Ever since the ancient wars of mages, the world has been a dark place. As to the Distorted Lands, regular folk avoid them like plague. Yet this is now your new home. Your magic powers bid disciples from all over the land to come look for you. Other forces are looking for you, too – and their intent is much darker.
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Data de lançamento:
Early Access – 2018

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Produto com Acesso Antecipado

Obtém já acesso e começa a jogar; participa no desenvolvimento deste jogo.

Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“With our previous game (Gremlins, Inc.) we already went through 6 months of Early Access ahead of the full release – and we loved it! The community feedback that we received, lead to new features and improved balance of the game.

With Spire of Sorcery, our plan is the same: we will release the game, publish the development roadmap, and then will adjust our development plans according to the feedback that we receive from our core Steam community – with frequent updates and regular blog entries.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“We plan that Spire of Sorcery will be in Early Access between 6 and 12 months.

However, as with our previous Steam release, we plan to keep updating Spire of Sorcery for many months (and even years!) after the full release. The day of the full release will be the day when we're confident that we arrived at version 1.0 of our game design objective; and then we will just continue updating the game as usual.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“In terms of content, the full release version of the game will have the bells and whistles that the Early Access version will not have at its launch date: unique icons and illustrations for different types of events and items; more music and more sound effects; more events in general.

In terms of game mechanics, the full release version of the game might have advanced levels of gameplay built on top of the core mechanics – depending on how we progress with the balancing of the overall player experience, and whether we find these extra layers of gameplay necessary.

In terms of user interface, the full release version of the game will definitely have multiple improvements based on what we discover during thousands of games completed by the community during the Early Access period.”

Qual é o estado atual da versão de Acesso Antecipado?

“When Spire of Sorcery launches in Early Access in 2018, the game will be fully playable at its core level: recruit disciples, teach them and discover their personalities and traits; upgrade your spire and manage your resources; send parties on quests across the global map of the world and receive reports; conduct research and otherwise manage your mage's time. Finally, the game will already have a final stage and you will be able to win (or lose) the main campaign.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“Like with our previous project, we plan to increase the price once the game transitions from Early Access to full release.”

Como estão a planear incluir a comunidade durante o processo de desenvolvimento?

“The close involvement of the Steam community is the sole reason behind our decision to launch Spire of Sorcery first in Early Access. During the Early Access period of our previous game, we already developed the tools that allow us to process player feedback and synchronise our development priorities with what the community feels might benefit the project the most – in a transparent way. We are used to releasing updates as often as every 2 weeks, in order to keep up to speed to the community feedback.

Our first game would not be the same without the many contributions (large and small) of dedicated players from different regions around the world. We know that we can design, develop and deliver a great original game – but we also know that we cannot predict all of the aspects that will make it truly enjoyable experience that will give players 100+ hours of terrific player experience, and this is where the involvement of our community is truly irreplaceable!”
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Disponível: Early Access – 2018

 

Atualizações recentes Ver todas (27)

15 de Junho

#26 – THE RESULTS



Welcome back to development blog of Spire of Sorcery! Today we update you about the current state of development, as well as provide full character stats for the situation described in blog no. 25.

DEV UPDATE

Inventory Items

We've spent the last few weeks making major progress with inventory icons. There are hundreds of items that you will encounter in the game. Starting from June, we have a dedicated artist just for this task - making sure that the icons are easy-to-understand even when you have dozens of items in your possession.

And by the way, among the inventory items, the majority are ingredients and equipment. Weapons make a minor part of the overall inventory because your disciples are not really soldiers. Your main goal? To equip your parties in such a way that they make it safely to their destination, and safely come back.





Disciple Generator

We also significantly upgraded the game's disciple generator. We resolved multiple technical issues - making sure that dozens of different facial parts can seamlessly combine with each other. We also added a whole bunch of new details, from freckles to new types of eyes and noses and hair styles, as well as skin colors.

We currently expect to release a standalone version of Disciple Generator for you to have fun with, in a matter of several weeks. The generator will allow you to explore characters of Rund at random, as well as to create your very own portraits by choosing specifically this or that facial part. We'll share the news (and the download link) through our Discord server.





