Fallen Kingdom - ExContinium
New game is here! Manage your nightclub. Build your dream empire!

https://store.steampowered.com/app/2673720/Nightscape_City/
Nov 30, 2023
Blightlands Blacksmith - Skald Software
Patch v1.4.08

Combat Fixes

I have started tuning up the game's combat mechanics, which have been barely noticeable at this point. Tonight's patch reworked block and knock back.

  • Block now functions as expected. Please note that blocking is only effective when the weapon is fully in the block position. This is deliberate to create a trade-off between medium and heavy weapons, and wood or metal handles. Sure an all metal extra heavy weapon will block more and do more damage, but if it's too slow to raise you're in trouble.
  • When hitting a mob with a weapon they will now be knocked backwards, giving you a bit more space. The heavier the weapon, the further back they go. Earth enchants now correctly boost this.

A word of warning - I fixed a bug I found working on this that allowed weapons to hit twice if they crossed more than one collider in the enemy mesh. Now you only do damage once per swing. Mobs will feel tougher.

New Feature
You can now generate a random weapon using the design stand.

Bug Fix
If you score zero during the grinding mini game, you will be able to grind the weapon again, removing a possible hold-up in the intro quest. Mind you, if you DO score zero in the grinding mini-game, maybe smithing is not for you.
Aethermancer - GalinaMalina
In today's devlog, we're pulling back the curtain once again to unveil one of our most versatile tools for making Aethermancer: Gradients. These unsung heroes in our toolkit are the secret sauce that breathes life into our visuals. Now, I know we're delving into the technical nitty-gritty, but fear not! We'll kick things off gently, gradually wading into the intricacies that make Aethermancer tick. There's a bit of something for everyone on this journey. Are you ready to witness the alchemy behind the scenes? Let's dive in!

Let's lay the groundwork: What even is a gradient? A gradient is a smooth transition between two or more colors. We can use it on a texture to avoid harsh edges, or we can use it to visualize the change of a color over time (called "Location" in the screenshot), which is ideal to take our animations to the next level.



Let's take a look at the fire in the game for example. Without a change in color the fire would look monotonous, static and, well, not really like fire.



Now if we use a gradient, we can breath some life into the inferno. We start with vibrant yellows and whites, converging at the heart of the fire to create a scorching, radiant core. Then we seamlessly transition to fiery reds and further to deepening hues of dark, red-ish brown. This allows us to mimic the nuances of actual fire.



Gradients don't always have to be linear though. We can also adjust them to take on any form we want. We could bend them into the shape of our monsters, or in this case the shape of the Aethermancer themselves (well, actually the dash if you want to be nit-picky):



Here's where it gets interesting. We're not transitioning between colors anymore. Instead this gradient describes how bright or dark parts of the image should be. With this brightness gradient we can make different parts of the Aethermancer glow. Now let's dim the lights and step into the game so we can take a look:



Now that we've established that we can use gradients to not only hold colors, but also other information, here's another example, that you might already have seen in action if you've followed the development of Aethermancer for a while.



Gradients like this allow us to mark different parts of our monsters for different effects by overlaying this gradient on top of the monster. Each hue holding an encoded information. This example comes into play when a monster meets their fate in combat. The dark tones mark the parts of the monster that disappear first, while the bright parts are the last ones to disappear.



I know it is hard to imagine, but the power of gradients doesn't end there. We can do more cool stuff, when we don't limit ourselves to the exact shape of a monster when we make gradients for them. A while ago I shared this blobby looking image on our Discord:



To the untrained eye it might not be immediately apparent, but Dark Elder is hidden in this texture. Each pixel in this gradient texture contains the information how far away it is from the outline of Dark Elder. A white pixel is 32 pixels away on the outside of the monster, a black pixel is 32 pixels away on the inside of the monster and a medium grey is exactly on the outline of the monster. (For the more technically inclined, this is called a signed distance field or SDF).



With this gradient we can create outlines of an (almost) arbitrary width, without having any issues.



For comparison, before we had that possibility we used to make outlines by displaying the monster multiple times with a slight offset. That works reasonably well for thin outlines (1-2 pixels), but breaks apart once you want thicker outlines or when you have a lot of pointy elements like Naga's spear



We're also using gradients and gradient textures in a lot of other places, like the Aether crystals, the wind simulation, our fake 3D, our lighting and more. But this devlog is already pretty long, so I won't cover them here. If you are interested in hearing about any of those topics or want more information on any of the topics in this devlog, let us know!

