Firestone - Online Idle RPG - Holyday Studios

Version 9.0.3

Changes:

  • Temple of Eternals reworked with a new UI and improved UX.

  • Several items in the game have been renamed: Prestige became Empowerment, Prestige token became Temple’s token, Prestigious attribute became Firestone Finder.

  • Updated VFX for several heroes.

  • Minor visual updates to the Battle Pass and Scarab’s Game milestones

Fixes:

  • Made optimizations to reduce memory usage.

  • Resolved weekly reward code distribution issue.

  • Player name is now highlighted in the Guild Hall

  • Damage for the previous month in Chaos Rift now shows correct values for all players

  • Lost Inscriptions bonus now correctly counted and displayed in War Machines Power leaderboard and War Machine battles.

  • Fixed the opponent suggestion in the Arena of Kings.

  • (Rare Bug) Player profiles no longer open on double click on Main Battle Screen.

  • Gear’s power displayed correctly on Player Inspect and Character/Statistics.

  • New or upgraded jewels and soulstones are not displayed as a gear’s power upgrade on the pop-up screen.

  • Auto quest claim through email fixed.

  • Molly, The gun enthusiast’s 3rd ability (Energy Crystal) tracked vehicle no longer disappears when advancing waves.

  • Fixed a bug of Eclipse stones and Pharaoh’s token usage when the free variant of the currency was available.

  • God recruitment notification now shows correct image.

  • Beasts are now properly visible on their cards.

  • Fixed a bug that made Battle cry value not show on fellowship.

  • Various minor bugs fixed.

We want to thank everyone for reporting issues you encounter!

Support: https://www.holydaygames.com/support/

Facebook: https://www.facebook.com/firestonegame

Discord: https://discord.com/invite/StzRZmv

For the full patch notes list visit:

https://holydaygames.com/patchnotes/firestone-patch-notes/

Glaciered - Shibuya@StudioSnowblind

Hi, it's Shibuya from Studio Snowblind, developers of the game.
It’s been a while since our last Devlog, and a lot has happened with the project since then.

First off, a big thank you to everyone who played the latest demo and shared feedback. Your comments were, as always, detailed and constructive, and they’ve been a huge help. I went through all of them carefully, and I've made a lot of improvements to the full version based on your feedback.

I’d like to share some of those in this Devlog.

We also had a surprise announcement: the Switch 2 console version was revealed!

A playable demo was shown at Gamescom, and we were grateful and happy to hear that many people stopped by to try it out. Surrounded by so many other indie titles and AAA titles, it was great to see our booth stay busy throughout the event.

Some of you have asked whether this console release might slow down PC development but don't worry! The console port is being handled by the publisher’s special team at PLAYISM. I’m fully focused on the PC version, and this Devlog will include several PC specific improvements.

TOW 2025 Canada Tour

The musical duo group TOW, who composed the soundtrack for this game, will be touring Canada from November 6th to 9th! Each show may feature live performances along with footage and music from Glaciered.

TOW’s unique, atmospheric sound is a core part of this post-human world. If you’re in North America, definitely check them out. Tickets are available here!

Sea of Tranquility

The first open area you’ll explore is called the Sea of Tranquility, a vast space roughly eight times the size of the demo map.

You can collect minerals, plants, and other resources, then bring them back to your base to upgrade your character and equipment. Hidden around the area are the “Tuai Murals.” Finding them grants points that can be exchanged for new upgrades.

There are several open areas like this in the full game, giving you plenty of freedom to explore, hunt, and gather resources at your own pace.

Revised Food Buff System

You can now take meals at save points without returning to the base. This makes it easier to recover and retry after tough losses.

Introducing the Inspiration System

The full version introduces a new Inspiration system, which adds a fresh layer to the game’s hack-and-slash loop.

Players can earn Inspiration Points by defeating enemies, collecting resources, or making discoveries while exploring. Once you have enough points, you’ll gain a new Inspiration. When you rest at a hideout, these Inspirations turn into wings or mutations.

Each time you acquire an Inspiration, your Inspiration Level increases, and higher levels mean better potential gear. But all Inspirations are lost upon defeat. Since resting slightly lowers your Inspiration Level, you’ll need to decide carefully when to head back and turn Inspirations into new equipment.

