PUBLIC SCREENINGS Each week, 4 movies in theaters (2D and 3D) every evening at 9 p.m CET.
60+ PREMIUM MOVIES ON DEMAND Explore the largest catalog of movies on demand in virtual reality! +60 movies are available in 2D and 3D, most of them in several languages and with subtitles. Watch movies alone or create a private room to watch movies with your friends!
AMAZING IMAGE QUALITY Movies on demand are encoded by us in 1080p with a very high bitrate to offer the best image quality in VR.
SPATIALIZED AUDIO Whatever the number of audio channels, all our environments surround you with spatialized 360° sound.
SOCIAL AND CROSS PLATFORM Create or join private/public rooms to watch videos with up to 9 people regardless of your VR headset (Oculus Go, Samsung Gear VR, Oculus Rift and HTC Vive). Send emojis and chat to interact with your friends and other people.
PLAYER WITH LARGE AUDIO/VIDEO SUPPORT Our player is compatible with a large number of audio and video codecs, video formats (HD, Full HD and 4K) and video types (2D, 3D-Side by Side, 3D-TopBottom, 180 °, 360 °).
LOCAL VIDEOS Play videos from your computer or your home network (SMB). Audio tracks and subtitles are automatically recognized by our player.
THEMATIC SCENES Personalize your experience with our 6 thematic scenes:
We know many of you are looking forward to the full game🎉🎉🎉 maybe you have played our demo too!?
This Friday ( July 10th ) we will release a prologue to Welcome to Elk! so far this has only been shown at live events - so we are really excited to get your feedback💖
Prepare to continue your Dark Heart of Skyrim adventure as the team reveals the next release in the year-long saga and upcoming base-game update.
This Thursday, July 9 at 3PM EDT/8PM BST, tune in to https://www.twitch.tv/bethesda for the first live look at the upcoming Q3 DLC release and Update 27. Learn about your next big adventure as a mystery developer guest joins Jessica Folsom and Gina Bruno of the ESO community team to announce and preview the new DLC release, its content and setting, and how it fits into the Dark Heart of Skyrim year-long epic.
There’ll also be Twitch Drops enabled (link your account), and as always the show will also feature the latest news (including PTS information for the new DLC and Update 27), giveaways, and plenty of laughs. If you’re excited to learn about your next big adventure, join us this Thursday, July 9 at 3PM EDT/8PM BST, on Twitch—see you there!
Starting this week, Thursday Deathmatchers can look forward to a change of map, with Drill Ground making way for Navy Shipyard. Up to 20 combat-ready heroes will be able to engage per match, and there’ll be chests appearing with random buffs and items to liven up the action.
Then from next week (July 13), Mountain Struggle will feature during Monday events, also with randomly spawning chests. As well as fewer participants, the threshold for victory has been lowered to allow a faster turnaround.
We’d love to know which of the map arrangements you prefer. Let us know via the usual channels!
Thursday Night Deathmatch, from July 9
Monday Night Deathmatch, from July 13
Map: Navy shipyard
Map: Mountain Struggle
Players: 10v10
Players: 5v5
Victory threshold: 40 kills
Victory threshold: 18 kills
Note: Treasure chests will randomly spawn on the map, giving players a random buff or deployable item to be used for within the duration of the battle.
Note: Treasure chests will randomly spawn on the map, giving players a random buff or deployable item to be used for within the duration of the battle.
A bug where Xaos Games voting could hang without a result if the streamer has been killed has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. Cuisine Royale is constantly improving and specific fixes may be implemented without the client being updated.
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper
Please welcome our newest development update! In it we will tell you about the Russian Fallout phenomenon in the gaming industry. Let's see for ourselves what it's all about.
Encased community is the most important for us - we are going to follow up those closely for your feedback on the game.
The game is still in the development so if you want to stay in touch on other channels than Steam you can follow us on social media and visit other cool resources with game updates information new artworks and lore pieces.
Archaeologists digging deep beneath the ruins in the deserts of Dumaha have recovered Mysterious Magic Lamps from their excavations.
These lamps are imbued with a marvellous energy which bestow their owns with power, riches and precious items – among others the [Rune] Transformation Contract: Kaisinel, [Event] Vision Weapons Selection Box and [Event] Transformation Contract: Apostle (6 types)!
Collect Mysterious Magic Lamps
You can obtain lamps in the following ways:
Each week you can collect 3 lamps per account for free from the AION Shop.
Lamps can be purchased in packs of 15 or 30 in the AION Shop.
You also have a chance to earn lamps in rewards chests for the solo instance Lower Udas Temple.
Rub the Lamp
If you rub a Mysterious Magic Lamp, you can rank it up! Lamps come in levels 1 to 8 and the items the lamp bestows improve with each upgrade level. But don’t rub too hard, or the precious lamp might break!
Lamp Fragments
If you break your lamp when upgrading it, you’ll receive a Lamp Fragment. You might also receive fragments as a by-product when upgrading your lamp.