Hope you guys enjoyed this look into some technical details of Aethermancer. If you want to directly ask our Tech Artist Basti about VFX topics, head on over to Reddit to a little live q&a:
r/AethermancerGame
JR EAST Train Simulator - Development Staff(JR East)
The following modifications have been made.

[h4]<modifications>[/h4]
    [Nambu Line, Nambu Branch Line, Tsurumi Line DLC]
  • Nambu Line: Correction of an event in which an error was made in the English description of Nishi-Kunitachi Station
  • Nambu Line 603F and 4027F: Correction of overlapped playback of conductor announcements between Musashi-Kosugi Station and Musashi-Nakahara Station
  • Nambu Line 603F: Fixed the timing of conductor announcement before departure from Bubaigawara Station
  • Nambu Line 603F: Adjusted the content of the conductor announcement between Fuchuhommachi and Bubaigawara Stations
  • Nambu Line 4027F: The content of the conductor's announcement before arrival at Noborito Station was the same as that after departure from Musashi-Mizonokuchi Station, so this has been corrected to a different content.
  • Tsurumi Line 801: The timing of the conductor's announcement before arrival at Tsurumiono Station has been corrected
Tower Walker: MMO Grind Simulator - Raptor Claw Games
A major update with a new expansion to Tower Walker has just landed with new dungeons, new armor sets, new bosses, more then 150 new items, new NPC shops, more secrets to unlock and more steam achievements. It is time to enter the magical gardens and face Archdruid Draydiac. Enjoy!

There is also a new DLC available "The Lich" for those of you who really want to support us and our future developments, while getting your hands on a load of exclusive bonus content.

Stay awhile and grind!