Revised Mutation System

Mutations, essentially passive skills of the game, now function more like equipment. Each has its own rarity and traits, and you can farm for better and more rare ones.

For example, if “Crystal Edge: Double Blades” has the “Poison Inducing” trait, its attacks will inflict poison. You can also swap traits through crafting.

There are over 60 mutations in the full version, each with unique traits. With all the possible combinations of Mutations, Wings, and special traits, you’ll have a deep and flexible build system to explore.

Unique Wings

Unique Wings are special weapons with fixed traits that set them apart from standard wings.

For instance, the Eversounder boosts stamina and draws in nearby enemies with each swing, great for escort missions.

The Unyielding Blade consumes health instead of stamina when attacking. It boasts high base ATK, making it a real powerhouse for skilled players who can manage its risk.

The self-inflicted damage won’t kill you, which means it pairs well with Mutations and Traits that activate at low health, creating some strong synergies for those who like to play on the edge.

There are dozens of these Unique Wings in the full version, waiting to be discovered throughout the world. Adding them into your loadout will open up even more possibilities for creative builds.

Wing Enhancement Improvements

Many players enjoyed crafting and customizing their wings in the demo, so we’ve expanded this feature.

You can now lock traits using a “Stable Crystal,” preventing them from being overwritten when using Brightstones and giving you more control over RNG.

The full version has a lot of new wing traits too!

Dominant Individuals

In areas beyond the Sea of Tranquility, you may encounter Dominant Individuals, elite versions of regular creatures. They’re larger, stronger, and marked by a red fang icon above their health bar.

These are tough opponents but yield great rewards: valuable drops, XP, and Inspiration Points. Whether to challenge them or not is up to you.

Pui’s Progression System

Pui’s progression system has been reworked.
Instead of automatically scaling with your level, Pui’s stats now improve based on the abilities you teach.
Offensive abilities increase attack power, defensive ones boost health and resistance.

You can expand Pui’s Memory Slots through Memory Trading. Compare the usefulness of abilities and stats to raise Pui in a way that fits your style.

Achievements

The full version includes 50 achievements, covering exploration, combat, and collection. You can track your progress directly in-game.

Difficulty Options

The full release adds multiple difficulty settings: Mild Winter (Easy), Cold Winter (Normal), and Deep Winter (Hard), with possible hidden ones beyond that.

Higher difficulty not only strengthens enemies but also affects other elements, like Dominant Creature spawn rates and the boss stun duration.

The tougher the challenge, the greater the rewards, you’ll earn more XP, better Inspirations, and higher-quality loot.

You can change difficulty anytime at save points or hideouts. Just note that switching mid-playthrough disables difficulty-specific achievements.

Action Cancelling Improvements

All melee attacks can now be canceled by dodging whenever their hitboxes are inactive. This change makes combat feel smoother, more responsive, and more dynamic overall.

Revised Default Keyboard and Mouse Key Mappings

In the demo, the mouse wheel was used for ascending and descending, but that setup didn’t work well for quick or precise actions, the responsiveness varied too much depending on the device.

In the full version, these actions are now assigned to separate keys. The mouse wheel has been reassigned to switch ranged wings (weapons), similar to a typical TPS or FPS control scheme.

We’ve also simplified the left-wing melee attack: instead of clicking while holding the F key, you can now perform the attack directly with F.

And of course, all of these can still be remapped to your preference.

QoL Improvements

QoL improvements are something I work on almost daily. Here are some highlights:

  • AMD FSR support has been added, allowing higher frame rates on Radeon graphics cards.

  • Spatial Temporal Post-Processing (STP), the new upscaler introduced in Unity 6, has also been implemented. It works even on setups that don’t support DLSS or FSR. We tested it on a GTX 1050Ti Mobile laptop, and it boosted frame rates by around 50%.

  • Detailed DLSS / FSR / STP settings are now available. You can fine-tune the balance between image quality and performance, and also adjust sharpening.

  • The distance between the player and the camera can now be adjusted in the options menu. This setting is independent from the FOV setting.

  • Mouse buttons can now be used in key bindings as well. Previously, only keyboard keys could be assigned, but now you can map mouse buttons too. For mice with four or more extra buttons, those can also be assigned to in-game actions.

    (Note: some devices may not be supported.)

  • The camera system has been further refined. I’ve spent a lot of time fine-tuning it, and I finally feel it’s reached a point where I can say, “This is it.”