Global Map

At the same time, we continue to move forward with the upgrade of the global map: we have some types of terrain that we already like, but a lot more that we don't like much yet. The work here progresses rather slowly. It will take another month or two until we will be ready to present to you the updated look of the map.






Core Mechanics

As to the main focus of our team, this is the RPG System and the Quest System that are at the heart of Spire of Sorcery's gameplay. It's the invisible work that connects everything in the game - characters, quests and world events.

We are currently building a user-friendly set of editor tools that you will be able to use to mod the game from the moment it ships in Early Access, and we already started with the scripts that define consequences of game events. There will be lots of events. Probably, thousands.


TEN DISCIPLES: FULL STATS

And now let's revisit the situation described in blog no. 25, when 10 disciples knocked on the doors of your Spire – but you only had the space to take in 2 of them.

Vox Populi

These are the most and the least popular characters, based on 100+ votes:



Stats

Here are the full stats of these characters:



Note that Norhadd and Ascantha have "-1" modifier to their CONSTITUTION, which means current damage that needs healing. If left untreated, Norhadd is likely to get well on his own, while Ascantha is likely to continue to get weaker until she eventually dies, as her CONSTITUTION is too low to deal with the damage on its own.

Skills

And here are the skills:



Dark blue shows that character very much dislikes to study this specific skill, light blue shows a simple dislike. Light yellow indicates preference, and light orange indicates that a character very much likes to study this skill.

The two numbers in each bracket reflect Practice and Theory. So, for example, Gwuinitta has 5 in Theory of Artificing, but absolutely lacks any Practice there.

It's important to note that there is a huge difference between someone not having any skill at all – having 0 for Practice – and someone already having 1, because a lot of quests require a "minimal skill value" before you can assign a disciple to it.

Take Herbalism, for example: to be assigned with a simple mushroom-gathering quest, a character must have at least 1 in this skill. So among these 10 characters, Ascantha will be really successful and Miallita will be able to at least start with this quest – while the other 8 characters cannot be assigned to such a quest, until they learn at least something in this area.

Perks

Finally, perks:



Some perks are overall positive – for example, if character is a good scribe; or has strong magic talent; some are overall negative – for example, if character is lazy or has a weak talent; and some are a mixed bag – for example, being brave can be good if you need your character to stand her ground in the face of unexpected attack, but it can also be bad if your character rushes head-first into combat in a situation where a retreat would be more advisable.

Similarly, some perks are paired – for example, Conservative and Freethinker; and some are on their own – for example, Proud or Glutton.

--

Did you make a good choice about whom to keep, and whom to send away? Detecting skills and stats by reading character bios is something that you will get better at, with more game experience.

In the next issue of this blog, we'll try to touch upon game events. Meanwhile, you can follow our daily progress via official Discord server. See you soon!

–––



:summer_magic: Official Discord server
:summer_magic: Twitter (game updates)
:summer_magic: Facebook (game updates)



:malice: Official Discord server
:malice: Twitter (game updates)
:malice: Facebook (game updates)
:music: Original Soundtrack on Spotify



:notebook: Twitter (studio news)
:notebook: Facebook (studio news)
:hypnoheart: "Behind the scenes" Instagram
:fireapple: YouTube
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26 de Maio

#25 – 10 DISCIPLES



:summer_magic: OTHER ISSUES OF THIS BLOG
:Questions: CONSOLIDATED Q&A THREAD

Welcome back to the dev blog of Spire of Sorcery – and welcome back to the world of Rund! As all the different systems of the game are starting to come together, we become very excited about this project. After all the years when Spire of Sorcery was just a vision of our game designer, we now see it materialize as a living and breathing open world with its own character!

Today, we decided to talk a bit more about disciples, and to play a little game with you (if you just started reading this blog, you may want to check these past issues that talk about Empire, Inquisition and Guild of Mages).

