Empyrion - Galactic Survival is a 3D open world, space survival adventure in which you can fly across space and land on planets. Build, explore, fight and survive in a hostile galaxy full of hidden dangers.
Gebruikersrecensies:
Recent:
Erg positief (161 recensies) - 86% van de 161 gebruikersrecensies in de laatste 30 dagen zijn positief.
Totaal:
Erg positief (6,251 recensies) - 87% van de 6,251 gebruikersrecensies voor deze game is positief.
Releasedatum: 5 aug 2015

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Vroegtijdige toegang

Ontvang onmiddellijke toegang en begin met spelen; raak betrokken bij dit spel terwijl het zich ontwikkelt.

Opmerking: Deze game in vroegtijdige toegang is nog niet voltooid en kan mogelijk wel of niet veranderen. Als je niet staat te springen om deze game in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

“We need your support and feedback! We are a small development team and Empyrion – Galactic Survival is an ambitious project.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

“We are planning to be in Early Access for at least 1 year.”

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

“Many of the core elements of Empyrion are already in place. The full version will have more planets, more diverse planetary biomes, more intelligent enemies, better physics, more functional blocks, quests, trade and an economy.”

Wat is de huidige staat van de versie met vroegtijdige toegang?

“The current version of Empyrion - Galactic Survival is stable, playable and already features many elements of the full version. For more detail, see "About This Game" below.”

Zal de game anders geprijsd worden tijdens en na vroegtijdige toegang?

“Yes, we are planning to gradually increase the price during Early Access when we add new content to the game.”

Hoe zijn jullie van plan de community te betrekken in het ontwikkelproces?

“Community involvement is very important for us. We are planning to work closely together with our community, interact on the forums to gather ideas and suggestions, as well as conduct regular surveys to obtain specific feedback from the community.”
Meer informatie

Empyrion - Galactic Survival (64bit) kopen

 

Recente updates Alles weergeven (166)

23 mei

Teaser: Alpha EXPERIMENTAL 6.0 - Release Candidate 3



Hotfix: May 23, 2017 (9pm)

We just released a hotfix that addresses the occasional game freezes related to certain NPCs.

Changelog: Alpha Experimental 6.0.14 (Build 1045)

Bug Fixes:
- Fixed: Killing or approaching certain NPCs (eg Mechanoid) causes game freezes
- Fixed: Some NPCs are “flying” when attacking a player (eg Armored Golem)
- Fixed: AntiGrief distance: Terrain can be destroyed by explosive weapons
- Fixed: PDA - visual "jumping" of elements when switching between tasks

Changes:
- POI distribution: new Near spawn algorithm, allows spawn around player start
- Updated Dawn of Galaxy Scenario (implemented better elevator cover for Ex-7 Station)
- Added damage texture to base attack drone

----------------------------
Initial Post: May 23, 2017 (2pm)

Hi Galactic Survivalists!

Welcome to the next-to-last release candidate before we go public with Empyrion Alpha 6.0! At least this is very likely - due to your ongoing effort of reporting bugs and breaking our release candidates! :D

Said that, we want to again thank all of you for your patience. We know that our community keeps asking when 6.0 will go live, although it should be hardly surprising that a version that offers so many game changers, needs a lot of detail work ahead of the public release - and maybe also some post-release.

If everything goes according to our plan, we will announce the release date of Alpha 6.0 end of this week / this weekend.

RC3 being a bug fixing & polishing update, we tried to improve the FPS drops happening with large vessels. As a consequence, we had to redo the way how some of the physics collider work. Let us know if the FPS are back to “normal” when flying large vessels (please note that we are still working on a way to fix the FPS drops when changing blocks on a very large vessel).

As this is a critical part of the so called ‘lagshot fix’ and is related to a lot of other game elements, we would like you to test if you find issues with the current solution!

One word about Scenarios: If you wonder where you could find a preview pic for your scenarios workshop page, you might find the answer in #7 in our FAQ: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-mp-customization-scenario.11204/#post-127120

Or plain and simple: Put a file named preview.jpg with the dimensions of max 1280*720 pixel in your Scenario main folder (please hide all “unfinished or work-in-progress scenarios). We are looking forward to see the workshop populated with lots of awesome scenarios soon!

