Hey everyone, Happy holidays! A new patch is online! We noticed that new players arriving to the final boss had a hard time keeping their buildings alive and were often in a position where the boss fight took way longer than we intend it to. We've made a tweak to that and fixed other things that our dear players pointed out! Tweak
- In casual mode, the boss does not target buildings anymore (unless the path is blocked, like any other unit)
- Leaderboard now shows the correct place before the player's name
- Corrected a case where canceling a building made it stay at zero health
- Fixed the behavior in which towers could attack invisible units once they had targeted it once
[ 2020-12-29 16:00:25 CET ] [ Original post ]
The elves here at Delum Studios are proud to announce that they have finished putting the final touches to a major gameplay rework for the winter here at Heroes of Delum! We hope you'll enjoy what we are showing you lunar2019piginablanket
We have heard some of the issues you had with the game and went to try and fix them. That and some minor corrections we found while going around our day lunar2019grinningpig
But more importantly, we have decided to make a major change to gameplay and have added two new classes to the game:
The Ranger and the Mage
These two classes are made available to you in all gamemode and will, hopefully, spice up the gameplay and add variety to the games you played (if you were a veteran of Heroes of Delum) or encourage people to try and discover the game through the lense of their prefered character. The ranger and mage will have two completely separate skillsets and weapon. Before, the player was a ranger/magic all-around fighter and had mostly magical skills at his disposal. Now we have expanded the magic abilities of the mage class into a new skillset, and the ranger will have a completely new one (with the exception of the speed boost ability) which will give more options to the player in term of strategy and raw diversity. We have also tweaked the auto-attacks so that both classes have their own advantages/disadvantages: the ranger will shoot at the intended target faster, but will have a weaker auto-attack compared to the mage. The mage will be slightly more powerful with his weapon, but it will need a bit more time to launch its attack. So if you prefer a more nervous and new playstyle, definitely check out the ranger. If you still enjoyed the slow paced gameplay of the magical-oriented old character, the mage is an expanded version of it, with even more sorcery at its disposal. Talking about the new skills... here are some of these!
Skills
Volley
When you don't have time for shenanigans, and a pack of monsters is eyeing you agressively, a little drive-by is all you need to get much needed street cred, and also a little breathing room to further expand your tower base. You can deal medium damage in an arc in front of you using the volley skill with the ranger.
Piercing Bolt
Elephants in a hallway are the best training targets, ever! When a big roaming band of bad boys are coming to you straight, don't forget to load your piercing bolt, and have at them! Baiting the enemies or building tunnels for them to get in a line in front of you works best.
Fork Lightning
The mage needs are all-encompassing, as such we couldn't let him down with no new spells to work with. He can now summon the power of Zeus and instantly call upon him to bear down on the spot of your choice, electrocuting the 3 nearest targets. Can be handy if you have no moment to spare and need a quick pest fix. ...and there are even more, but if you want to discover them, you will have to play the game for yourself! Feature
- New class system : choose mage or ranger! [table] [tr] [th]Class[/th] [th]Tier1[/th] [th]Tier2[/th] [th]Tier3[/th] [th]Tier4[/th] [/tr] [tr] [td]Mage[/td] [td]Fireball[/td] [td]Taunting Totem[/td] [td]Healing Totem[/td] [td]Blizzard[/td] [/tr] [tr] [td][/td] [td]Shield[/td] [td]Forked lightning[/td] [td]Health boost[/td] [td][/td] [/tr] [tr] [td]Ranger[/td] [td]Piercing bolt[/td] [td]Trap[/td] [td]Speed boost[/td] [td]Bolt rain[/td] [/tr] [tr] [td][/td] [td]Volley[/td] [td]Caltrops[/td] [td]Health boost[/td] [td][/td] [/tr] [/table]
- New auto-attacks for the mage and ranger
- Ranked games are now separated between multiplayer and solo ranked to reward solo ranked more
- Ranked score will now be based on all in-game actions (kills, saves, time spent) rather than only time alive (starting from 01/01/2020 onward, so you can still cheese for a couple weeks!)
- Outline is correctly displayed depending on where your cursor is
- Better spatial synchronisation of ranged attacks animations and FX
[ 2019-12-14 18:39:05 CET ] [ Original post ]
Yep. It's time for our second Halloween patch. The game is on its year 2 and we are still giving it some love! Enjoy the spookiness while you trudge through hordes of pumpkinheaded monsters.
