▶
THE LONG DARK SANDBOX UPDATED to v.364: "VIGILANT TRESPASS"
We’ve added a new Experience Mode: Interloper. Interloper is a highly challenging mode that focuses on self-sufficiency in survival. It is the most “extreme” of the Experience Modes for the following reasons: * The world becomes more hostile to you as you play. Global temperature drops, wildlife and fuel resources become more scarce, and Blizzards become more frequent. * There are no Rifles in the world. * Apart from the Hacksaw and Hammer, which spawn rarely in the world, you need to create all your own improvised tools (ex. Hatchets, Knives, etc.). * The best Clothing and Food items do not spawn. * Wolves are more rare, but also more deadly. * Wildlife becomes more rare over time.
We’ve added the follow-up challenge to Hunted. In Hunted, Part Two, you must track the Old Bear from the Trapper’s Cabin, to its Den. Keep an eye out for tracks and blood drops. The weather may not cooperate!
We’ve made some changes to how various systems work to ensure that, over time, the Sandbox becomes gradually more challenging over time. This is to combat the sense that the game becomes too easy once players have made it past a certain threshold in their survival skill and with improvised gear and tools. The new Experience Mode, Interloper, shows the most extreme version of this updated “Decay”, but we’ve applied it to all pre-existing Experience Modes as well. In general, we tune about a dozen variables differently as the game progresses over time, including (amongst other things): wildlife spawn behaviour, weather patterns, global temperature, and the availability of fuel resource spawns. The rate at which this “decay” occurs depends on the Experience Mode, with Pilgrim and Interloper being on opposite ends of the spectrum. Our intent is that these changes ensure the level of challenge in the game remains engaging over long-term Sandbox games, but consistent with the level that players would expect for that particular Experience Mode.
We’ve updated all our in-game Light Sources with first-person animations. This includes: Flare, Lantern, Torch, Brand, Matches. Lantern placement has also been modified to work better with first-person hands. Both Male and Female hands are represented. For now, we are not visualizing custom player clothing or gloves/mittens on the hands. Please note that there may still be glitches with this system, as well as unanticipated effects to some of the in-game interactions. We’ve updated our Locomotion animations to work better with the First-Person hands. You will see equipped light sources in hand when walking, though hidden while sprinting. We’ve also modified the way Sprinting works -- you can no longer sprint backwards, nor sprint-strafe in perfectly lateral directions (though it is still possible to sprint forward and on an angle).
Our last pass on the Rest and Passing Time interface was confusing for players, so we’ve updated both these interfaces. Now, to Pass Time, you use the Radial > Campcraft menu to select the “Pass Time” option (the icon is a Deck of Cards). You will now get real-time feedback on how Passing Time is affecting your Status, and you can interrupt Passing Time at any time. Please keep in mind that the previous Warmth bonus during Pass Time was an artifact from the use of the Rest menu, and was not an intended bonus. You can now Pass Time anywhere (i.e. you do not need a Bed or Bedroll). Rest works as it always has -- you can Rest from the Bedroll or any Bed. Both interfaces have been updated to clarify your current Status, to help you make a better decision about how long you want to Rest or Pass Time.
We’ve fixed the Wolf Decoy exploit. Decoys will now cause Wolves to “retreat” for a period of time, but they will no longer stand there making an easy target. Only Meat (includes Fish and Guts) may now be used for Decoys, and the “Drop Decoy” action will automatically select the “smelliest” (i.e. lowest Condition) meat in your Backpack.
We’ve updated the Coastlines to have open water. You’ll find that useful things occasionally wash up, but keep an ear out for signs of weak ice. If you fall in the water, it’s instant Hypothermia and your clothes will all be Wet!
We’ve added two new skills: Archery, and Mending. Keep in mind that we’re still iterating on the Skills system, so our plan is to continue tuning and expanding this system over time.
