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I've been getting a handful of reports, primarily from Windows 10 users, that the game crashes at launch or sometimes during gameplay. I will update the game to fix this issue, but until then there is a workaround that all of the people so far who have had the issue has it solved by doing this. I made on a post on the forum detailing the current workaround: https://steamcommunity.com/app/312230/discussions/0/4633595582108062424/ TLDR: Set Launch Options to -force-d3d9
[ 2020-08-24 15:13:44 CET ] [ Original post ]
Recently Steam added new currencies, few things got in the way (my apologies) and it took me awhile to update them but we now support all the recently added currencies. Those incude: Argentinian Peso (ARS) Costa Rican Colón (CRC) Israeli New Shekel (ILS) Kazakhstani Tenge (KZT) Kuwaiti Dinar (KWD) Polish Zloty (PLN) Qatari Rial (QAR) Ukrainian Hryvnia (UAH) Uruguayan Peso (UYU) Vietnamese Dong (VND) We've updated the prices for all the other regions as well, and lowed the price of the game from $9.99 USD to $4.99 USD. Thanks for playing, and for those who have yet to play we hope you enjoy it! -Allen
[ 2018-02-24 11:51:35 CET ] [ Original post ]
Recently Steam added new currencies, few things got in the way (my apologies) and it took me awhile to update them but we now support all the recently added currencies. Those incude: Argentinian Peso (ARS) Costa Rican Coln (CRC) Israeli New Shekel (ILS) Kazakhstani Tenge (KZT) Kuwaiti Dinar (KWD) Polish Zloty (PLN) Qatari Rial (QAR) Ukrainian Hryvnia (UAH) Uruguayan Peso (UYU) Vietnamese Dong (VND) We've updated the prices for all the other regions as well, and lowed the price of the game from $9.99 USD to $4.99 USD. Thanks for playing, and for those who have yet to play we hope you enjoy it! -Allen
[ 2018-02-24 11:51:35 CET ] [ Original post ]
Updated the game to Unity version 5.6.4. No notable changes, aside from a couple very minor code optimizations. If you encounter any issues you can always roll back to the previous version by right clicking the game on Steam, clicking Properties, then in the Beta tab click on the drop down menu to opt into the previous_stable branch then restart Steam.
[ 2017-11-16 07:04:53 CET ] [ Original post ]
Updated the game to Unity version 5.6.4. No notable changes, aside from a couple very minor code optimizations. If you encounter any issues you can always roll back to the previous version by right clicking the game on Steam, clicking Properties, then in the Beta tab click on the drop down menu to opt into the previous_stable branch then restart Steam.
[ 2017-11-16 07:02:09 CET ] [ Original post ]
-Added brightness setting under "Video Options" -Updated lighting -Misc bug fixes & upgrade to latest Unity version -Adjusted robot respawn (less frequent respawns, fewer suicide droids) Also made a few changes to the beginning of the game. Too many people miss the briefcase (and, of course, the flashlight) so now it's already open at the start. The second change is the first two robots have less health than their counterparts, to hopefully lessen the amount of people who die right at the beginning while maintaining their presence. The amount of changes were relatively small so I did little play-testing, but as always if there are any issues let me know and any feedback is welcome as well.
[ 2016-11-08 03:07:19 CET ] [ Original post ]
-Added brightness setting under "Video Options" -Updated lighting -Misc bug fixes & upgrade to latest Unity version -Adjusted robot respawn (less frequent respawns, fewer suicide droids) Also made a few changes to the beginning of the game. Too many people miss the briefcase (and, of course, the flashlight) so now it's already open at the start. The second change is the first two robots have less health than their counterparts, to hopefully lessen the amount of people who die right at the beginning while maintaining their presence. The amount of changes were relatively small so I did little play-testing, but as always if there are any issues let me know and any feedback is welcome as well.
[ 2016-11-08 03:07:19 CET ] [ Original post ]
This patch addresses the frequently occuring "white flash" that is accompanied by a high pitched ear ringing noise. It's supposed to happen at specific moments, but an oversight on my part caused it to trigger when it shouldn't. In addition: - Updated the game to the latest version of Unity. - Adjusted the lighting, lower contrast in darker areas. - A few minor shader adjustments and bug fixes. - Adjustment to the "max queued frames" setting in an attempt to improve FPS on those with weaker CPUs. This potential fix is for DX9/DX11 only, other platforms are out of luck (sorry). If any issues arise, the previous stable version is always available, just go into properties and go to the beta tab and opt into the "previous_stable" version. Don't hesitate to post any issues you find in the forums, be sure to include system specs and the output_log.txt file, which you can find here (scroll down to "Player"): https://docs.unity3d.com/Manual/LogFiles.html Thanks again for all your support, kind comments, and constructive criticism. I can't wait to show you our next game. How about a sneak peak: here!
