The game started as a Half-Life mode but was renewed and re-released in The game offers a variety of XIX century weapons. In Fistful of Frags, there are five weapon classes melee, pistols, rifles, shotguns, and special and several weapon tiers.
The lowest tier is Starter Weapons, the ones the player gets when he or she spawns. There are Blue, Red, and Gold weapons that the player can find in the chests of the respective color. Different weapons allow different actions, such as dual wielding or throwing. There's a weight limit that doesn't allow the player to carry too many weapons at once. The way the player obtains the weapons strongly depends on the mode. Fistful of Frags includes multiple game modes, both single and multiplayer, cooperative and competitive.
In the Team Shootout mode, the players are divided into 4 or 2 teams and eliminate each other trying to get the most frags. When spawning, the player can obtain additional weapons, spending his or her "stars". Break Bad mode is similar, but the goal of each team is to gather more money. The guns are also purchased with the in-game money. There are also Versus, Elimination, Shootout, and Teamplay modes. Categories in common with Fistful of Frags: Action Indie.
A game I made For a certain kind of person To hurt them. You move the hammer with the mouse, and that's all there is. With practice, you'll be able to jump, swing, climb and fly.
Great mysteries and a wonderful reward await the master hikers who reach the top of the mountain. To quote Jazzuo himself: "The hiking action is very similar to way you would do it in real life, remember that and you will do well". Climb up an enormous mountain with nothing but a hammer and a pot.
Listen as I make philosophical observations about the problem at hand. Lose all your progress, over and over. Feel new types of frustration you didn't know you were capable of. Magical reward awaits hikers who reach the top. Bohemia Interactive's debut game published by Codemasters as Operation Flashpoint in , became genre-defining combat military simulation and the No.
Over 2 million copies have been sold since its release. There are clashes over the Malden Islands from dusk to dawn and you are caught in-between. You must use all of the available resources in your arsenal to hold back the incoming darkness.
Victor Troska came back to Nogovo, he thought the pain of war was left buried in his past. But his dream lies broken now. His worst nightmare returns when military forces lands near Nogovo. Fishing Planet is a free realistic multiplayer first-person fishing simulator. The game has quite a few fans who are online and offline sharing tips on how to catch, for example, a Grass Pickerel.
In the virtual store, the player must buy equipment and bait for virtual currency. The latter can be obtained in two ways: from the sale of caught fish or for real money. As a result, you can play the game without cash investments. For fishing, there are available reservoirs of North America from Florida to California, new locations developers add to the add-ons, which for the game regularly come out.
In August of , several European reservoirs were added. For the catch are available more than 72 species of fish, each species with its own habitat characteristics and unique behavior, the game also simulates the physical properties of the rods, allowing players to perform different techniques of hacking and fishing. The chat is available, and online tournaments are held continuously, the results of which players often receive real prizes.
The story takes place in in different places across the world, including Miami, Russia, East Africa, and the Middle East. The gameplay is very reminiscent of other Ace Combat entries.
You control different aircraft on various combat missions. Besides single-player campaign, the game offers various multiplayer modes. There are both cooperative missions and competitive matches. In Domination, two teams try to take over three bases in one city. It features improved graphics, controls, additional, and multiplayer content. Lead your motorcycle gang on an epic journey across the country in this brutal driving combat adventure. Earn money by completing races, assassinations, robberies, and other challenges in your path.
As you collect loot, you'll upgrade your character, your bike, and your weapons. One Life To Live Driving a motorcycle at mph while trying to hit someone with a pipe is dangerous, and death can come quickly.
Fortunately, every time you die, all the experience you've collected can be used to upgrade your character, your bike, and your weapons. In the multiplayer mode, you can work with your friends or let out some road rage on them. It's up to you. Fans of Mad Max will feel right at home here.
After years of bloody street warfare, the country's biker gangs have settled into an uneasy truce. It's up to you and your fellow gang members to chase down the assassin and claim this prize, but you'll have to drive through unfriendly territory to do so. Other Features Single player campaign fully playable in multiplayer mode. Tons of brutal weapons. This is more Twisted Metal than it is Mario Kart 4-player splitscreen co-op. Online mode coming very soon. Massive, expandable skill tree. Rack in the loot to upgrade your character, your bike, and your weapons.
A deep motorcycle fighting system with grabs, kicks, counters, critical strikes, and more. Continuation of the game Cities in Motion. The essence of the game is the construction of profitable transport networks in large cities. The player is the director of the company that manages all the transport of the city. There are five types of transport: a bus, a tram, a metro, a river tram and a trolleybus in the first game there was a helicopter instead of a trolleybus. You can manage: - creating routes, - selection of models of vehicles, - salaries of drivers and other employees, - expenses for the maintenance of transport, - fare for different areas and categories of the population, The reputation of the company also matters, it affects the preferences of passengers and, accordingly, on revenue and profits.
