Colt Canyon

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Colt Canyon

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Description





Avec votre revolver, sauvez votre partenaire dans ce jeu roguelike atmosphérique et pêchu.

Colt Canyon est un jeu de tir en pixel art 2D où vous jouez un cowboy, ou l'un des nombreux personnages à déverrouiller, dont la mission est de sauver son partenaire de cruels bandits. Avec votre arme et votre dynamite, évoluez dans un canyon plein de trésors cachés, armes, obstacles et crapules sanguinaires

Sauvez d'autres personnes. Attention, une fois votre partenaire récupéré, ce n'est pas fini. Vous devrez rentrer chez vous…

CONTIENT

  • Personnages et armes à jouer et déverrouiller
  • Environnements et ennemis dynamiques et immersifs
  • Compagnons contrôlés par l'IA
  • Coop local
  • Amélioration de vos compagnons et vous-même
  • Niveaux ouverts, persistants et aléatoires
  • Furtivité stratégique et action rapide
  • Combats de boss
  • Éléments roguelike
  • Mort permanente
  • Rejouabilité
  • Pixel art sublime
  • Effets de particules pêchus
  • et plus…

Patch 1.2.1.2 (15 December 2022)

  • Made some bandits slightly more accurate and more aggressive
  • Fixed ambushes not being a thing
  • Fixed shadows sometimes not being visible
  • Fixed a bug where pausing the game during level generation breaks the run
  • Fixed objectlist command

Patch 1.2.1.1 (5 October 2022)

  • Small balancing tweaks to medic merchant
  • Made shields slightly less common
  • No longer allowing save restore after successful rescue
  • No longer counting new no permadeath game overs for average run length/progress stat
  • Blood weapons take slightly less health to use
  • "Damage taken" stat is now multiplied by 2 just like damage indicators, to prevent <1 values
  • Split "runs failed" stat into "permadeath fails" and in brackets "no permadeath" fails (only for new runs)
  • Fixed invisible game over screen bug that was present on some devices
  • Fixed companion shields not being saved
  • Fixed old saves not being auto-loaded
  • Fixed crash when killing merchants
  • Fixed a bug where players would get duplicated
  • Fixed decals sometimes disappearing when tabbing out
  • Fixed a memory leak related to pausing the game
  • Fixed background not being blurred on all devices
  • Fixed a bug where grass, shadows and decals would not be restored when re-entering a level
  • Fixed a bug where the HUD transparency didnt work as expected
  • Fixed a bug with shop pricing
  • Fixed a crash related to incendiary barrel
  • Fixed character rescue stat not increasing when savegame was loaded during B-Levels
  • Fixed a bug with the bandit boss shield
  • Fixed pause menu allowed to be opened when on game over screen
  • Fixed save being possible while on game over screen
  • Fixed a minor issue with seed input on consoles
  • Fixed some blood weapons reloading despite it killing you
  • Fixed upgrade icons on game over screen not being centered when having a lot of upgrades
  • Fixed explosive bullets explosions not being positioned correctly
  • Fixed blood weapon save reload exploit
  • Fixed merchants sometimes having no grass nearby

Patch 1.2.1 (23 August 2022)

Changelog:
  • Added run setting to disable permadeath, by allowing to restore the last save instead of deleting the savegame on death
  • Added quick save and load keys on PC (F5 & F6) when having permadeath disabled
  • No longer allowing 50% boss health, enemy attention nor 150% health drops without disabling achievements, but you can disable permadeath without disabling achievements now
  • Tweaked some UI elements
  • Decreased movement bonus enemies get in loops
  • Reduced amount of elite enemies in loops
  • Increased coyote base damage
  • Decreased reload times / cooldown times of a bunch of guns
  • Increased damage of explosive weapons
  • Slightly decreased accuracy, shield damage, active reload period and penetration power of arrow weapons
  • 20% of all arrows previously reusable with Premium Arrows upgrade will no longer be reusable
  • Decreased bonus damage of Premium Arrows upgrade and no longer granting bonus damage to throwables
  • Reduced amount of weapon crates in loops, but slightly increased regular crate amount
  • Fixed instance references not being restored correctly from savegame
  • Fixed movement history not being part of savegames
  • Fixed weapons in crates not being loaded from savegame
  • Fixed some sprite placement issues on the game over screen
  • Fixed enemies being duplicated when following to different level
  • Fixed issues where a loaded level is treated as a different level while still loading, causing stuff like green locked crates showing up in area one
  • Fixed companion weapon ammo duplication glitch
  • Fixed upgrade titles glitching into each other in pause menu
  • Fixed some issues with scrolling menus

