Hi there, We've just rolled out a small update to fix an issue with the cooks, which sometimes could lead to a starvation of the entire bunker. A big thanks to Sophie for submitting the bug! Devs
[ 2017-08-02 08:26:14 CET ] [ Original post ]
Hi there, We've just rolled out a small update to fix an issue with the cooks, which sometimes could lead to a starvation of the entire bunker. A big thanks to Sophie for submitting the bug! Devs
[ 2017-08-02 08:26:14 CET ] [ Original post ]
Hi all, Thank you for reporting the issue with the fog of war. It's been fixed now. The new patch is available on Steam. Have a great weekend! Alex
[ 2017-02-24 08:52:29 CET ] [ Original post ]
Hi all, Thank you for reporting the issue with the fog of war. It's been fixed now. The new patch is available on Steam. Have a great weekend! Alex
[ 2017-02-24 08:52:29 CET ] [ Original post ]
Hey all, We've released a small patch today to address one very frustrating bug. Sometimes the HUD in the top left corner could show you the number of power/water consumption which wasn't pretty accurate. You might think that you have enough power/water to build something new, but in fact you have just a few spare units of electricity. So, this bug is fixed now and shouldn't cause any trouble, but if you find anything new please report it. By the way, we are trying to make a community hub on reddit to respond more swiftly to the comments, bug reports and share new stuff. You can sub here https://www.reddit.com/r/FLOX/ Cheers, Alex (satori4)
[ 2017-02-12 13:51:23 CET ] [ Original post ]
Hey all, We've released a small patch today to address one very frustrating bug. Sometimes the HUD in the top left corner could show you the number of power/water consumption which wasn't pretty accurate. You might think that you have enough power/water to build something new, but in fact you have just a few spare units of electricity. So, this bug is fixed now and shouldn't cause any trouble, but if you find anything new please report it. By the way, we are trying to make a community hub on reddit to respond more swiftly to the comments, bug reports and share new stuff. You can sub here https://www.reddit.com/r/FLOX/ Cheers, Alex (satori4)
[ 2017-02-12 13:51:23 CET ] [ Original post ]
Hi there, It took a bit longer that expected but the localisations have been finished now. Huge thanks to everyone for the help. The bug with ageing has been fixed too. The update was released in the beta branch. If everything is OK, we will transfer it into the main branch in a few days. Thank you, Devs
[ 2016-11-28 12:20:31 CET ] [ Original post ]
Hi there, It took a bit longer that expected but the localisations have been finished now. Huge thanks to everyone for the help. The bug with ageing has been fixed too. The update was released in the beta branch. If everything is OK, we will transfer it into the main branch in a few days. Thank you, Devs
[ 2016-11-28 12:20:31 CET ] [ Original post ]
Hi there, Despite that some people might think that the game is abandoned we keep reading your comments and make improvements where it's possible. We've uploaded a small update to the beta branch. In this patch you can disable the population cap and ageing in the sandbox mod. You can also kill any resident you like for example to make room for a new batch. But please be mindful creating large populations may slow the game. There is no exact number after which you might notice that, as it hugely depends on your hardware, but if you start noticing some sluggishness try to reduce the population. If you play the game in German, Spanish or Italian localisation the new options has not been translated from English yet. But it will be done soon. There have been several comments that some structures do not get power or water even though you have plenty of both and everything seems to be connected. If you have a save with this bug please send it to us. Thank you, Devs
[ 2016-11-04 18:22:58 CET ] [ Original post ]
Hi there, Despite that some people might think that the game is abandoned we keep reading your comments and make improvements where it's possible. We've uploaded a small update to the beta branch. In this patch you can disable the population cap and ageing in the sandbox mod. You can also kill any resident you like for example to make room for a new batch. But please be mindful creating large populations may slow the game. There is no exact number after which you might notice that, as it hugely depends on your hardware, but if you start noticing some sluggishness try to reduce the population. If you play the game in German, Spanish or Italian localisation the new options has not been translated from English yet. But it will be done soon. There have been several comments that some structures do not get power or water even though you have plenty of both and everything seems to be connected. If you have a save with this bug please send it to us. Thank you, Devs
[ 2016-11-04 18:22:58 CET ] [ Original post ]
Hi, We made a new patch to fix a few issues that some players may have experienced. - FIXED: a very rare thing but the game could crash upon launching on some systems - FIXED: the guardian bot panel - FIXED: the residents position on the beds - FIXED: the energy crystal position in the big reactor - FIXED: event icons could overlap the resident's stats window Thank you, Devs
[ 2016-09-19 12:16:23 CET ] [ Original post ]
Hi, We made a new patch to fix a few issues that some players may have experienced. - FIXED: a very rare thing but the game could crash upon launching on some systems - FIXED: the guardian bot panel - FIXED: the residents position on the beds - FIXED: the energy crystal position in the big reactor - FIXED: event icons could overlap the resident's stats window Thank you, Devs
[ 2016-09-19 12:16:23 CET ] [ Original post ]
Hi all, We've released a small patch with some bug fixes. - the wastes recycler was fixed in the creative mode - there was a bug that could prevent you from getting some of the new achievements - some changes in the Russian localisation - small fixes Thank you, Alex
[ 2016-05-12 11:29:32 CET ] [ Original post ]
Hi all, We've released a small patch with some bug fixes. - the wastes recycler was fixed in the creative mode - there was a bug that could prevent you from getting some of the new achievements - some changes in the Russian localisation - small fixes Thank you, Alex
[ 2016-05-12 11:29:32 CET ] [ Original post ]
Hi guys and gals
As we promised, today the update from beta is going into the default branch and will be available for everyone. If you have the auto-update turned off, don’t forget to update the game manually.
