[IN DEV] Empires of the Undergrowth GOG

Post Reply
User avatar
vastyr
T-Meg
Posts: 10857
Joined: 28 Oct 2016, 15:10
Location: on top of a tree.
Has thanked: 4195 times
Been thanked: 47829 times

[IN DEV] Empires of the Undergrowth GOG

Post by vastyr »

Image

Empires of the Undergrowth

Genre: Strategy - Simulation - Survival
Works on: Windows (7, 8, 10)
Languages: Audio and text: English
Features: Single-player
Released: December 1, 2017
Size: 4.49 GB
Company: Slug Disco Studios / Slug Disco Studios
Installer version: v0.320034_(64bit)_(70355)
Store page: https://www.gog.com/game/empires_of_the_undergrowth

About: "Your queen has set up home beneath a rotting log. She is fat, and vulnerable. Her first brood will need
to move quickly if the colony is to survive. Their priority now is to find food, and there is plenty around; but
there are other hungry creatures in the undergrowth. The workers will need to be vigilant."


Empires of the Undergrowth is an ant colony management game, in a fast-paced real-time strategy style.
The player excavates their nest underground, constructing tunnels and chambers to store food and raise
brood. On the surface, the ants claim territory, gather resources, overwhelm fearsome arachnids and
clash with other colonies. Nest design, army size, composition and attack timing are key to securing
victory.

Missions are narrated from the perspective of a documentary film maker studying the ants, who offers
intelligent insight into the goings-on of the colony and the undergrowth beyond. The primary game mode
in early access is Formicarium, where you take ownership of a home colony of unique DNA-harvesting
ants as they work to assimilate the desirable traits of their foes. You can upgrade them by playing one-off
missions, sometimes with your home colony and sometimes with other ant species.

● Carve out and construct your underground nest to suit your strategy
● Engage in fast-paced colony versus colony combat above ground
● Play as different ant species and explore their unique traits and weaknesses
● Encounter and overpower dangerous beetles, arachnids and other awesome arthropods
● Grow your pet formicarium over time by completing missions
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Processor: Intel Core i3-4340 / AMD FX-6300
Memory: 4 GB RAM
Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
DirectX: Version 11
Storage: 2 GB available space
► bypass gdrive download quota
► The Ninja-King

Tags:
User avatar
sammuggleton
T-Meg
Posts: 3445
Joined: 23 Jan 2019, 19:19
Has thanked: 3750 times
Been thanked: 20731 times

[IN DEV] Empires of the Undergrowth GOG

Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
User avatar
vastyr
T-Meg
Posts: 10857
Joined: 28 Oct 2016, 15:10
Location: on top of a tree.
Has thanked: 4195 times
Been thanked: 47829 times

[IN DEV] Empires of the Undergrowth GOG

Post by vastyr »

Update!
  • added version 0.2022_(29533).
  • updated ChangeLog.
► ChangeLog
Update 0.2023 - Fixes and Languages (couple of minor features) (23 May 2019)
This is mostly a bug fix patch (should be the last before the freeplay update barring game breaking bugs) but also includes the final support for simplified Chinese and a couple of minor features.

As always do let us know if you find any bugs and we will continue to squash them as they come in!

Localisation
Added the final simplified Chinese interface translations
Removed the default English setting, allowing those with localised languages to default to their language (German or simplified Chinese)
Purchase confirm dialogue now fits better with localised languages
Repositioned some victory / defeat widgets to prevent overlap with subtitles
Added a couple of missing German translations strings

Fixes
Level setup dialogue no longer disappears off the bottom of the screen in certain languages with certain options
Fixed an impenetrable tile visual
Modified main menu textures so they do not stream (will appear full resolution when they appear)
Graphical overlay now correctly shows the positive upgrade points coming from speed tiles
Minor improvement of the positioning of numbers from tile upgrade overlay
Food will no longer fall through the formicarium on load, and food lost due to falling should be moved to the surface on load
Fixed an issue where the queen could get stuck doing the flinch animation
Fixed a crash that could happen when drawing the resource overlay
Fixed an issue where ants could get stuck inside formicarium plants and objects if fighting near them
Possible fix for floating de-buff issue (please let us know if this is still occurring)
Fixed an issue where rainforest creatures could only spawn in freeplay of woodlouse was set to spawn
AI effects (such as stun or confuse) now force creatures to drop any other creature they are carrying (fixed praying mantises walking around with creatures in front of them)
If carrying a creature but not using an ability, the creature is now dropped
Removed food gathering from ants spawned into the formicarium through the post gate level spawner
Possible fix for an issue where a tile was unbuild-able on after digging it out
Upon finishing challenge 3 the players queen is restored to full health. If somehow a queen has died and the game has saved that queen will be respawned on load in the formicarium
All sizes of whip spider capsule sizes reduced a lot (this prevents them spawning on top of objects when dropped into the formicarium but also meant more of them can get into a fight)
Fixed a bug with pressing a tab after an overlay button