Patch 1.2.0.1 (20 July 2022)

Changelog:
  • Slightly nerfed fast reload upgrade
  • Rebalanced some area 2 enemies
  • Slightly buffed bandit snipers
  • Slightly increased health of bear boss in loops
  • Slightly reduced player knockback when hit by heavy weapons
  • Fixed a crash preventing some players from starting new runs
  • Fixed guns not creating any particles when fired
  • Fixed remapped trigger button not being saved
  • Fixed throwing knives missing collision
  • Fixed player in savegames not loading correctly when game crashed during level generation
  • Fixed crashes/glitches when loading/saving a savegame while already loading or saving something else
  • Fixed pause menu saying save and quit instead of just quit in prologue level
  • Fixed weapon break particles visual issues
  • Fixed penetrating arrows duplicating visually
  • Fixed Pistolero achievement
  • Fixed cliff decals not being restored
  • Fixed beartraps sometimes causing savegames to not load correctly
  • Fixed slower bullets upgrade making some enemies invisible during attack
  • Corrupted savegames shouldnt crash the game anymore
  • Various other fixes

Patch 1.2 (1 July 2022)

Big changes:
  • Save game support! Yep, you can now save progress and resume any time.
  • Switched to a new engine version hopefully fixing a lot of old bugs that couldnt be fixed otherwise but possibly also introducing new ones that can be fixed once reported
  • Please note: User progress is not backwards compatible! (If upgrading to 1.2 do not go back to 1.1 or you might lose your unlocks and stats)
Balancing changes:
  • Adjusted bullet logic for shell weapons (shotguns), also buffed some of the shotguns in general, like the pumpgun, and adjusted damage values and falloff distances for all shell weapons
  • Buffed most throw weapons and reduced their melee cooldown but decreased melee damage
  • Slightly reduced health of bear boss and bandit boss and slightly increased slaver boss' health
  • Increased explosion size of explosive weapons
  • Increased amount of items found in loops
  • Reduced revolving rifle reload speed
  • Buffed Eagle's bow reload speed but nerfed bonus damage
  • Nerfed Fox' bow reload speed
  • Buffed Taco's tnt reload speed but nerfed bonus damage
  • Allowed enemy attention 50% without disabling achievements
  • Spawning less new containers if player already has a lot of ammo
  • Made ammo cheaper to buy from merchants
  • Companions bleed out slower and can no longer bleed out in boss levels (they can still be executed)
  • Loot in all locked crate now scales with level (before only the locked weapon crate scaled with progress)
  • Slightly reduced elite power in looped runs
  • Reduced attention range of elites
  • Made it impossible for enemies to spot you unless they are visible on screen
  • Increased health or attack speed of some bandit types
  • Its no longer possible to keep companions when looping, except for Flint
  • Made ambushes much less likely to occur after first level
Various changes:
  • Added indicator in character selection when all loadouts for a character are unlocked
  • No longer removing loaded ammo that cant be turned back into ammo when weapon is replaced
  • Dead prisoners will no longer drop medicine
  • Added a way to unlock the unique revolver again and added some ammo to its loadout (Die just before reaching your partner, but in a looped run)
  • You can now visit the main menu before starting the prologue
  • Disabled damage indicator in tutorial level
  • Disabled weapon level indicator when swapping with empty slot
  • Weapon level indicator now highlighting if same weapon but durability is better than equipped durability
  • Changed the input system causing some custom key mapping to possibly become invalid
  • Persistent levels now utilize the save game system so reduce memory usage (they are loaded from disk now)
  • Various command prompt changes to support new engine features
  • Fixed boss corpses fading before dropping their loot
  • You can now go back in menus using RMB
  • Fixed active reload being impossible to fail in first half on some weapons
  • Fixed some objects being displayed incorrectly on game over screen
  • Fixed level 4+ elites not having circle indicator
  • Fixed crosshair animation missing if no weapon equipped
  • Fixed a special case where buying a shop item would fail
  • Various minor visual changes/fixes/tweaks

