Changes
- Restored old starting scenario, with minor updates for BBQ game systems.
- New starting scenario now available on Brutal difficulty only.
- Added difficulty selection dialog when starting a new game.
- Assorted minor fixes, including some possible mission blockers.
Interface notes
- Players with high res displays may wish to increase UI Scale. See: Options > Interface Options
Developer notes
- BBQ Part II is making slow progress, but is nowhere near ready.
- 2018 marks Zigfrak's 10th development anniversary. Carpe diem, kids.
- Development and build environment moved from Mac to Windows. I *think* everything worked?
- Built with Unity 5.6.3p2
- Loot Code KRT2-9DL3-V23L expires January 14, 2019. Redeem for a rather larger pile of flax.
[ 2018-01-14 22:51:10 CET ] [ Original post ]
We nailed down that pesky bug preventing progress through the new tutorial for some players. It could impact other missions too, so make sure it says "Zigfrak 1.5.5" (or newer, if you're reading this from the future) on your main menu screen! Thanks to diligent players who reported this early and often enough for the bug to finally click for us, and Rustysniper for handling the release footwork. --Alex
[ 2016-11-22 04:08:52 CET ] [ Original post ]
Entheogen Studios is proud to announce immediate availability of the Zigfrak 1.5 Feature and Engine Mega-Update. Our first public update in over two years, this release is dedicated to Zigfrak's true cult following. We're here for you until the cold, bitter end. It's risky to change up so many things at once, but these are good changes. Zigfrak has grown up, but it's still as crazy as ever. If you encounter problems or have questions, please let us know. Since it is the future now, we're trying a pure 64-bit release this time. Chime in on the pinned forum thread if you'd like to comment about 64-bit releases. This is Backyard BBQ part one of two. These changes are intended to support the upcoming expansion content patch, eta mid-late 2017.
Changes:
ːflameː Too many to list. ːflameː Everything is different now. ːflameː Same creamy Zigfrak center. No, really, too many to list. See what happens when I even try?
- Retooled controls: Ship no longer tracks the camera; instead, the camera tracks your ship. Pilot mode and gun mode are the new default.
- "Recover" command: Applies duct tape, clears last chance, repairs items, launches decoys. Recover does whatever it needs to do to get you out of a hairy situation. Internal effects have independent cooldowns.
- Tech Specs: Talent Trees in space. Five trees, each with an action skill and host of abilities to choose from. Talent selection begins at level 15.
- Pets and pet-like things: You're not alone. As you progress through the game, your ship will start to accumulate a cloud of friendlies, flying in formation by your side.
- Equipped item changes: Some item types can only be professionally installed at a station, after discovery in the wild. The new Upgrades tab at participating vendors is a browsable catalog of these discoverable items. Essential items like weapons can still be swapped in and out at will, no professional installation required.
- Multiple save slots
- Bank is now shared across characters
- Another massive re-itemization. Items have been added, removed, and changed.
- Vendor stations now have "auto-sell", "auto-discombobulate" options.
- "Merciless" NPCs, and NPCs specced into talent trees of their own. Watch out.
- UI changes, apologies to people with small monitors in 2016.
- Kinetic damage bonus is now derived from physical force.
- Added ship-on-ship collision damage. Ramming speed!
- Added free system roaming; happy exploring!
- Rendering engine update, many graphical improvements.
- Campaign overhauled to integrate with systems changes. Tutorial content has been replaced.
- Literally thousands of other tweaks and improvements are not listed here.
Not Included
Finally, some stuff is *not* included, or not 100% finished. Please don't hold it against us too harshly. These remaining items are planned for the Backyard BBQ Content Patch, ETA mid-late 2017.
- Achievements
- Expansion content including playthrough+ and raised level cap.
- Finalized pet system
- Large ship control
- Partial controller support only.
About Saved Games
Existing saved games will be imported. Those who beta-tested can just keep on playing, there is no wipe. The Zigfrak 1.18 (2014 release) save file will be left unmodified, in case you need to roll back. The free demo has not yet been updated.
Thank You
Good hunting, we hope our game brings you some measure of blissed out space shootin' satisfaction. Sincerely, The Zigfrak Team Alex and Jess (aka Rustysniper)
[ 2016-11-19 19:24:16 CET ] [ Original post ]
... technically. Fixes included: ːflameː Addresses a performance issue seen during Symbioid encounters. ːflameː Addresses an issue with discombobulations yielding inappropriate items. Apologies for unexpected crafting side effects, or if the Symbioid Virus was making your computer slow.
