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Just a quick hotfix to solve some issues related to the Promo Ticket relic.
- Fixed softlock when entering Forge tile with Promo Ticket relic.
- Fixed harder behavior for Scorpion Boss and Queen Bee on difficulty D2 (instead of D3).
Sorry for the trouble and thank you for playing!
Hello everyone! We're back with a huge wave of balance changes and fixes, in what will be known as...
For a long time, we've wanted to make underused relics more viable, and we finally got the chance! This update reworks over 25 relics, making them easier to use, more fun, and generally more rewarding. We also adjusted the rarity of many relics, mostly downgrading them so the relic pool feels more diverse and more accessible during your runs.
[img src="https://clan.cloudflare.steamstatic.com/images/42906754/8ba754f6d70d9b72831f19a83914c26fa008b410.png"][/img]
We're always looking for ways to keep the game fresh and interesting, and the next area we see great potential is enemies and mobs. Expect redesigns, new mechanics, and a few fresh modifiers coming in the near future!
The new background animations are here! ...well, we teased a preview in the last update, but this time all events have received brand-new art and animations. We also adjusted some issues with backgrounds in Areas 2 and 3, and fixed certain events showing the wrong background art.
[img src="https://clan.cloudflare.steamstatic.com/images/42906754/bb94e2055d93954ecce029737338d692a08dbcdf.png"][/img]
But there's even more: several menus have been revamped, including boards, the finish-turn button, dice shadows, and a few special slots.
Also, we squeezed in a handful of non-relicrelated balance changes and bugfixes for good measure. If you want to dive deep, let's me show you the absolute unit of a changelog we got ready for you...
Added new background art for Relic Merchant event.
Added new background art for Jester Reloaded event.
Added new background art for Dice Magician event.
Added new background art for Nerotin Crystals event.
Added new background art for Lisver Encounter event.
Added new background art for Mirror to Purgatory event.
Added new background animations for Area 1, 2 and 3.
Added new graphics for Battle Board (Cinder, Lisver and Mango).
Added new graphic for Finish Turn button.
Added new D4/6/8 graphics for dice shadows.
Added new D4/6/8 graphics for Leak special slot (from Mosquito Duke).
Added tooltip on Tasty Modifier (from Croissantpillar enemy) when mentioning other modifiers (e.g. Poison).
Modified Forgotten Manifesto relic behavior Dice with all faces equal get +2 extra value.
Modified Extendo Boxing Glove relic behavior Deal 2 damage to a random enemy every time a dice is rerolled.
Modified Chequered Bowtie relic behavior At the start of the battle, gain +3 Lucky.
Modified Bubbly Cement relic behavior Every time you gain block, gain +1 additional block.
Modified Determination Juice relic behavior Once per turn, the first dice you placed on the board will be rerolled to its highest possible face value.
Modified Bubble Generator relic behavior At the start of the turn, take 1 damage. At the end of battle, heal +6 HP.
Modified Dancing Shurikens relic behavior For every 6 dice used, deal 4 damage to a random enemy at the end of the turn.
Modified Bloody Fang relic behavior Each time you receive 3 or more unblocked damage, heal 2.
Modified Leader Badge relic behavior Dice with their first face active get +3 extra value.
Modified Watermelon Slice relic behavior If 3 or more dice on the board have a face value of 3, all dice on the board get +3 extra dice value.
Modified Magnetic Rocks relic behavior Dice with a face value of 0 get +3 extra value.
Modified Triangle Amulet relic behavior Dice with odd faces get +1 extra value.
Modified Golden Fruit relic behavior At the end of battle, increase +1 your max HP.
Modified Melting Knife relic behavior Attack Dice get +2 of extra value. Heal Dice get -1 of extra value.
Modified Guidance Finger relic behavior At the start of the turn, an odd face between 1 and 7 will be selected. Dice with that face value get +4 extra value.
Modified Liquid Karma relic behavior Draw +1 dice.
Modified Liquid Dexterity relic behavior At the start of the turn, gain +1 Lucky.
Modified Shadow Cloak relic behavior At the start of the battle, gain Fortify. At the start of the turn, take damage equal to the current turn number.
Modified Promo Ticket relic behavior Shops will now include one additional free sample.