[ 2016-10-05 18:06:53 CET ] [ Original post ]
This patch addresses the frequently occuring "white flash" that is accompanied by a high pitched ear ringing noise. It's supposed to happen at specific moments, but an oversight on my part caused it to trigger when it shouldn't. In addition: - Updated the game to the latest version of Unity. - Adjusted the lighting, lower contrast in darker areas. - A few minor shader adjustments and bug fixes. - Adjustment to the "max queued frames" setting in an attempt to improve FPS on those with weaker CPUs. This potential fix is for DX9/DX11 only, other platforms are out of luck (sorry). If any issues arise, the previous stable version is always available, just go into properties and go to the beta tab and opt into the "previous_stable" version. Don't hesitate to post any issues you find in the forums, be sure to include system specs and the output_log.txt file, which you can find here (scroll down to "Player"): https://docs.unity3d.com/Manual/LogFiles.html Thanks again for all your support, kind comments, and constructive criticism. I can't wait to show you our next game. How about a sneak peak: here!
[ 2016-10-05 18:06:53 CET ] [ Original post ]
-Changed the text on the "Communications" Auxilliary power unit as it's misleading, it enables the computers not the communications. The communications, external communications to HQ that is, can't be restored. Which may have led to confusion about the communications option in the save terminal. Lord that took a year to fix that mistake. -Change a thing that can only be done once per sesson to a thing that can be done more than once per session. -And ditto for another. -Small lighting bugfix.
[ 2016-07-30 15:29:17 CET ] [ Original post ]
-Changed the text on the "Communications" Auxilliary power unit as it's misleading, it enables the computers not the communications. The communications, external communications to HQ that is, can't be restored. Which may have led to confusion about the communications option in the save terminal. Lord that took a year to fix that mistake. -Change a thing that can only be done once per sesson to a thing that can be done more than once per session. -And ditto for another. -Small lighting bugfix.
[ 2016-07-30 15:29:17 CET ] [ Original post ]
This is just a small update to address some things I forgot in the previous one, and a few other things I felt like doing. -Updated to Unity 5.4 which was just released, its changelog indicates audio and GI improvements, as well as multi-threading performance improvements (I can't tell any difference). -Hard Mode no longer resets you to your last save point when you die. -You can now disable the key prompt display, in addition to the hint text, when hovering your cursor over something you can interact with. -If your "Interact" key is longer than one character it will display a hand icon instead of the key's name (e.g. when assigning the third mouse button to "Interact", the on screen text would previously display obtrusive "Mouse3" text). -Pressing the Escape key will cancel a key assignment in progress, and is no longer allowed to be changed from "Pause". -Fixed the first pillbot being invulnerable. -Fixed a rare bug that wouldn't allow you to unpause the game when leaving the controls screen. -Stubborn shuttle ramp straightened out. -Hopefully fixed the bug that prevents doors from opening (still can't reproduce it on my end, not 100% sure if fixed). -Pistol fire-rate increased, shotgun fire-rate decreased and spread increased but deals much more damage, the SMG's fire-rate is the same but its damage is reduced. -AI Balancing. Pillbots shoot faster, flybots move slightly slower, recreational droid exploding behavior modified a bit. -More improvements made to improve the gamepad controls. -Toned down the volumetric lighting a bit. -Other misc stuff I can't remember because I didn't write them down.