[ 2016-11-18 04:39:55 CET ] [ Original post ]
The test branch has been updated to Zigfrak 1.5.3. This is a followup to yesterday's mega-patch on the test branch, and attempts to address several player-reported issues which were preventing early campaign completion. Zigfrak is a game with a lot of randomness in it; no two playthroughs quite the same. Testing all the possibilities is a challenge for us. Thanks for your help and patience during this final shakedown. Fixes for issues: - Auto-jump not working for some players on certain missions. - Defense platforms sometimes not spawning during tutorial. - Loss of camera focus during opening gun sequence. - Fixed potential null reference crash during opening tutorial. Please report back. For good measure, here was yesterday's announcement: http://steamcommunity.com/games/zigfrak/announcements/detail/653414355536317418
[ 2016-11-15 04:59:02 CET ] [ Original post ]
The test branch has been updated, and this time all characters (new and old!) are invited. Set your Steam client to pick up the Zigfrak public test branch to check it out. This release includes all systems changes from last December's test patch, plus a major retooling of the game's primary campaign, and Marduk knows what else. A few known issues linger: - Large ship control still unfinished. - Pet system working but unfinished. - Controller support unfinished. - Various camera glitchiness. Cameras are hard. It's been too long since the last update, so I'm pushing it as-is. I think it's a vast improvement over our last major update in 2014. Everything has been taken apart and put back together again, this time with feeling, and true to the vision of what Zigfrak is... whatever that is. Please take a look, and call out any major issues you run into. Linux build is untested, shout out if you have any luck either way. All builds are 64-bit. Unless we run into any show stoppers, this patch should hit the public branch around the end of November. Good hunting. Make a new character. Take some screenshots!
[ 2016-11-14 03:28:25 CET ] [ Original post ]
Zigfrak's base price will be getting a bump from $4.99 to $7.99, pending Steam's approval of the change. This is a long-planned change based on several factors. In a nutshell, running a small business in California is expensive, and indies should not undersell themselves. That's the cost of a free expansion! We will be promoting the BBQ feature release to the main public branch soon, pending a little more fix-up of the things it broke.
[ 2016-04-02 18:45:56 CET ] [ Original post ]
Have a level 40 Zigfrak character with campaign completion? If so, you are cordially invited... to the Backyard BBQ Open Beta! Visit the BBQ Beta sub-forum for all your Backyard BBQ needs. To switch to the public test branch (Zigfrak 1.5), right-click on Zigfrak in your collection, and modify your opt-in status under the Betas tab. You may need to restart Steam to make sure it pulls down the right build. The download is about 260 megs, and the start screen says "Zigfrak v1.5.0".
[ 2015-12-14 04:01:32 CET ] [ Original post ]
/throws down hammer, for no reason. Backyard BBQ's talents are 100% feature complete, and apparently working (cross your toes.) There is undoubtedly some balancing and tweakage much later down the road-- especially once players start kicking the tires, but for now, I'm calling this a major milestone. There are just a few more gaps to fill in before releasing a test candidate for those who have opted in for beta releases. Best case is a few weeks out. Worst case is heat death of universe. So close. As a reminder, we're doing a feature release first (just features, no major content changes.) A public test build for the feature release is what's close. An engine update will follow, and finally, the expansion content will hit. These are further out. I don't mean to sell the feature release short, though, this bugger is huge. A full writeup of all the available talents is now available here: http://zigfrak.com/bbq/bbq-specs.html There are a great number of cherry picked dev screenshots on the @zigfrak twitter feed, check them out and give us a follow! https://twitter.com/zigfrak/media Thank you for flying with Zigfrak. We know you have your choice of space games to fly with, and your decision to fly with Zigfrak brings us a warm fuzzy every time. Also, radiation sickness. --Alex Zigfrak Dev