We have further tweaked some small things while we continue working on a bigger update that should be released this winter. It will include balance changes and a rather big spin on the standard gameplay: stay tuned!
Tweak
- Walls have been renamed to barricades (makes a lil' bit more sense)
- Added visual helps to the tutorial to help accomplish objectives
- Refined texts in our supported languages for better contextual comprehension
- Removed spelling mistakes in the menu/options
[ 2019-10-28 20:24:40 CET ] [ Original post ]
When summer comes, there undoubtedly is some merit to refresh things a little. Also not dying of sunstroke is a cool bonus!
Our hooded heroes are a bit braver than I, and are more than willing to continue fighting the forces of evil, come rain or shine, so we added some appliances that will hopefully make them at ease, in-between waves!
In all seriousness, as you may have noticed, patch 1.4.1 is in! We have added a couple summer themed goodies and some minor tweaks and fixes here and there.
Our game is more polished than ever, give it another try! We will continue to push for more ideas, but we are rather happy about the actual state of the game. Do not let it stop you from giving us feedback though, we strive on the stuff!
Summer Skins
We have added a limited world event: during the summer, the game will be dressed for the heat. You will notice some differences in the lobby, in-game and on some of our characters and monsters lunar2019piginablanket Skins
- New FX/SFX, to "heat up" the immersion!
- Revamped models for some monsters and characters
- Removed the Korthus monster (the dangerously famous berserking boar) from casual and normal mode
- In standard harder difficulties, Korthus will spawn slightly less in the first wave they appear from (this should still give players a run for their money)
- Fixed the camera follow-up speed when using speed boost (when you gotta go fast)
- Fixed HP bars showing on the foreground when in other menus
[ 2019-06-22 16:46:02 CET ] [ Original post ]
Here we are! We have worked on bringing some quality of life improvements from suggestions we received, and a couple features and tweaks that we felt would benefit the game. Let me now introduce them to you in timely fashion.
Structure overlay
Instead of switching back and forth with the default action menu, you can now directly interact with your walls and towers and make the much necessary modifications to your ultimate defense system. Thanks to this new feature, you can easily access your hotkeys to create new structures, all while having a building selected.
New difficulty: Casual
We have implemented an easier difficulty, perfect for when you want to play your first few games and learn the ropes out of the tutorial... or if you just want to crunch through endless waves of monsters... filthy casuals! Compared to the normal difficulty, players have 2x hit points, players regenerate hit points 2x faster, you can be revived 1 more time, and monsters have 33% less health. Shrines are also disabled, so you can stay safely inside your bases and enjoy a (still quite) precarious rest between waves of deadly ninja cats. Features
- New easier difficulty mode: Casual (if you cant kill em, join em, they said)
- Added dynamic hotbar directly on selected structures
- Removed strict tutorial conditions, now display objectives with more information
- Default camera mode is now centered on the player, can be toggled to and from free mode
- Added the option to skip cinematic
- Added discord link in main menu
- Fixed the prison revive bug: unlocking hit point boost skill while in jail no longer revive the player within the jail (to live in eternal agony)
- Fixed frozen structures: they are no longer immune to damage while in this state, and properly display information
- Removed blood wounds FX on monsters killed by explosions (don't worry, they are doing okay)
- Replaced "week" with "month" in the monthly (duh) events
[ 2019-04-07 19:56:51 CET ] [ Original post ]
Hey everyone!
We're having so much fun updating the game for you guys and we're proud to announce that the next major patch 1.3.0 is online!
We added 3 brand new mutations affecting enemies and worked on the balancing of the endless mode. On top of that, we improved some special effects and fixed some bugs.
Mutations
When an enemy spawns, he has a chance to get affected by none to three mutations. Depending on the difficulty you're playing, monsters will be more or less likely to have mutations.
A mutation is a very special characteristic that makes an enemy more dangerous in a unique way. For example, he gets very fast (but weak), very strong (but slow) or reflects damage. These characteristics force you to adapt fast and smartly in the heat of the moment. So to spice it up, we added 3 new ones.
Explosive mutation
What is more trust-inspiring than a Fjell running towards you with a bomb instead of its head? Monsters affected by the Explosive mutation have a bomb placed on their head and will explode on death. The explosion will damage you, your buildings but also nearby enemies! Use this to your advantage or get destroyed!