Improvements / changes
Removed crystals from black ant tiles for minor performance boost
Added biohazard symbol to tiles affected by refuse tiles in the upgrade overlay along with minus numbers
Added in UI icons for tile upgrade, creatures and resources overlays to make it clearer they are available
Army ant major frenzy effect now looks like a red glow rather than a cloud
Added in an unlocked photo mode accessed through shift + photo mode key (F9 by default) - WARNING: Use of this will allow you to see off the edge of the map, under the floor, ect. We do not plan on changing these areas as they were never meant to be seen so bare this in mind.
Tile upgrades overlay has seen a significant performance boost (75% reduction in frame rate drop)
Creature info overlay has seen a moderate performance boost
Held resources are now loaded held
Fez hat now has physics
Removed markers from the minimap on the hungry spider level
Resources overlay will now not appear in the fog of war in freeplay, additionally some resources cannot be seen through the fog

Update 0.202 (25 April 2019)
We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, is now available for Windows, Mac & Linux! Featuring an all-new rain forest environment with new critters of all sizes, two new levels which will see you face off against fully-fledged colonies, and a new Formicarium Challenge where the dastardly scientists have something special planned for you. The jungle floor stirs. Ants of all sizes creep out of their holes to harvest the nearby foliage, travelling far and wide to find the choicest leaves. The odds are stacked against these fledgling colonies - you may be tempted to discount creatures that forage for leaves but with huge crushing mandibles on their side, they are not to be underestimated.



Headline Features
New Formicarium Tier Added
New playable species - The Leafcutters
Featuring 4 sizes of ant (minims, minors, media and major) which can walk under / over one another
Major leafcutters are tank units with very high health and come in two forms:
Stun majors stun targets for 4s and at level 3 will slow them to a crawl for a further 4s
Taunt majors force targets to attack them for 4s and at level 3 at 50% health will reduce all incoming damage by 80% for 4s
Unique resource management
Leafcutters need leaves to cultivate a special fungus which is their only source of food!
Leaves can be gathered on the surface from various climbable plants
Once gathered leaves are taken to a leaf drop-off chamber
Each nursery built spawns a free minim ant (tiny leafcutter)
The minims take the leaves from the leaf drop-off to nurseries where it is cultivated into fungus that can be spent
Once fungus is spent, its remains will need to be taken to a refuse chamber where it can safely decompose
The distance between nurseries, leaf drop off chambers and refuse chambers affects the efficient processing of leaves leading to some careful colony design decisions.
Two new levels in the rainforests of Ecuador
Two very different levels with unique challenges and threats with carefully designed difficulty settings to suit you level of play!
The new environments offer a host of new fauna and flora and have a very different feel to them from previous levels
A new formicarium challenge - What has the evil scientist got planned this time?
Do you think you could hate the evil scientist any more? We think you might after you see what he has in store!
Add the mighty leafcutter major to your formicarium!
4 unique upgrade options
Sharp - This aura causes attackers of the major and any nearby friendly creatures to reflect an amount of damage back to themselves
Resilient - This aura causes the major and any nearby friendly creatures to take less damage each hit
Durable - All incoming damage to the major is reduced by a set amount
Shockproof - Limits damage to the major in any single hit
4 improvement upgrades to spend that extra jelly on!
More than double the enemy creatures!
Variety is the spice of life and the rainforest is the king of variety! Each of the new creatures comes with its own stats and abilities and will require their own approach to take down
Other changes and improvements
Creatures sizes mean you can get more to the front line
Minimap now displays food that can be collected
Quantity held by all food types is now displayed when showing tile info
New enemy creatures have made there way into the battle arena and freeplay
Freeplay setup dialogue changed to use more screen space for options
Pheromone marker assignment panel now displays the living ants from chambers
Balance changes
Queens have been given 50% resistance to slow their deaths
Queen Second Wind invulnerability duration increased to 30s (up from 20)