We have fixed a few serious bugs and if you missed the last update, here is the full changelog:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you don’t want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. It’s very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Re-balancing ( some of the objects have become cheaper, especially reactors and water pumps)
If you liked the music in Life in Bunker, you can now buy it from steam just for 1.99$.
http://store.steampowered.com//app/436460
Have a great weekend!
Devs
[ 2016-04-29 19:24:36 CET ] [ Original post ]
Hi guys and gals
As we promised, today the update from beta is going into the default branch and will be available for everyone. If you have the auto-update turned off, dont forget to update the game manually.
We have fixed a few serious bugs and if you missed the last update, here is the full changelog:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you dont want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. Its very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Re-balancing ( some of the objects have become cheaper, especially reactors and water pumps)
If you liked the music in Life in Bunker, you can now buy it from steam just for 1.99$.
http://store.steampowered.com//app/436460
Have a great weekend!
Devs
[ 2016-04-29 19:24:36 CET ] [ Original post ]
Hi all,
Let me break the silence with some great news. The new update we have been working on is finally available in the beta branch. You can play it right now.
The change log:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you don’t want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. It’s very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Rebalancing ( some of the objects have become cheaper, especially reactors and water pumps)
-Wish we could include all your ideas and suggestions, but some of them are really hard to implement and would require another 2-3 months of work, the others, which a very few, do not align with our vision for the game.
-The next week will be dedicated to bug hunting and fixing minor things, so if you find anything odd or something that look like a bug, please let us know.
-If nothing extraordinary emerge during the testing we will publish the final build in to the main branch next Friday.
Thank you for your patience,
Devs
[ 2016-04-22 13:57:03 CET ] [ Original post ]
Hi all,
Let me break the silence with some great news. The new update we have been working on is finally available in the beta branch. You can play it right now.
The change log:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New, cool music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been rebalanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Ability to opt out the types of notification you dont want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Decorative flowers
-The recycler has now the option to recycle the wastes into building materials
-Ability to empty the storage/waste containers and fridges, all resources will be dropped on the floor
-Profession specialisations - you can specify and prioritize certain tasks for each profession. For example, you can opt certain workers to dig only the ground or build fundamental structures like floors and walls.
-You can directly move residents. You cannot however give them an order to perform a certain task, but they will walk where you tell them to. Its very handy if you need to bring a resident back to the bunker or save her from a moleman.
-Decorative floor tiles
-Performance improvement
-Rebalancing ( some of the objects have become cheaper, especially reactors and water pumps)
-Wish we could include all your ideas and suggestions, but some of them are really hard to implement and would require another 2-3 months of work, the others, which a very few, do not align with our vision for the game.
-The next week will be dedicated to bug hunting and fixing minor things, so if you find anything odd or something that look like a bug, please let us know.
-If nothing extraordinary emerge during the testing we will publish the final build in to the main branch next Friday.
Thank you for your patience,
Devs
[ 2016-04-22 13:57:03 CET ] [ Original post ]
Hey all,
It’s been a month since LiB was released on Steam, and we’d like to thank everyone for playing our game.
I know, it may seem a little quiet, but it’s because we are deeply burrowed in work. Instead of making small patches and release them frequently, it's been decided to focus on one big patch. Obviously it will take longer, but on the other hand it will help us focus on the game as a whole, rather then just constantly tweaking separates parts.