The route of each type of transport is constructed under certain conditions: for the tram rails are needed, for the metro you need a tunnel, a different number of stops for different areas. Residents are also divided into six classes, differing in income, needs and transport preferences. The second game differs from the first by the absence of a helicopter as a mode of transport, the ability to build roads, the change of day and night, the introduction of depots instead of simple ring lines, and also the presence of a multi-player mode.
The player is provided with a data collection system that informs about people's places of residence and work, the functions of buildings, the number of stowaways and so on.
The "sandbox" mode allows you to operate with unlimited resources and the ability to arbitrarily change any parameter, cancel all restrictions. Campaign class modes have specific tasks, even a few, and only the execution of tasks opens the next campaign. Each campaign corresponds to a separate city, there are only six of them. Categories in common with Cities in Motion 2: Strategy Simulation.
It may be worth waiting until we are further through development before getting on board We're not going anywhere. Hurtworld is a hardcore multiplayer survival FPS with a focus on deep survival progression that doesn't become trivial once you establish some basic needs.
That feeling when you're freezing to death trying to make a fire, or you're defenceless being chased by creatures. These experiences are what make a survival game. When you overcome that challenge and find a level of comfort it's a great feeling, but what do you do next?
Hurtworld tempts you out of your comfort zone with rich resources, better loot and higher tech. It will also throw more dangerous creatures, harsher environments and new challenges at you that can't be taken on without the proper gear or refined skill.
Will you settle for bows and arrows and a campfire, or push deeper into the map and start scavenging for vehicle parts and better weapons?
Built from the ground up with solid multiplayer foundations. You will constantly have to decide which is the biggest threat, the player opposite you or the creatures that will hear your gunshot.
Structure Building - Claim land solo or with friends, build from a hut to a city using our attachment point based structure system. Procedurally Generated, Customizable Vehicles - Find a car or quad bike wreck in world with random panels. Scavenge for parts and get it moving again.
Find rare paint colors and skin patterns to get it looking just the way you want. Upgrade your engine and gearbox. Make sure to carry a spare tire! Mining Resources - Heaps of different minable resources that require different tools to gather, from Pickaxes to Dynamite. Alternatively you can build some automated drills and let them do the work for you. Twitch based PVP - Some areas of the map will be highly contested, are you willing to share the limited resources needed to survive?
If you aren't, we have many different projectile and melee weapons to do away with your opponent. Careful though, murdering your peers may increase your own penalty for death.
Farmable Plants - Find wild seeds and get a crop going back home. Hunting Neutral and Hostile Animals - Environment is filled with animals, they may be your lunch, you may be theirs. Town Ruins and Relics with Random Loot - Tightly contested, if the radiation and mutated creatures don't kill you, another player will.
You might just find those engine parts you've been looking for here. Stat Simulation - More than just a hunger bar, everything in the world is affected by time of day, current biome, localized effects like radiation, dynamic weather, heat given off by machines etc.
Items can have different behaviors based on current stats too. That steak in your backpack might just freeze in the snow, at least it will take longer to go rotten. Put that storage chest too close to your fire you may come home to a pile of Ash. Drastically Different Biomes - Explore the harsh world. From the snow forests of the North to the colorful parrot Tokars of the red desert, gear that lets you survive in one biome may kill you in another.
Players with a home base advantage will likely be better equipped to handle their surroundings than invaders. All the features above are currently in the game and functional, however much of the content in these systems is placeholder. While we've done a lot of the hard work developing robust systems to underpin gameplay mechanics, we haven't yet spent a lot of time generating and balancing content for these systems.
As this is mostly configuration work, we will be able to quickly deliver lots of new content in the coming months. While this allows for greater player numbers per server, it opens up the game up to endless cheating exploits that are impossible to stomp out.
Hurtworld uses an architecture closer to that of a modern FPS, where all physics and game logic are calculated on the server. While cheats can never be fully stopped, this structure makes a large amount of the exploits impossible from day one. Due to this, our servers will use a bit more resources for the same number of people than your usual survival game, but we think it's totally worth it. PerformanceKeeping your FPS high and smooth is crucially important to us. This is an ongoing battle while we are developing the game, adding new stuff slows things down, doing an optimization pass gives us some breathing room.
It goes in cycles. Currently things are running very well, we did a lot of hard work during our closed alpha to bring performance up and to get rid of big spikes. Our biggest bottleneck is player skinning on the CPU. Meaning if your CPU is a potato, and there are lots of players in your area, it will chugg. We have a fairly comprehensive graphical settings menu that should let you scale things down even on lower spec machines.
