After Reset RPG is an old-school hard sci-fi post-apocalyptic roleplaying game. An open world, developed with scientific accuracy and technical details. A nonlinear story with freedom of choice. A true hardcore CRPG game mechanics. Explore the wastes of the dead planet and forge your story!
User reviews:
Overall:
Mixed (58 reviews) - 60% of the 58 user reviews for this game are positive.
Release Date: Mar 9, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“You could say that this game became a reality because of Steam Greenlight, and the support and warm attitude of the common players like me myself.

I started to work on the game about three years ago, and at that time it was only a hobby. I just did it for myself, with love and care, and a thorough and keen sense that everyone’s favorite hobby demands. One evening during Fall of 2013 I decided to show my work to a decent group of gamers and put it out there on STEAM Greenlight. Frankly, I didn’t expect anything to happen because I’m a skeptic by nature. But by morning there were so many people who liked the world I created and the game I was developing - I was just really surprised when After Reset RPG was Greenlit in five days with the best statistics I’ve ever seen on Greenlight.

Anyway, votes are just votes and I remained skeptical, but I decided to put the game (at least it’s Prologue) on Kickstarter to see if people were actually interested in the game. I did this to see if they were ready to support the game with their money and not just kind words. It worked, and it helped me to hire team members to work on the game. I even sold my own business to further invest all my time and energy in the development of After Reset.

So, now we’re coming back with something decent to show to our fans and to concentrate on our alma mater on the Steam Early Access. The funds we gathered should help us to boost the speed of our development and to implement more stunning content into the game.

But don’t take my word for it, check our first tech build that we made back in 2014 for Win/Mac/Lin for free on Steam.

Here you can always track the list of the tasks for monthly updates we toil on so that you clearly see the development progress yourself:
http://steamcommunity.com/app/335850/discussions/0/611703999964964217/

Approximately how long will this game be in Early Access?

“The game is going to be developed in chapters. The estimated delivery date for the Prologue is Q1 2017, and the full game should be completed in 2018 with the proper financing received. Each chapter should take about 4-6 months to develop.”

How is the full version planned to differ from the Early Access version?

“The full version will contain all of the game’s chapters. All Add-Ons will be filled with the relevant content, and we’ll open up the Global mode to launch the roleplaying session.

With the Quanton Sync feature, after the game session our computers will calculate a Global ending of the session for After Reset's world. Everyone's choices will be taken into account; we'll polish it, and a final Global ending that will be released in addition to the conclusion of your own personal story.

We also consider a special chapter to give for our SEA rooters to be included in the final game and can be unlocked by them only.”

What is the current state of the Early Access version?

“The build of the game you are running includes:
  • core of our the CRRPG game mechanics (please, read the Advanced Player's Guide to know more about our SACPIC mechanics);
  • character creation (that is intuitive if you dig Baldur's Gate, KOTOR, Neverwiner Nights series or/and Fallout 1&2);
  • intro and campaign movies;
  • 5 decent locations for the Prologue;
  • classic top-down 3d mouse/keyboard character controllers;
  • apparel mechanics;
  • core of the combat mechanics;
  • dynamic charlist mechanics;
  • fog-of-war mechanics;
  • inventory mechanics;
  • looting mechanics;
  • movement and interaction mechanics;
  • skills using mechanics;
  • highlighting system;
  • tag/identification system;
  • 100+ pages of lore, descriptions and dialogs;
  • a bunch of quests for the prologue (main, side, hidden);
  • 20+ of unique lore records discoverable during the prologue (main, side, hidden);
  • non-linear voiced dialogs for the prologue;
  • proper cut-scenes for the prologue;
  • friendly, neutral and hostile NPC's;
  • etc.


Just watch our trailers with game play to know more. And keep tracking the list of the tasks for monthly updates we toil on so that you clearly see the development progress yourself:
http://steamcommunity.com/app/335850/discussions/0/611703999964964217/

And feel free check our first tech build that we made back in 2014 for Win/Mac/Lin for free on Steam.”

Will the game be priced differently during and after Early Access?

“For now we reckon to keep the price at the level that benefits our first supporters from Kickstarter and Direct Pledges.”