[ 2015-08-22 22:44:37 CET ] [ Original post ]
About a week old at this point, but in case you're interested... https://www.youtube.com/watch?v=FbsR-XXvwZc
[ 2015-07-20 04:27:12 CET ] [ Original post ]
Bombs have a sacred place in Zigfrak's history, and are a major part of the game's flavor. There are lots of bombs, used in a variety of ways. From the development side, though, bombs are a very rough concept. What players perceive as "bombs" are produced by an ad-hoc smattering of runtime side-effects. There's a lack of formality to them. I won't be nice to myself here, it's a sloppy implementation. Some bombs come as payloads, in stacks, dispensing bomb items which must be handled individually. Now you've got a bomb: do you want to jettison it, arm it, disarm it, or give it to an enemy? Some bombs require remote detonators, some have timed fuses. Using payload bombs effectively involves juggling several items in the UI, with an understanding that arming a bomb is even a thing you can do in Zigfrak in the first place. Sometimes bombs take the form of RPGs or Mines, eating up a weapon slot. And what is Flak? For our purposes here, Flak is a shaped explosive shrapnel charge, detonated towards your enemy at very close range. So effectively, yet another specialized type of bomb. An underdeveloped bomb at that, represented only by a smattering of minimally effective items throughout the game. Sure, it's fun if you know how to play it, and are into "melee" style spaceship combat. Looking at the pre-BBQ bomb situation, it's a complete clusterfrak. Using payload bombs is incongruous to the rest of gameplay, and it's really hard to justify equipping Flak, RPGs, or Mine weapons in place of a top-end guided missile launcher. We're cleaning it up, and the result is a fun new dimension to combat in Zigfrak. In Backyard BBQ, we'll be unifying Mines, RPGs, Bombs, and Flak into a singularly kick-ass Grenade mechanic. No matter the situation, the play flow for bombs is being collapsed from several convoluted UI interactions into one button. Thousands of Grenade Mods will be available, representing all of your favorite old-school bombs, and more, flavor-blasted. Grenades will be launched pretty much how you expect, via an alternate fire command, probably taking over the "G" keybinding by default. Grenade deployment will consume a charge from a tightly limited pool of Grenade ammo. The generic Mine and Flak ammo types are to be retired. More as I know it, thanks for reading!
[ 2015-04-18 18:46:36 CET ] [ Original post ]
Fellow Pilots, Here's the latest on Backyard BBQ, Zigfrak's expansion in progress. Since the announcement, we have a much better grasp on the specifics. I am firming up the release date to "when it's ready", but the good news is that there will be two appetizer rounds. The overarching plan calls for two major pre-expansion releases, to get everything nice and ready for the actual expansion content.
Whistle Wettin' Pre-BBQ Feature Release
This release will introduce many expansion features, including skill trees, overhauled ship control, and navigable systems (aka "free roaming"). It will not include expansion content or second playthrough. It's looking good, and I hope to open this up for beta testing soon. Soon-ish-ish.
Hootenanny of a Pre-BBQ Engine Update
We want to stay current with Unity, the engine Zigfrak was built with. There are lots of good reasons to migrate to Unity 5, and we're going to do so before the expansion content drops. This is a pretty boring update on the surface, because the goal is to get the game back into the same playable state it was in for the feature release... but with some very welcome improvements, in areas such as physics performance, sound, and lighting. Unity 5 raises minimum system requirements, and so finally must we, at the time of this release. I'm not sure of the exact specs, but will make sure this is communicated. There will be a beta period for the engine update release.
Backyard BBQ
Finally, we're gonna have us a BBQ. This is where the expanded content and reitemized second playthrough will drop. Can't wait! Details are a closely guarded secret; there will be a closed beta prior to this release. Thanks for reading! I hope to share the feature release with beta testers very soon. All pieces will be delivered when ready, we're cooking it low and slow.