Based on feedback from the community, we’ve modified how we handle Feats. Now each Experience Mode supports a number of active Feats -- 5 for Pilgrim, 4 for Voyageur, etc. During the Sandbox setup, you’ll need to activate any Feats you’ve unlocked so far, and those Feats will be active for that particular Sandbox game. If you prefer not to use Feats, simply do not activate any of them. Also, please keep in mind that you can’t enable Feats you’ve unlocked in your current game.
We’ve rebalanced Snow Shelters to be a little less effective. Linux users can now Alt-Tab without audio becoming corrupted. We’ve added a warning to help avoid burning partly-researched Books. Cleaning your Rifle no longer improves the Rifle Firearm skill. Cooking Fish now produces a small amount of usable Lamp Oil. We’ve also fixed several bugs; the full changelist will be published once we migrate the Test Branch to the Main Release.
Apart from any new text added in this Test Branch (which hasn’t been translated yet), you should find the Sandbox has now been translated into: Portuguese, Brazilian Portuguese, Spanish, Finnish, and Dutch.
In this Test Build, we’ve updated Unity and also Wwise (our audio engine). We don’t think this will impact anyone, but it’s possible that these updates may have affected stability. You may notice this particularly around graphics, and audio. Please make sure you report any bugs around unusual graphics glitches, audio issues.
As noted during the Test Build process, we are not carrying progress from the Test Build back into the Main Branch. This is to prevent any bugs or issues captured in your Saves, from being introduced back into your Main Branch games.
Also, please make sure your drivers are updated! *****
* Added new Experience Mode: Interloper * Added new Challenge: Hunted, Part 2 * Added full First-Person Presence for Light Sources: Flare, Torch, Brand, Lantern, Matches * Added Beachcombing Gameplay * Added Archery Skill * Added Mending Skill * Iteration on “World Decay” systems across all Experience Modes, focused particularly on: global temperature, weather patterns, wildlife presence, blizzard frequency, and fuel resources * Iteration on Feats system; players now activate a limited number of unlocked Feats per Sandbox game
* Fixed rare crash when firing Arrows * Fixed rare crash issue in Fire UI * Fixed rare crash in Badges UI * Fixed rare audio crashes * Fixed crash issues that could occur in the Snow Shelter UI * Fixed rare crash related to Cabin Fever * Fixed rare crash when accessing the Log screen * Fixed rare crash when cancelling Firestarting * Fixed rare crash when being stalked by a Wolf * Fixed “Many Campfires” Out of Memory crash * Fixed crash that could occur when trying to force burn an unread research book * Fixed rare crash that could occur when firing the Survival Bow * Fixed crash that could occur when entering a Struggle and holding a lit Flare/Torch/Brand
* Cooking Fish now produces a small amount of Lamp Oil (varies based on Fish type and weight) * Tuned Snow Shelter dismantling resources * Hacksaws can now be used to harvest Saplings and Tree Limbs * Updated the Bed and Bedroll interfaces to support Passing Time as well as Rest * Enabled Users to view status overlay when Rope Climbing - but not the radial menu * Tuned Hacksaw per-use decay rate * Fixed Decoy exploit; Wolves will no longer make an easy target!