How are you planning on involving the Community in your development process?

“As an old school gamer and roleplaying DM, as well as the creator of the setting, I rely on my own experience and vision. However, we really need your feedback and thoughts on the materials we publish in our updates for the game. We need to be in touch with the community of players we’re working for, with the people who trust us, believe in us, and roots of our game.”
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Recent updates View all (10)

October 8, 2016

Patch #100816 Released

Hi, guys!

This monthly news and update should be the last one before the Prologue release. If you're our backer or Co-Founder, please, read the full version of it on Kickstarter which comprises the usual patch notes and most of the NDA-stuff I’ve shared with Co-Founders on the forum after the previous update.

This NDA material includes:
• Our current state of affairs.
• Money and issues results report.
• Our plan for the prologue release.
• The future of the After Reset development.
• Preview of the article "Developing AR RPG, the Prologue: Debriefing" I’d like to post it after the Prologue release in October.
• Preview of the article "Developing After Reset: Tips, Insights for Indie Devs" another article specified for indie developers. It consists of concise data on the common issues we and our colleagues faced during the development, our conclusion and solutions we applied. Those issues are something that all indie devs must meet and have to deal with at one time or another.

Right after the Co-Founders, I’d like to share all that data with you before it is made open public to receive your feedback, impressions, thoughts and advice (in case you have one) before making another solid step.

PATCH #100816 RELEASED



FIXES:

Audio:
• Not ceasing music during loading new areas scenes bug fixed.

Gameplay:
• The door scripts and mechanics reworked.
• Navemesh at Ground Level fixed.
• Quanton now opens all fields and doors at the emergency exit hall on Special Facility level when the relevant dialog line is reached.
• Quanton cut-scene variables saving bug fixed.

Interface:
• Character highlighting when mouseover in awakening scene before the area is loaded is fixed.
• Ivy model displaying, her appearance and dispersion SFX enhanced.

Mechanics:
• Dropped item vanishing bug amended.
• Drones waypoint mechanics amended to prevent jams.
• Navigation AI reworked to prevent creatures freezing and teleports.

FEATURES & CHANGES:

Audio:
• Suspense/danger music theme for the relevant cut-scenes added.

Gameplay:
• Quests added on Science Facility level.
• Ivy model with animations added.
• Special Facility full gameplay walkthrough added.
• Science Facility full gameplay walkthrough added.
• Broken neon lamp flickering at Ground Level added.
• Decontamination Hall cut-scene added.
• Dialog Mechanics tutorial added.
• Running and burning in plasma death animations and SFX added.

Graphics:
• Broken lightning mechanics (lights/flickering vfx/sound) for the Mess Hall added. • Bleeding and blood trails VFX and mechanics added for the alive creatures (including the character) when they are below 10% HP.

Interface:
• Saving/Loading UI added.
• Added text scrolling by mouse wheel in dialogs.
• Mouse icon changing when mouseover icons of new unread/updated Quest and Records added.
• Container UI mechanics enhanced so that players could take items separately (now while the Container Contents Panel is opened BUT the Inventory panel is closed, LMB click on an item will move that item stack into the Inventory instantly).

Mechanics:
• Saving/Loading mechanics added.

Other:
• Kitchen props created and added at the Mess Hall.
• Destroyed and functional drones added at the proper places on Ground Level.

IMPORTANT NOTES:

#1 Guys, during your walkthrough tests please pay attention to drones’ behavior. It took about 4 weeks to rework it so that they don’t freeze and don’t make a jam. Though, I have a suspicion that they might do that again despite our efforts, but we ourselves did not see that bug after the patch.

#2 Previous saved games may not be compatible with this patch (and future ones). This is inevitable for EA and will proceed till the full game release. Nevertheless, the ability to save/load games within every update should save a lot of time for testing and polishing the game. We’ve been testing save/load mechanics for one week only, so, please, if you have time test it more and report about the possible bugs.



SUMMER REPORT: CURRENT WORKS, MONEY, PLANS

• Well, what’s the skinny?
• What about the money?
• Plans for the Fall-Winter 2016.
• The Daedalus.
• After Reset fans’ community.
• After Reset RPG further development.
• Steam Reviews.
• (preview) Developing AR RPG, the Prologue: Debriefing.
• (preview) Developing After Reset: Tips, Insights for Indie Devs.

