Empyrion - Sobrevivência Galáctica é uma aventura de sobrevivência espacial em mundo aberto 3D na qual pode voar pelo espaço e aterrar em planetas. Construa, explore, lute e sobreviva numa galáxia hostil cheia de perigos escondidos.
Análises recentes:
Ligeiramente positivas (157) - 73% das 157 análises de usuários dos últimos 30 dias são positivas.
Todas as análises:
Muito positivas (9,452) - 84% das 9,452 análises de usuários deste jogo são positivas.
Data de lançamento:
5/ago/2015
Desenvolvedor:
Distribuidora:

Inicie a sessão para adicionar este item à sua lista de desejos, segui-lo ou dispensá-lo

Jogo com acesso antecipado

Comece a jogar agora e participe do desenvolvimento do jogo.

Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

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

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“We are planning to be in Early Access during 2-3 years.”

Como a versão completa será diferente da versão de acesso antecipado?

“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 a dynamic economy.”

Qual é o estado atual da versão de acesso antecipado?

“The current version of Empyrion - Galactic Survival is stable, absolutely playable and already features many elements of the full version (for more detail, see "About This Game" below):
- Space and planet exploration
- Building of spaceships and bases, extensive crafting system
- Survival and creative mode
- Mining & resource gathering, environmental hazards
- Hunting, farming and food system
- Experience and tech tree
- Single player, multiplayer and co-operative play
Of course, the current version is not yet feature-complete and we are planning to add many more awesome features to the game and refine the existing elements.”

O preço do jogo será alterado após o fim do acesso antecipado?

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

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“Community involvement is very important for us. We are working 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.”
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Atualizações recentes Ver todos (241)

26 de maio

Alpha EXPERIMENTAL 8.0 - Part VI: Fog-of-War Feedback

Hi Galactic Survivalists

Thanks a lot for your feedback about the Fog-of-War (FoW). Regarding the opacity of the FoW, it seems that a part of you favors the current approach with a semi-transparent FoW, while the other part would prefer a fully opaque FoW.

The pro "semi-transparent FoW" group argues that it is more realistic to see the shape of the planetary terrain since the escape pod has dropped from space and thus the player should have a basic understanding of the terrain. The pro "opaque FoW" group argues that the "mystery of exploration" is lost with a transparent FoW since you already know more-or-less how the whole planet looks like. We understand the arguments of both groups.

In this test update, we want to give the group who favors a fully opaque FoW the possibility to experience this "mystery of exploration" on a planet where you do not know what lies ahead:


Let us know what you think in the comments below

We could also combine both approaches: when you approach a planet from space and then land on it, the FoW can be semi-transparent, while the FoW is fully opaque on the starter planet and planets you reached via teleportation.

Finally, we adapted the reveal distance of FoW based on your feedback. It is now fixed to 500m, which is equal to the discovery distance of deposits/POIs.

We are looking forward to your feedback.

Yours,
Empyrion Dev Team

===============

CHANGELOG: Alpha Experimental 8.0.4 (Build 1649)

Changes:
- Tweaked Fog-of-War shader: fully opaque, added gridlines
- Fog-of-War reveal distance is now always 500m independent of detector range

Here is a teaser for the next EXP release:


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25 de maio

Alpha EXPERIMENTAL 8.0 - Part VI




Update May 25, 2018: Hotfix (Build 1648)

Hi everyone,

We just wanted to clarify our below statement regarding the A8 release: we are planning to announce the Release Date of Alpha 8 next week - we are not planning to release Alpha 8 next week! :)

We have read your feedback about the Fog-of-War with a lot of interest - especially your comments regarding a completely opaque Fog-of-War (to keep the mystery for exploration). We might give it a try in the next update to get your feedback (actually we already had a complete opaque Fog-of-War in the first place).

Thanks a lot for all your feedback!