Modified Monkey Paw relic behavior When killed, revive with 25% HP and gain 1 Pure. Remove relic after use.
Modified Origami Frog relic behavior Dice in your hand at the end of the turn will not be discarded anymore.
Modified Scavenger Beak relic behavior Gain 2 coins when you enter a shop.
Modified Greedy Whisperer relic behavior If you have no dice in your hand at the end of the turn, gain +1 Bonus.
Modified Corrupted Mushroom relic behavior Gain +3d6 max HP. At the start of the battle, receive 1d4 damage.
Modified Wandering Helmet relic behavior Attack Dice gain +4 extra value. Reduce this value -1 for each Block Dice in your deck.
Modified Recommendation Letter relic behavior Boost Dice targeting dice with a face value of 0 gain +2 boost value.
Modified Baby Tick relic rarity to Rare (from Common).
Modified Empty Chest relic rarity to Uncommon (from Common).
Modified Orange Clover relic rarity to Common (from Uncommon).
Modified Dancing Shurikens relic rarity to Common (from Uncommon).
Modified Ring of Exchange relic rarity to Rare (from Uncommon).
Modified Toxic Cloud relic rarity to Common (from Uncommon).
Modified Bucket Of Paint relic rarity to Common (from Uncommon).
Modified Leader Badge relic rarity to Common (from Uncommon).
Modified Pendulum of Doom relic rarity to Common (from Uncommon).
Modified Watermelon Slice relic rarity to Common (from Uncommon).
Modified Twin Scrolls relic rarity to Common (from Uncommon).
Modified Blinding Lightbulb relic rarity to Common (from Uncommon).
Modified Miner Hat relic rarity to Uncommon (from Rare).
Modified Magnetic Rocks relic rarity to Uncommon (from Rare).
Modified Triangle Amulet relic rarity to Common (from Rare).
Modified Ring of the Berserker relic rarity to Uncommon (from Rare).
Modified The Joker relic rarity to Uncommon (from Rare).
Modified Makeshift Trench relic rarity to Uncommon (from Rare).
Modified Crimson Blade relic rarity to Uncommon (from Rare).
Modified Munchable Dopamine relic rarity to Common (from Rare).
Modified Snake Eyes relic rarity to Common (from Rare).
Modified Bulls Eye relic rarity to Uncommon (from Rare).
Modified Evergreen Sap relic rarity to Uncommon (from Rare).
Modified Guidance Finger relic rarity to Uncommon (from Rare).
Modified Nuclear Button relic rarity to Rare (from Epic).
Modified Blindfold of Rage relic rarity to Rare (from Epic).
Modified Survival Kit relic rarity to Uncommon (from Epic).
Modified Liquid Karma relic rarity to Uncommon (from Epic).
Modified Liquid Dexterity relic rarity to Uncommon (from Epic).
Modified Sacred Maul relic rarity to Uncommon (from Epic).
Modified Prismatic Mango relic rarity to Rare (from Epic).
Modified Amphibian Plush relic rarity to Rare (from Epic).
Modified Providential Vial relic rarity to Uncommon (from Epic).
Modified Nightmare Plasma relic rarity to Rare (from Epic).
Modified Monkey Paw relic rarity to Rare (from Epic).
Modified Origami Frog relic rarity to Uncommon (from Epic).
Modified Scavenger Beak relic rarity to Common (from Rare).
Modified Recommendation Letter relic rarity to Common (from Uncommon).
Modified Tree Stump relic rarity to Uncommon (from Epic).
Modified Red Marker relic rarity to Uncommon (from Rare).
Modified Greedy Whisperer relic rarity to Common (from Rare).
Modified Top Hat relic rarity to Rare (from Epic).
Modified Visionary Egg relic rarity to Rare (from Epic).
Modified Equestrian Piece relic rarity to Uncommon (from Epic).
Modified Corrupted Mushroom relic rarity to Rare (from Epic).
Modified name for Greedy Whisperer relic (now Devouring Hole).
Modified Poison to apply at the start of poisoned entity turn.
Modified Mirror Dice to naturally have 6 instead of 4 on their faces for Lisver.
Modified starting deck for Mango.
Modified icons for multiple relics.