[ 2016-07-28 23:34:57 CET ] [ Original post ]
This is just a small update to address some things I forgot in the previous one, and a few other things I felt like doing. -Updated to Unity 5.4 which was just released, its changelog indicates audio and GI improvements, as well as multi-threading performance improvements (I can't tell any difference). -Hard Mode no longer resets you to your last save point when you die. -You can now disable the key prompt display, in addition to the hint text, when hovering your cursor over something you can interact with. -If your "Interact" key is longer than one character it will display a hand icon instead of the key's name (e.g. when assigning the third mouse button to "Interact", the on screen text would previously display obtrusive "Mouse3" text). -Pressing the Escape key will cancel a key assignment in progress, and is no longer allowed to be changed from "Pause". -Fixed the first pillbot being invulnerable. -Fixed a rare bug that wouldn't allow you to unpause the game when leaving the controls screen. -Stubborn shuttle ramp straightened out. -Hopefully fixed the bug that prevents doors from opening (still can't reproduce it on my end, not 100% sure if fixed). -Pistol fire-rate increased, shotgun fire-rate decreased and spread increased but deals much more damage, the SMG's fire-rate is the same but its damage is reduced. -AI Balancing. Pillbots shoot faster, flybots move slightly slower, recreational droid exploding behavior modified a bit. -More improvements made to improve the gamepad controls. -Toned down the volumetric lighting a bit. -Other misc stuff I can't remember because I didn't write them down. edit: You might have seen another update after this one, it was to fix a bug introduced in this patch as well as add the ability to scroll through options by holding down the mouse button or the analog stick. Makes it faster to go through the sensitivity options especially. Thanks Bigsybee for mentioning that in your Let's Play, it's something I've been meaning to do but kept forgetting.
[ 2016-07-28 23:34:57 CET ] [ Original post ]
Been awhile since the last update, but we haven't been idle. Working on concepts and prototypes for the next game, as well as other side projects has kept us busy. Meanwhile I've been taking down notes while reading reviews and the forums, and watching streams and YouTube videos, and compiled a list of bugs, exploits, and improvements that could be made. And some of them made this update, which I think is the largest one so far. Technical and Visual:
- Updated the game to the latest stable version of Unity.
- Updated/improved some of the post-processing effects. Ambient occlusion (SSAO) in particular should look and perform much better now.
- Added SMAA as an alternative form of anti-aliasing, looks better than FXAA and doesn't cost a whole lot more in terms of performance.
- Added volumetric lighting, enabled by default. It's a decently optimized effect and only incurs a small performance hit, largely on the CPU. If you experience a notable FPS loss this might be the likely culprit.
- Other minor adjustments/improvements to the lighting to compensate the changes for the volumetric lights, should the feature be disabled or otherwise unsupported.
- Slightly improved shadows using PCF5x5 filtering. Possible performance hit, couldn't detect one on my machine but your mileage may vary.
- Updated the material shaders for a few objects still using outdated legacy shaders.
- Some performance optimizations, which may not be noticable due to the upgraded shadows, lighting, and post-fx. However, turning off the more intensive options there should be a definite performance increase- at the cost of visual fidelity. Those options being resolution, shadows, ssao, volumetric lights, and bloom; the others have a relatively minimal impact but can also be disabled based on personal preference or to squeeze every last drop of peformance you can.
- Re-enabled enemy respawning (broken in the previous patch), and adjusted some of the spawning parameters.
- Adjusted the AI in various places. The flybot has slightly more health, and the pillbot will give up after chasing you for too long.
- The recreational droid has less health but explodes slightly earlier than before.
- Removed an exploit that let you attack flybots from vents with them completely ignoring you.
- In-game progress is erased after you achieve any of the game's endings (your settings/achievements/unlocks are unaffected).
- Disabled the speed run and balls of steel achievements when playing on Peaceful mode. Sorry speed-runners :(
- Shower achievement less likely to be triggered accidentally by a wandering cleaner bot or droid.
- Added separate sensitivity option for the Y Axis. If you have changed the sensitivity previously you will have to adjust the y-axis to match or it will feel off. (Thanks for the heads up raven989.)
- Lowered the position of the pistol, it was much higher than the other weapons and took up too much screen space.
- Adjusted the movement of every weapon to be less "floaty", and instead to be more responsive. Less bob/sway/strafe movement and quicker transitions between states.
- Player run acceleration increased, and the move speed reduction for walking backwards and while using iron sights is removed. Crouch movement speed increased as well.
- Increased the hit-box size of computer/terminal buttons and other small items (fuse, screwdriver, etc) so they're easier to interact with, especially beneficial for gamepad users but also for keyboard/mouse as well.
- And finally a handful of minor misc small things were also fixed or altered. I don't remember them all and you probably won't notice, so who knows if I even did anything else (I did).