CHANGELOG: Alpha Experimental 8.0.4 (Build 1648)

Bug Fixes:
- Fixed: Existing mobile constructors (in spawned HV's and SV's) are not accessible. Unfortunately, save games loaded with EXP 8 - Part VI cannot be fixed, you have to remove and replace the constructor
- Fixed: Problem that Laser Drill Module CV did not work

Changes:
- Removed Wing Blocks from HV Constructor
- Added alternative crafting recipes for biochemical compounds: ConfettiMossScrapings, FiremossScrapings, AlienParts01-03, AlienThorn
> What do you think?

====================

Hi Galactic Survivalists,

Public release is coming closer! Before we start the Release Candidate phase, we are releasing a final Experimental version today.

All base features for Alpha 8.0 are now implemented, although some will see future refinements in the Release Candidates and beyond.

The latest major feature we added is a Fog-of-War (FoW). The goal is to allow you to track ‘where you have already been’ - which is quite helpful as we think. While the Detector (added in Phase V) gives you a rough direction, the Fog-of-War, or better: the removal of the ‘fogged’ areas, will add an indicator where you should go next or have already looked for POIs or deposits. We are looking for your feedback right here: https://empyriononline.com/threads/alpha-8-0-exp-fog-of-war.37875/

We also made some changes on the playfield threat layout. While Phase 5 added the possibility to let any spawnable NPC patrol around a POI or deposits, we iterated on this new feature a bit more. So expect more troops of the glory Zirax Empire strolling around their bases ;)

Beyond FoW and threat updates, we of course added a ton of other additions, balances and bugfixes. Please find all the changes listed in the changelog below!

One last question to answer: when will Alpha 8.0 hit the public branch?

Answer: This is now more an announcement of an announcement, but depending on how the last Experimental update performs, we plan to announce the release of Alpha 8.0 anytime next week.

Now, enjoy the new features of Phase 6 - and as always: First Play. Then Feedback!

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!
Please report all bugs over here:

Bug Reports: Alpha 8 EXP Phase 6
https://empyriononline.com/threads/bug-reports-alpha-8-0-exp-phase-6.37876/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

Cheers,
Empyrion Dev Team

==============

CHANGELOG: Alpha Experimental 8.0.4 (Build 1647)

Fog-Of-War:
- Added Fog-of-War (FoW)

In the current implementation, the goal is to allow you to track ‘where you have already been’ and consequently, the shape of the terrain of the not yet visited area is still slightly visible. Would you prefer that the terrain of the not yet visited area is not visible at all (ie the greyed out area is completely opaque)?

Additions:
- Added Zirax Patrols

- Added mixed groups with eg Zirax Laser and Mechanoids (or Zirax and Crawlers etc):

- Added Zirax Sniper
- Added/updated SV thrusters (some large jet thrusters are not yet final)




- Added Medic Station (no re-spawning just healing) and Clone Chamber to HV - placeholder models
- Added Drill Laser Module for CV
- Added new Group: FridgeBlocks (TechTree Level 0) + added large Fridge Box from LabDeco to new Fridge Group (incl. Cooling feature)
- Activated TurretRobotV2 (note: you cannot use TurretRobotNew anymore, it is now called TurretRobotV2)
- Added HoverEngine as deco blocks for POIs (under alien devices)
- Added RadarSuitDebug with 2500m range

Planet Update:
- Added Ice Moon (WIP)




- Updated desert planet + stamps


- Updated snow planet + stamps (WIP)


Updated Starter Planet:
- Starter planet is now a bit warmer and height has less impact on temperature
- Tweaked weather on starter planet: in the beginning much longer nice weather
- Added Zirax Patrols around some Xenu POIs
- Added more NPC groups - see playfield_static.yaml of Starter Planet
- Increased amount of Firemoss und Confetimoss drops on starter planet
- Added AlienBugs04 to Savanna/Sand on starter planet
- Slightly tweaked colors of terrain textures on starter planet

Balancing:
- Reduced amount of spider spawns around Promethium Deposits
- MedicStation BA and CV now heal 500 HP at once (MedicStation HV heals 250 HP at once)
- Changed range in which plants grow outdoor from 20-30°C to 15-35°C
- Increased HP of TroopTransport to 14000
- Reduced impact of temperature for several weather types
- Moved FoodProcessor To Level 3