Modified Exposed slot (from Scorpion Boss battle) to no longer reduce non-Attack Dice value to 0.
Modified background from Jester Reloaded event to highlight character.
Modified Plague enemy on difficulty D6+: removed Poisonous modifier and increased stats.
Fixed potential memory leak in certain scenarios.
Fixed softlock related to Shred tiles.
Fixed modifier icons overlapping with other elements in certain scenarios (e.g. during Croissantpillar Baker battle).
Fixed map lines not correctly highlighting the players chosen path.
Fixed map not displaying previously visited tiles on loaded runs (only available on new runs).
As we teased last week, there's plenty more on the way for Summer:
The long-awaited Endless Mode!
A new breed of enemies to challenge even the most experienced frogs!
More controller support fixes and improvements in beta!
And one very special (and huggable) surprise!
Tell us what you're most excited for in the comments!
Thank you for playing!
- the ATICO team
In this latest video, our intrepid reporter answers community-submitted questions about Die in the Dungeon, covering everything from game development and design decisions to deep lore, character trivia and even the frogs favorite food!?
[previewyoutube="Jetb18esZrw;full"][/previewyoutube]Prefer reading over watching? Weve got you covered! A full transcript will be posted at the end of this post.
That's right, the game is currently on discount during the Steam Summer Sale!
There's no better time to jump in, whether youre just starting your dungeon-crawling journey or returning to discover all the new features weve added since launch.
[dynamiclink href="https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/"][/dynamiclink]
Tell your friends, your family, and your frogs: the dungeon is awaiting newcomers!
1. Hows the "J" in Jaun pronounced?
It doesnt matter, because everyone calls me Juan anyway.
Just kidding, its pronounced with a Spanish J (known as jota in Spanish). Think: jalapeo.
2. Whats your favorite color?
- Jaun: Orange
- Alarts: Black
3. Will there be other pets/companions to get?
Definitely! We love the two cute critters already in the game and are excited to add a few more. We already have some ideas for new pets that will accompany our frogs on their journeys through the dungeon.
Were also working on one related to a very special thing happening in August, stay tuned...
4. When will we get a pet Croissantpillar?
Croissantpillars appear cute, but theyre actually incredibly hard to tame. Theyre quite dangerous and usually only listen to their creator.
That said, there are rumors of a particularly docile flavor of Croissantpillar hidden in the dungeon, even we havent found it yet.
5. What are the three playable characters favorite foods?
- Cinder: Plain bread. Though she used to love lily-pad salads
- Lisver: Spicy pineapple pico de gallo (served on tacos, of course).
- Mango: Anything sweet! Chocolate chip cookies, croissants, cheesecake, crme brle
6. Why was Cinders name changed from CLASSIC?
Actually, Cinders name was never revealed in CLASSIC. During development, many players wanted to know the frogs name, so we added an easter egg:
Theres a question in the Trivia Spider event that asks about your name, but its just a joke, since all answers are marked correct.
So no, Rana (or Frogget the First) is not Cinders original name, but its a cute name nonetheless!
7. When are we getting a more proper story to the game, if there is any?
Theres already a lot of lore written for Die in the Dungeon, and we plan to introduce it gradually and subtly.
This helps us ensure each new piece fits the larger story.
You, the player, will discover clues about what happened, and why youre in the dungeon in the first place.
8. Is Mango based on a particular amphibian?
A frog, duh!
But seriously, the closest real-world frog would probably be the Burmese Squat Frog.
9. What is the Potion Mimics favorite food?
Careless adventurers who try to drink from it without realizing its a mimic!
10. Does Lisver have the red thingy on both sides of his face?
Its a scar...
No, its not on both sides, and he really doesnt like to talk about it.
11. How do the devs plan all the development and changes?
We already have several features and systems in mind that we want to add, each with a timeframe listed on our roadmap.
However, the schedule can change if something urgent comes up that needs to be addressed first.
12. If you were in the dungeon, how long do you think youd survive?
Seeing a Flyfant in real life would probably be a very traumatic experience
So yeah, not long.
And finally, a bonus answer for the readers!
13. When are we getting bigger dice?
Weve always wanted to add bigger dice with more faces, but they require a lot of time to balance properly, especially with all the different boards, character abilities, relics, etc.