While you’re at it, have a look at the change list - you might find some interesting changes down there - and do not forget to report remaining, new and old issues in our dedicated bug thread over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-6-0-release-candidate-3.11279/

Have fun playing! :)

Cheers,
Empyrion Dev Team

---------------

Changelog: Alpha Experimental 6.0.13 (Build 1044)

Physics Collider Update:
- Enabling physics collider only when somebody is controlling the ship (+ disabling detailed mesh colliders in this case)
- Updated physics collider calculation

POI Regeneration Update:
- Now using fixed time after a player touched a POI
- Added log outputs + console cmd 'ents' outputs for better debugging and testing
- When restarting server, regenerate timer is not reseted
- Removed regenerate tag from buried POIs in yaml. Note: please do not set regenerate tag to buried POIs (because terrain cannot be changed around them)

Visuals and Sounds:
- Adapted HUD marker colors according to enemy status: alien core = red, same or allied faction = green, same origin = orange)
- Tracer improvements to not "overshoot" target, ie tracers do not go through hull blocks anymore
- Added mechanoid robot to replace old turret robot


- Added better model for base attack drones (WIP)

- Added better marker on radar ring for waypoint
- Added new afro haircut (male / female) and short beard

- Tweaked motorbike sound: lower pitch
- Updated models of tomato plant and pumpkin plant

- Added new particles to all thrusters (visually very similar but optimized regarding performance)
- Updated Status Effects icons
- Adapted LODs of bushes on Akua (billboards come in later)
- Tweaked particle effect on Multitool (made it wider)

Gameplay:
- Control Panel: added list with ammo overview + Fill All button

- Added default setting Akua-Omicron as multiplayer setting (set as default scenario in dedicated.yaml)
- Base attack drones have now more hit points but are slower
- Added more crashed buried ships to more playfields
- Escape Pod: now you need to go into godmode to leave a flying escape pod
- Re-activated "Dangerous Space" mission (now with visiting Trading Stations)
- Updated scenarios
- Added drone base to Aitis Orbit
- Added separate playfield for Skillon Orbit
- Tweaked weapon range of some NPCs (ignore Atmo reduction now)
- Tweaked template of large windows (reduced input needed)

Changes:
- Implemented new interactive setup mode for collider area ('preview' mode) of sensors and NPC spawners
- Max Prefab Size Class: not limiting any more and setting 0 in dedicated.yaml as 'no limit'
- Added destroyed versions of concrete blocks
- Added better description for night vision goggles
- Console cmd: Added abbreviation to itemmenu (im) and teleport (tt)
- Console cmd: when cmd has abbreviation, show it when using “help”
- Now outputting message when somebody drills at a protected block
- Show message "cannot fire this weapon on a planet" not on turrets wanting to fire

PDA Update:
- Added button in PDA window to see Briefing again
- Added persistent way to display PDA complete messages: Chapter complete messages now also displayed in chat

GUI Polishing:
- (WIP) New version of New Game Menu and Choose Starter Planet Windows
- Loading Scenario Preview Pictures (temporarily: Load Default Scenario Picture for Select Starter Planet Window)
- Adjustments to Control Panel Main Page
- Adjusted "Static Tooltip" to be fixed position/width, only expand height (eg Multitool)
- Chat Window: Reduced drop-shadow size
- Lerping Fuel, Oxygen and Warp Tank values when filled
- Coloring Size Class number in red if above class 5 in Blueprint Window and other windows
- Adapted Highlight and Text in PDA Window to match Device List/Control Panel
- Added missing Loc Keys for Map/Sector Map Windows
- Tweaked size of icons in ESC menu