Update 0.1353 (23 January 2019)
Bug fixes
Fixed an issue crashing Queen of the Hill on certain hardware setups under certain circumstances. This issue was caused by ramps being made pass through-able when the tide rose on 2.1 and 2.2. This would occasionally cause ants that were pathing on them to fall and potentially re-path in a near infinite loop. This bug has been hard to replicate and hence hard to fix but special thanks to our community for helping us locate this one. Due to this we have made changes to how this works.
Fixed issues with creatures picking up other creatures (Interpolation should work vertically, creatures should correctly stick to the mouth and animation should play correctly during pickup)
Fixed an issue in Freeplay telling the player waves would spawn consecutively after 8 minutes when it should have been 12
Fixed a message telling the player waves would come every 5 minutes when in reality it is 6 (if you include the timer countdown)
Clicking the door in the lab no longer closes the game
Fixed an issue in Freeplay where the warning timer was not using the same calculation as the wave timer
All values in ant improvements are now rounded to 2 decimal places
Freeplay wave timer info now accurately represents the time between wave spawns and not the time from one wave spawning to the start of the next timer starting (13m setup 6m between)
Fixed some issues with the size of woodworm food items
Key presses that are meant to switch from above to below ground have been disabled in photo mode to prevent strange lighting changes
Fixed an issue where food could get stuck on the surface in your ant tunnel
Notification about the Gate mission 1 will no longer appear after you have completed it
Fixed an issue shrinking the areas ant could appear on the surface from the nest area
In-game UI elements are no longer shown in photo mode (Markers, chamber info ect)
Force player out of photo mode and prevent them entering it when victory of defeat is happening
Changes / Improvements
Creatures will no longer pass though ramps as the tide rises falling into the water. Instead any ants assigned to markers touched by the water will be immediately sent home when the marker is dismissed.
Beach tiger beetle larvae have been given high slow resist
On Queen of the Hill Challenge Mode in Easy, Normal and Hard beach tiger beetle larvae will spawn more often and increase the rate of spawns each day
Dead creature harvest locations and pickup locations have been more centralised, meaning ants should no longer carry woodworms within their bodies (at least less often) and harvesting should be from a more logical point of the dead creature

Update 0.13.1 (25 October 2018)
Challenge modes added to Rising Tide and Queen of the Hill
The new challenge mode introduces a new creature – the beach tiger beetle larva. This critter lies buried waiting for unsuspecting victims to walk near its trap, then snatches them away in the blink of an eye!
They will only attack if your ants are alone, and can only be damaged for a short time after attacking. Will your colony accept the losses to get the food they need, or will they rip these ambush hunters from their burrows?
New Freeplay map – Towhead
Set on a small island near the mouth of a river, Towhead offers a much more intimate experience on the surface, with higher densities of creatures
A map option allows a periodic flooding of the lower level. This will raise your score but at the cost of possibly losing ants and resources when the waters rise
Minor Improvements System for Formicarium colonies
Got spare Royal Jelly laying around the nest? Fear not, we have you covered! Minor improvements can be accessed by selecting any already purchased species from the tech tree and selecting the icon
The improvements start cheap and get more expensive the more you buy for a species. Each ant species has their own different improvements which complement various play styles

Update 0.122 (03 July 2018)
Freeplay Mode Added
Customisable - play your way! Freeplay is a highly customisable game mode giving the player full control over what creatures and landmarks can spawn, how hard they want the game, how the difficulty of the game will change as time goes on and much more.

The Dunes Freeplay map – a monster of a map! The Dunes is the largest map in the game to date, made possible through optimisation of the surface tiles allowing us to get more for the processing power. It boasts:

4 possible start locations for the player’s colony 120 by 120 surface tile grid (the previous biggest being 96 by 126) 80 locations for landmarks to spawn and 25 locations for creatures to spawn

Save-able Freeplay colonies can be saved and returned to later, allowing you to take your time and even try that horrible attack wave again. For now saving is manual and there is no backup; we are planning on introducing backups in a future update.