Patch 1.1.1.1 (14 February 2022)

  • Slightly reduced amount of enemies in B levels
  • Dodge rolls will now save characters from being on fire
  • Buffed some melee weapon stats
  • Dynamite Bandits will not throw dynamite when they are not on screen
  • Nerfed movement speed of some elite enemies
  • Made it easier to avoid killing dogs
  • Disabled explosion blur on consoles
  • Improved explosion performance slightly
  • High contrast player indicator now uses color of player one
  • PC: Improved scripting support and command prompt capabilites
  • Fixed a rare graphical glitch with vertical fences
  • Fixed secondary melee key binding not being saved
  • Fixed back button in keybindings being at wrong spot
  • Fixed main menu discord hint not working
  • Fixed bisons in ambushes count as innocent
  • Fixed dynamite bandit game over screen display
  • Minor translation fixes

Patch 1.1.1.0 (17 December 2021)

  • Run Settings: Allowed enemy attention of 75%, Health Drops of 150% and boss health of 50% without disabling achievements
  • Fixed some run settings only allowing 50% steps when it should be 25% steps
  • Made later bosses in loops easier
  • Blood weapons will start spawning earlier in loops and also more likely
  • Companions level up slightly slower and take longer to learn dodging
  • Companions can no longer hurt prisoners
  • Now counting loops as rescue for OG Squad achievement
  • Made hitting arrow traps with bullets more reliable
  • Slightly reduced amount of shield drops
  • Increased amount of elite enemies in loops and decreased their health drops
  • PlayStation: Fixed missing damage indicators and persistent particles missing when revisiting levels
  • Some visual tweaks
  • A lot of weapon balancing tweaks
  • A lot of bug fixes

Patch 1.1.0.0 (13 October 2021)

  • One of the bigger changes with this update is the melee overhaul! Throwables are no longer a one-time throw weapon that breaks randomly. Instead, they will modify your melee combat stats when equipped during melee combat. So they are more melee weapons now, and less exclusively throwables. They come with actual durability values with a dedicated indicator in the HUD. It is now also possible to attack more than one object with a single melee attack. No more breaking container groups one by one! Every melee weapon has their own melee stats that, next to modifying your melee damage, modify values such as melee range, cooldown, knockback or amount of targets. And once you get used to the new melee animations you will never want to go back to the previous melee system.

  • Now, with melee getting massive changes the ranged combat should get some changes as well: Introducing active reloading! Whenever you start reloading your guns you will now be greeted by a progress bar indicating how much time reloading your gun will take. This is already pretty useful, but even better is the option to hit the reload button at the right time to boost the reloading speed. This will raise the skill ceiling of Colt Canyon further to allow players to master the game's mechanics even more. It's something that is not necessary in order to beat the game, but it will help those that do use it.

  • Together with those changes the update also boosts over 50 new weapons and 7 new upgrades. You can now also carry more ammo by default and the way shields work has changed. Instead of 4, you will now get to choose from 5 random upgrades per rescued prisoner. There is an indicator that signals you that a weapon on the ground is better than your equipped weapon. The crosshair was improved and gamepad got some dedicated cheats. There are also a whole bunch of tweaks, fixes and QoL improvements. And exclusively for PC we got some very basic modding/scripting support. More on that soon.

  • And finally, something to look forward to for the very late game and which was not available in the preview versions of the update (just like the scripting support) are blood weapons, which are very powerful but painful guns and can be found after you've reached your partner in a looped run.

  • Because the full changelog is just way too long for a blog post you will have to visit the Colt Canyon Wiki to get more details: https://coltcanyon.fandom.com/wiki/Changelog


Patch 1.0.2.0 (23 December 2020)