Bug Fixes:
- Fixed: Large Ship movement FPS and overall movement FPS drop
- Fixed: Extreme loss of FPS when up righten CV in orbit with O-key
- Fixed: Problem with flying HV
- Fixed: Regeneration of POI triggers even though not near
- Fixed: Sensors cannot send signals to PDA anymore in MP
- Fixed: Error when shooting down a drone in HV
- Fixed: Drones dive into / fly in water
- Fixed: Planet Vessel always goes directly to the survival/wreckage POI's & hovers at them when core is destroyed.
- Fixed: Leaving the game while falling down in Escape Pod stuck the client
- Fixed: Drones acting weird and sometimes don't hit vessel
- Fixed: POI regenerate does not trigger visible for Client
- Fixed: Sometimes drones climb high in sky when attacking
- Fixed: PDA needs to ignore the instance hashtags
- Fixed: NPC enemies do not reliable see you and attack.
- Fixed: CP/Accessing container does not remember open page
- Fixed: Control Panel - Device List: Exception when having something in “Search Filter” and exit game
- Fixed: Troops Transport falls through drone base on resume game
- Fixed: Signal values not read correctly from savegame (led to problems with levers saved in ON state)
- Fixed: Can not walk through regular doors in front/behind of a slope
- Fixed: Front flare of motorbike shining through player
- Fixed: Power display goes negative when switching devices on and off via SIGNAL
- Fixed: PDA window does not get updated properly when using console cmd
- Fixed: PDA window shows old progress state after re-login even if player file has been deleted in MP
- Fixed: Problems with some (growing) plants
- Fixed: PDA ActivateChapterOnCompletion can be tricked
- Fixed: PDA menu: Error when click on Show Briefing button while a task is selected (and not a chapter)
- Fixed: Error when in an enemy base and being attacked
- Fixed: Error when loading an RC1 savegame
- Fixed: PDA: InventoryEmptied does not work for Personal Container
- Possible fix for SV getting teleported with player out of closed instance
- Fixed: Instance: Restrict To Origin does not respect the default one
- Fixed: Control Panel: Selecting a Spawner in an old Blueprint lead to Error

83 opmerkingen Meer informatie

18 mei

Teaser: Alpha EXPERIMENTAL 6.0 - Release Candidate 2



Hi Galactic Survivalists!

Well done! Thanks to your dedicated help, we already tracked down a lot of nasty issues in our Release Candidate 1. But we are not done yet! To ensure this version gets the best possible polishing, we are now starting Release Candidate 2.

Our major task remains the same: squashing bugs!

Said that, a lot of you have made us aware about the FPS issues with movement of large ships in different situations. Thanks a lot for all the reports. We are currently testing a fix for this problem :)

As always, as soon as you read this, have a look at your very personal bug list. If you do NOT find your issue fixed below, please give it another try and re-report them in our bug thread for RC2. Thanks a lot in advance!

Bug Reports: Alpha Experimental - Release Candidate 2:
http://empyriononline.com/threads/bug-reports-alpha-experimental-release-candidate-2.11206/

To spice up this update and based on your feedback, we also added some feature-refinements and changes to the gameplay.

As a special note: the customization possibilities have increased a lot with Alpha 6.0. That’s why we have added two more FAQ threads dedicated to Multiplayer/Playfields and for Builders/Creative to answer the most important topics of the newly added features.

Please, if you are new to Empyrion or the Experimental Alpha 6.0, give it a read first!

FAQ for Players: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/
FAQ for Builders: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-builders.10822/
FAQ for MP & Customization & Scenario: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-mp-customization-scenario.11204/

We have also added a dedicated feedback thread for the STORY TUTORIAL to grab dedicated feedback on this topic: http://empyriononline.com/threads/6-0e-feedback-story-tutorial.11207/
(Please do not discuss the global “New Game Start” there, but only the tasks and actions of the Tutorial and how it can be improved. Thanks!)