[ 2016-07-21 02:26:42 CET ] [ Original post ]
Been awhile since the last update, but we haven't been idle. Working on concepts and prototypes for the next game, as well as other side projects has kept us busy. Meanwhile I've been taking down notes while reading reviews and the forums, and watching streams and YouTube videos, and compiled a list of bugs, exploits, and improvements that could be made. And some of them made this update, which I think is the largest one so far. Technical and Visual:
- Updated the game to the latest stable version of Unity.
- Updated/improved some of the post-processing effects. Ambient occlusion (SSAO) in particular should look and perform much better now.
- Added SMAA as an alternative form of anti-aliasing, looks better than FXAA and doesn't cost a whole lot more in terms of performance.
- Added volumetric lighting, enabled by default. It's a decently optimized effect and only incurs a small performance hit, largely on the CPU. If you experience a notable FPS loss this might be the likely culprit.
- Other minor adjustments/improvements to the lighting to compensate the changes for the volumetric lights, should the feature be disabled or otherwise unsupported.
- Slightly improved shadows using PCF5x5 filtering. Possible performance hit, couldn't detect one on my machine but your mileage may vary.
- Updated the material shaders for a few objects still using outdated legacy shaders.
- Some performance optimizations, which may not be noticable due to the upgraded shadows, lighting, and post-fx. However, turning off the more intensive options there should be a definite performance increase- at the cost of visual fidelity. Those options being resolution, shadows, ssao, volumetric lights, and bloom; the others have a relatively minimal impact but can also be disabled based on personal preference or to squeeze every last drop of peformance you can.
- Re-enabled enemy respawning (broken in the previous patch), and adjusted some of the spawning parameters.
- Adjusted the AI in various places. The flybot has slightly more health, and the pillbot will give up after chasing you for too long.
- The recreational droid has less health but explodes slightly earlier than before.
- Removed an exploit that let you attack flybots from vents with them completely ignoring you.
- In-game progress is erased after you achieve any of the game's endings (your settings/achievements/unlocks are unaffected).
- Disabled the speed run and balls of steel achievements when playing on Peaceful mode. Sorry speed-runners :(
- Shower achievement less likely to be triggered accidentally by a wandering cleaner bot or droid.
- Added separate sensitivity option for the Y Axis. If you have changed the sensitivity previously you will have to adjust the y-axis to match or it will feel off. (Thanks for the heads up raven989.)
- Lowered the position of the pistol, it was much higher than the other weapons and took up too much screen space.
- Adjusted the movement of every weapon to be less "floaty", and instead to be more responsive. Less bob/sway/strafe movement and quicker transitions between states.
- Player run acceleration increased, and the move speed reduction for walking backwards and while using iron sights is removed. Crouch movement speed increased as well.
- Increased the hit-box size of computer/terminal buttons and other small items (fuse, screwdriver, etc) so they're easier to interact with, especially beneficial for gamepad users but also for keyboard/mouse as well.
- And finally a handful of minor misc small things were also fixed or altered. I don't remember them all and you probably won't notice, so who knows if I even did anything else (I did).
[ 2016-07-21 02:26:42 CET ] [ Original post ]
In this patch there are a bunch of performance optimizations, gameplay and sound tweaks, bug fixes, as well as a switch to a universal binary for OS X for improved compatibility. -Major improvements to performance on the CPU side related to excessive and unnecessary physics calculations -Minor optimizations to some post-processing shaders -Removed a useless function that led to decreased performance while the inventory was open -Additional improvements for the crackling sound some users experienced -Announcer sound levels adjustment -Few other minor sound level adjustments (one notable change is that the suicide droid's footsteps are slightly louder) -Lotus flower now fades in -No more permanent rain under certain conditions -Moved the trash can in the shuttle bay area -Fixed case where weapon camera would not deactivate -Added explosion force for the cleaner bot's death -Fixed instances when enemies would not respawn -Enemies now respawn more often on higher difficulties and less often on lower difficulty settings, and their distribution is more varied (ie. less likely change of a horde of flybots in the medical area) -Removed collider from the toy model in Solomon's work desk as it caused the player to instantly jump on top of it -The OS X build is now a universal binary I've tested this build extensively but as always drop a line in the comments or in the forums if you catch something I've missed, or an issue I have yet to address. Thanks for all your support! And you may also notice the game is 50% off for the Halloween sale. Happy Halloween!