  • Added Run Customization/Difficulty Options! (Including starting as Looped Run)
  • You can find the difficulty settings in the character selection screen on the top left (the gears symbol)
  • Added more variation to the level generator
  • More interface text is now being influenced by HUD scaling
  • Nerfed stronger tnt upgrade
  • Buffed explosive weapons
  • Fixed companions using throwable weapons
  • Partner levels up faster, normal companions slightly slower
  • Fixed some translation issues
  • Reduced Air Rifle Reloading Times
  • Gave Taco more Dynamite
  • Olaf now has the highest max health of all characters
  • Added experimental autoreload command
  • Reduced damage dynamite deals on enemies but made the damage drop off more forgiving
  • Increased ammo hud display contrast and added markers to make it even more clear what ammo your weapons use
  • Changed Menu toggle labeling
  • Adjusted some shop prices
  • Increased enemy count and ammo drops in first loop
  • Adjusted weapon drop chances to increase the variety of weapons dropped
  • Made enemies in loops slower and gave them more ammo drops
  • Shell weapons will destroy shields faster
  • Decreased Rifle Bandit health
  • Final boss health equals its shield health now (making this boss easier overall)
  • No longer need a rescue to unlock 1250 total kills reward
  • Adjusted loadouts that start you with limited health containers to only reduce starting health instead
  • Adjusted some other playable character stats to buff some characters
  • Increased Max Health of One Eye and Chain by one
  • Showing run seed in pause screen now
  • Saving some more stats in the background for future updates
  • Decreased high-level elite enemies shield health
  • Added some new dualshock input icons
  • Fixed final boss not going into second phase despite having shield
  • Elites don't spot you as easily anymore
  • Decreased conspicuity of some of the playable characters
  • Fixed, balanced and tweaked various other minor stuff

Patch 1.0.1.7 (07 September 2020)

  • Added new interaction to native rock
  • Added 4 new rare weapons
  • Fixed a bug that made companions take too long to attack after leveling up a bunch of times
  • Made companions level up slightly slower
  • Changed Shadow Walker Achievement: You only have to reach the third area now (instead of your partner) without having been spotted by human enemies
  • Slightly adjusted some ammo drop rates
  • Rebalanced enemy counts slightly
  • Reduced first boss health a bit and made his attacks less frequent
  • Reduced second boss health a bit and made his attacks slightly less frequent
  • Made final boss a bit easier to handle
  • Fixed PlayStation Controllers not being detected in coop
  • Added Polish translation (Thanks to Pagan_PL)
  • Updated existing translations
  • Added Wiki Hint
  • Tweaked, rebalanced and fixed some other minor stuff

Patch 1.0.1.6 (14 August 2020)

  • When not aiming actively (Gamepad): TNT throw distance is now dependent on the time you're holding it
  • Fixed PlayStation (DualShock) Controllers not being supported
  • Fixed Throw Master Upgrade crashing the game when having less than two weapons equipped
  • Damage indicators are now enabled by default
  • Fixed some other render resolution-related issue
  • Late-Game Elite Enemies now drop some health again
  • No more cooldown after last bullet, allowing instant auto-reload start on trigger pull
  • Added Damage Indicators to status effects on enemies
  • Reduced amount of blood created by thorns
  • Increased transparency of empty clip icons to increase contrast between loaded and empty icons
  • Improved input buttons reassignment menu ux
  • Now disabling camera aim offset by default if playing coop with mixed input devices (i.e. mouse + gamepad)
  • Fixed some other rare issues and crashes

Patch 1.0.1.5 (26 July 2020)

  • Added Shadow walker indicator to detailed hud
  • Fixed best progress value sometimes not correctly updating
  • Stabilized the weapon drop rates in very late game
  • Reduced the number of rare weapon drops
  • Some more simplified Chinese localization fixes
  • Fixed sending unwanted command when about to choose upgrade
  • Aborting intro walk if getting stuck somewhere
  • Fixed audio sometimes producing a glitch sound despite being muted
  • Fixed some other minor issues

Patch 1.0.1.4 (16 July 2020)

  • Howdy fellow gunslingers!

  • Another minor patch addressing a lot of small issues and bugs but also changing some visible stuff! Getting more stable, smooth and balanced with every update! Always great to hear your feedback and ideas. It makes me very happy to be able to provide fixes and improvements to your problems as soon as possible. My top priority at the moment is to get rid of even the last hidden bug and to get the game fair and fun from start to finish. Only after this is done we can start dreaming about big and fancy new features.

  • Unfortunately, the console versions are still not quite up-to-date, but we will submit this patch as well (if you are reading this they are probably already submitted) and hopefully all platforms will be on the same version with the same content soon. Sorry for the inconvenience, but we have no power over the console submission processes. Only the PC versions allow us to quickly provide patches and updates.