Read the full update available on Kickstarter...

They are NDA as well yet because they are meant to be published at the day of the prologue release. Though, I would like to share them with you asap as the earlier reviewers. Please, feel free to post your relevant comments, questions and thought on their pages.

Sincerely,
Richard.

18 comments Read more

August 1, 2016

Patch #073116 Released



Hi, guys!

I’m glad to announce another monthly report for you with a bunch of good news as always. From this update you can familiarize with the patch notes, Ivy retrospective development, fresh money & issues report for our Co-Founders, an offer for you to get your own Co-Founder status from SEA, receive a free copy of the TFoG game on Steam, listen to a new OST music track “Raider’s Camp,” and check out some new lore representing the new faction.

Just open up a cold bear or a Coke and enjoy the update!



PATCH #073116 RELEASED

FIXES:

Audio:
• Missed Narrator voice sounds added.
• Volumes for 3d sounds and speech amended.
• Not ceasing voiceover in dialogs while the dialog is closed or another line is played, or when quieting to main menu - fixed.

Gameplay:
• ASWD bug fixed.
• Typos in Records fixed.
• Skills and stats checks in dialogs fixed.
• Awakening cut-scene reworked and enhanced.

Graphics:
• All female clothes (neck bug) reskinned and reboned.
• Low quality character and NPC camera with pixel border in dialogs to fixed the cinematic smoothness.

Interface:
• Text blinking in dialogs fixed.
• Red coloring of the character model in Character menu fixed.
• Main Menu button corruption after traveling between levels amended.
• Tag panel fixed.
• Mouse absence during the first dialog fixed.
• Overlay picture for PAUSE deleted.
• Ivy's icon blur after interaction fixed.

Mechanics:
• Saving/loading bug of dropped loot and trash fixed.
• Bug with several items multiplying on floor when traveling between levels fixed.
• Drone position bias after level reloading fixed.
• Death mechanics and its visual and audio assets fixed.
• Area transaction script and visuals amended.

FEATURES & CHANGES:

Audio:
• Final recordings and post-processing for Keren Goston dialogs are done.
• VFX sounds for drones created and embedded.
• Looped heart beat sound added for the character when he's in dying state.

Gameplay:
• Drone’s animations added.
• Drone’s activation quest added.
• Drone’s dialog (activation) added.
• Drone’s dialog (deactivation) added.
• Ivy’s dialog (drone) added.
• Quanton dialog (repaired) added.
• Quanton repairing cut scenes added.
• Quanton repairing challenging puzzle added.
• Lab drone hive/cloud mind added.
• In-game access to all 22 Records for the prologue added.

Graphics:
• Gameplay camera settings polished to the ideal 3d pseudo-isometric view.
• Special Facility graphics optimized and freed resources used for graphic quality boost.
• Science Facility graphics optimized and freed resources headed for graphic quality boost.

Interface:
• Dialog's answers display enhanced (numbers and "/* styles added).
• Now any GUI (highlighting, tagging, etc) do properly disable VFX during cut scenes and dialogues.
• New Quest and new Records notification icons added as clickable to let them open relevant panels respectively.

Mechanics:
• Drones AI added.
• Followers mechanics added so that PC’s followers can travel with him/her through the levels and areas.

Other:
• Sparkles added to Quanton's servers.
• Colors for repaired Quanton changed.
• More environmental assets set at Ground Level.

IMPORTANT NOTES:

#1 Thanks for your bug reports, guys! We really appreciate them, but it’s become quite time consuming to slog through them all in our e-mail. We’ve come up with a better method to make this process more organized, and you can now upload your reports to a new sub-form we’ve created on STEAM, which you can access here: LINK.

#2 Along with the Quanton’s servers, quests, dialogs, models, VFX, cut scenes, and other gameplay, we have finally completed the Science Facility level as it was meant to be. Through the prologue players should become comfortable with the specific (and quite frankly old school-ish) methods of storytelling and gameplay we plan to use in the rest of After Reset RPG.