We are constantly working to improve performance and we'll do our best to keep everything running well throughout early access. Violence isn't the only option, but when it's needed you want to be sure it's a fair skill rewarding system. We are keeping the gear cap low on PVP items. This means a player with hours in a server and endgame loot can't faceroll their way around the map with impunity. Higher grade gear will allow you to survive in harsher environments and take on fiercer creatures, it won't however stop a bullet to the face.
Infamy SystemWe are currently testing a new system that changes the way gear is dropped on death. By default all gear you have equipped like tools guns and clothes won't drop on death. Secured gear in your hotbar and equipment slots gear you are wearing can only be dropped if your infamy level is above zero.
Infamy is a stat bar that increases by one every time you kill someone, and slowly decreases over time back to zero. We hope this will have a few effects. Farming yield of a player will be dependant on the territory they can control. If a player tries to mine the limited resources around your base, you can kill them to claim the resources back without completely ruining their day.
We can make tiers of gear much more expensive to create without crossing the too valuable to lose bracket As with any new gameplay system, it sounds great in theory to us, how it plays will be the real test. This behavior is currently enabled by default, however server owners can override playerlootmode to 4 different settings depending on preference including the classic lose everything.
Modding Modding is one of our top priorities. We have been working with the awesome guys at Oxide, to integrate their modding framework with Hurtworld.
In the future we want to build Hurtworld into a platform for different sandbox game types Think Dota 2 custom games. We are designing the game we want to play most, however the framework of player movement, gear, combat, environmental effects, AI, vehicles, construction and gathering can all be applied to vastly different game modes with very little work.
We are slowly building up a more powerful SDK we plan to release sometime in I can't wait to see what other people do with a solid FPS framework with the backing of a fleshed out survival game. FAQ Will you add procedural maps?
Currently we are focusing on hand crafted maps. We are a good way through developing an SDK for Unity we call "Shigi Tools" designed to allow the community to create their own maps in-engine.
It's not out of the realm of possibility that a server will have its own unique map designed by its admins that is downloaded on connection. This combined with server side mods should open up the gameplay possibilities a lot. We don't have an ETA on this yet, we are using it to build internal maps but it will require some new engine systems to handle runtime loading that we will prioritize amongst other things.
Can I host a server? How many players per server? We are optimizing for We run all our physics on the server with low jitter and a high tickrate. It also means we can do more interesting things with AI that feel more like Left for Dead and less like World of Warcraft.
Categories in common with Hurtworld: Adventure Action Simulation. Platform: PC macOS. Lead any of the Hogwarts houses to victory in the Hogwarts Quidditch Cup.
Then select an international team and use your new skills to take aim at the Quidditch World Cup! The Battle for Wesnoth is an open source, turn-based strategy game with a high fantasy theme. From the plains of Weldyn to the forests of Wesmere, from the mines of Knalga to the soaring peaks of the Heart Mountains, take part in over a dozen adventures spanning centuries!
Play as a young prince as he flees the encroaching forces of the Lich Lords to a new home across the sea Delve into the blackest depths of the earth to craft a jewel of fire itself Travel the continent in a daring quest to reclaim your rightful throne from a usurping queen Step into the shoes of a young mage, his village beset by orcish invasion, as he seeks vengeance and immortality Battle the undead hordes of a foul necromancer as he marches upon your capital Lead a daring group of survivors across the blazing sands to a final confrontation with an unseen evil The choice is up to you.
Then take the battle online! Choose from seven fully-balanced factions and duke it out with your friends in over 50 multiplayer maps for parties of all sizes! Explore hundreds of creative community-made campaigns, maps, and factions for both single and multiplayer, and try your hand at crafting your own!
Wesnoth features a built-in map editor, a highly moddable engine, a simple and intuitive scripting language, and a friendly and dedicated modding community. There's no telling what adventures you'll bring to life! A once thriving network of space stations and planets have been left lifeless, redundant scars of the apocalypse. Into this age of darkness comes light. You will lead the way in rebuilding the network of space stations to a standard accepted by the individual alien races, attracting them to harness their expertise and research new technologies.
Thus begins the hilarious battle of wits and cunning, full of daring escapades. Key Features: Fully functioning alien society, with racial animosity and friendships, crime and punishment, leisure and entertainment, and functioning economy Unique 'Torus' play area gives a viewpoint never before seen in a game 16 habitable subsections spanning three decks in each space station Bio-deck with editable landscape and manageable ecosystem allowing complete control of terra-forming Multiplayer support for up to three other stationmasters Varied levels of play, from simple sandbox to detailed station micromanagement.