Now, have fun with RC2! :)

Cheers,
Empyrion Dev Team

---------------

Changelog: Alpha Experimental 6.0.12 (Build 1032)

Added Regeneration of POIs:
- Added POI regeneration feature: regeneration timer counts down if a POI has been "visited". If timer reaches zero, POI regenerates if no player is close (120m). Note: you cannot build/drill nearby a structure that has "regeneration" enabled
- For testing: Added regenerate to all POIs on all starter planets and all POIs in space (all playfields) - also in Single Player (only for testing)
EDIT: regeneration will be available in SP also (it all depends on the designer now)


POIs can now regenerate on a server


As a server provider, you just have to tag the POIs accordingly in the playfield.yaml


Regeneration also works for POIs in space

POI Spawning Update:
- Added drone base and vessel base to POI spawning, i.e. you can now control spawning of these 2 units. What means, you can spawn drone base and vessel base close to each other or spawn valuable resources close to these structures -> see playfield.yaml in ExamplePlanet
IMPORTANT: you must adapt your custom yamls to this new setup if you want to spawn a drone base or a planet vessel base

GUI Polishing:
- Chat font changed to white color and increased size (same for tutorial messages and PDA actions)
- Polishing of Map window, Sector Map window, Vessel Statistics window, Control Panel Devices Page and Signal Logic Page
- Added Ammunition panel to Control Panel (Fill and list showing the different ammo types not yet working)
- Popup Dialog Boxes Polishing
- Updated map marker icons
- Adapted Planet Map to use same Starmap background as Space and Sector Map
- More tweaks to Menu Bar icons
- Updated style of buttons

Visuals and Sounds:
- Added possibility to play a custom music for each structure (defined in playfield.yaml)
- Playfield specific sound is now played again (defined in playfield.yaml)
- Updated some growable plants by adding clusters (so they look more voluminous): corn, wheat, tomatoes, etc.
- Tweaked alien tube growable plant (made it larger) + added clusters to pearthing plant and durian plant
- Added better model for promethium stone
- Added better map marker for enemies (instead of arrow > dot)
- Drone destroyed model sound is now heard less far
- Added some more ambient sounds for POIs (dungeons, trading stations etc)
- Updated textures of alien bugs to PBR textures
- Entity spawner is now grey per default.

Gameplay:
- Added delay to Planet Vessels (defined in playfield.yaml)
- Planet Vessel “standby” mode is now only active if Planet Vessel is not visible
- Increased despawn timer of drones
- Tweaked resource spawning (important resources are now sometimes closer to alien POIs)
- Increased attack speed of several NPCs

New Blocks:
- Added new SV, HV cockpit (Renamed and rearranged cockpits in block group)


- Added more destroyed hull blocks
- Added new standing NPC

Changes:
- Always show completed Blueprint in Blueprint Factory list regardless of filter
- Updated PDA
- Updated Scenarios "Dawn of Galaxy" and "Invader vs Defender"
- Added Supply Station POI to Oscutune orbit
- Added info on which type (BA, SV, MS, HV) a certain ammo can be used
- Added debug weapons for testing: "Assault Rifle Debug" and "Rocket Launcher Debug"
- Implemented: PDA check 'NearUnit' can use a generic block name as target, target element needs to be listed in Control Panel's unit list
- Better animation for standing aliens deco block
- Added correct group name for POIs on moon playfield
- Only max one drone / vessel base allowed per playfield (check introduced in yaml)
- Small change to rockets: now every rocket is attached to the firing entity for 3 frames (eg when player fires a rocket in a fast flying SV)
- Melee attack of enemies is now better (they won’t lose sight contact that easy any more)
- Tweaked ranged attack of spider
- Added ranged attack to alien bugs 03 + 04
- Melee attack of NPC does not longer damage terrain
- Added several orbital bases as drone bases
- Temporarily deactivated space "custom tour" in PDA
- Updated Trader Config
- Updated CV Tier 2a (thanks to rainyday)