One of these core features is very non-linear gameplay, and in regard to the Quanton Hub, it is completely up to players to decide what to do with it. Doing nothing is, of course, an option. I’d like all of you guys (while playing AR RPG) to really immerse yourself into its world and roleplay your character. Relying on the statistics of human behavior, game theory, and my D&D DM experience, I encourage you to behave like your character would in the real world—or even roleplay yourself. There’s consequences (positive and negative) for just about everything in the game. So aside from testing, please, don’t rush into decisions just because the option is there.

#3 There is one cut-scene left to be programmed into the Special Facility level in order to complete it. Except for that, nothing else should change as far as the level goes, right up to the release of the prologue.

#4 Our third level (the huge one – Ground Level) does not need to be tested yet, but feel free to explore it so you can see how things change with each update.

#5 One of the most important things in today’s update is the final representation of the dialog mechanics and its GUI. Please, feel free to share your impression and thoughts about it.

IVY REPRESENTATION

There are many reasons why it took so long to properly implement her into the game, and I’ll show you a few of them. Below you can see her concept:



An example of the terrible model we initially got from freelancers:



I just could not to put That creature in the game. Rebuilding her took two months, and here you can see the highpoly version of her we did 3 weeks ago:



Unfortunately, the low poly count of the head as well as the textures turned out to be bad:



And we had to rework the head completely to get the final highpoly variant you can see below (texturing is in progress). Now I can empathize this girl and would be be pleased to see that face through the whole game:



Albeit, I hesitate what haircut for the prologue status of Ivy to choose. We need your help to made our minds about it. Please, let us know which haircut style for her you'd prefer:



EARLY REPORT FOR CO-FOUNDERS: MONEY, WORKS, PLANS



In addition to this update, I’ve posted a closed early report for our Co-Founders: LINK.

It contains screens from our project boards as well as several personal boards of the team members; financial report; plans for the future development (the game is not limited to the prologue, After Reset’s development is about more than one game).

If you’re a Co-Founder, please, feel free to check that early report and share your thoughts.

For our other Kickstarter backers I’m going to share that report a couple weeks before the prologue release in a closed update. Everyone else will be able to see this report after the release.

CO-FOUNDER STATUSES FOR SEA PURCHASERS



I posted in previous updates our thanks and my personal kudos to those several hundred gamers who purchased our game on Steam Early Access and rooted us regardless of its very early stage of development. I promised to find some way to show our gratitude.

So, I’d like to provide you with Co-Founder statuses, guys, so that you will have access to all the extra content on our forum and to be the first to view our reports. This isn’t just a marketing ploy; it’s our way of saying thanks. If you purchased SEA by the fourth of July or earlier, feel free to write me on Steam to claim your Co-Founder status for your website account on our forum.

Once again, thanks. Your contributions have become immortalized in our game, part of its models, textures, sounds, setting, quests, animations, etc.

TFOG GAME GIVEAWAYS FOR BACKERS



In previous updates I also wrote about my willingness to include the TFoG game for free as a DLC graphic novel for those of you who already purchased or backed After Reset RPG. Even though we still can’t solve that issue just by putting whole TFoG game (1Gb+) into our Steam DLC folder, I’ve got another option:

If you have TFoG as a reward for your tier on our Kickstarter AR RPG campaign, or if you purchased that TFoG DLC on Steam, please write me by e-mail (in case of KS reward) or buzz me through Steam and I’ll just send you a FREE key to the Fall of Gyes game on Steam.

ADDING TO THE OST



Development of the game is not ceasing after the Prologue completion. I’ve already created the script, primary characters, gameplan, maps and quests drafts for Chapter 1. As the location of the chapter will take place on territories belonging to the Indian Alliance and Nomads, in this update I am proud to announce a marvelous new music track that has been added to our official OST called: “Raider’s Camp.”

If you got and activated our OST DLC preorder it has been automatically updated with this news released. Please, check your ...SteamApps\common\After Reset RPG\add-ons folder.

If you didn’t get our OST DLC preordered through the Kickstarter campaign or by early direct pledges, you need to wait till we release it officially or some other special event. Still, you can enjoy the following lore from After Reset game and setting right now.