For now, were focused on polishing the current game and preparing for version 1.0. After that, well experiment with how bigger dice feel in play.
Slight performance improvements.
Added new animations to areas.
Added new animations to various events.
This update is only for Windows users. Mac updates will be available again soon!
Fixed an issue where clicking the map during dice selection would softlock the game.
Fixed boost flash dice consuming double energy.
Slight improvements to board navigation with controller. - BETA
Removed circular navigation on the board with controller. - BETA
Fixed ghost option showing on character selection with controller. - BETA
Fixed inconsistent navigation to tick slots with controller. - BETA
Hello everyone! Summer break is nearly here, and while the ATICO team is gearing up for a bit of rest, we couldnt leave without dropping a fresh patch first. So grab a Watermelon Slice and let's dive in!
Hello, dungeon-delvers! A huge thank-you to everyone who picked up a pencil, stylus, or tablet for our second community Drawing Contest. We asked for a Thief enemy concept: something devious enough to pilfer a poor frog's hard-earned coins, and you delivered 50+ brilliant entries! Your imagination keeps this dungeon alive
To celebrate the new Potions update, were launching two special community events, a chance for you to leave your mark in Die in the Dungeon!
One more hotfix before heading to bed! (that's update day for you...)
We got some reports of certain saves not loading correctly after the last update. It looks like the bug was caused by some changes to the map generation introduced recently. Loading should be working as expected now.
Hello everyone! A new update just dropped, and it brings a brand-new mechanic: Potions! Lets take a look at how they work:
Hello everyone! The first Frog Reporter devblog is here! The Frog Reporter is a newly-hired frog with a passion for all things Die in the Dungeon! Tune in to this month's devblog to hear all about our Early Access launch, the first wave of updates, and an exciting new feature coming very soon! [previewyoutube=bmkQzrSwJr8;full][/previewyoutube] Let us know if you enjoyed the work of our intrepid reporter, and stay tuned, there's plenty more to come! Until next time!
A few bugs slipped through in the last update, including some shy dice hiding behind the hand tray!
The last build had an issue where players who had already completed D4 had to redo it for D5 to unlock. This hotfix ensures that D5 now unlocks automatically for those players, sorry for the issue! Along with this fix, weve also made a few additional tweaks and bug fixes in this update. Check out the full details below!
Hello everyone!
Its been over 24 hours since Die in the Dungeon launchedhow are you enjoying the Early Access version so far? Your response has been incredibly positive, and we truly appreciate your support! Were also grateful for all your feedback, especially in highlighting areas for improvement.
In particular, we want to focus our attention on improving loading times between tiles and general optimization of the game. Also, there seems to be a few issues with the game using incorrect resolutions on boot-up and getting stuck after starting a new run. Finally, we want to improve a few UI-related areas, like showing more information on dice from the backpack menu and always offering tooltips when properties are mentioned.
Beyond fixes, were excited to resume work on Controller Support next week, along with better Steam Deck compatibility! Well likely open a beta branch for early controller testing, so stay tuned for instructions on how to join.
Before jumping into the changelog, wed like to ask for a small favor: if youre enjoying the game, please consider leaving a review on Steam. Reviews are incredibly important for indie games, especially during the first week of launch, and they help us get more visibility. If you do, youll have our eternal frog gratitude!
A few players reported issues with incorrectly formatted text in Korean, Simplified Chinese, German and French. This hotfix addreses these issues to avoid crashes and softlocks.
Hey folks! The time has come.
Hey, friends! The time has almost come, Die in the Dungeon is just around the corner! The game launches in Early Access tomorrow at: 5PM CET 4PM UTC 8AM PST 11AM EST https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/ Dont forget to wishlist and follow the game on Steam to be among the first to dive in! And yes, the game is already available to influencers! Wed love for you to spread the word to your favorite streamers and YouTube creators. Your support truly means the world to us! See you tomorrow!
Hello everyone! Did you know we're running a holiday raffle that's ending in just two days? The prize? Game keys for the upcoming game, launching on February 21st!