Here is a quick update on the progress that has been already made:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been re-balanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Better overall performance
-Ability to opt out the types of notification you don’t want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Waste recycler slowly recycles garbage into the building materials
-Decorative flowers
-Ability to empty storage containers, all resources will be dropped on the floor
-more things are in work …
Thank you ,
Devs
[ 2016-03-27 17:17:38 CET ] [ Original post ]
Hey all,
Its been a month since LiB was released on Steam, and wed like to thank everyone for playing our game.
I know, it may seem a little quiet, but its because we are deeply burrowed in work. Instead of making small patches and release them frequently, it's been decided to focus on one big patch. Obviously it will take longer, but on the other hand it will help us focus on the game as a whole, rather then just constantly tweaking separates parts.
Here is a quick update on the progress that has been already made:
-Changes in the UI (resources counters)
-Ore and buildings materials will be dropped on the floor upon disassembling a storage container
-New music tracks
-Camera controls in the UI
-Hotkeys for the layers ( ground, power, water)
-Water and Power counters are shown on the panel with the layers ( easier to track power/water production)
-Hotkeys for the game speed buttons
-Objects in the Fundamental structures have been grouped together
-Icon of the broken object is now flashing red
-Main menu has changed, it now has three modes (tutorial, scenarios, sandbox)
-Sandbox mode with an option to opt out building materials and ore
-More accurate adjustment of the events ( disease outbreaks, breakages)
-Option to turn off the caverns generation
-Destructible walls
-Engineers can repair damaged walls
-Guard bot ( a special unit which can be controlled directly)
-Costs of the researches have been re-balanced
-Frequency of the random events has been reduced
-Molemen can attack and destroy walls and other structures
-No resources penalty for dismantling the structures. You get 100% building materials back
-New structure - Big Water Pump
-New enemy - Fat Slug
-Better overall performance
-Ability to opt out the types of notification you dont want to receive while playing
-Enemies will switch on the entity who deals the damage
-Sandbox mode will always have the basic layout with the most essential structures
-Waste recycler slowly recycles garbage into the building materials
-Decorative flowers
-Ability to empty storage containers, all resources will be dropped on the floor
-more things are in work
Thank you ,
Devs
[ 2016-03-27 17:17:38 CET ] [ Original post ]
Hi all,
Thank you all for sharing your ideas and suggestions and they’re coming so quickly I barely can add them to the list. Who would be surprised looking at our mixed reviews?)))
At first I wanted to make one big list and then discuss each idea separately, but today, discussing some of them with the programmer I realised, it would take a great deal of time and would not be super productive. Besides some of the ideas, despite being very cool, would be really hard to implement within the current game boundaries.
So, to maximise the efficiency, I decided to post those ideas that we have talked through and are feasible from the technical point of view.
1) Sandbox mode = no cycle limits with an option to add infinite building materials
2) Scenarios - ala Experiments (I’ll make a separate forum for this one)
3)The Recycler must produce small quantities of the building material. (Either add as a research or make it a default thing from the start, must be discussed. )
3) Destroying ground should give a small amount of ore. 1 ore per block.
4) Destructible walls - can be destroyed by the molemen.
5) Add more decorative/vanity objects
6) Add more achievements
7) Make new icons for some of the events notifications
8) Re-balance the cost of the upgrades
9)Automatically show pipes/cable when the corresponding layer is selected.
10)Rework some of the icons ( event notifications)
11)Make broken objects more apparent.
12) Add button “Empty Storage” to relocate the resources from one storage container/fridge to another.
13) Probably add some defensive objects against the molemen ( still in discussion)
I’m going to post more as we go throw them.
Today was a small patch that contains several fixes:
-rift generation bug (FIXED)
-residents conversation bug (FIXED)
-residents' occasional freezes (FIXED)
Thank you,
Devs
[ 2016-02-29 20:18:52 CET ] [ Original post ]
Hey all, Want to thank everyone for playing the game, and providing your feedback and constructive criticism. The latter is most important because it shows where we've made mistakes and how the game can be improved. We are going to start working on a big patch on Monday. But for now I need a day to recover from my first mental brake down, never thought it's going to happen to me, but yesterday I had a fever and my body just shut down. I'm more or less fine now, but I'm afraid it can repeat, if I jump back to work right now. I'll start replying to the comments and emails tomorrow, I really hope for your understanding. Meanwhile, please keep posting your ideas and suggestions to the Suggestion thread. Cheers, Alex
[ 2016-02-27 13:20:46 CET ] [ Original post ]
Hey guys, A very quick update. We've made a new build to fix some tiny bugs. Don't forget to download it from Steam. The number of the build is 1192. Have a great weekend! Devs
[ 2016-02-26 19:24:33 CET ] [ Original post ]
HOOORAY!!!!! Life in Bunker just been released!!!!! Enjoy the game guys!!! If you have any issues or you found a bug, please drop us a line at info@floxstudios.com Cheers, Devs
[ 2016-02-25 20:05:39 CET ] [ Original post ]
HEY!!!