Here are the rules:
  • Below are the 10 disciples that one day come knocking on your door.
  • At this time, your Spire has only enough living space to take in 2 of them.
  • Please make your choice about which 2 disciples out of these 10 you will accept into your Spire, and write it here in the comments – or on the official Discord server. For example, “Norhadd (1) and Tuania (7)”. In the game, disciple’s biography is the only thing that you know when you meet them for the first time. Learning about their stats, traits, skills and crafts requires specific actions (exams, horoscopes, etc.). Thus, your decision to accept, or reject, disciples is normally made based on your first impression.
  • Next week, we will reveal full stats, traits, skills and crafts of these 10 disciples so that you can see how effective was your choice to select the particular 2 out of the whole group.
Ready? Let’s go!

ON A DARK, STORMY NIGHT…

On a dark, stormy night someone knocks on the gates of your Spire. The knocking is insistent, and louder than usual – perhaps there’s not just one stranger, but a whole group? And look – indeed, there are 10 people there!

Even though they did not travel together, they arrived around the same time. And all of them would like to become your disciples, as they came hearing the Call of the Spire.

The problem, though, is that you only have 2 spare spaces in the living quarters. So, you must choose 2 among the 10, and reject the other 8…

This is what these characters tell you about themselves / what you can notice about them at a glance:

01. NORHADD



“I was born in the village of Downbog, in a blacksmith's family. From my early childhood I helped my father, learning the skills and growing my strength through the work with a hammer and blacksmith's bellows. As I grew up, I dreamed of joining the Inquisition. When my magic talent became obvious, my father was willing to take any risk necessary to hide me and protect me, but I didn't want to put my family in any danger and thus decided to voluntarily submit to the Guild of Mages. Life in the Guild was very different from the one I used to have before, and not in a good way. After spending several years to master the basic principles of controlling my magic talent, I made the decision to escape this “prison” and fled to follow the Call – which has been troubling me for a long time.”

This character arrives with the following items in their inventory:
  • A club
  • Townsfolk’s clothing
This character arrives in the following state:
  • Hungry
  • Emaciated

02. ZARHON



“I was born in the village of Fierylands and grew up in a foster family. I always was a self-sufficient child who didn’t need any extra care from the adults. As a teenager, I shied away from most people, preferring to spend time alone. When I have discovered that I have the magic talent, it took me years before I could reconcile myself to having this curse. It took me even longer to study this field, and to understand how to use my new abilities. When I heard the Call, I eagerly followed it. I cannot say why, but it always seemed to me that the Call would take me to a safe place.”

This character arrives with the following items in their inventory:
  • A knife
  • Torn and worn clothes of no particular origin
  • 1 x simple food ration

03. GAVION



“I was born in the village of Blackrock, in a craftsman's family. As a child, I fought a lot to protect my younger sister. Over time, I earned the reputation of a serious and responsible young man – and was very proud of it. After the death of my dear father, I planned to continue his work. However, the thought of abandoning everything in order to leave the village and search for the source of a Call that sounded in my head for a while by now, became more and more demanding...”

This character arrives with the following items in their inventory:
  • An axe
  • Villager’s clothing
  • Warm coat
  • 3 x travel rations
  • 150 x coins

04. LEENTIR



“I was born in the city of Whyness, in a jostler's family. As a child, I was rather cruel and often found pleasure in torturing animals and hurting other children. When I got older, I noticed that I'm somehow different from other people, but I carefully concealed this from everyone. Once I was caught stealing and was thrown into a prison to wait for the trial. In captivity, I turned to my budding magic talent and escaped with the help of an improvised spell. I used city catacombs to hide from the authorities and the Inquisition. After hearing the Call, I decided to take the chance to change my life and followed it to its source without further delays.”

This character arrives with the following items in their inventory:
  • A dagger
  • Townsfolk’s clothing
  • Poison
  • 1 x travel ration
  • 50 x coins

05. DAROS



“I was born in the castle of Iron Fist and grew up without a father. I spent my early childhood under the supervision of my elder brother, always trying to imitate him in everything that he did. When I became older, I often avoided the tasks that were assigned to me by adults and used that time to play with my peers instead. As soon as I discovered my magic talent, I voluntarily submitted to the Guild of Mages in a hope that they would help me to learn how to use it. It was never my intention to stay there for my whole life, so I escaped at the first opportunity and followed the Call, which I had heard in my head for some time by then.”