Landmarks – let’s make this interesting! Landmarks are various interesting points on the surface. They are randomised in look, functionality and location, will appear and disappear as your game progresses and scale with the difficulty setting.

Aphid Farm Has between 2 and 4 patches of 10 aphids Has randomly generated plant decoration Ladybird attacks increase with difficulty

Poppy Plant Will intermittently drop poppy seeds; the dropped seeds have a limited lifetime

Funnel Web Nest Generates dead creature chunks Contains funnel web spiders that will kill nearby enemy creatures (from the player’s colony… or anything else it is big enough to take on!) Number of spiders increases with difficulty Has randomly generated stones nearby

Dead Fish A large source of food Will attract enemy ants

Infestation Attracts large group of enemies of a specific type This large group stays around the central point The size of the group increases with difficulty

Creatures fight each other In Freeplay mode creatures on the surface will duke it out with one another. However, they will not just attack anyone! Some of them will not attack larger creatures, or will ignore the smaller ones. In Freeplay every creature has a list of other creatures they do not want to fight.

Random start location The player will start in a random pre-prepared start location. These undergrounds are similar in the resources that are available but the locations of resources are different, including where they start on the surface.

Day / night cycle and spawning If turned on, the game will slowly tick from day to night and back again. When day turns to night nocturnal creatures will come out, and diurnal creatures will hide. Some creatures are about in both time periods. A full 24 hour cycle lasts 30 minutes in game-time.

Food spoiling Creatures killed in Freeplay mode have a limited time to be harvested before they “spoil” and disappear (3m). Additionally, food generated by funnel web and poppy plant landmarks do the same so as to not cause too great a buildup of food.

Uber creatures – oh boy, it’s a big one! Ubers are souped-up versions of some of the larger creatures. They can be identified by a red glow, increased size and will be announced in a message when they spawn. There are 4 types that are as difficult as each other and all provide 1000 food when killed. They take much longer to spoil than other creatures because of this (10m). The 4 types are uber hermit crab, uber beach tiger beetle, uber devil’s coach horse adult and uber beach wolf spider. Enabling Uber Creatures increases your score.

Attack waves Up for a real challenge? With this enabled waves of enemies will spawn every 5 minutes after an initial setup period of 12 minutes. These wave will get stronger over time and do not drop food. How many can you survive? Enabling attack waves increases your score significantly.

Difficulty settings Difficulty is handled differently in Freeplay mode. The difficulty changes as the game goes on and affects things such as the spawn rate of enemy creatures, how aggressive they are, how much food dead creatures drop and the difficulty of landmarks. You can set the start point of the game difficulty and how you would like it to change as the game progresses. There are several options.

Constant – the difficulty remains at the value initially set and gets no harder.
Ramp – the difficulty gradually increases at a steady rate.
Spikes – the difficulty remains constant however it will spike up in difficulty every now and then. It spikes for a random amount and for a random length.
Ramp with spikes – the difficulty steadily increases as the game progresses but will every now and then spike up in difficulty. It spikes for a random amount and for a random length.
Scale With Colony – as your colony size increases so does the difficulty, meaning you should always feel a bit pressured no matter how well you are doing.
Random – every so often the difficulty is randomised and stays there for a random amount of time. Note you may end up starting at some very hard difficulty.

Nest entrance can be dug out, and are hidden until done so (visible on minimap) In Freeplay, your route to the nest entrance is not dug out to begin with, giving you the freedom to plan your nest your way. You will know where the entrance is from the minimap, however you will need to tunnel to it to reach the surface.

Select your species Choose from one of the species from the campaign (currently black ants or wood ants) or chose one of your Formicarium colonies to play Freeplay with! If you choose one of your formicarium colonies all the upgrades you have chosen for that colony will be available for your Freeplay colony (note the ants themselves do not transfer, just the upgrades).

Fog of war Enemies and food will be hidden from you unless you are nearby, what will be lurking for you in the shadows? Fog of war greatly increases your score!

Soft population cap (Upkeep) After a certain number of tiles have been built, further tiles will begin to increase in cost. This makes the end game more challenging whilst also keeping performance high. Workers have a seperate population. This can be disabled in setup.

