October 15th-22nd. Here are our 2 dedicated showcase times - although it will instead be someone connected to the event staffing the booth on our behalf.



There is one more super secret event coming up this year, that we can't yet share details on. We'll be running another discount at that time, so you can expect to hear more about that when the event draws nearer :)

[h2]Retiring the Prologue[/h2]
When we first made the Repella Fella: Prologue , it was a part of a two-prong promotion. First, this Prologue would provide players with an early look at the events that lead into the main story of Repella Fella. The main game page then included a separate demo, that showed off a later section of the game featuring one of the other protagonists of this adventure.

After nearly a year of availability, it is clear that interest in the Prologue has slowed down, and that newcomers almost exclusively are making their way to the main game page. We'd like to follow the lead set by our fanbase, and will be unifying the 2 pages.

The Prologue will be de-listed from the Steam store, and it will instead be made available as the 1 and only Demo under the main Repella Fella page. That has actually already been updated!

We're incredibly proud of the reception the Prologue had, and some of the early feedback received was invaluable for tightening up the eventual, completed game. Thank you so much for all your support!


[ 2023-10-04 20:55:14 CET ] [ Original post ]

Repella Fella Update #7

Game updated to latest version of Construct 3


[ 2023-09-13 06:55:50 CET ] [ Original post ]

Repella Fella Update #6

General fixes, updated game code


[ 2023-07-14 11:17:22 CET ] [ Original post ]

Repella Fella Update #5

In my haste to fix the Cheevo mod in Update #4, I f&$ked up. I ended up breaking every achievement by not including the Steam DLL files.

However, that's fixed now. All achievements should be working again in the base game and with the mod. My apologies!


[ 2023-07-03 12:24:56 CET ] [ Original post ]

Repella Fella update #4

General fixes, updated game to work with achievements mod


[ 2023-06-30 10:54:55 CET ] [ Original post ]

Repella Fella Update #3

Changes include:


  • Arm wrestling Big Mouth Billy is now easier with 'easy mode' enabled in settings.
  • Fixed the hint which is shown when reading books and notes
  • Fixed post-credit scene which wasn't displaying for the bandit (if you shrink him) - now you can see he is traveling with you!
  • Added missing subtitles
  • Fixed Shambles rule duplication in the guide
  • Inventory is now sorted by showing the latest added items at the top of the list
  • Updated hint for Matilda if discovered by Alan
  • Fixed intro movie being cut short


[ 2023-06-15 01:32:50 CET ] [ Original post ]

Repella Fella Update #2

Fixed quest bug in Highgate apartments, other small fixes.

If you are having issues where the game won't launch, please try one of the beta branches and report back in the following thread:

https://steamcommunity.com/app/1008860/discussions/0/3842179871520986093


[ 2023-06-11 11:37:52 CET ] [ Original post ]

Repella Fella Update #1



  • Censored Matilda's boobs for streamers
  • Censored train penis for streamers
  • Replaced some music that was being flagged for copyright by Youtube, turn streamer mode on to activate it

There's a sprite bug I haven't been able to reproduce in hundreds of hours of testing. If you find that characters or objects are appearing at ridiculously large or small sizes, or any other oddities, please let me know your specs and what you were doing before it occurred.

I hope you're enjoying the game!

Thanks


[ 2023-06-07 05:45:33 CET ] [ Original post ]

Repella Fella is OUT NOW!

"Lend a hand, or chop one off..."
[h3]After 6 years of development, Repella Fella is now LIVE!![/h3]
Hooray! But what happens next? Well, assuming a sequel is viable - quite a lot! First, let's go over some stats and random facts about the game:


  • The game consists of 649 animation files...
  • ...with a combined length of 6 hours, 3 minutes, and 59 seconds
  • There are over 90 paid voice actors
  • Thousands of lines of dialogue (at least 5,000, but likely double that. Maybe triple? I really can't be bothered counting.)
  • Repella Fella was featured in the AUS Indie Showcase at PAX 2022 (Melbourne)
  • Jay Anthony Franke (JCDenton from the original Deus Ex) voices an American character
  • Kenjamin Lafayette returns as the voice of Ray
  • A free Prologue released on Steam (with 100% positive rating after 77 reviews!)