LORE: NOMADS



*The photo above provided by Dimitri Zaitsev, a talented costume designer from nuclear-snail.com.

“Raider’s Camp” – that is the name for the new music track we’ve added to our OST, but I hesitated a lot in the naming of it because of our hard sci-fi concept. The setting forced me to use a “Nomad” world. Indeed, have you ever thought why in post-apoc movies and games “raiders” call themselves “raiders?” I imply that it is quite normal for other peaceful people call someone who gangs them – “Raider!” But it turns to comedy when I try to imagine such brutal persons calling each other – “Sup, raidies!” or “Dear, comrade raiders!” If you feel the same way, this After Reset lore is for you:

Nomads:

Nomads, sometimes called Raiders by the native population, are any group of Survivors (descendants of the people who were lucky enough to survive the Reset but unlucky enough to survive it above the surface) who constantly stay on the move.

During the first decades after the Reset, the time called both by the Survivors and Natives as the Hurricane Days, the last human cities above the surface vanished and the evidence of human civilization perished. Following Dunbar’s Rule that is soldered into human nature, the descendants of people (above surface) survived by gathering into small groups of less than eighty people. As the Yellow zones (relatively well accommodated for life) were too rare that time, these people adopted a migratory lifestyle.

Due to all culture, material knowledge of the Past Age was lost and most of the flora and fauna were critically damaged. So, the new civilization had to start over from the beginning: hunting, gathering, raiding and pasture (this way of life spread after 80s A.R.). Lack of human impact on nature allowed it to evolve and take revenge on virtually every biosphere from plankton to mammals.

One way or another, by 100 A.R. a new civilization of Survivors emerged though they were still separated into groups of Nomads, usually consisted of several dozens of people, constantly moving within Yellow zones, practicing Social Darwinism within trading with other groups or fighting over scarce resources.

For these people, their way of life is dominated by aggressive raiding, plundering, murder, or even cannibalism in some extreme cases. To other Survivors they are simply known as “Raiders.” It is important to mention, that raiding and marauding were more or less practiced by all Nomads; thus such classification is highly nominal: e.g. for an average group of Nomads, who were attacked or ransomed by larger group, these attackers would be called Raiders (by the Nomads).

Second, a conditional sub-group might be distinguished as Pastors, for which hunting on massive clouds of animals (primary, cloven-hoofed types but that depends on the region) makes up their primary occupation. Later, after 80s A.R, pasturing became the dominant means of survival for most Nomad cultures. Their migratory patterns tend to mirror those of the animals they hunt. For those who remain focused on raiding and plundering, they still actively hunt and gather but their strategies adapt very quickly to changing circumstances. Generally, they just follow their instincts.

Finally, there are the Craftsmen. These nomadic people survive through manufacturing and trade, focusing more on re-engineering past tech and trial-and-error methods to procure basic technology. Such groups of Craftsmen frequently cart their goods in wagons and are a prime target for other Nomads with whom they are not at peace. This category of Nomads was formed much later than the first two, but also had the fastest social development of any Nomad culture after 100 A.R., and it quickly became the dominant foundation for establishing sedentary settlements.

This usually happened whenever the Nomad population (of a particular group) reached Dunbar’s Threshold or when larger groups absorbed smaller ones too frequently. These excess forces quickly became militias that guarded the agricultural and livestock base of the settlement.


* * *

Well, guys, thanks for your support, patience and rooting for us over our long journey.

Your support is the wind in our development sails. Now, let’s focus on the last leg of development!

Sincerely,
Richard.

15 comments Read more
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Reviews

“After Reset RPG may be the Fallout 3 we never got.”
Joystiq

“After Reset RPG aims to be the best of Fallout, Baldur's Gate and Planescape Torment.”
PCGamesN

“After Reset RPG: RPG gaming in its purest form.”
CounterFrag

About This Game

After Reset RPG is an old-school hardcore sci-fi post-apocalyptic roleplaying game. You can expect: a post-apocalyptic open world developed with scientific realism, a nonlinear story with the freedom of choice and a ton of branches and endings, and hardcore game mechanics in the best traditions of classic CRPGs. Explore the devastated ruins of the dead planet and forge your story, Commander!