  • Item dismantling has been completely overhauled. Almost every item except nutrients can now be broken down into enhancement materials, so you won’t have to deal with piles of useless items anymore.

  • You can now dismantle items directly from the stash screen as well.

  • Added support for PlayStation controller glyphs, connecting a PlayStation controller will automatically change in-game button glyphs to match.

  • Enemy AI and pathfinding have been improved, making enemies behave more smarter.

  • Optimization has also reduced loading times, and the save system has been rewritten to minimize frame rate drops.

About the Release Date

The updated release window of “this winter”, announced alongside the Switch 2 version, applies to all platforms. We made this decision to allow more time for polishing and implementing the many changes introduced here.

Thank you so much for your patience and continued support. We’re working hard to deliver a game worthy of your expectations.

PLAYISM

Visit the PLAYISM Website
PLAYISM Publisher Page
Follow us on Twitter
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Follow us on Facebook
Join our Discord

Maid Survivors : Little Angels - milkempirestudio

Update on October 30th!

Crude Survivor TD - rik

We released our demo just in time to participate in Steam's Scream 4 Fest!

What better way to spend Halloween than to shoot oil-craving mutants in the face?

AXERAS - Inverse Atelier

\[English text follows after German]

AXERAS bietet jetzt auch deutsche Spieltexte. Ein erfahrenes Übersetzerteam, das bereits an Titeln wie Disco Elysium und Still Wakes the Deep gearbeitet hat, überträgt die Geschichte der Acorns-Kompanie mit Liebe zum Detail ins Deutsche.

AXERAS will now support the German language. The Story of Acorns Company will be rendered in German with great attention to detail by an experienced team of translators who have worked on titles such as Disco Elysium and Still Wakes the Deep.

Ashbound: Crown of Sin - howlcraftgames

Hey everyone!

We’ve just opened the Steam page for Ashbound: Crown of Sin. The game is still early in development, but we’re excited to start sharing progress, gathering feedback, and building a small community around it.

When designing combat, I took a lot of inspiration from Ghost of Tsushima. Players will chain light and heavy attacks into fluid combos, breaking enemy guards with powerful strikes before unleashing fast sequences of skill-based moves. Each combo has unique advantages such as stunning enemies, bypassing blocks, or triggering critical hits.

Enemies will also learn your attack patterns over time, forcing you to stay unpredictable. Repeating the same combos against the same enemy will get you parried, so adapting and mixing weapon types will be essential.

The player can seamlessly switch between melee and ranged tools, slicing through foes, throwing axes, firing arrows, or using bombs in rapid succession. Combat is about rhythm, precision, and creativity.

The game also includes a souls-lite layer that adds depth without slowing down the pace. The stamina system affects how effectively you fight, attacks, blocks, and dodges consume stamina, but your actions are never fully restricted. Instead, as stamina runs low, your attack power and efficiency decrease, rewarding players who fight with balance and awareness rather than punishing them for aggression.

On top of that, the Adrenaline system replaces traditional healing items or mana bars. By fighting skillfully you generate Adrenaline. This resource can then be spent to heal yourself or unleash powerful magic attacks. It encourages an aggressive, momentum-driven combat flow where every encounter feels dynamic and earned.

Outside combat, exploration takes cues from Path of Exile 2 and Death Trash, featuring open regional zones that can be freely explored once discovered. Each area has its own atmosphere, lore, and level of danger, encouraging players to grow stronger before venturing deeper.

For the quest design, the focus is on story-driven cooperation with AI companions and NPCs, not real players. You’ll often work alongside other characters to solve problems or complete goals that connect to the world’s larger narrative.

For example, you might escape a bandit camp with a group of survivors, then help them rescue a captured ally. Later, you’ll assist them in repairing a ship wrecked in a storm, searching the island for skilled workers and a captain capable of sailing it. Naturally, that captain won’t agree to join you until you complete a personal task that proves your worth.

This is still the beginning of our journey, but I’d love to hear your thoughts and feedback as I continue shaping this world.

If you’d like to support the project, please wishlist Ashbound: Crown of Sin and join us early on this adventure.