A little about Repella Fella and the plan moving forward:
[previewyoutube=9KNPidJBhSw;full][/previewyoutube]
[h3]Global Voting Period[/h3]
Repella Fella's launch will featuring a voting period of 2 months. This voting period is a designated time when all players can cast their votes to determine how the sequel begins.

Think of Deus Ex: Human Revolution. There were four endings, you picked one, but the canon endings ends up being something you had no say in. It always felt to me like, "what's the point?" Here, you're given some voting power for the sequel and what is canon. I have more than enough ideas to expand on any one of these final three options!



[h3]How does it work?[/h3]
It's easy! You finish the game (on Steam), you make you choice, and an achievement unlocks. The choice with the most achievements decides where we all go from here. Don't miss your opportunity to have a say in this stories trajectory moving forward! Players have from June 5th until August 5th 2023 to cast their votes. (It is recommend you only vote once during this period).

Regardless of which ending has the most votes, all of your choices will carry over.

[h3]How about a sequel?[/h3]
A sequel will depend on two things: interest and viability. If people enjoy Repella Fella, I'm more than happy to continue with a sequel, but I'll also need to be able to pay the bills, as well as voice actors for their work. It isn't cheap.

I'll gauge interest by looking at the number of players and user reviews, and I'll determine viability by seeing how much money I can make from selling the game. A pretty simple equation! Plus that will give everyone time to cast their votes before I dive fully into any future sequel planning.

[h3]Can I follow updates somewhere?[/h3]
You can follow my blog, which includes useful links for players who are feeling a little light on spending money at the moment
I'm not a big social media person. Updates will likely only be found on twitter or my Discord. If you need to get in touch, abuse me or send me death threats; you can send an or contact me via the game's Steam discussion forum.

[h3]What else?[/h3]
I dunno. My brain's cooked. I can't believe it's finally done. I'm going to do something else while I wait for this to succeed or fail.

Either way, I finally made a Steam game. Enjoy Repella Fella!


[ 2023-06-05 19:28:13 CET ] [ Original post ]

Repella Fella is coming June 5th

[h2]COMING SOON[/h2]
Repella Fella is nearly ready to make it's global debut! We are doing final testing on the game now, and the prospect of allowing you all to experience this game for yourself has me genuinely giddy! But sure to Wishlist the game, so you don't miss it's release on June 5th!!

[h2]STREAMING[/h2]
We believe this game will stream incredibly well! Keep an eye out . Join streamers live, and you'll be able to stop and vote on each choice! Australian gamer, Mavericks Mediocre Gaming, did a phenomenal job of letting his audience take part in his Prologue playthrough. We can't wait to see more creators play directly alongside their fans like this!!

[previewyoutube=bjv4cp6eVEk;full][/previewyoutube]
If you do want to stream the game for yourself, be sure to turn on "Streamer Mode"! It swaps out a couple music tracks, and censors some brief late-game nudity.


[ 2023-05-24 07:31:44 CET ] [ Original post ]

Repella Fella - Private Playtest Applications

[h2]APPLY[/h2]
Repella Fella's release is right around the corner! We need your help to test and polish the game as much as possible ahead of that launch. We are currently taking applicants to play the FULL game in private. To apply, you simply need to fill out this form.



[h2]DETAILS[/h2]
The game should take anywhere from about 5-8 hours depending how much you stop and inspect thing. And it's designed to be played more than once, if you're interested in seeing alternate options!


  • Keys provided are temporary - and will be revoked at the end of the testing period
  • Feedback is due May 12th
  • Users who complete the game and submit feedback will receive a free copy of Repella Fella on launch!
  • By completing this form you agree to share NO footage, screenshots, or detail from the game prior to launch

The game is fully complete. We will not be changing any storylines or major plot beats. We are mostly interested in how the game feels. Is it intuitive? Did you ever get stuck? Did you encounter any bugs? Anything to help us give that extra coat of polish!

Thank you for all the support you've given this game, whether that be over the years, or much more recently. Every wishlist, click, and share has been critically important to reaching this point. So thank you once again for that!


[ 2023-04-26 17:09:18 CET ] [ Original post ]

Repella Fella Available June 5th

We've been practically vibrating the last few weeks trying to find the right to reveal that Repella Fella IS DONE!! We are doing some final testing and polish, but we are ready to set a final release date, launching JUNE 5th, 2023!!