This character arrives with the following items in their inventory:
  • A staff
  • Peasant’s clothing
  • A book: “The Basics of Magic”

06. ASCANTHA



“I was born in the village of Stonesides, in a miller's family. Most of my early childhood I spent playing with other children. As a teenager, I almost died, poisoned by the thorn-apples which I gathered for sale on the street market. My magic talent, once it manifested itself, appeared to be a great help to my family business – but my relatives were too afraid of possible punishment to ever really hide me and when my secret was revealed, my own father called the Inquisition so that they would take me to the Guild of Mages. After initial tests confirmed that I indeed possessed the magic talent, the Inquisition set to escort me to the nearest Guild, but I managed to escape along the way. After that, I became a wanderer who constantly moves from one shelter to another. I avoided crowded places and tried not to stay in one place for more than a few nights – until I heard the Call that drew me eastwards...”

This character arrives with the following items in their inventory:
  • A knife
  • Torn and worn clothes of no particular origin
  • 5 x foraged rations
  • 4 x thorn-apple
This character arrives in the following state:
  • Coughing

07. TUANIA



“I was born in the village of Oaklets, in a brewer's family. As a child, I was often sick and spent most of my time at home. As I grew older, it became obvious that I have the magic talent. As soon as our neighbors found out about it, they reported me to the Inquisition. Learning to control my magic talent was interesting, but in regard to pretty much everything else, my life in the Guild of Mages was a nightmare. Upon hearing the Call, I realized that this might be my best chance of escaping the Guild as perhaps I could finally find a shelter where the Inquisition will not find me. Holding my breath, I waited for a convenient moment, one day I left the Guild's quarters under an excuse of a routine task – and never ever looked back.”

This character arrives with the following items in their inventory:
  • Peasant’s clothing
  • A book: “Travel Magic”

08. NARLA



“I was born in the city of Intast, in a librarian's family. As a child, I loved to listen to stories about distant lands, and dreamed of traveling around Rund one day when I grow old enough. Over time, I began to show great interest in the work of my father, helping him to sort the many books that he looked after. Then one day, I heard a strange Call, which was becoming increasingly difficult to ignore. In the end, I gave up any struggle to pretend that I don’t hear it, and set off on a quest to find its source, its meaning – and, perhaps, my new destiny...”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • Warm coat
  • A book: “The Atlas of Rund”
  • 4 x travel rations
  • 90 x coins

09. MIALLITA



“I was born in the city of Merton, in an alchemist's family. Throughout my whole childhood, I was very obedient and never argued with my elders. As I grew up a little, my parents arranged to send me to a boarding school, where I became known as a hard-working and diligent student. When I got older, my magic talent revealed itself, after which the Inquisition took me to the nearest quarters of the Guild of Mages. In the Guild, I learned to control my magic talent, as well as to never contradict the inquisitors and the senior mages. As a young mage, I liked to help regular people, even though they almost never acknowledged my assistance or voiced their gratitude. My attitude towards them took a turn after the dwellers of a village beat me to half-death without any excuses or a provocation on my part. After this incident, I decided to escape the Guild – it's better to be burned alive if caught than to live in a constant fear that such cruel beating might happen again. I had no idea what to do after the escape, and decided to follow the Call, which led me eastwards.”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • 1 x anti-infective ointment
  • 1 x simple ration
This character arrives in the following state:
  • Coughing

10. GWUINITTA



“I was born in the castle of Hammar, in a scribe's family. I was a very naive child and my friends rarely missed an opportunity to prank me. I spent most of my adolescence caring for my sick mother. After I grew up and got married, my husband and I tried pretty much everything that we could, including the use of countless amulets, to cure my infertility, but it turned out that the reason why I cannot have kids is my curse of possessing the magic abilities. I got sad, and contemplated suicide, but decided against it. My friends only laughed in disbelief when I told them that I wanted to leave everything behind, and to go whichever way the wind blows, in order to find meaning in my new life. Now, they must be wondering where I am at this moment...”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • Warm coat
  • Amulet of protection
  • 3 x travel rations
  • 120 x coins
––

With this, we finish this week’s dev blog – and we eagerly look forward to your choice of disciples! At the end of the coming week, we will reveal their full parameters.