* Fixed issue where brandishing the Flare did not increase Fatigue * Fixed issue where player could drop Decoys when in a Snow Shelter or vehicle * Fixed issues with drag-and-drop behaviour in Containers * Fixed issue with Inventory sort icon colliders overlapping * Fixed issue with audio when dragging scrollbar * Fixed alpha issue on car windows that caused trees/foliage to not sort correctly * Fixed floating objects after breaking down furniture in Farmhouse * Fixed issue with player crashing through top of Snow Shelter after picking up items * Fixed issue with debug screenshot behaviour * Fixed issue with Brands providing a Heat Bonus when placed near a fire * Fixed issue where players could become stuck on a black screen when retrying a Challenge * Fixed being unable to light Torches from a fire * Fixed issue where players could add Coal to a fire at an invalid (too low) temperature * Fixed audio dropping out after a player Alt+Tabs away from the game * Fixed issue with falling snow passing through walls in Forestry Lookouts * Fixed issue that caused wildlife to sometimes become stuck on chunks of ice * Fixed issue with Wildlife trying to pathfind into deep water * Fixed Flare effects showing through doors * Fixed issue that caused corpses to disappear when only partially in view * Fixed issue where players could place Camp Fires deep in mines * Fixed issue with looping Flare ignition audio * Fixed floating plates appearing after breaking down certain tables in Coastal Highway * Fixed inaccurate Calorie cost preview for Passing Time * Fixed Harvesting UI displaying incorrect requirements when harvesting with bare hands with the Master Harvesting Skill * Fixed issue with stackable items merging with invalid stacks, when dropped from inventory * Fixed issue with inaccessible backpack in Timber Wolf Mountain * Fixed issue with Torches not being lit by other lit (dropped) Torches and Flares * Fixed issue that prevented the Journal stats from populating when viewed from the Main Menu * Fixed issue that caused the camera to rotate and pan unexpectedly * Fixed issue that could cause incorrect camera FOV at the start of game * Fixed missing cabins in Coastal Highway * Fixed duplicate rope near Mystery Lake Western Access * Fixed issue with the Extinguish/Brandish prompts disappearing too quickly * Fixed issue that caused the Torch effects to become offset after a scene load * Fixed issue that allowed players to fire the Survival Bow after dropping their last Arrow * Fixed issue caused by picking up an Arrow and nocking it, while holding the Survival Bow * Fixed issue that allowed all Bunkers to spawn in Mystery Lake in certain scenarios * Fixed issue that allowed low detail trees to appear on the Main Menu when running Low or Medium quality
* Memory optimizations * Fixed various environment art and world collision issues ### END OF CHANGELIST ### Thank you for playing, and we hope you enjoy Vigilant Trespass! The Hinterland Team
[ 2016-09-22 21:49:34 CET ] [ Original post ]
We’ve just updated The Long Dark to v.364,“Vigilant Trespass”. This update introduces several new features and changes to content, outlined below. A full changelist can be found at the end of this message.
Here’s a video that discusses some of the changes introduced in “Vigilant Trespass”.
https://www.youtube.com/watch?v=OTx2Fv1dJoU&list=PLzp35YPWKwnmy-cBp8fSCbdyb6NZeiiCp&index=1
New Experience Mode: Interloper
We’ve added a new Experience Mode: Interloper. Interloper is a highly challenging mode that focuses on self-sufficiency in survival. It is the most “extreme” of the Experience Modes for the following reasons: * The world becomes more hostile to you as you play. Global temperature drops, wildlife and fuel resources become more scarce, and Blizzards become more frequent. * There are no Rifles in the world. * Apart from the Hacksaw and Hammer, which spawn rarely in the world, you need to create all your own improvised tools (ex. Hatchets, Knives, etc.). * The best Clothing and Food items do not spawn. * Wolves are more rare, but also more deadly. * Wildlife becomes more rare over time.
New Challenge Mode: Hunted, Part Two
We’ve added the follow-up challenge to Hunted. In Hunted, Part Two, you must track the Old Bear from the Trapper’s Cabin, to its Den. Keep an eye out for tracks and blood drops. The weather may not cooperate!
Improved World “Decay” Systems
We’ve made some changes to how various systems work to ensure that, over time, the Sandbox becomes gradually more challenging over time. This is to combat the sense that the game becomes too easy once players have made it past a certain threshold in their survival skill and with improvised gear and tools. The new Experience Mode, Interloper, shows the most extreme version of this updated “Decay”, but we’ve applied it to all pre-existing Experience Modes as well. In general, we tune about a dozen variables differently as the game progresses over time, including (amongst other things): wildlife spawn behaviour, weather patterns, global temperature, and the availability of fuel resource spawns. The rate at which this “decay” occurs depends on the Experience Mode, with Pilgrim and Interloper being on opposite ends of the spectrum. Our intent is that these changes ensure the level of challenge in the game remains engaging over long-term Sandbox games, but consistent with the level that players would expect for that particular Experience Mode.