[previewyoutube=Zea0RJKZDLc;full][/previewyoutube]

[h3]ABOUT[/h3]
Repella Fella is a point and click, choose your own adventure, comedy. This cinematic tale is set in a post-apocalyptic, semi-futuristic Australia. Shoot, stab, lie or maim your way through each problem as it presents itself. Lend a hand or chop one off, the choice is yours.
Alternate between 3 intertwining stories. Replay the game multiple times to attempt different solutions and achieve every possible ending.

[h3]FEATURES[/h3]
Fully voice acted
Post-apocalyptic
Choices matter
Deep lore
HOURS of hand-crafted animation
Oddball Aussie humor
VIOLENCE

[h3]LAUNCH[/h3]
The game will only be available in English for now. We are actively pursuing a console release, but that will have to come post-launch. Please be sure to WISHLIST the game so you don't miss out!

https://store.steampowered.com/app/1008860/Repella_Fella/


[ 2023-04-15 20:30:40 CET ] [ Original post ]

FREE Prologue out NOW

Since first getting involved in Repella Fella, I've maintained the opinion that the #1 way to convince people this game is worth their time and money, is to simply have them play it.
In pursuit of those interests, we have no released the...

[h3]FREE PROLOGUE[/h3]


This Prologue includes roughly the first 30 minutes of the full game. In that time you'll meet the main character, be introduced to the basic point-n-click meets choose-your-own-adventure gameplay, and witness the inciting incident that establishes the setting of the full game.



The Prologue can be replayed multiple times to explore the varying solutions available to each problem, as well as earning a handful of achievements that encourage you to explore and test alternate options.

Please give it a try for yourself, and leave some honest feedback!
This will both help us the improve the game, and make sure the full Repella Fella is the best possible experience, while as encouraging Steam to promote the game more organically.


[ 2022-11-22 19:27:39 CET ] [ Original post ]

Our PAX Aus 2022 Summary

[h3]After what feels like the longest and busiest weekend of my life, Ive arrived home from PAX Melbourne 2022.[/h3]

Repella Fella was chosen as one of six video games to be displayed in the Aus Indie Showcase by GamesHub. Not wanting to miss out on this amazing opportunity, my brother and I hopped on a plane and flew down to Melbourne to demonstrate what the game is all about.

The full lineup of video games included:


Ive never been to a large gaming event, and going to PAX was something I had always wanted to experience. To be invited to demonstrate my own game as well as visit PAX was an incredible honour.

With a tiny gaming PC, a Steam Deck and a MacBook Air, we were ready to let the public see and experience the full build of the game for the first time. On the left screen was the playable PC version with keyboard and mouse.

On the right was a looped video of the game being played from beginning to end. On the Steam Deck was the full version which could be played numerous ways (thumb sticks, touchpads or touchscreen). We had stickers, business cards and t-shirts to give away.



The very first people to experience the game was a young family, two parents with a young child. During the tutorial levels, one family member chose to booby trap a sleeping soldiers bed with a grenade. Seconds later, the grenade exploded. The soldier died in an incredibly violent, yet comical way. I thought they might walk off in a huff. Instead, they all burst out laughing. Phew!

Overall, it went really well. People were way more interested in the game than I had anticipated. Observing visitors crowd around the screen as someone made choices was great to see. Watching them erupt in laughter as the character fell into a trap or was unexpectedly killed was great, and the feedback will help immensely moving forward.

As the day went on, more and more people visited my booth. As I expected, the Steam Deck I had brought along turned out to be a huge draw card. Is that a Steam deck?! had to be one of the most commonly repeated questions I overheard people asking one another.


Why yes, it is a Steam Deck. And it's running my game! Perhaps you'd like to give it a go?

One thing I didnt realise about the Steam Deck was how accessible it made things for all gamers. Two friends enquiring about Repella Fella wondered if they could play it with a gamepad. I did bring a gamepad, but the bluetooth connection kept failing, so I referred them to the Steam Deck instead. One friend turned to the other and asked him to demonstrate how he played games using just one hand on the gamepad I had brought along. It was then that I realised he only had one hand.