[ 2015-03-18 02:57:52 CET ] [ Original post ]
Wow, loaded title, right? I wanted to make this announcement over on Desura, but a mod immediately deleted it. Bummer. I'm guessing that Steam won't care so much. (Update: Just had a pleasant exchange with the new management over there, who addressed my concerns like a pro. We cool.) First, an apology to Zigfrak's player base on Desura. I'm sorry. We've been lagging behind a couple versions there, and if you actually depend on the Desura client for updates (who uses that, really though?), then you haven't been getting the latest and greatest. You bought the game, and you deserve equal treatment. The latest bits will soon be updated on Desura. Updating Desura is a serious pain. It's a full work day (or longer) for us to update Zigfrak's builds there. The process for updating standalone builds is great (feed in a URL, Desura's servers slurp it down, and you're good to go), but updating the "images" used by the Desura client must be done from inside of the Desura client on the platform for which you are publishing. It's a tedious and error-prone process that typically only works about 20% of the time you try. Couple with the fact that nobody is buying the game on Desura anymore, our motivation levels drop. It remains to be seen if we will remain on the Desura platform, but we're there for now. I'm immensely grateful to the original Desura crew for taking a chance on Zigfrak during our alpha funding phase, but it's really hard to justify having to jump through continued hoops to remain there these days. Anyway, hello to all new players from the Groupees Space Bundle -- and again, apologies to all existing players on Desura for the tardiness of our updates there. We'll have the latest bits up very shortly, and you can always get the very latest directly from http://zigfrak.com or Steam. If you haven't heard, the game is getting a free expansion soon, which we're pretty excited about. Hop over to http://zigfrak.com/bbq for details. Thank you for playing Zigfrak! --Alex
[ 2015-02-06 01:09:41 CET ] [ Original post ]
I'm pleased to announce Backyard BBQ, an upcoming content and feature expansion for Zigfrak. Check out the details at: http://zigfrak.com/bbq
[ 2014-11-28 15:42:36 CET ] [ Original post ]
Zigfrak 1.17 wraps up the changes from test builds 1.15 and 1.16, and adds support for demo mode on Steam. Still on the fence? Try the demo! It includes several tiers of missions, and has a level cap of 10. Saved games will carry over to the full version.
Changes:
- Rebuilt with Unity 4.5.2
- Support for demo mode on Steam
- Several new Singularity types now spawn in the wild (why!?)
Fixes:
- Improved cursor locking behavior on Linux (thanks Unity!)
- Fixed another issue which could cause players to become lodged in the Throat of LGoD, unable to progress.
- Fixed a saved game corruption issue which could sometimes occur when a non-English language was in use by the operating system, resulting in a hang or crash when loading.
Fixes:
- Restored normal camera control mode when controlling large ships.
- Explicitly set file attributes when creating backup of saved game.
[ 2014-07-25 03:19:18 CET ] [ Original post ]
This is a minor bug fix release, available on a beta opt-in basis for now. 1.15:
Changes:
- Rebuilt with Unity 4.5.1
Fixes:
- Fixed another issue which could cause players to become lodged in the Throat of LGoD, unable to progress.
- Fixed a saved game corruption issue which could sometimes occur when non-English language settings were in use by the operating system, resulting in a hang or crash when loading.
Fixes:
- Fixed another issue loading saved games in non-English locales.
[ 2014-06-21 18:24:47 CET ] [ Original post ]
Just issued a minor update to address several issues.
Changes
- Many items and powerups which provided restorative effects to health and/or shield may now also restore armor or overshield. Armor and overshield restoration powerups may also drop while in combat.
- Added an adjustable slider for free-roaming faction count, under Gameplay Options. 1.13 increased the number of factions and ships which can be active at once when free-roaming the galaxy; if your computer suffers in the performance department due to too many active units, try decreasing this value.
- Tweaked volume for several sound effects.
Fixes
- Fixed an issue with custom keybindings sometimes not getting saved.
- Added Killdrone crafting template and associated component. Missed adding this back in when ammo was refactored.
[ 2014-03-09 18:53:21 CET ] [ Original post ]
Zigfrak 1.13 introduces a plethora of new loot, adds support for Steam Cloud, and includes an overhaul of combat and item mechanics. This is a stable wrap-up of the changes introduced in test releases 1.11 and 1.12. Huge thanks to everyone who opted in and provided feedback. Release notes may be found here: http://forum.zigfrak.com/index.php?p=/discussion/105/zigfrak-1-13
[ 2014-02-22 18:38:24 CET ] [ Original post ]
Zigfrak 1.12: The Itempocalypse!