Thanks for reading,
Tufan / Howl Craft Games

Minerva Labyrinth - Midnight Spire Games

As announced yesterday, Minerva Labyrinth will release on November 5th, 2025! Today I'm also releasing the most up-to-date demo, which features new Aspects, new support skills, a nicer-looking subway, and a major editing pass over writing (some of these edits made it into the v0.7.9 release).

There may be a few more tweaks in the final release, but this is pretty close to what it will look like. Here are the highlights:

Character Creation
  • Two new Aspects:

    • Aspect of the Sea, an evade tank and utility fighter.

    • Aspect of the Stars, an offensive caster with some varied utility skills.

  • Four new support skills:

    • Abundance: Items have a chance to not be consumed. Greater benefit with more users.

    • Economy: Reduces the cost of rest and recovery. Greater benefit with more users.

    • Itemancy: Allows using items as a free action once per turn, but consumes two items.

    • Zeal: Revive items and skills restore double HP.

  • Slightly relaxed stat minimums for more flexibility.

  • Added a new skin tone.

  • Revised aspect descriptions in character creation to cover detailed pros and cons, rather than tersely explaining specific skills.

  • Aspect descriptions now make it more clear whether an aspect is primarily oriented towards weapons or magic, which is relevant to stat allocation.

  • Many existing support skills have been renamed, but most function the same.

Gameplay
  • Weight penalties have been simplified to impact only Speed and Defense.

  • Momentum (now Alacrity) has been changed to provide a large initiative bonus.

  • Commander (now Authority) has had the Speed penalty and defensive components removed.

  • Having two characters with Scout (now Vigilance) reduces trap damage by 75%.

Graphics and Text
  • Improved subway textures and added more color and variety to the area.

  • Improved some visuals in HQ.

  • Added a new portrait for Diana's calls in the subway and hospital.

  • Many text and dialogue revisions.

Entropia Universe - MindArk

Prepare yourself, as this year’s Halloween Mayhem draws near!

The graveyards come alive, their ghastly residents drifting between fog and shadow, ready to put your skills to the test. But will they stay within their accursed burial ground, or will the swarms of undead infect our world?

Will you enter the graveyard, where you can gain greater rewards with each stage you manage to survive?

Will you stand against the onslaught and conquer Mayhem, or succumb to the endless hordes of zombie beasts?

Get ready for all new frights this Halloween!

Event Dates

Thursday, Oct. 30, 13:00 UTC - Halloween Mayhem 2025 begins.

Thursday, Nov.13, 14:00 UTC - Halloween Mayhem 2025 ends.

Rewards

Halloween Mayhem rewards include Halloween Strongboxes*, Cosmetic Tokens, Mayhem Tokens, and Rare Mayhem Tokens, a recurring prize during other Mayhem-style events. You can exchange Cosmetic Tokens, Mayhem Tokens, and Rare Mayhem Tokens for exclusive items offered by the Mayhem Token Traders in Cape Corinth, Port Atlantis, and Twin Peaks on Planet Calypso.

Rewards in Halloween Mayhem are based on performance in the event instances and are automatically unlocked and awarded when you meet specific points criteria.

Cosmetic Tokens, Mayhem Tokens, and Rare Mayhem Tokens can be accumulated throughout several events to purchase cosmetics and more expensive items, allowing participants to make incremental progress toward their desired rewards. Cosmetic Tokens, Mayhem Tokens, and Rare Mayhem Tokens are non-tradable, but the items purchased from the Mayhem Token Vendor are tradable.

Halloween Creatures in the world will also be dropping additional undiscovered items.

*The Halloween Strongbox page will have updated information on Thursday, Oct. 30, 13:00 UTC.

Daily Mission Chain for hunting Halloween Zombies out in the world

Pick up the Daily Halloween Mayhem mission from Mr. Pumpkin before heading out on your Zombie hunts!

This mission chain can be started once per day. It can be completed to start it anew the following day. There is no timer to complete any of the stages. Abandoning any mission in this chain will reset the entire chain. It can be restarted on the same day as it was abandoned, but not on the same day Stage 1 was completed.

Stage 1: 1 Mayhem Token

Stage 2: 5 Mayhem Tokens

Stage 3: 10 Mayhem Tokens

Stage 4: 15 Mayhem Tokens

Stage 5: 20 Mayhem Tokens

Stage 6: 25 Mayhem Tokens

Stage 7: 30 Mayhem Tokens

Stage 8: 35 Mayhem Tokens

Stage 9: 40 Mayhem Tokens

Stage 10: 45 Mayhem Tokens

Mr. Pumpkin can be found at Fort Ithaca, Nymphtown and Twin Peaks.