The way he was gripping the gamepad wouldnt quite work with the Steam Deck as it would a Xbox One controller, so allowing him to test the game was tricky. I thought about it for a few seconds and remembered that the Deck has a touch screen. With no additional work on my part, this person had the ability to play the game by using a single finger to walk around, inspect items and explore the world. It just worked. Thanks, Valve!

It wasnt until a few hours into the event that we realised all of the wireless devices we had brought with us were failing. The mouse, keyboard and headphones were either bluetooth or had dongles, and so people werent able to play or hear the game properly. We later learned that this is a common occurrence in the PAX hall.



At one point I was approached by somebody who I did not recognise at all. He sounded incredibly familiar, but I couldnt put my finger on who he might be. After a brief intro, it turned out to be one of the voice actors who had contributed to the game around 2 years ago. Neither of us knew wed be at PAX and so it was a nice surprise for us both.

When the first day ended, I was a wreck. I hadnt eaten all day, I was on my feet for 12 hours and there were maybe a few minutes of downtime between all the talking I was doing.

That night, just after the expo hall officially closed, the Aus Indie Showcase panel was being held. Developers from each studio were invited to speak about their games, backgrounds and the issues they faced. It was here that I learned about the other developers for the first time.



After some Q&A, we returned to our hotel room and collapsed into bed, ready to recharge for the next day.

Armed with many USB cables for our defunct wireless peripherals, we were ready to tackle day two and three.

Between handing out stickers, cards and explaining the game to visitors, I met many more people who voiced Repella Fella characters. It was nice to finally put names (and voices) to faces.

In my opinion, its the voices that make Repella Fella stand out. It was one of the most repeated pieces of feedback from players after all they loved the authentic Aussie accents. And so do I! It was always a goal to create something that people werent used to hearing in video games.




I met many streamers, indie devs, musicians, industry veterans, publishers and visitors during my time at PAX and I learned a lot. I learned that no matter how much you try to polish a game before an event, theres going to be some annoying bug that comes back to bite you again and again at the worst possible time.



I learned that the type of game I created has more appeal than I thought. I learned that the gaming community, as a whole, is very supportive and easy to engage with. I never felt any bad vibes and everyone was always keen to hear about my solo game dev journey that lead Repella Fella to PAX.

I wish I had the chance to play and discuss the other indie showcase titles, but unfortunately my initial flight booking was cancelled. This meant the time I reserved to explore PAX firsthand, as an observer and lover of video games, was suddenly replaced with frantic phone calls and the rebooking of flights.



The highlights of my trip would be the other developers I met and seeing how people interact with the game that has been stuck solely inside my mind for the past 6 years. I look forward to releasing it in the coming months.

PS. Id like to thank my brother Ray for attending the event with me. For his encouragement, coffees and work helping to organise the stand. Thanks Ray!


[ 2022-10-10 21:22:09 CET ] [ Original post ]

REPELLA FELLA @ PAX AUS 2022

Repella Fella will be attending it's first live event!

We'll be at PAX AUSTRALIA in Melbourne on October 7th - 9th. There will be a public booth with playable demos (including on the Steam Deck!) so come on by if you're planning on attending.

In addition to attending the event, Repella Fella was selected as 1 of only 6 winners of the PAX Aus 2022 Indie Showcase! Be sure to check out some of the other great games from Australian devs who were selected, because we're in great company!!

I am at booth AIS1. Check the game out for yourself, or just come say hi!
Here's a map for reference.


[ 2022-09-28 18:11:39 CET ] [ Original post ]

Check out the first ever public Demo of Repella Fella! (PRESSKIT here)

After over 5 YEARS of development, this June Next Fest features the first ever public Demo of Repella Fella. Through this demo, you can test out a small subsection of the game, replaying to test out the different options at various branching points!

PRESSKIT (including character and logo pngs, screenshots, and more)

The full game features different playable characters, 100s of unpredictable options to choose from, all fully animated and voice acted! Hopefully a few playthroughs of this small piece of the game will give you a sense of how much it truly has to offer.

Don't forget to add Repella Fella to your Wishlist!

If you encounter ANY issues with the demo, whether they be technical, or difficulties progressing/solving the puzzles please do let us know.
We are THRILLED to finally put Repella Fella in your hands, and cannot wait to continue pushing forward towards the full release!

-Graeme
2 Left Thumbs


[ 2022-06-13 20:14:09 CET ] [ Original post ]