Here are the patch notes (1.0076.4699):
NEW CONTENT
  • New dungeon "Gardens of Riana" (Normal)
  • New dungeon "Gardens of Riana" (Heroic+)
  • New dungeon "Gardens of Riana" (Brutal++)
  • Added 150+ new items
  • Added new ring tier(14) "Celestial"
  • Added new story NPC interactions
  • Added new secret shop
  • Added new hidden floors
  • Reworked and improved "Soultaker" class
  • Reworked and improved "Stalker" class
  • Reworked and improved all tower rare events
  • Added Celestial "Divine" armor sets
  • Added Celestial "Divine" weapons
  • Reworked achievements and milestone system
  • Reworked auto syncing triggers for milestones
  • Added new auto compability system for savedata
NEW ACHIEVEMENTS
  • Added 10 new Steam Achievements
  • Defeat Archdruid Draydiac (Normal mode)
  • Defeat Taedmorden Flower (Normal mode)
  • Defeat Forestlord Korganos (Normal mode)
  • Defeat Archdruid Draydiac (Heroic mode)
  • Defeat Taedmorden Flower (Heroic mode)
  • Defeat Forestlord Korganos (Heroic mode)
  • Defeat Archdruid Draydiac (Brutal mode)
  • Defeat Taedmorden Flower (Brutal mode)
  • Defeat Forestlord Korganos (Brutal mode)
  • Friends in the Gardens (Faction)
COMBAT
  • Huge improvements to all combat AI behaviour
  • Huge improvements to all boss mechanics in combat engine
TOWER
  • Added new NPC and story dialogue in the laboratory at floor 69
  • ADDED new room "Frozen gate" and NPC to floor 89
  • Improvements to all hidden floors and NPCs in the tower
  • Increased all bosses movement speed
  • Added a diminishing return on all crowd control durations (Mighty Blow, Fear, Stunshot, Azogas Wrath and Frostbite)
  • Slighly reduced gear drop rate in the dungeon Abyss
  • Slighty reduced experience gain in the dungeon Abyss
  • Fixed an issue with "Cheat Death" not triggering
  • Stalkers "Cheat Death" health return has been increased all ranks
  • Assassin/Stalker dagger basic hits now has a limited AoE
  • Warlock/Soultaker dark orb basic hits now has a limited AoE
  • Assassins "Mortal Blow" damage has been slighly reduced
  • Assassins "Critical Wound" damage has been slighly reduced
  • Warlocks "Shadow Affliction" damage has been slighly reduced
  • Warlocks "Shadow Affliction" proc chance has been slighly reduced
  • Warlocks "Drain Soul" damage has been slighly reduced
  • "Scroll of Escaping" in a dungeon now puts you outside that dungeon
  • Added textures/anims in Abyss entrance level
  • Fixed an issue with layering between tower inventory and shop
  • Fixed an issue with spears not showing on the ground when droped in the abyss
  • Fixed an issue when missing or triggering a crowd control with the first hit on an enemy causing a combat reset
  • Rare events now causes very fast enemy spawning
  • Increased enemies hp scaling when cursing floors with goblin crystals
  • Fixed an error causing the druids heal over time effect to extend even after death
  • Fixed a number of issues with the Warlords spear not working correctly
NEW EQUIPMENT
  • Added 13 new rings to grade tier "CELESTIAL RING"
  • Added 53 new rings to legendary drops
  • Added 25 new mysterious legendary rare armors
  • Added 25 new mysterious legendary rare helmets
  • Added 15 new mysterious rare legendary items
  • Added 20 new legendary "Celestial" rare weapons
  • Added 5 new "Garden 2 piece armor sets"
  • Added 5 new "Tempest 2 piece armor sets"
  • Added 5 new "Celestial 2 piece armor sets"
  • Added 20 frozen dagger type weapons
  • ADDED new item S-grade, "GARDEN BOOK"
  • ADDED new item S-grade, "GARDEN STAFF"
  • ADDED new item S-grade, "GARDEN GREATMACE"
  • ADDED new item S-grade, "GARDEN MACE / SHIELD"
  • ADDED new item S-grade, "GARDEN CLAWS"
  • ADDED new item S-grade, "GARDEN BLADES"
  • ADDED new item S-grade, "GARDEN DAGGER"
  • ADDED new item S-grade, "GARDEN BOW"
  • ADDED new item S-grade, "GARDEN DARK ORB"
  • ADDED new item S-grade, "GARDEN SPEAR"
  • ADDED new item S-grade, "TEMPEST BOOK"
  • ADDED new item S-grade, "TEMPEST STAFF"
  • ADDED new item S-grade, "TEMPEST GREATMACE"
  • ADDED new item S-grade, "TEMPEST MACE / SHIELD"
  • ADDED new item S-grade, "TEMPEST CLAWS"
  • ADDED new item S-grade, "TEMPEST BLADES"
  • ADDED new item S-grade, "TEMPEST DAGGER"
  • ADDED new item S-grade, "TEMPEST BOW"
  • ADDED new item S-grade, "TEMPEST DARK ORB"
  • ADDED new item S-grade, "TEMPEST SPEAR"
  • ADDED new item S-grade, "CELESTIAL BOOK"
  • ADDED new item S-grade, "CELESTIAL STAFF"
  • ADDED new item S-grade, "CELESTIAL GREATMACE"
  • ADDED new item S-grade, "CELESTIAL MACE / SHIELD"