Hey fellas! Youve probably already noticed that weve announced the games release date: February 21st 2025. Very soon, well return with details about the new dice, mechanics, and characters! https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/ Today, we want to close an important chapter in our journey to release: On December 1st, 2023, the free prologue Die in the Dungeon: Origins was launched. On January 31st, 2025, the page for Origins will be closed. https://store.steampowered.com/app/2428770/Die_in_the_Dungeon_Origins/
Hey, friends! The wait is over, we're thrilled to announce that Die in the Dungeon will launch on February 21st! Make sure to wishlist the game now to be among the first to roll into the action! https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/ And thats not all, our launch trailer is live! Check it out to see whats waiting for you in the dungeon: - New characters! - New areas! - New enemies and bosses! - New dice and modifiers! - An much, much more! Its all new, fresh, and packed with fun! Watch here: [previewyoutube=5geKorczBrI;full][/previewyoutube] Exactly 4 years ago to that date, the original gamejam prototype was born. From that tiny tadpole seed, weve grown through many iterations: Classic, Origins, the Next Fest demo... and now, the final version is finally within reach! We're incredibly proud of what we've created with such a tiny team, and we couldnt have done it without you, our amazing community. Your support and belief in us made this journey possible. Thank you for being part of it! We cant wait to finally share the fruits of this journey with all of you. Join our Discord community and follow us on X and Bluesky for updates, behind-the-scenes content, and a chance to participate in playtests. The dungeon awaits, see you there very soon!
Here it is, one last devblog before the end of the year! As we gear up for the launch of Die in the Dungeon, we're excited to share some major updates and celebrate the incredible journey we've had so far. Let's dive into the details!
Hey guys! It's time for a new devblog! Its been a while, and a lot has happened since we published the demo back in June! Today, well cover: - How your feedback from the demo has helped shape the game. - What were currently working on. - And, of course... our updated release timeline!
We love pixel art games, and we know you do too.
So, lets celebrate together Were super excited to share that Die in the Dungeon joins PixElated Festival next week!
This festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems all in one place!
There will be discounts live streams art contest demos developer chats all centred around your favorite games.
Check out the official line-up and more information about the event here:
http://pixelatedfest.com/
More news from us soon!
Hello everyone! Next Fest is finally coming to an end, and we just got word from Steam about our demo being one of the most played during the fest! So, big thanks to everyone playing the demo and leaving feedback! Speaking of feedback, your input was one of the most valuable things we gained from the fest. We're planning to make changes across the board [strike](pun intended)[/strike] in order to create a broader gaming experience, without neglecting the positive aspects from the original idea (those that worked so well in Origins). By the way, would you like to keep playing the demo after Next Fest is over? We're still deciding whether to leave the demo up in the coming weeks, especially as we overhaul some current game systems in preparation for the future. Let us know in the comments if you'd like to keep playing! So, without further ado, the changelog: Changelog for Die in the Dungeon DEMO Version 2.3.4 (99.6): - Added description tooltip on Obtainable Dice when hovering over text. - Fixed softlock related to Spider Nest event and Cobweb Boots curse. - Modified Origami Frog relic behavior. - Reduced Counterfeit Note relic trigger value to 2 souls. - Reduced Green Goo relic trigger value to 1 soul. - Fixed relic selection rewards UI rendering in front of backpack menu. - Adjusted Draw Dice button collision box. - Fixed Tasty modifier triggering before all dice from the player have been executed. - Fixed Moon Chakram relic not automatically ending battles when no enemy is left. - Fixed audio out of sync with visual sliders. - Fixed dice moving to the bottom right corner of the screen when double-clicking fast. - Fixed multiple balance changes to enemies. Also, a hotfix was published shortly after to address an issue with the Grow property. Here it is: Changelog for Die in the Dungeon DEMO Version 2.3.5 (99.6f3 HOTFIX): - Fixed softlock due to bad text formatting on Grow property. That's all for today, thank you for playing Die in the Dungeon! https://store.steampowered.com/app/2077710