Bug Fixes:
- Fixed: No BA attack drones on any difficulty setting
- Fixed: CoQ when using the teleporter to go from TS Akua to TSO Akua.
- Fixed: Issues with SV mounted weapons. & CV Mounted Rocket weapon
- Fixed: Not possible to scroll list of signals in SIGNAL LOGIC
- Fixed: Respawn in a large sea send player in instant death screen loop
- Fixed: Problem that CV in space flies 115m/s instead of 90m/s (regression)
- Fixed: Control Panel Device List not keeping selection between Device List and Signal Logic Tabs
- Fixed: Exploit: add -2 to amount when buying from trader is adding you the money
- Fixed: Night vision doesn't work on scoped weapons.
- Fixed: Toolbar partially visible when using scope + weapon clipping after using scope
- Fixed: PDA: 'Guiding: Destination' does not work with NearResource
- Fixed: Damaged blocks "full block" makes itself and blocks behind it transparent in some stages
- Fixed: BAO_Thermica_Station is a CV instead of a BA
- Fixed: Withdraw Hydrogen Packs from Fuel tanks allowed to create infinite energy loop => Temporarily removed Hydrogen Fuel Cells to avoid exploit
- Fixed: MP issue with Motion Sensor and more than one player in sensor area
- Fixed: Problem that sometimes plants gave back dead sprouts and sometimes sprouts > now consistent: all give back sprouts
- Fixed: Disassembling a Harvest Cargo box returns a Cargo box block
- Fixed: MP lever animation and signal processing
- Fixed: Troop Transporter is still spawning when drone base is conquered and placing player core
- Fixed: CoQ when setting a map waypoint.
- Fixed: Armor & weapons looted from POIs are damaged
- Fixed: Connecting lines are missing in the Tech tree.
- Fixed: NPC attacking the player clips into camera
- Fixed: Block destroy particles not showing
- Fixed: Signal broken when sensor is removed
- Fixed: CoQ: Linked to Troop Transport
- Fixed: Custom switches (MAIN tab middle column) do not save with blueprint
- Fixed: Markers are not shown in the PV/PU list / no markers shown in the list
- Fixed: Planet Vessel vanishes if lower thrusters are destroyed
- Fixed: Difficulties setting "Number of deposits" has no real effect
- Fixed: Docking HV to a CV leads to a 25 second delay for sensors
- Fixed: NearUnit Name is not centered on device but on a different place
- Possible fix for strange wall appearing when damaging abandoned mine.
- Fixed: Planet Vessel HQ's are spawning in 2 bases on top of each other.
- Fixed: Difficulty setting amount of available deposits has no effect (applied difficulty factor on minimum amount of ores)
- Fixed: CoQ when using a lever to open/close a door
- Fixed: Persistent CoQ when Base shoots as PV
- Fixed: CoQ when using teleport from Ningues to Oscutune
- Fixed: POI Cutout not working for BA_Patrol-Vessel-HQ3 (temporarily removed this prefab)
- Fixed: Projectiles do not fire when flying sideways with max speed (Note: when flying sideways and the launcher is placed close to a hull block, it is normal that no rocket is shot)
- Fixed: Custom NPC Trader does not work in Multiplayer
- Fixed: Playfield: Ore deposits are 3x away the distance than set up in the yaml
- Fixed: Sun flares and other flares not showing for player when using a weapon in first person view
- Fixed: PDA 'NearUnit' checks did not complete when using generic block names
- Fixed: CoQ when removing cameras from AI vessel and relogin to game
- Fixed: Problem that player bends arms when aiming with pistol
- Fixed: Sector Map Line Rendering
- Fixed: Sectors reveal command throws CoQs
- Fixed: Map Window Orbit Info description header
- Fixed: CoQ in Popup when using "Auto" positioning
- Fixed: Scrolling Popup issue in Signal Logic configure list
- Fixed: Missing Name in Sector Map Orbit Info
- Fixed: Internal error linked to trap door on dedi
- Fixed: Random CoQ linked to trader
- Fixed: NPC Trader main Icon slightly blurred/transparent

80 opmerkingen Meer informatie
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Recensies

“Empyrion - Galactic Survival is quickly making me forget those No Man's Sky blues.”
PC Gamer

“This terrifying episode on my first night set the tone for my time in the game...a very fine survival game.”
Rock, Paper, Shotgun

“Steam-style survival with traces of No Man’s Sky? Interesting!”
Kotaku

Workshop

Enrich your gameplay experience with blueprints from the Empyrion workshop: browse great collections of community created vessels and bases, try new and uncommon designs - or upload your own projects!