First-Person Presence & Updated Locomotion
We’ve updated all our in-game Light Sources with first-person animations. This includes: Flare, Lantern, Torch, Brand, Matches. Lantern placement has also been modified to work better with first-person hands. Both Male and Female hands are represented. For now, we are not visualizing custom player clothing or gloves/mittens on the hands. Please note that there may still be glitches with this system, as well as unanticipated effects to some of the in-game interactions. We’ve updated our Locomotion animations to work better with the First-Person hands. You will see equipped light sources in hand when walking, though hidden while sprinting. We’ve also modified the way Sprinting works -- you can no longer sprint backwards, nor sprint-strafe in perfectly lateral directions (though it is still possible to sprint forward and on an angle).
Updated Rest & Passing Time Interface
Our last pass on the Rest and Passing Time interface was confusing for players, so we’ve updated both these interfaces. Now, to Pass Time, you use the Radial > Campcraft menu to select the “Pass Time” option (the icon is a Deck of Cards). You will now get real-time feedback on how Passing Time is affecting your Status, and you can interrupt Passing Time at any time. Please keep in mind that the previous Warmth bonus during Pass Time was an artifact from the use of the Rest menu, and was not an intended bonus. You can now Pass Time anywhere (i.e. you do not need a Bed or Bedroll). Rest works as it always has -- you can Rest from the Bedroll or any Bed. Both interfaces have been updated to clarify your current Status, to help you make a better decision about how long you want to Rest or Pass Time.
Wolf Decoy Exploit Fix
We’ve fixed the Wolf Decoy exploit. Decoys will now cause Wolves to “retreat” for a period of time, but they will no longer stand there making an easy target. Only Meat (includes Fish and Guts) may now be used for Decoys, and the “Drop Decoy” action will automatically select the “smelliest” (i.e. lowest Condition) meat in your Backpack.
Beachcombing
We’ve updated the Coastlines to have open water. You’ll find that useful things occasionally wash up, but keep an ear out for signs of weak ice. If you fall in the water, it’s instant Hypothermia and your clothes will all be Wet!
New Skills: Archery & Mending
We’ve added two new skills: Archery, and Mending. Keep in mind that we’re still iterating on the Skills system, so our plan is to continue tuning and expanding this system over time.
Feat Slots
Based on feedback from the community, we’ve modified how we handle Feats. Now each Experience Mode supports a number of active Feats -- 5 for Pilgrim, 4 for Voyageur, etc. During the Sandbox setup, you’ll need to activate any Feats you’ve unlocked so far, and those Feats will be active for that particular Sandbox game. If you prefer not to use Feats, simply do not activate any of them. Also, please keep in mind that you can’t enable Feats you’ve unlocked in your current game.
A Few More Tweaks
We’ve rebalanced Snow Shelters to be a little less effective. Linux users can now Alt-Tab without audio becoming corrupted. We’ve added a warning to help avoid burning partly-researched Books. Cleaning your Rifle no longer improves the Rifle Firearm skill. Cooking Fish now produces a small amount of usable Lamp Oil. We’ve also fixed several bugs; the full changelist will be published once we migrate the Test Branch to the Main Release.
New Languages
Apart from any new text added in this Test Branch (which hasn’t been translated yet), you should find the Sandbox has now been translated into: Portuguese, Brazilian Portuguese, Spanish, Finnish, and Dutch.
Middleware Updates
In this Test Build, we’ve updated Unity and also Wwise (our audio engine). We don’t think this will impact anyone, but it’s possible that these updates may have affected stability. You may notice this particularly around graphics, and audio. Please make sure you report any bugs around unusual graphics glitches, audio issues.
NOTE ON TEST BUILD SAVES
As noted during the Test Build process, we are not carrying progress from the Test Build back into the Main Branch. This is to prevent any bugs or issues captured in your Saves, from being introduced back into your Main Branch games.