Hello everyone! How are you liking the new demo? Personally, we're processing as much feedback as possible from players, but response times might be slower due to us working on bugfixes and other serious issues like softlocks first. But we want to say this: this demo has been incredibly helpful in identifying certain design issues before it is too late (release), so now we have enough time to capitalize on the good parts and fix the bad ones. We want Die in the Dungeon to be the best game possible on release, and that means creating a game that players like you can fully enjoy. While we always like to experiment with new features and ideas, in the end only the best ones should remain. So thank you for letting us know what you like and what you don't, it's truly the best way of supporting the development of the project! Here's the full changelog for this update: - Added new graphics and improvements to reroll dice and draw dice buttons. - Added various general performance optimizations. - Added multiple missing translations. - Fixed dice in hand permanently getting stuck in unavailable state. - Fixed softlock related to Crimson Blade relic. - Fixed softlock related to small treasure tile. - Fixed shop UI blocking right-most dice from backpack. - Fixed crash when Mirror dice interacts with Sticky Boost dice. - Fixed currency not updating correctly after restarting run. - Fixed movement dice showing inaccurate values on tooltips. - Fixed tooltip displaying with incorrect offset when opening for the first time. - Fixed previously visited event triggering again after exiting Shop tile. - Fixed boss music playing on Game Over screen. - Fixed tile highlight incorrectly showing target tile when player is moving on map. - Fixed softlock during Tutorial with Simplified Chinese language. We're still working on more updates for the demo, so keep an eye on this page during Next Fest (and after it!). Thank you for playing Die in the Dungeon! https://store.steampowered.com/app/2077710
Come and play Die in the Dungeon during Stream on Friday, 7-9PM CEST! See new demo now on game's page: https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/ May your dice rolls be good. ATICO team
Come and play Die in the Dungeon during Stream on Wednesday, 8-10PM CEST! See new demo now on game's page: https://store.steampowered.com/app/2026820/Die_in_the_Dungeon/ May your dice rolls be good. ATICO team
Hello, friends! Today is announcement time! Here we go: on December 1st, our new prologue, Die in the Dungeon: Origins, will be released! While we are preparing for the release, making final adjustments to the balance, and finishing localization (which we'll also talk about today), let's discuss the progress we've made since the release of the last version of the game. Sit back and relax; there's a lot of exciting new details waiting for you! And remember: all these gameplay elements will also appear in the full version!
New art drop!!
After the dungeon got an upgrade, the Steam page came next!
Die in the Dungeon and Die in the Dungeon: Origins got new banners, logos and cover art!
New refreshing art, perfectly timed to prepare for the upcoming release of Die in the Dungeon: Origins!!
Wishlist here to be ready to explore the dungeon!!
https://store.steampowered.com/app/2428770/?snr=1_5_9__205
We wave goodbye to our previous art made by our great game dev artist...
And welcome with open arms the new art from Jon Nielsen!!
You can also check Jon's art here!!
https://twitter.com/encifer
See you soon!
It's finally time... The new free prologue
Hello everyone!
For the past few months, something important has been brewing behind the scenes, something that will greatly impact the future of Die in the Dungeon: our search for the right publisher! You might be wondering, why do we need a publisher in the first place? Well, the main reason for us was time. You can only get so far spending only your free time on a project, so now that we can finally focus our full attention on Die in the Dungeon, development times will speed up significantly! And not only that, but we can also make all the new features we have for the game a reality.
Of course, their help is not limited to only that, it also comes in the form of localization, marketing, platforms () and much more. We want the game to reach as many players as possible in the future, and theyre helping us make that happen!
We have many other exciting news under wraps as we speak, but those will come at their appropriate time. Until then, keep an eye open for news and be sure to join the Discord server if you want more in-depth development insights!
Click to see HypeTrain's full catalog of games!
This will be the final update for Die in the Dungeon CLASSIC, including: New enemy intent system. (Optional) tutorial. New unlockable mode. Credits. Tons of bugfixes and balancing. Secrets! With this release, we finally can dedicate our full time to work on the final version of the game. Well start showing progress on social media soon. We want to thank everyone who has been following the game, its been almost 2 years since release and we could not be happier with all the support and love from our fanbase weve received. Thats why well work as hard as possible to deliver an unique final version, which we are sure youll all love! With that said, hope you enjoy the PROLOGUE version! And dont forget to wishlist the game on Steam! Be sure to give the game a review in the first hours! It helps a lot with visibility! https://store.steampowered.com/app/2214080/Die_in_the_Dungeon_PROLOGUE/
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