Over dit spel

Empyrion - Galactic Survival is a 3D open world space sandbox survival adventure. Build mighty ships, menacing space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and the allegedly empty space! Fight human, alien and biological hazards and survive in a hostile galaxy full of hidden dangers - on your own or with your friends. The game uniquely combines elements from space simulations, construction games, survival games and ego-shooters. Empyrion is currently under development by Eleon Game Studios.

Space and Planet Exploration:

An absolute free-roaming experience awaits you: warp between planets, fly from planet to moons, land on planets and freely walk around to explore your surroundings. Discover the secrets of the Aliens and tangle with the native fauna and flora. A sandbox full of different, vivid planets waiting for you to explore!

Solar System and Open World:

The solar system is procedurally generated and features several planets and POIs. Each planet has its own characteristics (planet type, gravity, atmosphere, number of moons, terrain, surface, vegetation, climate, and resources).

Building and Construction:

Build large capital vessels, small fighters or exceptional space and planetary bases by yourself - or download a blueprint from the Steam Workshop and customize it with your very own ideas of form and function!

Survival Mode:

Get out of your escape pod, grab what's left from your ship and prepare to survive in a hostile environment. Food and oxygen are rare, resources are scarce, ammo is low and dangers lurk around each and every corner. Keep your eyes open. You need to be well prepared if you want to survive more than a day on an alien planet far away from Earth.

Creative Mode:

Just build and make your crazy dreams come true, without having to bother with food, resources or enemies. Join the Creative Community and upload your creations to the Steam Workshop!

Singleplayer and Multiplayer

Play as a lone wolf in singleplayer or join the multiplayer community: Make yourself a comfortable home in a well-protected PvE area or pick up some friends, head out and beat the permanent dangers of PvP planets to ransack their riches or conquer the solar system with your faction.

Wildlife and Enemies:

Don't get mislead by the peaceful fauna of some planets and the silence in space. Most of the animal wildlife wants to snack on your leg - and aggressive robot drones, alien soldiers and their guardians will try to hunt you down as soon as you are within sight. Watch your six and deploy a range of weapons for your defence.

Mining and Resource Gathering:

For building and construction, you need to gather and mine resources. Dig down to the rich deposits of a planet or drill through an asteroid full of rare ore. You might also plunder alien buildings or scrap any structure you come across.

Extensive Crafting System:

Learn how to combine resources and building materials to craft your equipment. Craft your stuff in your base or while you are on the move and equip your buildings and vessels with a range of different devices, weapons and gadgets for different purposes.

Hunting, Farming and Food System:

Grow your own vegetables and fruits or hunt creatures for their meat to prepare yourself a delicious meal. Some plants help to create medical supplies while others can be picked up and consumed for first aid or to quickly settle your empty stomach.

Experience and Tech Tree:

Do whatever you want - and gain experience points for doing so! Scrap that old stuff and use the points to unlock those shiny new devices in the Techtree.

Terrain Deformation:

Each planet features a voxel-based terrain. You can entirely modify and deform the terrain: flatten it for your planetary station, dig holes to find resources or build a tunnel system to protect yourself. Empyrion is a true sandbox game!

Systeemeisen

    Minimum:
    • Besturingssysteem: Windows (7, 8 and 10), 64-bit system required
    • Processor: Dual-Core Processor 2.5 GHz or better
    • Geheugen: 8 GB RAM
    • Grafische kaart: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Versie 9.0c
    • Opslagruimte: 2 GB beschikbare ruimte
    • Geluidskaart: DirectX® compatible
    Aanbevolen:
    • Besturingssysteem: Windows (7, 8 and 10), 64-bit system required
    • Processor: Quad-Core 2.8 GHz or better
    • Geheugen: 16 GB RAM
    • Grafische kaart: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Versie 11
    • Opslagruimte: 4 GB beschikbare ruimte
    • Geluidskaart: DirectX® compatible
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