Categories in common with Startopia: Action Strategy Simulation. Rise to Ruins is at heart a godlike village simulator , but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator.
The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy. Build a village, and die trying! A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible. In this game, you will lose frequently, but with every failure you learn a little bit more about how to survive and apply that knowledge to your next attempt.
Several Game ModesCurrently, the game offers three game modes. Survival , Sandbox and Peaceful. Survival is the game the way it was meant to be played, as a brutal survival style village sim, you will probably die often trying to figure out the best way to survive, but that's half the fun right?!
Peaceful is very similar to Survival, but it's balanced much like a traditional village simulator with some godlike and RTS elements sprinkled on top. The monster spawn rates are much lower, and the main focus is keeping your village happy and fed. It's a very easy mode, designed for casual players, or players just wanting to experiment.
Sandbox , like the name implies, is a mode where you can play around with the game mechanics. Change the time of day, weather, spawn monsters or villagers, or even edit the map while you're playing on it.
This is the ultimate "Screw around" mode for players wanting to play with the game mechanics. Godlike ElementsNot only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, pick up objects or creatures, heal your villagers, speed up resource growth and all sorts of other fun godly stuff. Tons of map set themes! Every set of maps will follow a certain theme Forest, Desert, Underground, etc.
Most of the current screenshots only feature a few of these map sets. But many more are planned. The Soundtrack! A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old s era PC gaming will love and remember! Rise to Ruins will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Rise to Ruins you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one.
All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Technische Probleme mit Spielen. Bestellungen und Zahlungen. Konto und Website. Infos GOG. Deutschsprachiges Forum. Hilfe Technische Probleme mit Spielen. Einloggen Einloggen Konto erstellen Einloggen. Die besten Spiele — handverlesen. Eine Auswahl grandioser Spiele, von aktuellen Hits bis zu zeitlosen Klassikern, die man auf keinen Fall verpassen sollte.
Bei uns im Mittelpunkt: Du. Dein Spiel, deine Entscheidung. Du solltest die Dinge die du kaufst auch wirklich besitzen. Dein Profil. Deine Benachrichtigungen. Deine Freunde. Friends list is currently empty. Bleib mit Freunden in Kontakt. Tausch dich mit deinen Freunden aus und starte Spiel mit oder gegen sie. Lade doch ein paar Leute in deinen Freundeskreis ein! Online Offline. Dein Warenkorb ist leer. Versuche es mit einer anderen Suchanfrage.
The sound of the engines and blades are perfect. The radio chatter and weapon sounds are also very good. Apache Havoc's controls are amazingly complex and add to its game play problems. Nearly every key on the keyboard has at least one function. If you plan on playing Apache Havoc with any success, you should memorize most of the important functions on the keyboard. Yes, Apache Havoc includes a keyboard reference guide, but stopping in the middle of a dogfight to look for a certain key can be deadly.
If you are a prodigy and can figure out how to simultaneously control the helicopters in Apache Havoc and shoot down enemies, the game does have quite a bit of replay value. With both American and Russian helicopters and dozens of mission scenarios, Apache Havoc does have the potential to provide many hours of game play.
I really doubt, however, that anyone apart from hardcore helicopter afficionados will keep this game on their hard drives for very long. While Apache Havoc has impressive graphics and sound, its developers should have decided to focus on flight simulation or air combat. Trying to cram both concepts into one game was a bad move. If you decide to buy Apache Havoc, buy it for its looks, not for its game play.
Enemy Engaged: Apache Havoc is one of the newest helicopter simulators out on the et that tries to take the claim of being the greatest by offering simulated flight of either the US Apache, or the Russian Havoc.
Both are high-powered attack helicopters that are somewhat evenly matched and can take on many different types of enemies. While the physics engine and the level of detail in the gameplay really make this game good, the graphics and the sounds bring it all down to an average old helicopter game. The features of Apache Havoc were certainly there and in large number as evidenced by the numerous ways to control the helicopter and how the game goes.
All of the expected controls are there, plus all of those little annoying ones that would be there if you were actually flying a helicopter, especially the true physics, which is very nice to see. The designers took into account almost all of the things that would be required to fly a helicopter, and also the things that would happen if one were flown. The slight rotation of the chopper due to the torque of the rotor and the spin of the blades is there, plus how the chopper reacts to everything also seems realistic.
Both types of helicopters were also faithfully recreated, down to the camouflage paint. The graphics and the sounds, on the other hand, were not so well created, and they will written about later on. Rating the gameplay of a simulation is different from other games because the fun factor plays an important role, but not as important as an arcade game for instance.
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