Lightning shield mutation
Enemies affected by the Lightning Shield mutation cause damage to you nearby structures. Keep an eye on your walls before they collapse!
Shield mutation
Enemies affected by the Shield mutation have an aura around them that reduces damage. This means that monsters around them will receive only reduced damage.
Endless Mode balancing
We noticed that when surviving too long in the endless mode, you can end up having several hundreds of monsters in the map which can lead to low FPS and a chaotic gameplay experience. To adjust that, we decided to reduce the rate of monsters spawned and instead increase their health and damage every three waves. We also made it so that the endless mode is generally harder, so you don't get too long games. Well who knows, maybe you're good enough to reach 60 min with these new tweaks ;)
Rich Steam Presence
We added Steam rich presence to Heroes of Delum. You can follow what your friends are up to and how long they are surviving!
Feature
- New mutations (explosive, shield, lightning shield)
- Endless mode: monsters spawn in smaller numbers but their HP and damage scale over time
- Add Steam rich presence: game state ("In a Lobby", "Playing Infinite Ranked", etc.)
- Endless mode: Scale boss skills & damage based on wave number
- Enlarge save zone collision below the jail (+50%)
- Rework biome: improved variety of shapes
- Rework explosion FX
- Rework shield FX for better visibility
- Fix wrong display of start amount of gold in a mine in normal mode (201 -> 200)
- Fix fairy explosion FX that was not triggered on death
- Fix bug where fairy is not destroyed client side
- Synchronize mining progress UI on an allied mine
- Fix saving personal monthly best time
- Do not store time from classic mode as personal best time (only endless mode)
[ 2018-12-01 09:03:01 CET ] [ Original post ]
Hey guys,
This patch aims to improve the gameplay experience by adding UI details here and there. The cursor now changes when hovering wood, enemies or buildings in order to clarify which action will be taken when right clicking.
For the infinite mode, we added a stars system so the players can understand how good his run is. The longer you survive, the more stars you get! Also, your best score ever and from this month are stored locally so you can always see them when pressing tab.
The stars are visible in the match history as well.
New
- Infinite mode: Star system
- Added indication on cursor when hovering wood, buildings or enemies
- Added indication on the mine to show how fast the mine is giving gold. This also helps the player understands that when the mine is depleted, it still gathers gold but at a slower pace
- Added value information on skill descriptions
- Polished Leaderboard interface on main menu
[ 2018-11-23 14:01:52 CET ] [ Original post ]
Hey guys, Along with other fixes, we corrected a critical bug in the main menu linked to the leaderboard, only occurring the 1st of every month during the ladder reset. Thank you for playing!
[ 2018-11-01 10:06:11 CET ] [ Original post ]
We're back with a fresh Halloween themed update! Will you handle the creepy decorations and haunting music ?
Have fun and thank you guys for playing!
[ 2018-10-25 11:00:08 CET ] [ Original post ]
Hi, a new patch is online! We tweaked and fixed some achievements. Tweaks and Fixes
- Change achievement "win 54 games" to "survive 120 mins"
- Fix the trigger of a secret achievement
[ 2018-08-10 10:21:31 CET ] [ Original post ]
Hi, a new patch is online! We improved the tutorial to welcome new players of the genre and also added in-depth explanations for advanced techniques. Make sure to check it out! Tweaks
- Reworked the tutorial and added basics as well as advanced aspects of the game
- Added popup in the menus to invite player to play the tutorial
- Removed elements in the environment that looked harvestable to avoid confusion
- Fixed a bug where enemies were stuck with the walking animation
- Enemies can't attack you anymore when still in the spawning animation
- Fixed health regeneration skill on client side
[ 2018-07-21 09:49:38 CET ] [ Original post ]
Hey guys, a new minor patch is online! First, we decided to switch the weekly reset of the leaderboard to a monthly reset. This makes the ranking less ephemeral and more rewarding. It is also more realistic in order to have a competitivity since we are a small community ;) The enemies now start roaming if a too great number is following a single player. This avoids having a herd of units following the player and blocking each other. Also, this creates some ambush potentials when the player wonders around the map, or runs for too long. Here is the detailed patch note. New
- Enemies start roaming when too many are following the same player
- When using queued actions (shift) a small flag spawns on the targeted position
- Added shortcut to learn new skills (ctrl + 1 2 3 4)
- Switched weekly leaderboard to monthly
- Prevent small freezes during game loading
- Add difficulty in player match history
- Add Steam Profile button in player's profile
[ 2018-05-28 20:49:16 CET ] [ Original post ]
Hey guys,
a new minor patch is online, with some balancing and fixes.