Life in Bunker is going to be released just in a few hours! We are so excited and happy to finally bring our game to you))
The release time in different time zones:
12pm PST (Release time) = 9pm CEST (Europe/Germany) = 3pm EST (East Coast USA) = 8pm GMT ( UK)= 11 pm (Moscow) = 10pm (Kiev)
And this is a time zone converter if you want to check the exact time for your time zone
http://www.timeanddate.com/time/map/#!cities=136
Thank you,
Devs
[ 2016-02-25 17:46:52 CET ] [ Original post ]
Hey there,
Life in Bunker is nearly here! It’s going to be released on February 25th, 12:00pm PST- just slightly over three days from now. Hooray!!!
The game is going to be available on Steam and Humble Bundle Store for 15.99$. You can also pre-order the game right now on Humble Store or on our website with 10% off.
https://www.humblebundle.com/store/p/lifeinbunker_storefront
http://lifeinbunker.com/
Thank you,
Devs
[ 2016-02-22 15:43:39 CET ] [ Original post ]
Hi there, And again a new batch of changes: 1) you can attach a resident to a level, thus she will do the assigned tasks only on that selected level. 2) autosave ( disabled by default) 3) bug with highlighting (fixed) 4) several new animations for the residents 5) tiny fixes Thank you, Devs
[ 2016-02-08 20:53:19 CET ] [ Original post ]
Hello ladies and gents,
The biggest change of this update is that we decided to allow to connect two and more Reactors/Water Pumps together. Obviously, it makes the game slightly easier, but on the other hand you'll have more freedom in planning and building your dream bunker. Besides it also has a positive effect on performance.
There also has been a number of small changes, like planning the floor on the tiles obstructed by the debris and rubbish. Corrected a few tiny typos in the English version.
Did you know that we made some awesome avatars you can use in you steam profile? If not, you should check them out ;) http://steamcommunity.com/games/401690/Avatar/List
Thank you,
Devs
[ 2016-02-05 14:17:26 CET ] [ Original post ]
- Fixed the mega-serious bugs with balancing
- Maintenance and repair system has been changed
[ 2016-02-01 15:44:30 CET ] [ Original post ]
- New column in Bunker's stats window, it shows the age of the residents.
- New soundtrack Life in Bunker - Polygonal Reality
- Some minor fixes
[ 2016-01-30 19:53:02 CET ] [ Original post ]
- Now when you're using the incubator, you can genetically modify the residents' future professions, it requires research points
- Changed the cost of some objects, researches and upgrades
- Now the Refinery automatically processes the ore
- Multiple bug fixes and rebalancing
[ 2016-01-30 10:19:27 CET ] [ Original post ]
- Life in Bunker Linux Universal [513.89 M]
- Life in Bunker Soundtrack
Life in Bunker is a sandbox bunker-building simulator.
You've been elected as the new Bunker Warden! Now you must take control over a group of fellow bunker residents and try to make them last until the surface becomes habitable. The task however is not trivial. The underground life is difficult, full of danger and the residents will heavily rely on your wise, sometimes not so wise, decisions. One wrong step can put the entire Bunker on the brink of extinction.
So, manage wisely, spend you resources carefully and your bunker will prosper.
- procedural world - every new game, it will be a new world.
- 4 levels - the underground world consists of 4 levels, so the bunker can grow not only wide but deep as well.
- residents management - there are six occupations the residents can take. But every resident is unique and can be assigned only to certain tasks.
- events system - diseases, infections, sudden outages and breaks will always mangle your plans.
- research and upgrades - open new structures and upgrade the old ones.
- ageing - the residents grow old, it's a natural course of life. You'll need a constant flow of young residents to replace the retired.
- resources management - water, power, clean air, ore, building material, garbage and several types of food each of them plays important role in the bunker and you'll need to manage them carefully.
- OS: Ubuntu 14.04
- Processor: 2.4 Ghz Intel Core i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 640M
- Storage: 1 GB available spaceAdditional Notes: May have some issues with AMD Radeon
- OS: Ubuntu 14.04
- Processor: 3.0 Ghz Intel Core i5 or i7Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 650M or higher
- Storage: 1 GB available spaceAdditional Notes: May have some issues with AMD Radeon
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