[ 2015-10-29 18:37:38 CET ] [ Original post ]
In this patch there are a bunch of performance optimizations, gameplay and sound tweaks, bug fixes, as well as a switch to a universal binary for OS X for improved compatibility. -Major improvements to performance on the CPU side related to excessive and unnecessary physics calculations -Minor optimizations to some post-processing shaders -Removed a useless function that led to decreased performance while the inventory was open -Additional improvements for the crackling sound some users experienced -Announcer sound levels adjustment -Few other minor sound level adjustments (one notable change is that the suicide droid's footsteps are slightly louder) -Lotus flower now fades in -No more permanent rain under certain conditions -Moved the trash can in the shuttle bay area -Fixed case where weapon camera would not deactivate -Added explosion force for the cleaner bot's death -Fixed instances when enemies would not respawn -Enemies now respawn more often on higher difficulties and less often on lower difficulty settings, and their distribution is more varied (ie. less likely change of a horde of flybots in the medical area) -Removed collider from the toy model in Solomon's work desk as it caused the player to instantly jump on top of it -The OS X build is now a universal binary I've tested this build extensively but as always drop a line in the comments or in the forums if you catch something I've missed, or an issue I have yet to address. Thanks for all your support! And you may also notice the game is 50% off for the Halloween sale. Happy Halloween!
[ 2015-10-29 18:37:38 CET ] [ Original post ]
-Fix for the "King of the Dead" achievement not triggering if the crown hits the floor before the player can grab it. Thanks to forum member F4/80 for the steps on how to reproduce this bug!
[ 2015-10-17 02:42:40 CET ] [ Original post ]
-Fix for the "King of the Dead" achievement not triggering if the crown hits the floor before the player can grab it. Thanks to forum member F4/80 for the steps on how to reproduce this bug!
[ 2015-10-17 02:42:40 CET ] [ Original post ]
NOTE: Due to the changes in this update you may need to reset your keybindings in Options -> Controls In this patch I've updated the game to the latest version of Unity. Along with this comes with performance improvements and bug fixes. In addition you can now rebind the gamepad keys as you see fit, which should alleviate the issues some users had with the gamepad on Mac and Linux and those using non-Xbox 360 gamepads. -Gamepad rebinding support -Added better mouse/look sensitivity options for finer tuning -Lessened respawn frequency of robots -Sound fixes for the overhead announcer -Few other sound fixes (some sounds were a bit too quiet) -Hopeful fix for the "King of the Dead" achievement sometimes not triggering -Misc minor bug fixes that I forgot to write down
[ 2015-09-23 02:20:02 CET ] [ Original post ]
Last week I released the fourth and fifth updates to the games, apologies for just posting the patch notes now. In addition you can now download the soundtrack by Adam Williams (and a bonus track by Arthur Lee) here: http://store.steampowered.com/app/387080/ Now for the changelog: -More fixes for the crackling audio a few people experienced. This should further improve sound quality for most people. -Minor adjustments to sound levels, in particular guns are now quieter and doors are louder. -Workaround for the falling through floor bug a few users encountered. -Minor performance improvements. That's all, these were pretty small patches. If there's anything you'd like to see improved or bugs you'd like to report, please visit the forum or comment here. Thanks!
[ 2015-07-18 17:59:59 CET ] [ Original post ]
I sat down with Phil Owen recently and had a chat about the game. He wrote a wonderful article about it for Animal, check it out! http://animalnewyork.com/2015/making-spirits-of-xanadu-a-retro-sci-fi-adventure Now on to the update. This update contains a few minor fixes relating to AI, a few performance tweaks, second pass at fixing the sound bugs, and some debug keys to figure out the root cause of a sound issue a few of you have been experiencing. edit: A couple of hours after this update went live, with the help of a few people, I managed to alleviate this bug on their machines. So another patch went out to hopefully address this for those people experiencing sound issues. If the problem still persists for you, please read the rest of this announcement and follow the forum thread. --------------------------------------------------------------------------------------------------------------- The following keys are only for isolating the source of the problem and are not meant as a fix. Since none of us have hardware that can replicate this bug we're unable to test these, as a result we're reliant on those that have the issue to help us out. Please follow the link below if you're affected by this: http://steamcommunity.com/app/312230/discussions/0/523890681424065082/ Debug instructions (press these when in game, not on the main menu): Hold left shift and press F4 to change the output to mono (may freeze for a second or two). Hold left shift and press F5 to disable sound post-processing on everything but the loud speakers. Hold left shift and press F6 to disable sound post-processing on everything. Hold left shift and press F7 to disable three dimensional sound. WARNING! Make sure you turn the volume down real low for this as you'll hear every sound on the ship. You'll have to reload the game to revert these changes. If any of these have any impact on the crackling/stuttering please let me know. Thanks!