Full release notes for 1.11 and 1.12 are available here: http://forum.zigfrak.com/index.php?p=/discussion/105/zigfrak-1-11-and-1-12-steam-beta-opt-in Zigfrak 1.12 is available on a beta opt-in basis. Many items have been removed or changed. Lots of new items, all the way up to level 40, are available from vendors and as loot. If upgrading from a previous version, you'll receive voucher credits for any of your items which were removed from the game. You may redeem these credits for upgraded items at most friendly stations. Ammo is no longer an inventory item, and specialty ammo effects are now weapon properties. Most weapons no longer scale with player level, so keep your eyes open for upgrades! Many of your previously equipped items may suddenly feel underpowered, due to being underleveled. If you were in the middle of a scenario and aren't able to upgrade right away, consider equipping your emergency weapons. They have been upgraded, will scale to your level, and should allow you to get by until something better comes along. The game manual and ZigDB have not yet been updated to reflect these changes. Will get to that ASAP. --Alex
[ 2014-02-17 19:54:45 CET ] [ Original post ]
Greetings, I wanted to post about the upcoming changes in 1.12... but it wouldn't all fit in an announcement! Luckily, discussion topics don't have this problem, so I've posted a status update for 1.12 in this thread: http://steamcommunity.com/app/259430/discussions/3/540731691146933356/ TL;DR: Ammo as we knew it is gone; weapons, engines, auto-equip overhauled; lots of fixes and changes; available "soon".
[ 2014-01-26 23:30:34 CET ] [ Original post ]
This release contains a radical upheaval of the saved game system, and adds support for Steam Cloud. It also introduces weapons lock and engine boost mechanics, which represent significant changes to core gameplay. For a more complete list of changes, the release notes are available here: http://steamcommunity.com/games/zigfrak/announcements/detail/1387405181554376302 Because of the large scope of these changes, we're treading lightly and doing an initial opt-in release for anyone who wants to help test the waters. We'll likely be rolling out future releases in this manner as well. All players are welcome, and we're particularly interested in feedback from players with many hours logged, and/or those who have Steam Cloud enabled for Zigfrak. To opt in, right click on Zigfrak from your library. Navigate to the "Betas" tab, and select the public test branch. The Steam client should patch the game shortly afterwards. Consider enabling Steam Cloud from the "Updates" tab while you're in there! To help calm any fears for would-be testers, we've taken a few steps to prevent the possibility of data loss due to unforeseen bugs.
- Your old save data will be migrated to a new location and format, but will not be removed at this time. We'll add some logic to clean out the old save location in a future release.
- Backups -- We keep 'em. Under the new save system, the game creates a permanent backup of your saved game file at each promotion tier. Additionally, a backup of the previous save file is created each time the game is launched, keeping up to 10 historical snapshots (for now).
- Hopefully, we'll be able to roll forward to the new version for everyone with little or no changes, and any character progress you made while testing will persist. In the unlikely event that we need to postpone or revert these changes, your old save data will still be around, but will not reflect any progress you made while testing. Please keep this possibility in mind before deciding to opt in!
[ 2013-12-31 19:23:01 CET ] [ Original post ]
This release is available, on a beta opt-in basis for now. Opt-in notes: http://steamcommunity.com/games/zigfrak/announcements/detail/1387405181555162952
Changes:
* Steam Cloud support is here (Steam builds only, obviously.) - "Steam Cloud" section added to Game Options. - Syncing for character progress, game options, and keybindings may be toggled independently. * Added weapons lock-on mechanic, which is required by default. - To hold a weapons lock, your combat target must remain within the area of the targeting reticle and line of sight. - If a weapons lock is not held, auto-aim will be disabled and rockets may not be fired. - To revert to the old behavior where auto-aim was always on, untick "Require combat target lock-on" in Gameplay Options. - The "Look at Target" command may not be used when requiring weapons lock; made some HUD changes to help make up for this. * Added engine boost mechanic, now built-in to all ships! - Boosting provides a substantial increase to forward thrust. - To boost your engines, press shift while thrusting. This keybinding may be remapped to your liking. - If you boost for too long, your engines will overheat, and may not be used at all until they've fully cooled down. - While boosting, fuel will be consumed at an accelerated rate, and your engines will lose durability. Use it sparingly! - Gotta go fast! * Enemy AI behavior tweaks: - Enemies now enter Berserk mode at 65% health. - Enemies may use engine boost when evading. Evasion behavior kicks in when an enemy sustains critical damage. * Minor HUD tweaks: - Untargeted units now have a diamond indicator to distinguish them from the current target, which has a hexagon. - Increased size of off-screen arrow indicator for the current target. Decreased arrow size for untargeted units. - Added indicators for weapon lock status. - Added indicator for engine temperature. - Fixed issue where enemy overshield/armor bar was partially blocking their velocity and distance. * "Advanced Options" Game Options section removed. - Target FPS moved to Graphics Options. - "Enable Debug Menu" option removed. * Save system rewritten. Location and format of save files changed. - Import/export debug commands removed. These options are no longer needed under the new save system. - Upon launching Zigfrak 1.11, any existing saved game data will be imported into the new save system. * Added descriptions for graphics quality settings slider. * Added gameplay hints to loading screen. * Updated several tutorial missions to mention weapons lock-on and engine boost mechanics.