***Please note that current in-progress games from the Main Branch should continue working as expected with Vigilant Trespass.***
Also, please make sure your drivers are updated! *****
THE LONG DARK SANDBOX UPDATE v.364, “VIGILANT TRESPASS” -- FULL CHANGELIST
NEW FEATURES
* Added new Experience Mode: Interloper * Added new Challenge: Hunted, Part 2 * Added full First-Person Presence for Light Sources: Flare, Torch, Brand, Lantern, Matches * Added Beachcombing Gameplay * Added Archery Skill * Added Mending Skill * Iteration on “World Decay” systems across all Experience Modes, focused particularly on: global temperature, weather patterns, wildlife presence, blizzard frequency, and fuel resources * Iteration on Feats system; players now activate a limited number of unlocked Feats per Sandbox game
CRASHES FIXED
* Fixed rare crash when firing Arrows * Fixed rare crash issue in Fire UI * Fixed rare crash in Badges UI * Fixed rare audio crashes * Fixed crash issues that could occur in the Snow Shelter UI * Fixed rare crash related to Cabin Fever * Fixed rare crash when accessing the Log screen * Fixed rare crash when cancelling Firestarting * Fixed rare crash when being stalked by a Wolf * Fixed “Many Campfires” Out of Memory crash * Fixed crash that could occur when trying to force burn an unread research book * Fixed rare crash that could occur when firing the Survival Bow * Fixed crash that could occur when entering a Struggle and holding a lit Flare/Torch/Brand
GAMEPLAY TUNING
* Cooking Fish now produces a small amount of Lamp Oil (varies based on Fish type and weight) * Tuned Snow Shelter dismantling resources * Hacksaws can now be used to harvest Saplings and Tree Limbs * Updated the Bed and Bedroll interfaces to support Passing Time as well as Rest * Enabled Users to view status overlay when Rope Climbing - but not the radial menu * Tuned Hacksaw per-use decay rate * Fixed Decoy exploit; Wolves will no longer make an easy target!
FIXES
* Fixed issue where brandishing the Flare did not increase Fatigue * Fixed issue where player could drop Decoys when in a Snow Shelter or vehicle * Fixed issues with drag-and-drop behaviour in Containers * Fixed issue with Inventory sort icon colliders overlapping * Fixed issue with audio when dragging scrollbar * Fixed alpha issue on car windows that caused trees/foliage to not sort correctly * Fixed floating objects after breaking down furniture in Farmhouse * Fixed issue with player crashing through top of Snow Shelter after picking up items * Fixed issue with debug screenshot behaviour * Fixed issue with Brands providing a Heat Bonus when placed near a fire * Fixed issue where players could become stuck on a black screen when retrying a Challenge * Fixed being unable to light Torches from a fire * Fixed issue where players could add Coal to a fire at an invalid (too low) temperature * Fixed audio dropping out after a player Alt+Tabs away from the game * Fixed issue with falling snow passing through walls in Forestry Lookouts * Fixed issue that caused wildlife to sometimes become stuck on chunks of ice * Fixed issue with Wildlife trying to pathfind into deep water * Fixed Flare effects showing through doors * Fixed issue that caused corpses to disappear when only partially in view * Fixed issue where players could place Camp Fires deep in mines * Fixed issue with looping Flare ignition audio * Fixed floating plates appearing after breaking down certain tables in Coastal Highway * Fixed inaccurate Calorie cost preview for Passing Time * Fixed Harvesting UI displaying incorrect requirements when harvesting with bare hands with the Master Harvesting Skill * Fixed issue with stackable items merging with invalid stacks, when dropped from inventory * Fixed issue with inaccessible backpack in Timber Wolf Mountain * Fixed issue with Torches not being lit by other lit (dropped) Torches and Flares * Fixed issue that prevented the Journal stats from populating when viewed from the Main Menu * Fixed issue that caused the camera to rotate and pan unexpectedly * Fixed issue that could cause incorrect camera FOV at the start of game * Fixed missing cabins in Coastal Highway * Fixed duplicate rope near Mystery Lake Western Access * Fixed issue with the Extinguish/Brandish prompts disappearing too quickly * Fixed issue that caused the Torch effects to become offset after a scene load * Fixed issue that allowed players to fire the Survival Bow after dropping their last Arrow * Fixed issue caused by picking up an Arrow and nocking it, while holding the Survival Bow * Fixed issue that allowed all Bunkers to spawn in Mystery Lake in certain scenarios * Fixed issue that allowed low detail trees to appear on the Main Menu when running Low or Medium quality
MISC.