Separated Templates of SV and HV Mobile Constructors:
- Adapted several templates (eg Wings only craftable in SV, Hover Engines only in HV etc)
- Removed from HoverConstructor (HV) : CrystalWarp
- Added to HoverConstructor (HV): Bases Starter
- Removed from SmallConstructor (SV): Cement, ConcreteBlocks, WoodBlocks, LandinggearBlocksHeavySV

Gameplay:
- AI Creatures: new target selection mechanics - based on threat level, parasaur animation desynch - less robotic look
- First version of recursive Constructor / Food Processor that doesn't stop crafting when far away, added bulk crafting of sub-queue items
- More consistent faction assignment for enemy NPC creatures (eg Crawlers, Overseer, TotalHorror are now in Alien faction)
- No respawn of ZiraxPatrols and other NPCs for SpawnZones, exclude Mountain Biomes for spawning
- Ignore PvP playfield.yaml parameter in SP > in SP always set PvP: True
- Updated size of RadarVesselT1 to 2x1x2 (instead of 3x2x3)
- Updated freighter with drone spawn points
- Updated loot: Slight adjustments on Alien Container loot to improve diversity of items
- Hot Beverage removes Hangover & Bad Trip

POI Update:
- JunkT1 update: Removed non-intentional personal cargo box and added standard cargo container instead
- Xenu Mainframe update: Build was not saved with damaged effect
- Added Epsilon OPV (model: A Big Bag of Earwax, modified by fFractalite)
- Added Xenu OPV (model: Zerbarus, modified by Fractalite)
- Added Ghost Rider OPV (by rainyday)
- Tribal Villages: Updated Alien Loot Containers
- Graveyard: Added CV_Destroyed5 (by Runningwithhamster)
- Freighter: Some of the freighters did not have their turrets activated when spawned
- Crusald Orbital: some smaller detail updates (thx to Pantera)
- Updated wreckage POIs T2: now they cutoutlevel the ground so that the personal container is never underground
- Added POI Unknown Floating Artifact (thanks to jmcburn)
- Added POI Unknown Armed Artifact (model: Faith, modified by Fractalite)
- Added Talon Temple (Dungeon by Ramachandra) - not yet activated in scenario

Playfield.yaml / Sectors.yaml Update:
- Added new dynamic yaml parameters: WaterProb and PvPProb. Adapted these parameters for all playfields
- Allow for designation of starter playfields by game mode (Survival/Creative) in sectors.yaml
- Correct setup of space graveyard in space_dynamic.yaml
- For now only 1 moon for each planet in RandomDefault scenario
- Updated Akua-Omicron sectors so that planets are on a disc/plane

Visuals / GUI:
- Only show max 5 elements in pickup window
- Added Info message to show Resources cannot be added while scanning or repairing (R2T Window)
- Sector Map: Ignore several entries of same resource
- Tweaked Map Windows: Ensure Orbit playfields are sorted before main sector playfields, Disabled "PvP" Labels in SP, Disabled Difficulty Labels
- Adjusted sector map labels to be better positioned above objects. Make locked selection reticle orange (from red)
- Tweak to prevent 3d sector map zooming when scrolling through planet list
- Disabled "Reduced Time" message in Repair Bay
- Separate string of Status Effects
- Sorted randomly generated sector file playfields to match new sorting requirement. Minor 3d map refactoring.
- Repair protection shield is now green
- Extended far clipping plane for sector map camera to allow for visibility of larger (distance-wise) systems
- Tweak orbit map hover label so not obstructed by cursor and dimmed 3d sector map light by ~30%

Texture Update to New Format:
- The following blocks/devices have been updated: Fridge, Fuel tank, Generator, Gravity generator, Landing gear, ArmorLocker small, WarpDriveTank, Core Block, Cargo Box, Constructor, HoverBooster, HoverEngine, GeneratorSV, emergency oxygen generator, Food processor, Forcefield emitter, Consoles, Ventilator, Landing gear light/heavy Medical/Clone stations, Oxygen station, mobile air con, Oxygen tank, Passenger seat SV, RCS, repair station, Saw attachment, drill attachment, Sentry gun, sentry gun alien, solar capacitor, Spotlights

SSG Update:
- Eliminated possibility of dead-end sectors due to path intersection with sun.
- Better checks and warnings when users move/delete content directories between sessions
- Allow for randomly assigning asteroid fields to moons. Remove roman numeral from moon names when only 1 moon present.