So, what’s the point? You are free to build up a colony and try and survive as long as you can! You can also try to score as high as possible as you will be given a score on defeat. This score is affected by several options: -- Nest invasions increases score by 50% -- Uber creatures increases score by 10% -- Attack waves increases score by 10% -- Fog of war increases score by 150% -- Disabling population upkeep reduces your score by 60%
Battle Arena
The battle arena offers a fast way to pit two armies against each other. It is useful in devising strategies to take on certain enemy types or just to watch two sides fight duke it out!
Battle Arena is accessible from the Other Modes menu just below Freeplay.
Other Features
Placing a marker will draw the path the ants are likely to take to reach it
Hovering over a chamber will now give information about the room (ants, eggs, tile levels, storage)
Realistic mode added in general options (hides tile surfer outlines, food outlines, path arrows on markers and marker icon overlays)
Monitor select is now available and can be applied when running in fullscreen mode
Changes / Improvements
Surface minimap will now fade in when tunnelling to the surface
Surface minimap now flashes once surface tunnel is excavated
Beach wolf spider will now wander only if its target location is far from its current location
Main menu music will play over loading screen and will fade out as the level begins
Stunned swirl updated
Tunnel exit tagged for excavation restores when loaded
Reduced ant reaction time (wood ants should no longer reach targets before starting to fire)
All ants have an icon on them which roughly describes their role (worker, melee, ranged, tank)
The nest group can now be selected and can have aggression and gathering turned on and off
Request to dig to surface can now be cancelled
Minimap darkens as the day darkens
Game will now pause when notifications are open (can be toggled on and off via notification button or option)
Some tech tree icons have been updated
Some furniture added to main menu screen
Bug Fixes
Navigation fixes and improvements, navigation calls are now more consistent and fail less often
Fixed some texture issues on wood ant queen
Various assets have received minor updates
Fixed a crash that could happen when harvesting a dead creature
Fixed an issue where woodlice would sometimes not stop when they use their bunker ability
Fixed a memory leak
Fixed tile graphical glitches on Linux platforms
Fixed issues and improved enemy pack movement
Fixed a memory leak with the job manager
Fixed an issue with animation timing
Fixed a spelling mistake on the splash image
Fixed an issue where attack and gather buttons were resetting or setting erroneously
Fixed an issue meaning creatures that spawned at map edges could get stuck (mostly an issue with ladybirds)
Slow resistance is considered when slowing creatures on a funnel web; larger creatures should slow down less
Fixed an issue where rapid-fire wood ant purchases were activating the wrong abilities
Fixed an issue where green glow effect (and others) could be applied after death
When looking for food or enemies, line of sight is now only blocked by tiles. This should solve issues of food being stuck on ramps.
Nest group will no longer count food and speed tiles
Fixed an issue where ants did not always die on tile deletion
Fixed an issue where creatures that did not contain food could spawn a corpse
Fixed an issue where after queen abilities activate the queen would stop animating
Fixed an issue where hats were causing collision and nav mesh changes
Potentially fixed issue with some hardware causing large black shadows to appear in 1_1 and 1_2
Fixed a crash that could happen in levels with no surface
Fixed some text capitalisation inconsistencies
Changed title of Other Modes
Fixed an issue where moving the marker between the surface and underground could cause ants to walk to the edge of the map
Fixed an issue where ants could get stuck facing walls underground, especially when there were a lot of ants about
Fixed an issue where ants when loaded from a save would immediately go home from a trail end
Fixed an issue where ants would spin on the spot when walking or picking up food at the bottom of ramps
Fixed an issue where wood ant projectiles could hit a lip on the tunnel exit
Fixed an issue where ants were moved towards the queen on load if they were nearby (still exists but not as bad)
Word cost removed from build tooltips
Fixed right clicking on harvestable resource placing marker correctly
Prevented photo mode when in a cutscene
Fixed an issue where ants would be very slow to register to a marker with no ants assigned
Performance Improvements
Changed the way in which we decorate levels. As a side effect this increases performance on all levels.
Added in an optimisation for surface tile grid renders
Slight optimisation added to minimap rendering
Refined collisions for substantial performance improvements
Performance improvements with certain animations
Performance improvements with skeletal mesh updates
Blueprint Nativisation in use for substantial performance gains
Major optimisations in nurseries
Creature decision making moved into C++ for major performance boost
Job management speed improved
Minor array access improvements
Minor creature AI speed improvements
Performance improvement added for rendering the upgrade overlay
Several minor performance improvements
► bypass gdrive download quota
► The Ninja-King
User avatar
Yasha
T-Infinity
Posts: 668
Joined: 01 Feb 2018, 12:21
Has thanked: 412 times
Been thanked: 2582 times