  • ADDED new item S-grade, "CELESTIAL CLAWS"
  • ADDED new item S-grade, "CELESTIAL BLADES"
  • ADDED new item S-grade, "CELESTIAL DAGGER"
  • ADDED new item S-grade, "CELESTIAL BOW"
  • ADDED new item S-grade, "CELESTIAL DARK ORB"
  • ADDED new item S-grade, "CELESTIAL SPEAR"
  • ADDED new item S-grade, "MIGHTY GARDEN ARMOR"
  • ADDED new item S-grade, "MIGHTY GARDEN TUNIC"
  • ADDED new item S-grade, "MIGHTY GARDEN ROBE"
  • ADDED new item S-grade, "MIGHTY GARDEN HELMET"
  • ADDED new item S-grade, "MIGHTY GARDEN SHROUD"
  • ADDED new item S-grade, "MIGHTY GARDEN HAT"
  • ADDED new item S-grade, "RAPID GARDEN ARMOR"
  • ADDED new item S-grade, "RAPID GARDEN TUNIC"
  • ADDED new item S-grade, "RAPID GARDEN ROBE"
  • ADDED new item S-grade, "RAPID GARDEN HELMET"
  • ADDED new item S-grade, "RAPID GARDEN SHROUD"
  • ADDED new item S-grade, "RAPID GARDEN HAT"
  • ADDED new item S-grade, "ANCIENT GARDEN ARMOR"
  • ADDED new item S-grade, "ANCIENT GARDEN TUNIC"
  • ADDED new item S-grade, "ANCIENT GARDEN ROBE"
  • ADDED new item S-grade, "ANCIENT GARDEN HELMET"
  • ADDED new item S-grade, "ANCIENT GARDEN SHROUD"
  • ADDED new item S-grade, "ANCIENT GARDEN HAT"
  • ADDED new item S-grade, "MIGHTY TEMPEST ARMOR"
  • ADDED new item S-grade, "MIGHTY TEMPEST TUNIC"
  • ADDED new item S-grade, "MIGHTY TEMPEST ROBE"
  • ADDED new item S-grade, "MIGHTY TEMPEST HELMET"
  • ADDED new item S-grade, "MIGHTY TEMPEST SHROUD"
  • ADDED new item S-grade, "MIGHTY TEMPEST HAT"
  • ADDED new item S-grade, "RAPID TEMPEST ARMOR"
  • ADDED new item S-grade, "RAPID TEMPEST TUNIC"
  • ADDED new item S-grade, "RAPID TEMPEST ROBE"
  • ADDED new item S-grade, "RAPID TEMPEST HELMET"
  • ADDED new item S-grade, "RAPID TEMPEST SHROUD"
  • ADDED new item S-grade, "RAPID TEMPEST HAT"
  • ADDED new item S-grade, "ANCIENT TEMPEST ARMOR"
  • ADDED new item S-grade, "ANCIENT TEMPEST TUNIC"
  • ADDED new item S-grade, "ANCIENT TEMPEST ROBE"
  • ADDED new item S-grade, "ANCIENT TEMPEST HELMET"
  • ADDED new item S-grade, "ANCIENT TEMPEST SHROUD"
  • ADDED new item S-grade, "ANCIENT TEMPEST HAT"
  • ADDED new item S-grade, "MIGHTY CELESTIAL ARMOR"
  • ADDED new item S-grade, "MIGHTY CELESTIAL TUNIC"
  • ADDED new item S-grade, "MIGHTY CELESTIAL ROBE"
  • ADDED new item S-grade, "MIGHTY CELESTIAL HELMET"
  • ADDED new item S-grade, "MIGHTY CELESTIAL SHROUD"
  • ADDED new item S-grade, "MIGHTY CELESTIAL HAT"
  • ADDED new item S-grade, "RAPID CELESTIAL ARMOR"
  • ADDED new item S-grade, "RAPID CELESTIAL TUNIC"
  • ADDED new item S-grade, "RAPID CELESTIAL ROBE"
  • ADDED new item S-grade, "RAPID CELESTIAL HELMET"
  • ADDED new item S-grade, "RAPID CELESTIAL SHROUD"
  • ADDED new item S-grade, "RAPID CELESTIAL HAT"
  • ADDED new item S-grade, "ANCIENT CELESTIAL ARMOR"
  • ADDED new item S-grade, "ANCIENT CELESTIAL TUNIC"
  • ADDED new item S-grade, "ANCIENT CELESTIAL ROBE"
  • ADDED new item S-grade, "ANCIENT CELESTIAL HELMET"
  • ADDED new item S-grade, "ANCIENT CELESTIAL SHROUD"
  • ADDED new item S-grade, "ANCIENT CELESTIAL HAT"
PETS
  • Pet(Summon) "Dragon" now shows correct label
  • Pet(Summon) "Raptor" now shows correct label
ENCHANTING
  • Max. potential text added to enchanting
  • Potential limit cap is now visible for all ring enchanting
  • Potential limit cap is now visible for all armor enchanting
  • Potential limit cap is now visible for all helmet enchanting
MASTERY
  • Added 2 new mastery ranks to "Soul ring: Harvester" to increase capacity
  • Added 2 new mastery ranks "Dungeons: Attunement" to learn at level 120
MISC
  • Added new rare item "Garden seed"
  • Minor improvements to auto item locking
  • Divine ring of Karion can now be sold to vendor
  • Huge improvements to milestone and achievement systems
  • Fixed minor issue with Task manager not working correctly
  • Fixed issues with milestones not triggering in dungeons
  • Improvements to save systems
  • Improvements to all item databases and systems (again)
  • Added some additional preparation work for "Frozen Northlands"
  • Added some additional preparation work for "Forests of Aldera"
  • Added some preparation work for "Dungeon Attunement V"
  • Added some preparation work for "Hunter/Beastmaster"
  • Added some preparation work for "Zulmaris Swamplands"
  • Added some preparation work for "Abyss Pits"
  • Added some preparation work for "Desert Southlands"
  • Added some preparation work for "Steam Cloud"
  • Even more stability fixes for faster loading times
  • Numerous minor bug/grammar/graphics fixes
  • Updated several tooltips
  • Savefiles from previous version are compatible