'THE FALL OF GYES' GRAPHIC NOVEL

A free preview of our graphic novel "The Fall of Gyes", prequeling the game, can be found in your Steam installation location for After Reset RPG (e.g. C:\Program Files\Steam\SteamApps\common\After Reset RPG).

KEEP IN MIND

The current version of the Prologue is not finished yet. By purchasing our Early Access you are formally buying the game in current stage of development and any further updates till the final version. Although, the most important - you are actually supporting the development of our game and its quality.

Beyond that, feel free to check our first tech build which we made back in 2014 for Win/Mac/Lin: for free on Steam.

The build of the game you are running includes:
  • core of our the CRRPG game mechanics (please, read the Advanced Player's Guide to know more about our SACPIC mechanics);
  • character creation (that is intuitive if you dig Baldur's Gate, KOTOR, Neverwiner Nights series or/and Fallout 1&2);
  • intro and campaign movies;
  • 5 decent locations for the Prologue;
  • classic top-down 3d mouse/keyboard character controllers;
  • apparel mechanics;
  • core of the combat mechanics;
  • dynamic charlist mechanics;
  • fog-of-war mechanics;
  • inventory mechanics;
  • looting mechanics;
  • movement and interaction mechanics;
  • skills using mechanics;
  • highlighting system;
  • tag/identification system;
  • 100+ pages of lore, descriptions and dialogs;
  • a bunch of quests for the prologue (main, side, hidden);
  • 20+ of unique lore records discoverable during the prologue (main, side, hidden);
  • non-linear voiced dialogs for the prologue;
  • proper cut-scenes for the prologue;
  • friendly, neutral and hostile NPC's;
  • etc.


We expand and grow up this builds for Win/Lin/Mac as our joint 'child' with every coming patch based on and rooted by your support.
To track our progress from the beginning up to today, please, read CURRENT WORK IN PROGRESS discussion and your PATCHNOTES.TXT.

BY PURCHASING EARLY ACCESS YOU ARE REALLY SUPPORTING THE DEVELOPMENT OF OUR GAME AND ITS QUALITY.
THANK YOU! THIS GAME WOULD NEVER BECOME A REALITY WITHOUT SUCH GAMERS/BACKERS LIKE YOU.

After Reset RPG is currently in Early Access on Steam. With a fully transparent approach to game design and development we showed through the whole time of development and being the same gamers like the most of you, we work on RPG of our dream. After Reset RPG: Early Access is your chance to bring our mutual dream to reality.

As you can see on our official we site, since the beginning we've toiled and released transparent updates every 1-2 months. Those who choose to purchase Early Access should anticipate an evolving feature set, bugs, incomplete content, missing features, and potentially game breaking issues. Early Access is designed for those wishing to support the ongoing development of After Reset RPG and be a part of shaping its future.

Thanks for your support and thanks for rooting for us, guys!
We've never reached the stage we're in without your support, trust, patience and faith.

Sincerely,
Richard.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP/Vista/7/8/8.1 (32 or 64 bit)
    • Processor: Intel Core 2 Duo 2.4 GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTS 260 or Radeon HD 4850 (512 MB VRAM)
    • DirectX: Version 9.0c
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • OS: Windows 7/8/8.1 (64 bit)
    • Processor: Intel Core i5 series or equivalent
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 980 or Radeon R9 290X (4096 MB VRAM)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • OS: Mac OSX 10.5 or higher
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 300 Series or Radeon equivalent (512 MB VRAM)
    • Storage: 20 GB available space
    Recommended:
    • OS: Mac OSX 10.5 or higher
    • Processor: Intel Core i7 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 980 Series or Radeon equivalent (4096 MB VRAM)
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    Minimum:
    • OS: Ubuntu 12.04 or later (32 or 64 bit)
    • Processor: Intel Core 2 Duo 2.4 GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTS 260 or Radeon HD 4850 (512 MB VRAM)
    • Storage: 20 GB available space
    Recommended:
    • OS: Ubuntu 12.04 or later (64 bit)
    • Processor: Intel Core i5 series or equivalent
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 980 Series or Radeon equivalent (4096 MB VRAM)
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
Customer reviews Learn More
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Mixed (58 reviews)
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