This mission can also be started by entering the Survival instance (following the same starting criteria).

Note: Players with an active Halloween Mayhem Daily Mission can resume their progress without restarting.

Locations

Distress signals from across Calypso report undead activity. Hordes of zombies are roaming in these areas:

Shared

  • Atlantis Archipelago

  • Ashi

  • Camp Icarus

  • Chug’s Hideout

  • Fort Ithaca

  • Fort Pandora

  • Fort Zeus

  • Jason Centre

  • Minopolis

  • Nymphtown

Non-Shared

  • OLA#38

  • OLA#58

  • OLA#60

  • OLA#63

  • OLA#66


Access Survival Instance

Use the Global Events list to access the Halloween Mayhem Survival instance.

Mayhem Survival Gameplay

The Mayhem Survival instance consists of a challenge of eliminating creatures of various difficulty levels. There are 30 stages in Mayhem Survival, each consisting of 10 phases. There will be a capture point in phases 3, 6, and 9. You must take the capture point before the phase ends to succeed in the stage.

Randomly placed pumpkins containing various helpful buffs will appear periodically throughout the arena.

Interact with the winged statue inside to select a stage and begin spawning zombies.

Survive as many stages as possible against increasingly dangerous Zombie Mutants and Zombie Dogs waves. Dying, disconnecting, or leaving will fail the stage. You can repeat the stages but only obtain the listed rewards for each stage for the initial completion. Repeating will, however, give a small amount of Mayhem Tokens, depending on the stage.

Mayhem Survival Rewards

Stage 1: 5 Mayhem Token, 1 PED Universal Ammo, 2 Halloween Strongbox, 1 Halloween Candy Box

Stage 2: 10 Mayhem Tokens, 2.2 PED Universal Ammo, 5x Halloween Candy Box

Stage 3: 15 Mayhem Tokens, 2.5 PED Universal Ammo, 5x Halloween Strongbox, Bonus Halloween creature Codex progress

Stage 4: 23 Mayhem Tokens, 2.3 PED Universal Ammo, Bonus Halloween creature Codex progress

Stage 5: 88 Mayhem Tokens, 8.8 PED Universal Ammo

Stage 6: 21 Mayhem Tokens, 10.5 PED Universal Ammo, 0.1 PED Psyche

Stage 7: 25 Mayhem Tokens, 12.3 PED, Bonus Halloween Creature Codex progress, Cosmetic Token

Stage 8: 140 Mayhem Tokens, 14 PED Universal Ammo, 0.1 PED Intelligence

Stage 9: 32 Mayhem Tokens, 15.8 PED Universal Ammo, 0.1 PED Strength

Stage 10: 35 Mayhem Tokens, 17.5 PED Universal Ammo, Bonus Halloween creature Codex progress, 5x Halloween Candy Box

Stage 11: 193 Mayhem Tokens, 19.3 PED Universal Ammo, 0.1 PED Agility

Stage 12: 42 Mayhem Tokens, 21 PED Universal Ammo, 0.2 PED Psyche

Stage 13: 46 Mayhem Tokens, 22.8 PED Universal Ammo, 0.2 PED Intelligence

Stage 14: 245 Mayhem Tokens, 24.5 PED Universal Ammo, 0.2 PED Strength, Cosmetic Token

Stage 15: 53 Mayhem Tokens, 26.3 PED Universal Ammo, 0.2 PED Agility, 10x Halloween Strongbox

Stage 16: 56 Mayhem Tokens, 28 PED Universal Ammo, Bonus Halloween Creature codex progress

Stage 17: 60 Mayhem Tokens, 29.8 PED Universal Ammo, 0.3 PED Psyche

Stage 18: 315 Mayhem Tokens, 31.5 PED Universal Ammo, 0.3 PED Intelligence, 20x Halloween Strongbox

Stage 19: 67 Mayhem Tokens, 33.3 PED Universal Ammo, 0.3 PED Strength

Stage 20: 350 Mayhem Tokens, 35 PED Universal Ammo, 0.3 PED Agility, Cosmetic Token