Perhaps you made the best choice possible.

Or perhaps you missed the characters that could have saved your campaign?

We will see!

–––



:summer_magic: Official Discord server
:summer_magic: Twitter (game updates)
:summer_magic: Facebook (game updates)



:malice: Official Discord server
:malice: Twitter (game updates)
:malice: Facebook (game updates)
:music: Original Soundtrack on Spotify



:notebook: Twitter (studio news)
:notebook: Facebook (studio news)
:hypnoheart: "Behind the scenes" Instagram
:fireapple: YouTube
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Comunica a existência de bugs e deixa o teu feedback sobre este jogo nos fóruns

OFFICIAL DISCORD SERVER



Spire of Sorcery has its official Discord server, where we share our work in progress on the project. Use this link to join the community – or click on the image above!

Acerca deste jogo



In this original mix of strategy and RPG designed by Alexey Bokulev (author of turn-based strategy Eador. Genesis and digital board game Gremlins, Inc.), you will:

  • expand and upgrade your magic spire, balancing the needs to research, craft and defend;
  • choose and teach your disciples, discovering their personal traits and collaboration capacities when matched in parties and sent on quests;
  • explore the vast open world stretching from the Empire to the Distorted Lands, seeking new knowledge, resources and sources of power – as well as establishing relations with the locals.
But above all else, you will try to survive: the troops of the Inquisition are roaming the land, hunting for runaway mages; and dwellers of the lawless wild, human and not, are on the lookout for easy prey.

Yet your most powerful enemy is neither of those. It is the time itself – the approaching death from old age. Only one thing can save you: the elixir of youth. Several ancient manuscripts mention it in passing... There must be a way to learn the formula. There must be a way to obtain the ingredients... Before it's too late.

THE ANCIENT WARS OF MAGES


A long time ago, powerful mages ruled these lands. They moved rivers, they summoned monsters, they created new races of non-human servants for their own needs and pleasures... They also waged wars. It is one of these wars that brought the whole world to the very brink of collapse. Whole regions burned and mountains melted as thousands of souls screamed in torture. In the end, the great mages completely destroyed each other, and as they died, their final curses tore the land apart, creating anomalies that we nowadays call the Distorted Lands. Places that a few dare to visit. Places where abnormal is the norm.

THE INQUISITION


The suffering of the people following the last war had been so great that once the world cooled down from the violent storms, one of the very first groups to rise from the burning ruins was the order of the Inquisition. Said to be more powerful than the Emperor himself, this order is focused on controlling each and every person who possesses any magic powers – and on hunting down those runaway mages that seek to practice the forbidden skill. To the Inquisition, magic powers are a curse, and any practice of these outside of the strictly licensed guild is a sin punishable by torture and death.

THE EMPIRE


As the troops of the Inquisition were making the first arrests, a new state – the Empire – was proclaimed in the part of the world least touched by the war. Officially, the Empire stretches from the coastline and to the mountains, and, with a number of strongholds, provides protection to the population otherwise besieged by all sorts of rogues. Unofficially, the Empire's influence starts to fade even before you leave the capital's gates, and by the time you're in the wild lands, the decisions of local lords always count so much more than anything that the imperial court may try to impose.

THE SPIRE


Until recently, you were an ageing mage casting simple spells under the strict control of the Guild. As years passed by, this satisfied you less and less. You started to look for books that held secret knowledge, studying them when no one could see you... until the day of the surprise search in your rooms. Ever since, you've been on the run, escaping the Inquisition by moving to the only region which even they avoid: the Distorted Lands.

Here, on the edge of the wild lands, you cast the forbidden spell for Spire of Sorcery and, tapping into the source of power, erected your new home: a magic fortress bound to you alone. You and the spire are connected so close that when one falls, the other follows. This is the domain that you can never leave. Yet from here you can still explore the whole world – with the help of your disciples.

Build, upgrade and customise rooms of the spire: libraries and herbal gardens, classrooms and prisons, living rooms and monster kennels, laboratories and warehouses, treasury and caverns, observatory and watchtower – your priorities define the capabilities of your spire and shape your strategy of exploration and survival.