PDA Update:
- For NearUnit Guiding the visible distance of the marker can be configured (also to be not visible at all)
- Added new game event "PlayfieldTypeEntered" aside from "PlayfieldEntered" to also allow PDA missions to use this information (and to not change the meaning of an existing event)

Changes:
- Added Creative setting for Akua Orbit and added orbital base - thanks to Tamarak7777: https://steamcommunity.com/sharedfiles/filedetails/?id=1201183357
- Implemented Lockout Timer check in R2T Window and moved "Repair in Progress" to status info label
- Adapted exit transforms on all SV/HV cockpits + passenger seats > please re-test
- Removed "BaseItem" tag from several ore types in Templates
- Loca update: "Pickup blocks" now 'Retrieve Blocks'
- Stack size increased from 5 to 6 (for better use with symmetry plane)
- Added TurretEnemyRocket and TurretEnemyArtilery to Alien Devices
- If structure contains no blocks any more, it will be now removed within a few seconds
- Do not export ZiraxMale to Config.ecf anymore
- Cleanup of playfields (removed test moons: +DesertMoon, +TemperateMoon)
- Console Command: added new sub command 'addtrooptransport' or 'att' to command 'aimanager' to spawn a troop transport in new frame work
- Console Command: added new command "aim tttoggleforcedetection" or "tttfd" to force the troop transport to target the player.
- Avoiding CoQ and adding error message when a spawner spawns an entity that is not in the config file any more.
- Controller Update: Made analog slider control less choppy (still needs a bit of tweaking)
- RepairBay block cannot be rotated anymore (to prevent misuse)
- Renamed MarkerBlock into DroneSpawner and changed model (it is now placed flat on a block).
- DroneSpawner blocks now appear in Control Panel so "Show on HUD" can be activated
- Renamed "Carrier" into "OrbitalPatrolVessel" OPV > please adapt your custom playfields