Stage 21: 74 Mayhem Tokens, 36.8 PED Universal Ammo, 0.06 PED Stamina

Stage 22: 77 Mayhem Tokens, 38.5 PED Universal Ammo, 0.06 PED Stamina

Stage 23: 81 Mayhem Tokens, 40.3 PED Universal Ammo, 0.06 PED Stamina

Stage 24: 420 Mayhem Tokens, 42 PED Universal Ammo, 0.06 PED Stamina

Stage 25: 88 Mayhem Tokens, 43.8 PED Universal Ammo, 0.06 PED Stamina, Cosmetic Token

Stage 26: 91 Mayhem Tokens, 45.6 PED Universal Ammo, 0.06 PED Intelligence

Stage 27: 95 Mayhem Tokens, 47.3 PED Universal Ammo, 0.06 PED Psyche

Stage 28: 98 Mayhem Tokens, 49.1 PED Universal Ammo, 0.06 PED Strength

Stage 29: 102 Mayhem Tokens, 50.8 PED Universal Ammo, 0.06 PED Agility

Stage 30: 526 Mayhem Tokens, 52.6 PED Universal Ammo, 0.06 PED Stamina, Cosmetic Token

Rules & Notes

This event is for solo hunters. Any attempt to abuse team mechanics or any other Entropia Universe systems or features to gain an unfair advantage over other participants will be grounds for disqualification from the event, forfeiture of prizes, and possible sanctions imposed on one’s Entropia Universe account.

Anyone found using multiple accounts to gain an unfair advantage or to win prizes will forfeit all prizes and risk additional sanctions on their Entropia Universe account(s), including potential account termination.

Brace yourself against waves of the undead, only survival will bring you the spoils of battle! 

Have a Frightfully Fun Halloween Mayhem!
Dungeon Stalkers - Oneunivers

Hello, Stalkers. This is the Dungeon Stalkers Dev Team.

Our Dungeon Stalkers Dev Team is currently busy preparing for the upcoming new season. In line with this new beginning, the game will feature many improvements and changes compared to the Pre-Season.

Today, we would like to inform you about some changes to in-game mouse controls.

The changes are as follows:

  • Basic mouse controls will be improved to use left-click as the standard, in line with Windows operating systems and common games. While equipping gear and consumables will be a one-touch right-click operation, all other basic controls have been unified to left-click.

    • Example: Equipping/Replacing Gear

      • Existing: Drag and drop to an empty slot with left-click, or right-click to equip/replace.

      • Changed: For equipment items, drag and drop to a slot with left-click, or right-click to equip/replace.

      • For rings, right-click while comparing rings in a slot (by holding SHIFT) to replace the ring. However, if there is an empty ring slot, it will be equipped to the empty slot regardless of which ring slot is being compared.

    • Example: Unequipping Gear/Consumables

      • Existing: Right-click to unequip from the slot.

      • Changed: Left-click to unequip from the slot.

    • Example: Using Box-type Items

      • Existing: Left-click to open and use the UI.

      • Changed: Right-click to open and use the UI - following common Windows practice for opening menus with right-click.

    • Example: Moving Items in Inventory, Storage, etc.

      • Existing: Drag and drop with left-click selection, or right-click to move.

      • Changed: Left-click, or drag and drop with left-click selection to move.

    • Example: Dropping Items / Splitting Items

      • Existing: Alt + Right-click / Ctrl + Right-click

      • Changed: Alt + Left-click / Ctrl + Left-click

    • Example: Changes to Marketplace and Shop Usage

      • Existing: (Shop basis) Drag and drop an item with left-click, or right-click to move.

      • Changed: (Including both Shop and Marketplace) Left-click, or drag and drop an item with left-click to move.

After much internal deliberation regarding the direction of these changes, we determined that a control scheme that is easier for new and casual gamers to get used to in the long term was necessary.

Therefore, to provide a smoother gameplay experience, we have revised the existing mixed left-click and right-click control system to primarily utilize the more common left-click.

However, we understand that for veteran players who have become accustomed to the previous controls, this change may be contrary to their established habits. We kindly ask for your understanding regarding this alteration to their gameplay experience.

We will continue to refine the game system to ensure that these improved controls make future gameplay simpler and more convenient.

Please continue to follow Dungeon Stalkers and we appreciate your support.

2:41
KARMx - Stillnode
  • Improved UI and Settings

...

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