[IN DEV] Empires of the Undergrowth GOG

Post by Yasha »

Empires of the Undergrowth (1 из 2) 0.2023 1 MB
Empires of the Undergrowth (2 из 2) 0.2023 2.4 GB
Empires of the Undergrowth 32-bit (1/2) 0.2023 1 MB
Empires of the Undergrowth 32-bit (2/2) 0.2023 2.3 GB
User avatar
TwinPeaksCitizen
Mini-Hunter
Posts: 6
Joined: 03 Dec 2018, 18:43
Has thanked: 102 times
Been thanked: 3 times

[IN DEV] Empires of the Undergrowth GOG

Post by TwinPeaksCitizen »

Yasha wrote: 29 Oct 2020, 11:53 My post updated to 0.22101.
Thanks for sharing but it seems that the exe file is missing [the one for setup_empires_of_the_undergrowth_0.22101_(64bit)_(42304)-1.bin].
User avatar
Yasha
T-Infinity
Posts: 668
Joined: 01 Feb 2018, 12:21
Has thanked: 412 times
Been thanked: 2582 times

[IN DEV] Empires of the Undergrowth GOG

Post by Yasha »

TwinPeaksCitizen wrote: 29 Oct 2020, 14:39 Thanks for sharing but it seems that the exe file is missing [the one for setup_empires_of_the_undergrowth_0.22101_(64bit)_(42304)-1.bin].
fixed
User avatar
tormi
Moto-Terminator
Posts: 13
Joined: 17 Aug 2019, 03:32
Has thanked: 282 times
Been thanked: 4 times

[IN DEV] Empires of the Undergrowth GOG

Post by tormi »

User avatar
Yasha
T-Infinity
Posts: 668
Joined: 01 Feb 2018, 12:21
Has thanked: 412 times
Been thanked: 2582 times

[IN DEV] Empires of the Undergrowth GOG

Post by Yasha »

tormi wrote: 02 Nov 2020, 01:04 Please if you can also upload the 32bit installer because gog screwed up again (as usual) and that is actually the 64bit version of the game.

The installer labeled 64bit contains the 32bit (x86) files. It can be verified on gogdb builds page checking the Build ID and then the Manifest ID.
done
User avatar
tormi
Moto-Terminator
Posts: 13
Joined: 17 Aug 2019, 03:32
Has thanked: 282 times
Been thanked: 4 times

[IN DEV] Empires of the Undergrowth GOG

Post by tormi »

Yasha wrote: 03 Nov 2020, 10:31done
Thank you very much! :victory:
zorglub8778
Релизер
Релизер
Posts: 596
Joined: 19 Jun 2019, 21:17
Has thanked: 1977 times
Been thanked: 578 times

[IN DEV] Empires of the Undergrowth GOG

Post by zorglub8778 »

Can you also update the Mac version ? Thanks
User avatar
jimmychan
Модератор
Модератор
Posts: 1847
Joined: 16 Mar 2017, 14:04
Has thanked: 2721 times
Been thanked: 3832 times

[IN DEV] Empires of the Undergrowth GOG

Post by jimmychan »

User avatar
sammuggleton
T-Meg
Posts: 3445
Joined: 23 Jan 2019, 19:19
Has thanked: 3750 times
Been thanked: 20731 times

[IN DEV] Empires of the Undergrowth GOG

Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
User avatar
ADMIN
Администратор
Администратор
Posts: 6152
Joined: 18 Feb 2015, 15:06
Location: из будущего
Gender: Male
Has thanked: 10034 times
Been thanked: 33348 times

[IN DEV] Empires of the Undergrowth GOG

Post by ADMIN »

main post updated to 0.320031_(64bit)_(69878)
Support the software developers. If you like this game, BUY IT!
User avatar
sinprime
Релизер
Релизер
Posts: 859
Joined: 21 Nov 2017, 11:14
Has thanked: 1175 times
Been thanked: 2088 times

[IN DEV] Empires of the Undergrowth GOG

Post by sinprime »

Post Reply
  • Similar Topics
    Replies
    Views
    Last post