* Memory optimizations * Fixed various environment art and world collision issues ### END OF CHANGELIST ### Thank you for playing, and we hope you enjoy Vigilant Trespass! The Hinterland Team
[ 2016-09-22 21:49:34 CET ] [ Original post ]
The Long Dark
Hinterland Studio Inc.
Developer
Hinterland Studio Inc.
Publisher
2017-08-01
Release
Game News Posts:
251
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(94144 reviews)
The Game includes VR Support
Public Linux Depots:
- The Long Dark Depot (Linux) [2.24 G]
- TLD Dev Depot (Linux) [5.42 G]
- DLC01Linux [721.27 M]
- The Long Dark: Wintermute Linux DLC [8.16 G]
- The Long Dark: Tales from the Far Territory Linux DLC [728.71 M]
Available DLCs:
- The Long Dark: Tales from the Far Territory
- The Long Dark: WINTERMUTE
***THE LONG DARK IS AN EARLY ACCESS TITLE. THE SANDBOX IS IN A CONSTANT STATE OF IMPROVEMENT, AND IT ISN'T FINISHED. BUYING THE LONG DARK ON EARLY ACCESS SUPPORTS OUR ABILITY TO CONTINUE IMPROVING THE GAME. FOR MORE INFORMATION, REFER TO THE EARLY ACCESS INFORMATION ABOVE.***
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
What is The Long Dark?
The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness. There are no zombies -- only you, the cold, and everything Mother Nature can throw at you.Current Game Features
The Early Access version of The Long Dark features the game’s non-narrative Survival Sandbox mode. The game will leave Early Access one we launch Episode One of our Story Mode. All Season One episodes are included in the cost of Early Access.- No hand holding! The game challenges players to think for themselves by providing the information but never the answers. You have to earn the right to survive.
- Permadeath! See how long you can survive, check your standing on the global Leaderboards, then head back in and push yourself to survive longer.
- Monitor your Calorie count, Hunger and Thirst, Fatigue, and Body Temperature. Maintain your overall Condition if you want to survive. Let yourself weaken and any small threat may lead to your death.
- Over 30 square kms of wilderness to explore (and with more regions coming!). Mystery Lake, Coastal Highway, Desolation Point, Pleasant Valley, and more, all interconnected and each with dozens of explorable locations.
- Dynamic weather, wildlife, and time of day, all with an impact on how you choose to survive.
- Over 100 gear items including clothing, tools like hatchets and rifles, first aid equipment, foodstuffs, light sources like lanterns and flares, and firestarting equipment.
- Hunt Deer, Snare Rabbits, and watch for Crows as they can signify the presence of animal, or human, corpses that can be vital sources of Supplies. Wolves are territorial and will defend their territory, or stalk you if they catch your scent. If you let them get too close, you may find yourself in a desperate struggle to survive. Be on the lookout for Black Bears, as they roam the landscape in search of food.
- Harvest Wood for fuel, maintain your Gear and Clothing, and keep your Knife, Hatchet, and Rifle in top shape as they will save your life!
- Harvest Medicinal plants like Old Man's Beard Lichen, Rose Hips, Reishi Mushrooms.
- Deep First Aid system featuring many afflictions including: Sprains, Blood Loss, Infection Risk, Infection, Food Poisoning, Dysentery, and more.
- Craft Snares, First Aid items, Repair your Clothing and Tools, and Harvest raw materials from the environment, as you do your best to become self-sufficient.
- ...and much more!
Ongoing Development
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Hinterland Team
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
MINIMAL SETUP
- OS: SteamOS or Ubuntu 16.04 or 17.04
- Processor: Dual-Core Intel i5 CPU @ 2GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel 4xxx Series w/ 512MB VRAM or better
- Storage: 7 GB available space
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