Bug Fixes:
- Fixed: Memory Leak
- Fixed: RadarSuitT1 not working in toolbar
- Fixed: Do random distribution of POIs / resources depending on playfield seed if given (before: all POIs/resources were distributed almost equally based on main seed)
- Fixed: R2T console is accepting any item put into it (Now only accepts "Base Items" like Ingots, Plastic Material etc)
- Fixed: R2T: Repair Blocks breaks Repair bay progress and info and does not finish repair
- Fixed: R2T: Repairbay gets stuck in 'Receiving Repair Data'
- Fixed: R2T: Ship is pushed UP when repair is ready
- Fixed: R2T: Vessel is being placed inside of the BA after R2T is finished.
- Fixed: R2T: Iron ingots duplicated and vanish when repairing in repairbay
- Fixed: R2T: CoQ when placing Ores that do not have a Template into R2T Window
- Fixed: After moving far away from a vessel & returning to it you can no longer open the CP when standing by it & aiming at it.
- Fixed: Instability of recursive constructor's crafting algorithm after having been far away for a while (sometimes left extra items in inventory)
- Fixed: Troop Transport stuck at dronebase
- Fixed: Waypoints on the other side of green wall are not shown correctly on RADAR map
- Fixed: Dropdown menus to close with 'UICancel' (Escape or B on controller) without closing the menu.
- Fixed: HV: Medbay is not added to STATISTICS page
- Fixed: Some line drawing problems in TechTress by re-arranging some devices
- Fixed: Text under “Upgrade” should be in white font
- Fixed: Temperature info and position differs between planet and sector view
- Fixed: Exception when approaching carriers
- Fixed: Carriers are not spawning any space drones
- Fixed: Ships don't have repair shield sometimes
- Fixed: Closing trapdoors did not work anymore in PDA Mission
- Fixed: Survival constructor can be made to not use ingredients from the quick access bar
- Fixed: SV landing gear (docking pad) does not give components after salvage
- Fixed: Closed cockpit and passenger seats have wrong exit points (stuck in vessel) > we fixed more use cases
- Fixed: Warp: Lock Target button and Warplines Toggle inconsistencies; Add view buttons to sector map; other tweaks
- Fixed: Multi tool 'Salvage' mode returns too much items in certain cases
- Fixed: Water Generator puts out heat when unpowered (removed heat from several terrain placeables)
- Fixed: Exception when going to orbit in DefaultRandom Scenario
- Fixed: Broken display of clone chamber and medic station
- Fixed: Problem that Entity Spawner was spawning "ZiraxMale" per default (Note: renamed ZiraxMale into ZiraxMinigun)
- Fixed: LOD issues with several grow-able plants (disappeared too early)
- Fixed: 'Jump' in the sky & nebula when moving fast on terrain and in orbit
- Fixed: Terrain Editor TE window: when using “Reset” the DominantLayer property is removed
- Fixed: HUD name tag of structure still on screen after being disassembled & is being repositioned constantly.
- Fixed: Admin/Alien Admin Stations: Ship Type Cannot be repaired
- Fixed exception in debug mode (load pf from main menu) when opening CP
- Fixed: Sound when consuming Energy Drink (now Drinking instead of eating)
- Fixed: Missing grass in Oasis biome on Desert planet
- Fixed bug SSG orbit map when no moon in orbit in certain cases.
- Fixed: ESC menu can get stuck on screen
- Fixed: Problem that RadarVesselT1 did not show up in Constructor
- Fixed: Mouse cursor jumps to screen center when joystick is plugged in
- Fixed: Double radiation info given for player armor
- Fixed: InputContextManager messages.
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Análises

“Empyrion - Galactic Survival está a fazer-me esquecer rapidamente as saudades do No Man's Sky.”
PC Gamer

“Este episódio assustador na minha primeira noite marcou o tom para o tempo que passei a jogar... um jogo de sobrevivência bastante bom.”
Rock, Paper, Shotgun

“Sobrevivência estilo Steam com vestígios do No Man’s Sky? Interessante!”
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!

Sobre este jogo

Empyrion - Galactic Survival é uma aventura de sobrevivência espacial estilo «sandbox» em 3D. Construa navios poderosos, estações espaciais fortes e assentamentos planetários grandes para explorar, conquistar ou tirar partido de uma variedade de planetas diferentes e descubra os mistérios do Empyrion!

Lute contra riscos humanos, extraterrestres, planetários e biológicos e sobreviva numa galáxia hostil cheia de perigos escondidos. Jogue sozinho ou forme uma equipa com os seus amigos, faça novas amizades, crie alianças ou entre em guerra para conquistar o sistema solar.

O jogo combina de forma única elementos de simulações espaciais, jogos de construção, jogos de sobrevivência e tiros em primeira pessoa. No Empyrion, pode mudar o seu destino numa galáxia com possibilidades infinitas.

Exploração Espacial e Planetária:

Espera-o uma experiência absolutamente livre: fazer warp entre planetas, voar dos planetas até às luas, aterrar em planetas e passear livremente para explorar a área circundante. Descubra os segredos de diferentes corridas alien e misture-se com a fauna e flora originais. Uma «sandbox» cheia de planetas diferentes e vibrantes para explorar!

Sistema Solar e Mundo Aberto:

O sistema solar é gerado processualmente, apresentando vários planetas e PDI interessantes. Cada planeta tem as suas próprias características (tipo de planeta, gravidade, atmosfera, número de luas, terreno, superfície, vegetação, clima, meteorologia e recursos).