Also, we made a prettier and plainer game creation menu now containing details about the different modes and difficulties.
Tweaks
- Reworked game creation menu
- Added last week leaderboard
- Reduced hero health on higher levels
- Reduced Korhus spawn amount on wave 8
- Clamp camera zoom speed to avoid strange behavior on highly sensibles configurations
- Fix lich totems emitting FX after despawn
- Fix lich buff FX offset on enemies
[ 2018-05-19 12:40:57 CET ] [ Original post ]
Hey guys, a new minor patch is online, mostly with some hotfixes. Features
- Players' profiles are now accessible from the leaderboard
- In case saving to the leaderboard failed, add a retry button
- Do not longer destroy structures on death on hell difficulty
- Better precision to distinguish winners from the same team
- Fix scroll on leaderboard
- Fix join with game not launched
- Fix coconut having collisions with players
- Hide retry button after success after XP saving failed
- Fix boss can no longer miss a very near target
[ 2018-05-05 17:51:40 CET ] [ Original post ]
Hey guys, This is a big patch and it's finally live! We apologize for the wait. Let me summarize for you the most notable new features.
A new miniboss: the Lich
We worked on a new unit to spice the gameplay up a bit. When you expect it the least, the lich will appear and freeze your mines and towers! With a brand new model and animations, we hope to make the game feel fresh with some icy actions!
The Endless (Ranked) mode
Following the advice of our playerbase, we implemented a new mode which has two important aspects Heroes of Delum was missing: replayability and competitivity. The goal of the Endless mode is to survive as long as possible. There is no end (as the name states) and the different types of enemies will come in a different order than in the classic mode. The Endless Ranked mode lets all players experience the same world for a whole week. Every sunday midnight UTC, the winner will be decided, the leaderboard will be reset and a new seed will be generated to create a new world for everyone. A new world each week means a new meta to study, based on the map and the order of the different waves! Will you make it to the top?
In-game market
Too much wood? Not enough gold? Or is your teammate not having a good day? All of that is no longer a problem with the new market feature we created! With the in-game interface, use the market tab to trade gold with wood and vis-versa. You can also send resources to your teammates at any time!
Reworked the menus
Because of the new modes, we had to adapt the menus. The lobby has been reworked, allowing the host to change server parameters and kick players if necessary. Player profiles are now available, including different stats and a match history! We're very excited about this update, tell us what you think!
Patch note 1.2.0
Features
- Reworked multiplayer lobby
- Added player's profile in menus with stats and match history
- Added a new mode: Endless
- Added a new mode: Endless ranked
- Added a new miniboss: Lich
- Added in-game market feature, allowing to trade gold vs wood, or send resources to an ally
- Added "depleted mines" feature: when a mine is depleted, it now keeps harvesting gold but at a lower rate
- Players are now allowed to repair allied structures
- Chicken heal 20% instead of 30hp
- Added HP & HP regen on hard (50%)
- Reduced damage of lightning tower after each bounces (-50% per bounce)
- Heal player when saving allies
- Reworked final boss: more fast, more responsive, less boring
- Improved performances
- Increased Taunt cooldown from 25s to 35s
- Rebalanced level values for profile borders
- Added some details to terrain
- Hide "live left" on end screen
- Removed extra lives text in tutorial
- Fixed coop game achievement "At least I have friends!"