Fixes:
* Fixed an issue where no more than 10 ships could appear in the player's shipyard.
[ 2013-12-31 19:12:28 CET ] [ Original post ]
We just issued another small patch to address a blocking issue with the mission "An Unusual Robot Dialect". We've completed a full playthrough unimpeded, and it looks like all blockers are taken care of for now. Hope this didn't catch too many of you, have a happy rest-of-the-holiday!
[ 2013-12-25 23:47:43 CET ] [ Original post ]
This build includes an emergency fix for the Wrath of LGoD encounter.
[ 2013-12-25 18:26:39 CET ] [ Original post ]
This was a minor release to address loading performance and rebalance early-game difficulty.
WIP:
- Auto-equip options, ammo/fuel systems overhaul, and Steam Cloud support are still in development, and not included in this release.
Fixes:
- Fixed issue which was causing the game to appear frozen when loading.
- Fixed keyboard y-axis inversion.
Changes:
- The game will pause when certain mission objectives change, giving the player a chance to read the updated mission objectives instead of instantly transitioning into a frantic combat situation. This can be disabled from the objectives window, or from the Game Options menu.
- Moved GUI-specific options to new "Interface" section in Game Options.
- Enemies will no longer scale to the player's threat level if the game difficulty is on the easiest setting (configure this under Game Options > Gameplay), or if the player's level is 9 or lower, or if the player's threat level is 25 or lower.
- Reduced mitigation on NPC Armor and Overshields.
The Deimos:
- Emergence: Reduced number of spawns, lowered objective totals.
Spirit Station:
- Droneswarm: Reduced number of spawns, lowered objective totals.
Mira Station:
- Disruptoids: Increased cooldown on the Xenoid Blink Drive.
- Save Our Station: Lowered objective totals.
- Completing "Save Our Station" will now reward the player with a choice of epic shields, providing increased survivability for the challenges ahead.
- My First Overshield: Increased damage mitigation.
- Deep Negotiations: Reduced number of spawns, lowered objective totals.
- I Told You I'd Shoot: Reduced number of spawns, lowered objective totals.
Linux Notes:
Known issues with Linux build:
- Quitting the game by closing the application window may not save progress made after the last auto-save. We recommend you exit the game by using the Save and Quit or Exit buttons.
- Locking cursor while dragging the camera causes spastic mouse deltas, so cursor lock is still disabled.
- Because we can't lock the cursor while dragging the camera, if the cursor leaves the window area or reaches a screen edge, position data stops being read.
[ 2013-12-24 17:30:15 CET ] [ Original post ]
Zigfrak is Now Available on Steam!
Zigfrak is a space-based action RPG, featuring missions, exploration, and crafting. With an emphasis on loot and over-the-top items, it's not a traditional space sim. Enemy ships explode like loot piñatas, spewing forth useful pickups.
The game employs subtle humor to poke light at a dark situation -- a human civil war on a galactic scale, complicated by the invasion of technologically superior aliens. During the campaign, players encounter clues and artifacts which could reveal ancient secrets of humanity.
Features:
- Fast-paced space battles
- Tooth-grinding enemy encounters
- Expansive open environment
- Fun, variable gameplay
- Ludicrous space loot
- Hundreds of humorous missions
- Craftable weapons and ammo upgrades
[ 2013-12-13 17:24:00 CET ] [ Original post ]
- Linux Live [439.94 M]
The game employs subtle humor to poke light at a dark situation -- a human civil war on a galactic scale, complicated by the invasion of technologically superior aliens. During the campaign, players encounter clues and artifacts which could reveal ancient secrets of humanity.
Features:
- Fast-paced space battles
- Tooth-grinding enemy encounters
- Expansive open environment
- Fun, variable gameplay
- Ludicrous space loot
- Hundreds of humorous missions
- Craftable weapons and ammo upgrades
- OS: Ubuntu. Mint or similar
- Processor: 2.0 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 512 MB Graphics Card with Shader Model 4.0
- Storage: 1 GB available space
[ 6092 ]
[ 3458 ]