Desenvolvimento e Construção:

Construa naves capitais grandes, caças pequenos ou estações espaciais poderosas e assentamentos planetários grandes sozinho, ou descarregue um projeto do Steam Workshop e personalize-o com as suas próprias ideias de forma e função!

Modo de Sobrevivência:

Saia da sua cápsula de saída, pegue no que sobrar da sua nave e prepare-se para sobreviver num ambiente hostil. A comida e o oxigénio são raros, os recursos são escassos, as munições são poucas, os riscos biológicos e climáticos estão a tentar matá-lo e perigos adicionais espreitam em todos os cantos. Mantenha-se vigilante. Precisa estar atento e bem preparado se quer sobreviver mais de um dia num planeta alien longe da Terra.

Modo Criativo:

Construa e torne realidade os seus sonhos mais extravagantes sem ter de se preocupar com comida, recursos ou inimigos. Junte-se à Comunidade Criativa e transfira as suas criações para o Steam Workshop!

Jogador Único e Vários Jogadores

Jogue sozinho como jogador único ou junte-se à comunidade de vários jogadores: forme uma equipa com os seus amigos, faça novas amizades, crie alianças ou entre em guerra. Pode criar uma casa confortável para si próprio numa área PvE bem protegida ou enfrentar os perigos permanentes dos planetas PvP para pilharem as suas riquezas ou conquistarem o sistema solar com a sua fação. Adicionalmente, aguardam-no dezenas de grandes cenários no workshop!

Vida Selvagem e Inimigos:

Não se deixe enganar pela vida selvagem animal tranquila de alguns planetas e pelo silêncio no espaço. A maior parte da vida selvagem animal quer pegar-lhe pela perna. Drones robô agressivos, soldados alien e seus guardiões tentarão capturá-lo assim que o virem. Lute pela vida e acione uma série de armas contra criaturas alienígenas ferozes e obscuras.

Mineração e Recolha de Recursos:

Para desenvolvimento e construção, precisa reunir e extrair recursos. Faça escavações até aos depósitos ricos de um planeta ou perfure um asteroide cheio de minérios raros. Pode ainda pilhar edifícios alienígenas ou desfazer qualquer estrutura com a qual se cruze.

Sistema Artesanal Abrangente:

Aprenda a combinar recursos e materiais de construção para criar o seu equipamento. Crie as suas coisas na base ou enquanto está em movimento e equipe as suas construções e naves com uma série de dispositivos diferentes, armas e dispositivos para finalidades diferentes.

Sistema de Caça, Agricultura e Comida:

Plante os seus próprios legumes e fruta ou cace criaturas pela carne para preparar uma deliciosa refeição para si. Algumas plantas ajudam a criar provisões médicas, enquanto outras podem ser apanhadas e consumidas para primeiros socorros ou para estabilizar rapidamente o seu estômago vazio.

Experiência e Árvore Tecnológica:

Faça o que quiser e ganhe pontos de experiência por isso! Elimine o antigo e utilize os pontos para desbloquear os dispositivos novos e brilhantes na árvore tecnológica.

Deformação de Terreno:

Cada planeta apresenta um terreno de base voxel. Pode modificar e deformar totalmente o terreno: nivele-o para a sua estação planetária, faça buracos para encontrar recursos ou construa um sistema de túneis para se proteger. Empyrion é o verdadeiro jogo «sandbox»!

Requisitos de sistema

    Mínimos:
    • SO: Windows (7, 8 and 10), 64-bit system required
    • Processador: Dual-Core Processor 2.5 GHz or better
    • Memória: 8 GB de RAM
    • Placa de vídeo: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Versão 9.0c
    • Armazenamento: 2 GB de espaço disponível
    • Placa de som: DirectX® compatible
    Recomendados:
    • SO: Windows (7, 8 and 10), 64-bit system required
    • Processador: Quad-Core 2.8 GHz or better
    • Memória: 16 GB de RAM
    • Placa de vídeo: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Versão 11
    • Armazenamento: 4 GB de espaço disponível
    • Placa de som: DirectX® compatible
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