  • For everyone who didn't notice there were several small patches since 1.0.1.0. You can find the changelogs here. They were marked as "small" patch, despite being pretty important and not even that small, and therefore did not show up on the store page etc. - To always stay up-to-date with developments I recommend joining the discord. But from now on I will mark even patches as updates. And only hotfixes as small patch.

  • Added dedicated command keys/buttons that can be reassigned and allow you to quickly and directly command companions even while interacting (Default C and X)

  • Added prisoners with limited upgrade selections to first loop

  • You now have to hold down the pause menu restart button to prevent accidental restarts

  • Fixed Elite Animals not dropping keys

  • Fixed throw master upgrade making your currently equipped throwable unthrowable

  • Changed the way weapon drop chances decrease after reaching their peak to make early game weapons rarer in late game (will also increase drop chance of early

  • Jim is less conspicuous but moves slightly slower and Flint starts with less attack damage

  • Improved companion AI slightly

  • Decreased final boss shield durability but very slightly increased penetration resistance

  • Decreased bear boss health

  • Final Boss level is no longer persistent

  • Fixed sometimes finding a backpack tnt barrel but not tnt bandit

  • You can now leave the final boss level before triggering the boss

  • Clearing out more enemies around enemy spawn to ensure not being spotted immediately

  • Shadow Walker Achievement no longer being blocked when enemies spot freed prisoners or companions and made more reliable in general

  • Improved way of defining elite levels

  • Decreased amount of enemies in loops

  • Reduced health and sight of enemies in loops, also increased their ammo drop amount slightly

  • Added level 4+ elites to loops

  • Adjusted elite enemy stats (some have more health, some less, some shields have less life, some are better at spotting you, others far worse)

  • Made high-level elite shields easier to penetrate

  • Enemies in loop ambushes are less skilled at defusing tnt

  • Trader no longer alerts enemies with his shouting

  • Buffed dynamite weapons damage slightly

  • Made elite enemies a bite easier to spot

  • Fixed small farmland areas that shouldve been high grass

  • Fixed invisible companions in loading screens

  • Fixed to simplified chinese translation (Thanks to Blank)

  • Higher-level elites drop more ammo

  • Several other minor fixes or tweaks

  • All the best, thanks for playing and stay healthy!

  • Jonathan


Patch 1.0.1.0 (26 June 2020)

  • Added 3 new bandit enemy types
  • Made B Levels more intense
  • Leather suit upgrade now also protects you from toxic/thorn plants (but not cholla or spear traps!)
  • You only get damaged by toxic/thorn plants when moving
  • You can no longer be hurt while the screen is blacked out or fading over
  • Fixed game not rendering correctly when minimized
  • Fixed the rare random crash that didn't throw any error
  • Fire deals less damage to enemies
  • You can now shoot the arrow traps to disable them permanently, melee works too
  • Final boss shield is easier to penetrate
  • Final boss level now always has some stone walls in the center to act as basic cover
  • Final boss second phase rapid beam follows you slower
  • No longer spawning explosive barrels in final boss level
  • Bear Boss has a shorter dash now and bear traps can hit him even while dashing, but he got slightly more health
  • Bear Boss also keeps dealing only one damage per melee hit in second phase, unless in a looped run
  • Bear Boss also got a significantly longer dash anticipation time giving you time to back of
  • Bear traps in boss level being drawn over other objects is fixed and also added some more
  • Bear Boss is now also easier to damage with melee (still not a good idea tho!)
  • Renamed Alice Angel to Alice Anger to longer clash with the nickname of a different character
  • Buffed some bandits, increasing the speed, attention, reaction speed, accuracy and/or view distance, especially after rescue
  • Rebalanced some stuff in the elite system making elite bandits harder, preventing elite snakes and buffing some other second stage elites
  • Reduced endgame enemy ammo drops and adjusting enemy ammo drop chance slightly based on how much the players have
  • Companions can no longer get hurt by traps
  • First two bosses can no longer drop shields
  • Made ambushes in loops more difficult, mostly by letting bandits defuse your tnt
  • Added subtitle to game won screen
  • Framerate command no longer counts as cheating
  • When picking up new shield with damaged shield equipped the popup will now say "shield repaired"
  • You can no longer finish off your partner when they are downed
  • There should be no more arrow traps at the border of levels
  • Player will now stop when moving into level and about to collide with something like a trap
  • Added Reload Reminder toggle to game settings that also toggles the 'reloading...' and 'interrupted...' pop-ups
  • Tweaked trap colors a bit and increased shine to make them stand out more, even when in a pool of blood
  • Adjusted colorblindness modes a bit
  • Added option to enable a detailed HUD, very useful for streamers that always want to show the viewers the current situation without having to open the pause menu or explain it
  • Removed wolves, snakes and bison from ambushes because they were not balanced at all
  • Increased ammo found from enemies in loops
  • Decreased elite enemy count in loop runs slightly
  • Increased weapon crates in loop runs
  • The second and third boss don't get their health increased as much when playing in coop
  • Merchants now sometimes specialize in certain goods
  • There are more merchants when looping, mostly specialized in ammo trading
  • Merchants will now try to spread out the price over more ammo types to not exceed the max ammo you can carry
  • New way of drawing the interact button, allowing the game to draw the actual button and not just generic button with text, also improved interpolation and slightly different button text font
  • HUD Drawing performance improvements on consoles and low graphics quality settings
  • Fixed a minor memory leak
  • Added gamepad vibration to companion command
  • Tweaked gamepad aim sensitivity for small crosshair movements
  • Increased health of some later game enemies
  • Decreased the number of crates throughout levels even more, but the adjusted enemy drops should make up for it
  • Fixed Alice's shield loadout (this fix didnt make it to the console version sorry)
  • Adjusted final boss fight in looped runs a bit
  • Bountyhunter (2nd stage) now uses small crossbow instead of normal crossbow unless looping
  • Gave cannons and tnt launcher an extra shot
  • Semi-auto rifles got smaller magazines now
  • Bow weapons have increased damage and some slightly different reload times
  • Increased reload times of slug gun and shotgun slightly
  • Decreased Magazine Size of Improved varmint rifle, but increased damage slightly
  • Rebalanced pistol and revolver reload/cooldown stats a tiny bit
  • Maybe also changed some other stats a bit of some other weapons that are not listed here
  • A bunch of other minor bug fixes, tweaks and adjustments