- Fixed ennemies update in fog of war (were sometimes appearing in the fog)
- Fixed top notifications not displaying
[ 2018-05-01 09:53:11 CET ] [ Original post ]
Hey guys, a new minor patch is online, with the following changes. Features
- Added icons on the minimap to easily track wood
- Added extra lives for single players
- Added new OST for the menu, in-game and for the boss
- Added a new ground texture for the "mushroom biome". This texture makes buildings and enemies more visible on it
- Boost blizzard : 10 dmg -> 35 per wave, 2 -> 3s slow
- Auto refresh the server list when displaying it
- Fix double dmg from boss to heroes
- Fix camera moving at the end of a game
- Fix strange rotation on enemies very near totem
- Enemies no longer go "into target" while attacking
- Fix chain lightning FX which was not displaying for the client
- Correctly assign minimap color of buildings when a client disconnected
- Fix in-game ping indicator on tab menu
- Fix in-game sound during the end of the loading
- Fix a bug where the client got stuck during the loading when he disconnects from lobby then reconnects
[ 2018-02-21 21:55:34 CET ] [ Original post ]
Hey guys, a new minor patch is online, with the following changes. Features
- Added icons on the minimap to easily track wood
- Added extra lives for single players
- Added new OST for the menu, in-game and for the boss
- Added a new ground texture for the "mushroom biome". This texture makes buildings and enemies more visible on it
- Boost blizzard : 10 dmg -> 35 per wave, 2 -> 3s slow
- Auto refresh the server list when displaying it
- Fix double dmg from boss to heroes
- Fix camera moving at the end of a game
- Fix strange rotation on enemies very near totem
- Enemies no longer go "into target" while attacking
- Fix chain lightning FX which was not displaying for the client
- Correctly assign minimap color of buildings when a client disconnected
- Fix in-game ping indicator on tab menu
- Fix in-game sound during the end of the loading
- Fix a bug where the client got stuck during the loading when he disconnects from lobby then reconnects
[ 2018-02-21 21:55:34 CET ] [ Original post ]
Hey guys, We uploaded a minor patch with the following changes: Tweaks
- Hide "Save player" notification if in singleplayer mode
- Esc key cancels selection. If nothing is selected, opens menu
- Better minimap markers for ennemies
- Fix "not ready" button's translation
- Fix inviting in a game from the lobby
- Fix "Hero of Heroes" success' trigger
- Correct zoom sensibility
- Correct canceled death animation
- Fix line breaks on some texts in the tutorial
- Fix a DE translation
[ 2018-02-17 14:25:04 CET ] [ Original post ]
Hey guys, We uploaded a minor patch with the following changes: Tweaks
- Hide "Save player" notification if in singleplayer mode
- Esc key cancels selection. If nothing is selected, opens menu
- Better minimap markers for ennemies
- Fix "not ready" button's translation
- Fix inviting in a game from the lobby
- Fix "Hero of Heroes" success' trigger
- Correct zoom sensibility
- Correct canceled death animation
- Fix line breaks on some texts in the tutorial
- Fix a DE translation
[ 2018-02-17 14:25:04 CET ] [ Original post ]
Hello everyone! Since the launch of Heroes of Delum, we have been working intensively to apply some of the great feedback that we received from you guys. Along with a lot of fixes and balancing/tweaks, the major changes of this version include:
Steam Networking
Since we received a few complains from players who couldn't create or join a game, we reworked entirely our networking system to use Steam Networking. This will now cover 100% of the rare connections problems that were occurring until now!
New in-game UI
We improved the in-game interface to be much more lighter, and cover more functionalities, like for example the attack and hold position actions.
Zoom feature
It is now possible to zoom in and out using the scroll wheel!
Pause feature
The host is now able to pause the game at will. Ideal when a short break is needed! Here is the complete list of this version's changes:
Patch notes 1.1.0
Features
- New networking system (Steam Network)
- Pause feature (host only)
- Zoom in and out feature
- New lighter UI, including hero actions (attack and hold)
- Added 32bit support
- Nerf lightning towers (50% => 30% dmg on ground & -25% range)
- New FX & SFX for the boss ultimate which is reducing all players's max health to 50%
- Reworked play menu with singleplayer mode
- Use escape to open main menu
- Click on ground to unselect a building or unit
- Added outline on food & better collision detection
- Reworked UI (Selection, Hero, Events)
- Boosted shield duration & effect & reduced CD
- Reduced taunt totem life & duration
- Boosted heal totem Health per seconds
- Reworked research system
- Display chat message when a game is created
- Better rivers borders
- Totem boundboxes reduced
- Vision tower now sees invisible units at full range
- Fix boss crossing bridges
- Clear Chat when switching lobby
- Fix building name truncated
- Fix false requirement for vision tower
- Fix difficulty -1 on clients
- Prohibit winning and losing at the same time
- Fix magic meh achievement which was wrongly triggered
- Fix fairy behavior
- Fix FR text on end screen (D""faite)
- Fix bad music looping
- Fix lightning FX impact
- Stop building placing on death
- Fix enemies stuck on slopes
- Fix vision totem (totem didn't see units)
- Fix shrine randomness algorithm for last shrine spawning
- Fix desert shrine HUD
- Fix minimap gold icon color
[ 2018-02-11 21:17:02 CET ] [ Original post ]
Hello everyone! Since the launch of Heroes of Delum, we have been working intensively to apply some of the great feedback that we received from you guys. Along with a lot of fixes and balancing/tweaks, the major changes of this version include:
Steam Networking
Since we received a few complains from players who couldn't create or join a game, we reworked entirely our networking system to use Steam Networking. This will now cover 100% of the rare connections problems that were occurring until now!