https://store.steampowered.com/app/2693140/Tower_Walker__The_Lich/

TOWER WALKER: THE LICH adds 1 new playable class "The Lich" and a new special summon "The Skeleton" with a unique set of skills. By buying this DLC you are first and foremost showing your support for Tower Walker and future development but you also get a load of exclusive bonus content.

BONUS CONTENT
PLAYABLE CLASS
  • Necromancer
  • Lich(Subclass)
SUMMON
  • Skeleton

Thanks for your support!
Intravenous 2 - vulfey_and_his_owl
Intravenous is a game about improvisation, playing your way and making the most of what you've got - that was the design philosophy of the first game, and it's still the case in the second.
But it is also, above all, a stealth game.

Now you see me, now you don't

Stealth in Intravenous 2 is multifaceted. Your HUD shows your light level and the amount of noise you're making. When you're in a dark area, you don't suddenly become invisible, no, your level of illumination determines how far away enemies will see you and how quickly they'll spot you. Of course, hiding in very dark places is a fantastic way to stay undetected, and guarantees that you won't be spotted unless you're within centimeters of the enemy.



Enemies can hear you move, interact with objects and perform various actions. Unlike in the first game, however, they no longer react instantly to sound. The amount of time it takes for an enemy to react now depends on how loud the noise is, the type of noise, and how far away they are from you.



You can now hide in cupboards to avoid detection. As long as no one sees you go in, it is safe to come out. However, if you are seen entering a cupboard, you'll be given a moment's notice to get out before you're peppered with lead - not that you'll have much of a choice.



If sneaking into closets isn't your thing, you can always go prone and crawl near objects taller than you to avoid detection. In Intravenous 2, the faster you move, the faster you can go prone, but you will also make more noise. If you go prone while standing still, you will not make any noise. This gives you the choice of lying down quickly as a last ditch effort to avoid detection at the expense of making noise, or lying down carefully to avoid making noise - the choice is yours.



Going prone also greatly reduces the distance at which enemies can always detect you in very dark areas - if you're in a very dark area, enemies will only be able to detect you if they bump into you.



...and last but not least, enemies will now trip and fall when you're prone, in their path, and barely visible to them.



Stealth tools

You'll find new stealth gadgets in Intravenous 2.

These include the Noisemaker - a remote-controlled device that can be used to lure enemies in and sneak past them, or to stalk them and take them out. Be aware, however, that a noisemaker is also a novelty to them, and they will pocket it if you give it to them.

The Tazer Mine is an opportunistic, remotely detonated device designed to incapacitate multiple enemies at once. You can either throw it and activate it immediately, or you can let an enemy pick it up, go back to their duties, and while it's in their pocket, trigger it at an opportune moment to incapacitate many enemies at once.



Then we have the Gas grenade - something I wanted to have in the first game but couldn't due to time and budget constraints. This is the first non-lethal, non-combat grenade designed to incapacitate enemies non-lethally - just be careful not to inhale the gas until you pass out!



The Multi-Launcher, a pneumatic rifle that occupies the primary weapon slot, is another stealth-oriented addition to Intravenous 2. As the name suggests, it can be loaded with a variety of different types of ammunition to achieve different objectives.



These include rubber slugs to incapacitate individual enemies, EMP charges to disrupt electrical objects, and gas pellets to incapacitate enemies at a distance. However, this versatility comes at a price - it is a heavy tool that has a noticeable movement speed and noise penalty.



Phew! That's just a brief overview of stealth in Intravenous 2. There's a lot more to show, but I'll stop here - otherwise the devlog would get too big.

Thanks for reading, see you next time!
Intravenous 2: Mercenarism - vulfey_and_his_owl
Intravenous is a game about improvisation, playing your way and making the most of what you've got - that was the design philosophy of the first game, and it's still the case in the second.
But it is also, above all, a stealth game.

Now you see me, now you don't

Stealth in Intravenous 2 is multifaceted. Your HUD shows your light level and the amount of noise you're making. When you're in a dark area, you don't suddenly become invisible, no, your level of illumination determines how far away enemies will see you and how quickly they'll spot you. Of course, hiding in very dark places is a fantastic way to stay undetected, and guarantees that you won't be spotted unless you're within centimeters of the enemy.



Enemies can hear you move, interact with objects and perform various actions. Unlike in the first game, however, they no longer react instantly to sound. The amount of time it takes for an enemy to react now depends on how loud the noise is, the type of noise, and how far away they are from you.