TEACH!


As you develop your spire, disciples start to arrive at your door. Some heard your magic Call; some just heard about you from their friends. At first, you don't know much about them except for their looks and what they choose to tell you. With limited number of living rooms in the spire, will you prefer to accept a farmer's daughter distressed by her own magic powers – or a dedicated student of arcane who yearns for new knowledge, even though his skill is on a lesser scale?

Some of these disciples come to you to escape repressions. Some seek the light of wisdom. And some come in the pursuit of greater personal power. As you accept and teach them, you will discover their true personalities and find them fitting roles in your spire. One will become a great explorer, traveling fast and surviving any hardships. Another will become a gifted gardener, and secure your supply of the rarest ingredients. Yet another will become a traitor, trying to poison you.

Select, teach and direct your disciples on the quests inside and outside the spire. Your choice of strategy may yield a few powerful young mages focused on deep research into the elixir of youth – or an army of simpletons excavating artefacts all over the land, looking for the books lost in the ancient wars.

EXPLORE!


Legends claim that back in the days of the powerful mages, there were spheres that could show you what happened all the way across the mountains – and that through them, you could even converse with others. Nowadays, one hardly knows what happens across the river, as the wild lands are overtaken by rogues and monsters. But perhaps one day you will re-discover these long-lost magic artefacts of the past?

With disciples ready to depart on the quests of your bidding, ancient ruins and abandoned mines will reveal their mysteries to those who survive the expeditions. By sending parties and setting their goals, you will map dwellings, points of interest and sources of power. Your disciples will meet rogues and vagabonds, settlers and lords, animals and monsters. Through the eyes of your students, you will discover the non-human races of the past as well as the few ancient creatures from the pre-war era who continue to prowl in the wild, accumulating greater and great powers.

Explore the open world created anew each time when you start the campaign, charting new lands and deciphering new secrets. Maybe your brightest disciples will go missing in the Distorted Lands, lured by the innocent-looking fluters; or maybe they will befriend the many-handed Librarian and unlock his treasure trove of manuscripts? The story of the campaign is yours to write.

SURVIVE!


Here in the wild lands, bandits and gangs are a fix of the local landscape. Looking for the weak, they will move to an easier prey once you step up your spire's defense. As to the local dwellers, not everyone appreciates a mage moving in, and quite a few may try to claim the contents of your cellars. Not to mention seasoned adventurers on the mission to raid a castle or two (and make it off with the artefacts).

As your spire gains notoriety, it will start to attract more visitors, including stronger private armies – as well as the troops of the Inquisition, who never forget or forgive. And as your disciples travel the world, other dangers will loom: from illnesses contracted far away on a quest and brought back to the spire by the returning disciples to dangerous spells triggered by the explorers, which can range from having a few ghosts to having to battle a full-blown death curse. Your old age is approaching, too, rendering you fragile... until one day you become too weak to defend the spire.

Survive the immediate dangers while looking for the formula and ingredients of the only thing that can offer you the truly lasting power – the elixir of youth. Whether you find it, craft it or trade it, this is the item that will decide the ultimate success or failure of your campaign!

Requisitos do Sistema

    Mínimos:
    • Sistema Operativo: Windows 7/8/10
    • Processador: Intel 2.3Ghz
    • Memória: 4 GB de RAM
    • Placa gráfica: Intel Iris 5000
    • DirectX: Versão 9.0
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 1 GB de espaço livre
    • Placa de som: Internal
    • Notas adicionais: Initially, this game will require an Internet connection to play. As the game progresses out of Early Access, the game will offer an offline mode that allows to play without any Internet connection.
    Recomendados:
    • Sistema Operativo: Windows 7/8/10
    • Processador: Intel i5 / similar AMD or higher
    • Memória: 8 GB de RAM
    • Placa gráfica: GeForce 7XX / similar Radeon or higher
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 1 GB de espaço livre
    • Placa de som: Internal
    • Notas adicionais: Initially, this game will require an Internet connection to play. As the game progresses out of Early Access, the game will offer an offline mode that allows to play without any Internet connection.
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