New in-game UI
We improved the in-game interface to be much more lighter, and cover more functionalities, like for example the attack and hold position actions.
Zoom feature
It is now possible to zoom in and out using the scroll wheel!
Pause feature
The host is now able to pause the game at will. Ideal when a short break is needed! Here is the complete list of this version's changes:
Patch notes 1.1.0
Features
- New networking system (Steam Network)
- Pause feature (host only)
- Zoom in and out feature
- New lighter UI, including hero actions (attack and hold)
- Added 32bit support
- Nerf lightning towers (50% => 30% dmg on ground & -25% range)
- New FX & SFX for the boss ultimate which is reducing all players's max health to 50%
- Reworked play menu with singleplayer mode
- Use escape to open main menu
- Click on ground to unselect a building or unit
- Added outline on food & better collision detection
- Reworked UI (Selection, Hero, Events)
- Boosted shield duration & effect & reduced CD
- Reduced taunt totem life & duration
- Boosted heal totem Health per seconds
- Reworked research system
- Display chat message when a game is created
- Better rivers borders
- Totem boundboxes reduced
- Vision tower now sees invisible units at full range
- Fix boss crossing bridges
- Clear Chat when switching lobby
- Fix building name truncated
- Fix false requirement for vision tower
- Fix difficulty -1 on clients
- Prohibit winning and losing at the same time
- Fix magic meh achievement which was wrongly triggered
- Fix fairy behavior
- Fix FR text on end screen (D"é"faite)
- Fix bad music looping
- Fix lightning FX impact
- Stop building placing on death
- Fix enemies stuck on slopes
- Fix vision totem (totem didn't see units)
- Fix shrine randomness algorithm for last shrine spawning
- Fix desert shrine HUD
- Fix minimap gold icon color
[ 2018-02-11 21:17:02 CET ] [ Original post ]
Heroes of Delum has launched!! The feedback from you guys has been so great, we are very thankful to all of you! We spotted one major bug preventing the game to continue in certain conditions. A hotfix for this bug is now live and you should be able to play without inconvenience! See you in the Delum Plains!
[ 2018-01-20 09:03:14 CET ] [ Original post ]
- HOD L64 [228.2 M]
- HOD L32 [238.06 M]
Heroes of Delum is a real-time strategy survival game, playable in single and multiplayer co-op. Fight hordes of monsters on a randomly generated world!
Dark forces are unleashed on the world of Delum, you play a nameless hero who fights against its minions that spawn from the dark magic portal of Delum.
Will you stand alone or as a team, and fight once more to stop evil in its track?
Your goal is to survive: collect resources, build defenses, upgrade your character.
Win, using your brawn and brains, and the help of your friends!
INFINITE WORLDS
The arena you play in is procedurally generated. This means that every time, you play in a different world with different characteristics and strategies!COMPLETE QUESTS
Special events randomly occur and need you and your team to work together in order to complete them!FROM CAKE TO HELL
There are different difficulty modes, expanding the gameplay and complexity. Can you unlock them all and beat Hell?A STRATEGIC CHALLENGE
A variety of enemis with different strengths to overcome is attacking you. Adapt your builds and strategies to vanquish them all!RANK UP
The better you play, the more XP you will get and the more likely you are to rank up. Show your friends who is the boss!...AND NINJA CATS!
- OS: Ubuntu 12.04+
- Processor: Dual Core at 2.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD 3000Network: Broadband Internet connection
- Storage: 500 MB available space
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