You can now hide in cupboards to avoid detection. As long as no one sees you go in, it is safe to come out. However, if you are seen entering a cupboard, you'll be given a moment's notice to get out before you're peppered with lead - not that you'll have much of a choice.



If sneaking into closets isn't your thing, you can always go prone and crawl near objects taller than you to avoid detection. In Intravenous 2, the faster you move, the faster you can go prone, but you will also make more noise. If you go prone while standing still, you will not make any noise. This gives you the choice of lying down quickly as a last ditch effort to avoid detection at the expense of making noise, or lying down carefully to avoid making noise - the choice is yours.



Going prone also greatly reduces the distance at which enemies can always detect you in very dark areas - if you're in a very dark area, enemies will only be able to detect you if they bump into you.



...and last but not least, enemies will now trip and fall when you're prone, in their path, and barely visible to them.



Stealth tools

You'll find new stealth gadgets in Intravenous 2.

These include the Noisemaker - a remote-controlled device that can be used to lure enemies in and sneak past them, or to stalk them and take them out. Be aware, however, that a noisemaker is also a novelty to them, and they will pocket it if you give it to them.

The Tazer Mine is an opportunistic, remotely detonated device designed to incapacitate multiple enemies at once. You can either throw it and activate it immediately, or you can let an enemy pick it up, go back to their duties, and while it's in their pocket, trigger it at an opportune moment to incapacitate many enemies at once.



Then we have the Gas grenade - something I wanted to have in the first game but couldn't due to time and budget constraints. This is the first non-lethal, non-combat grenade designed to incapacitate enemies non-lethally - just be careful not to inhale the gas until you pass out!



The Multi-Launcher, a pneumatic rifle that occupies the primary weapon slot, is another stealth-oriented addition to Intravenous 2. As the name suggests, it can be loaded with a variety of different types of ammunition to achieve different objectives.



These include rubber slugs to incapacitate individual enemies, EMP charges to disrupt electrical objects, and gas pellets to incapacitate enemies at a distance. However, this versatility comes at a price - it is a heavy tool that has a noticeable movement speed and noise penalty.



Phew! That's just a brief overview of stealth in Intravenous 2. There's a lot more to show, but I'll stop here - otherwise the devlog would get too big.

Thanks for reading, see you next time!

https://store.steampowered.com/app/2608270/Intravenous_2/
BlackForge: A Smithing Adventure - TheWazzin
Hello Smithers!
Wrapping up this november with a last blog post of the month. Let’s do a deep dive and take a closer look at the gameplay when using wood in BlackForgeVR!

Got Wood?​
Every weapon would do good with a handle right? We believe so too and to make the workflow of adding a handle more immersive, we use inspiration from the real world. First up is the wood station!

As you take your first steps in the forge, the Merchant will introduce you to the wood station where you can pick a type of wood material by pulling the different handles. Then you can choose a desired length simply by dragging the wood out from the station and then use the axe to chop it.

Wood Turning
Time to trim down that piece of wood to a smooth handle. Use the chisel given to you as you process in the game and get to work! Careful not to trim it too much or the wood might break into tiny splinters!

Do you need a handle longer than the wood turning can fit? Don’t worry, let’s talk about wood welding!

1 + 1 = 1
Now it’s time to put the two pieces together! Use your mighty hammer to weld the pieces to a longer handle that you want.

Don’t worry if your two pieces are not similar in size, as you weld them together, they will automatically fuse together smoothly.

Feel free to follow us on our other socials!
Tiktok
Twitter
Website

Cheerios!
Julia at ManaBrigade
Booty Farm [18+] - TarantulicTT
You don't even need to wish upon a star anymore 💫
They've been thinking of you ALL YEAR and they NEED to come as soon as possible.
And many times at that!
❄️ ❄️ ❄️



On the other side of icy babes, you can also dip your toes in the tsundere side of relationships!
The hottie with a mean streak is ready for you -
Premium girl Portia Cox is 50% off for Cyber Monday!
Panic Room 2: Hide and Seek - Evanesca


🕯 Recently, the Puppeteer has been behaving very suspiciously and constantly mentions the oath of the twelve and the pardon of the criminal. But it is possible to unravel his mystery only with the help of other inhabitants of the mansion.

It's time to talk to one of the witnesses of these events and put together a piece of this difficult story. Start a big investigation in the first part of the event "The Oath of the Twelve". 📜
...