About This GameThe bestselling Secret Files franchise celebrates its return!The dream couple Max and Nina have announced their forthcoming wedding...but at the beginning of Secret Files 3 the event suffers a catastrophe! Max is arrested by Berlin‘s police force. The accusation: Terrorism. Nina‘s biggest adventure yet awaits her in the franchise‘s third game. Could it be possible that everything is connected to the happenings in Tunguska? Is humankind depending on her? Can she save Max or is fate more important than her happiness? Throughout the story players will experience a cinematic hunt crossing continents, with many riddles waiting to be solved. The adventure is not limited to the present, there are also all kinds of puzzles to solve set in the past and in the future, and depending on the choices the player makes, alternative endings await them... Key Features
English,German
secret files 3 archimedes code скачать. secret files 3 archimedes code. secret files 3 android. secret files 3 code archimède. secret files and origins 3. secret files 3 trailer. secret files 3 review. secret files 3 the archimedes code прохождение. secret files 3 endings. secret files 3 achievements. secret files 3. secret files 3 cestina. secret files 3 game. secret files 3 the archimedes code русская озвучка. secret files 3 download. secret files 3 apk. secret files 3 gameplay. secret files 3 code archimedes. secret files 3 download pc. прохождение игры secret files 3 the archimedes code Disappointing story. Very short (took me less than 4 hours, not counting replaying a major part of the game after a crash), annoying and repetitive mini games. Some fun moments, but doesn't get anywhere close to Secret Files 1 and 2.. Good, but shorter then the previous games, and certain story parts seemed very rushed, and not very well explained.. Recommended. Rebalance update:
Changelog. Serment has been released, 20% launch discount!:
It's been a bumpy ride, but Serment is now finally available for purchase, with a week-long 20% launch discount! Serment was our first attempt at making a game, and the inexperience really led to a lot of delays. For that, we apologize. At the same time, we are very grateful for all of your encouragement and support. Serment is not a perfect game by any means, but we hope it will give you an enjoyable time! If you encounter any bugs or issues, please report them directly in the forum or to the email address posted there and we will try to address them as soon as possible.. Demo update and some news about the full release: It's been a while since the last one, but the demo has received another update! Aside from 2 new events, this update also includes several QoL and gameplay features, as well as some balance and UI improvements. The complete changelog would be too long so it won't be posted here this time. Moving on, as some of you may already know, we have been doing QA for the last few months to get the full version of Serment ready for release. Unfortunately, there are still some bugs to be sorted out and improvements to be made, so the game's still not polished enough to go on sale yet. However, as I've mentioned in some discussion threads, all the core contents have been finished so it shouldn't be too long from now!. February 4 update:
Known issue: Dungeon BGM sometimes stutters when holding down movement buttons in the dungeon
A few more fixes and changes.
Complete changelog:. February 7 update & plan for additional contents:
Changelog. Clarifications on the late release:
As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process. It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long. First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had them all. These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree. There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:
I hope that clears up the situation a bit, and hopefully Serment will turn out to be a game that's worth the long wait. Also, a quick shoutout to our publisher Sekai Project, who has been very supportive and understanding thus far. . Partial controller support has been added!: We have just added several missing functions for controllers (backtracking in battle menus, adjusting config values, etc) in the latest demo build. Aside from a few instances (for example, when entering the main character's name), the game should now be fully playable with a controller (please update the demo to the latest version before trying this out)!
This is still an experimental feature. If you find any bugs while playing with a controller, please report them in the discussions forum.
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