[ 2015-07-06 22:26:52 CET ] [ Original post ]
I've just released the second update to Spirits of Xanadu. This includes the addition of a new difficulty (Iron Man, which erases your save on death) and subtitle captions for French and German languages as well as various bug fixes.
- Added iron man difficulty mode
- Added French and German subtitles
- Fixed respawn behavior of robots (were spawning too frequently previously)
- Fixed a few spelling errors in the subtitle captions
- Light power outages are less rare
- Robots no longer spawn in the showers
- Various other minor fixes I forgot to write down
- The first patch(?) broke the water reflections and color in the third ending, this has been fixed.
- Attempt at fixing blank screen bugs in Linux versions for the endings.
[ 2015-05-31 05:54:23 CET ] [ Original post ]
I've just released the first big patch for the game, which addresses some issues some people were having and includes some general improvements and difficulty balances. If a bug you've experienced isn't on this list head over to the official bug reporting thread and provide as many details as possible and we'll try to address them in the future. If you have any other feedback, suggestions, or complaints be sure to let us know in the forums. We're always interested in improving the game, so if there's anything we can do to improve the experience be sure to let us know.
- Fixed player walking through trees (arcade)
- Fixed crosshair appearing on invisible wall boundaries (arcade)
- Fixed suicide droids not resetting their positions under certain circumstances
- Fixed issues related to the gun charge tooltip implemented in the previous mini-patch
- Fixed security cameras being able to prevent player from accessing the elevators
- Adjusted terminal text to avoid misclicks
- Robots are more likely to speak
- Enemy respawn delay shortened
- Save game no longer erased after triggering an ending
- If you die on 'hard' difficulty the game will reload at your last save and you will lose all unsaved progress
- Adjusted player health values for high difficulty to balance out the above change
- Various other difficulty tweaks for easy and normal levels: [olist]
- Normal: Slightly more health
- Easy: Less enemy respawns and suicide droids won't instantly kill you if you're above half health. [/olist]
- Minor performance improvements
- Crouching in front of robots will no longer save you from their fire
[ 2015-04-09 19:58:24 CET ] [ Original post ]
🎮 Full Controller Support
- Spirits of Xanadu Linux Depot [765.91 M]
- Spirits of Xanadu - Soundtrack
Spirits of Xanadu is an atmospheric exploration game set aboard a deserted starship in an alternate 1980s. It draws inspiration from classic sci-fi films, novels, and games to create an immersive and highly interactive environment, featuring puzzles and FPS elements in the service of a unique and layered plot.
Key Features:
- Discover the truth
Get to know the crew and piece together what happened through fully voiced audiologs in addition to various types of documents and e-mails. - Three distinct endings
Make a decision based on what you have discovered, and decide the fate of the Xanadu. - No hand holding
You have one primary objective: Return the Xanadu back to Earth. There are no objective markers, you have no map, and the ship has been sabotaged. You begin your mission with only a flashlight and a message from your superiors back on Earth, the rest you'll have to figure out on your own. - Hot robot action with first person shooter combat
Evade the ship's security system while battling hostile robots. - Fully interactive environment
Inspired by the immersive environments of games such as Deus Ex and System Shock 2: Open every drawer, use every computer, and read every document you find. More importantly, you can flush every toilet. - Optional 'Peaceful' mode
Not a fan of violence against robots? Switch to the Peaceful difficulty setting in the options menu to make the robots passive, allowing you to explore the ship, experience the story, and solve puzzles at your own pace.
- OS: Ubuntu/Mint
- Processor: 2.4 GHz dual-coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated graphics card with 512MB of VRAM and shader model 3.0
- Storage: 1 GB available spaceAdditional Notes: Nvidia GPU recommended
- OS: Ubuntu/Mint
- Processor: 3 GHz dual-core or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated graphics card with 512MB of VRAM and shader model 3.0
- Storage: 1 GB available spaceAdditional Notes: Nvidia GPU recommended
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