Patch 1.0.0.3 (19 June 2020)

  • Added experimental colorblindness settings
  • Third stage has more enemies now
  • Adjusted some weapon drop chances
  • Separated secondary keys for melee and grenade to be set individually
  • You can now press backspace when remapping a key to unset it
  • Improved collisions of big NPCs with solid objects
  • Bear Boss only starts dealing 2 heart damage now after going into second phase, but has a bit more health
  • Added more bear traps to the second boss area, use them
  • Companion now fully heal up when leveling up
  • Companions can no longer trigger explosives by shooting them
  • Companions can no longer trigger bear traps
  • Items can no longer land outside of level bounds
  • Made rare weapons rarer
  • Raised some weapon prices and shops don't have as many crazy weapons in the late game
  • Increased exclamation mark scale on bosses
  • More enemies after rescue
  • Ambushes should be just a bit easier now
  • Player should no longer automatically walk into toxic plants when entering a level
  • Fixed player char sometimes not walking into level themselves
  • Fixed a bunch of other small problems
  • Rebalanced Loops: Buffed all enemies, more elites, stronger bosses, less ammo drops, faster wolf spawning
  • Enemies spot you more easily now when you shoot them from far away

Patch 1.0.0.2 (17 June 2020)

  • Cannons no longer have a minimum travel distance before being armed
  • Increased default trap contrast
  • Fixed a bunch of bugs
  • Some console commands no longer count as cheating
  • Nerfed elite bison and hornsheep a bit

Patch 1.0.0.1 (16 June 2020)

  • Fixed a crash
  • Small balancing tweaks

© 2020 Retrific © 2020 Headup GmbH, all rights reserved.

Détails sur le jeu
Fonctionne sur :
Windows (7, 8, 10, 11)
Sorti le :
16/06/2020
Éditeur :
Identifiant :
Taille :
519 Mo
Forum GOG :

Système : Windows 7
Processeur : CPU @ 2,2 GHZ
Mémoire : 2 GB RAM
Carte graphique : Intel HD Graphics or better
DirectX : Version 11
Disque dur : 300 MB available space

Système : Windows 10
Processeur : CPU @ 2,4 GHZ Dual-Core
Mémoire : 3 GB RAM
Carte graphique : Intel HD Graphics or better
DirectX : Version 11
Disque dur : 300 MB available space

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