Lamp Fragments can be exchanged for the following fabulous items from Ararunerk:
[Rune] Enchanting Arabian Headdress
[Rune] Enchanting Arabian Robe
Magic Carpet - Premium Restoration (90 days)
Refreshing Swimwear
Shark Costume
Box: Surfboard (30 days)
You can also collect the fragments and craft a level 1 Mysterious Magic Lamp from 5 fragments.
We are releasing a new update for Master of Magic, bringing the version number to 6.04.
You can find the full changelog down below. Let us know what you think of the changes and bug fixes, and if you have any feedback for us we'll be happy to read it.
Changelog:
• Fixed bug : Sage Master adds +33% research instead of the intended +25%. • Fixed several inaccurate texts in the game help entires. • Removed leftover combat AI attack targeting priority code that reduces priority by -10 on targets with attack less than half the attacking unit's defense which was referencing a no longer used and unset variable to check for enemy defense. • Units standing on non-gate tiles protected by City Wall no longer have their combat melee attack targeting priority set to -20, instead the priority is decreased by 5 only. This should help the AI pick the correct target after entering the tiles inside the city. (units on the gate, or when the attacker is a Wall Crusher, still receive +5 priority, as eliminating that unit helps other units to gain access to the inside of the city) -Fixed bug : The AI checks the wrong type of immunity when deciding if a unit is allowed to cross Wall of Fire. (Fire Immunity was working as intended, but instead of Magic Immunity, Cold and Death were checked.) -The AI now recognizes combat Stasis as a curse that needs to be removed when calculating Dispelling Wave combat priority. • Fixed bug : AI prioritizing targeting the unit at the city gate with Web above all other units had no effect. However, this priority will now only apply if the target is a flying unit. • The AI will avoid targeting units affected by Stasis in combat using Web and Mind Storm. • Fixed bug : AI calculates targeting priority for Life Drain and Syphon Life wrong, resulting in not properly recognizing differences in expected damage output. • Fixed bug : AI prioritizes units with Purify instead of Invisibility as targets for direct damage. • AI combat direct damage target selection : flying targets get 25% higher additive priority instead of 50% higher multiplicative. • AI combat direct damage target selection : expected damage dealt beyond the target's remaining hp+3 is ignored in the priority. (damage is random but at this much extra it's high enough chance the target dies so any further is a waste) -AI combat direct damage target selection : If a target is expected to die, priority increases by (9+cost of unit/20) instead of units costing 250 or higher increasing priority to 4 times the original and other units receiving no bonus priority at all. • Adjusted calculation for spell priority to match the above 2 changes. • AI unit resistance based spell targeting priority : If the spell directly or indirectly kills the unit (Black Sleep, Confusion, Creature Binding kills indirectly), success rate has to be at least 10% for heroes, 20% for units costing 150 or more, and 30% for everything else. If the spell does not kill the unit even indirectly then the rate has to be 30%. If the success rate is below, the AI treats the unit an invalid target. (Shatter and Possession are except from this update as they are limited to normal units which will rarely be important enough to risk the below 30% chance, so these spells still require a 30% chance to be cast. Previously spells directly killing units required 10% while other spells 30% regardless of what the target was. This meant even if there was a 20% chance to confuse a demigod hero, the AI ignored the opportunity. Note this is only a change for targeting validity. Targets with a low success rate still result in lower priority to actually select and cast that spell, but it is now an option.) -Warp Creature is now on the list of spells the AI will avoid casting in unimportant battles while banished to save mana. • Fixed bug : additional priority to cast Flight on nonseaworthy melee units in naval combat had no effect. • The above bonus priority now also applies to Wraith Form -Fixed bug : AI considereder Air Elemental summoning as a strategy to stall when the fastest own unit was faster than speed 4 instead of when the fastest enemy was slower than 5. • Fixed bug : The AI cannot target units with Magic Immunity using Warp Wood even though the spell affects those units. • Fixed bug : The AI will avoid casting healing and reviving spells in unimportant battles while banished to save mana when the target is a powerful unit, instead of when the target is a weak unit. • Fixed bug : The AI wasn't able to target enemy units using Animate Dead. • Fixed bug : Massacre and Holy Word priority is calculated wrong : fewer living figures in the unit resulted in higher priority to cast instead of lower. • Fixed bug : AI spell priority calculation for Mana Leak checks enemy city wall presence wrong. • AI Wave of Despair now correctly checks for the only affected unit being combat summoned Wild Boars instead of combat summoned Centaurs. • Fixed bug : Combat cast Wraith Form didn't protect from Entangle's effect. • Fixed bug : Combat turn ends when all units were unable to move but a control changing spell (Confusion, Possession, Creature Binding) successfully gave the player a unit that can be moved. • Fixed bug : Housing formula can yield a negative bonus growth in extreme cases (very bad terrain+slow growing race) -Housing formula now yields a minimum of +40 growth before the modifier for rebels/farmers. • Fixed bug : When an outpost is destroyed that had a Summoning Circle, the circle isn't moved to the owner's fortress. • It is no longer possible to lose 1 mana crystal on rounding while using Alchemy. • The AI is now allowed to send units into and use towers that have no garrison but were last used by a non-enemy player, displaying their flag color.