Archive - 2013

Update 1.02 Comes to Arma 3

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Bohemia Interactive reports that they have released official update 1.02 to their epic wargame, Arma 3. Checkout the official changelog below or over at their website:

CHANGELOG – DATA

  • Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don’t need it
  • Many small Altis object positioning tweaks and other terrain fixes
  • Fixed: Flipped moon texture
  • The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
  • The light reflected by the moon has been made more realistic
  • Added: New runway parts for left and right airstrip on Altis
  • Runway lights have new models and configuration
  • Fixed: Darker runway at a distance and with overcast weather
  • Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
  • Fixed: Blinking resolution LODs on signs
  • Configured power line wires to be destroyed along with power line towers
  • Animals should be avoiding roads more now
  • Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
  • Player tank driver can turn out, while commander is turned in
  • Civilian (and FIA) trucks have been revamped
  • Added: Ability to mount Marshall driver position from right side
  • Fixed: Slammer recoil
  • Added: T-100 recoil animation for main gun
  • T-100 commander optics features in line with OPFOR tracked vehicles
  • T-100 back armor made thinner
  • Improved handling of terminal ballistics on armored vehicles
  • More realistic water fording ability for tracked armor
  • Added compass and additional radars for copilot seats
  • Removed magic disappearance of rotor blades for some helicopters
  • AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909)
  • Adjusted position of Blackfoot pilot crosshair in HMD
  • Added stabilization for UAV optics
  • Fixed: Incorrect duplicate of get-in points for Speedboats
  • Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 and http://feedback.arma3.com/view.php?id=14699)
  • Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
    • Added missing backpacks for Mk6 weapon
  • Capacity tweaking for mortars, GMGs and HMGs (inventory)
  • Fixed: Animations of static weapons
  • Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
  • Fixed bombs of CAS UAVs
  • Re-balanced mine damage and overall mine usability
  • Tweaked: Pistol weights to match maximum soldier load count
  • Fixed: Negative friction of 120mm shells
  • Reticle materials for 3D scopes now glow in the dark
  • Fixed: Problem with 3D scope alpha sorting
  • Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible – will improve already released missions without need to change anything.
  • Tweaked: Action menu priorities
    • Increased action priority for weapon assembly
  • Fixed: Radio protocol is no longer played during story conversations triggered byBIS_fnc_kbTell
  • Fixed: Some groups spawned by Sites module had their skill set too high
  • Fixed: CAS bombing issues in Supports Module
  • Fixed: Rare occurrence of undefined variable for civilian randomization scripts
  • Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474)
  • Added: Warning about using BIS_fnc_addRespawnPosition – calling the function on client at the mission start will result in data not being broadcasted correctly
  • Fixed: Modules were not executed in the right order on server
  • Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
  • Added: Recipient sent to BIS_fnc_MP can now be string – variable name of an object. The function will be executed where the object is local.
  • Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn’t exist
  • Fixed: “Vehicle Respawn” module didn’t recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078)
  • Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
  • Fixed: “Set Task Destination” module is now optional, destination can now be configured in “Create Task” module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144)
  • Fixed: Functions with tag without specific name (i.e., no ‘tag’ attribute) were incorrectly categorized in the functions viewer
  • Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773)
  • Added: Delay before respawn menu is applied only when player is simulated
  • Fixed: “EndMission” respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
  • Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
  • Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764)
  • Fixed: Respawn display sometimes didn’t close once player respawned
  • Fixed: Advanced hints save / load issue
  • Added: BIS_fnc_countdown – allows setting and managing countdown
  • Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
  • New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
  • Fixed: Notifications are no longer displayed after player dies in singleplayer missions
  • Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
  • Fixed: Info about ability to sync “Respawn Position” module to a vehicle was missing
  • BLUFOR soldiers are now able to switch textures via setObjectTexture
  • CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
  • Less pronounced character lip sync animations
  • Fixed: Several inventory capacity issues
  • Fixed: OPFOR pilots ammo load
  • Fixed: Guerrilla Rifleman AT backpack load out
  • Fixed: Guerrilla Engineer bag type
  • Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
  • Minor fix in BLUFOR repair specialist chest rig
  • Added: New icon for BLUFOR chest rig
  • Added: New icons for Guerrilla uniform types
  • Added side-specific textures and pictures for mortar bags
  • Introduced mass difference between normal and light helmets
  • Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
  • Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
    • Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
  • Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
  • Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
  • Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything fromEtelkaMonospacePro)
  • Rolling credits now end after finishing and a short timeout
  • Fixed: Class name in title bar can’t be edited any more in Insert Unit and Insert module in mission editor
  • Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
  • Fixed: Respawn position selection list was blinking
  • Fixed: Tile effects were interactive, stealing mouse focus
  • Fixed: Error message for “Viper Green in trouble” conversation in Showcase Vehicles
  • Removed: Showcase Night radio at the enemy camp
  • Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
  • Tweaked: Showcase Night boat driver now has a beanie hat
  • Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
  • Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
  • Tweaked: Showcase Night enemies now play ambient animations
  • Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
  • Fixed: Showcase Night random patrols had skill of 1, now it’s 0.4
  • Fixed: Showcase Night soldier leaning on the lighthouse was going through it
  • Fixed: Showcase Night enemies don’t have NVGoggles any more (they wrongly had them because of class name changes)
  • New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
  • Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
  • Fixed: Defend Syrta character classes had wrong backpack
  • Fixed: Defend Syrta CSAT AA class had wrong backpack
  • Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
  • Tweaked: Civilian vehicles are now unlocked in MP scenarios
  • Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
  • Tweaked: Tanks should now only spawn on last zone (MP)
  • New: Added Spotter and Sniper load outs on the last objective (MP)
  • Changed: Defend Syrta now has disabled AI by default
  • Firing Drills: CoF Green – removed manual hiding of barriers now they were removed from Stratis globally
  • Firing Drills: CoF Red 3 – disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
  • Music has been reorganized to new class names, old ones are kept for compatibility
  • Main menu music track fix (different version of same track)
  • British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
  • Removed occasional animation glitch after Team Switch
  • Digital Deluxe Edition: Tactical Guide updated with various tweaks
  • Digital Deluxe Edition: Map updated with higher resolution

ENGINE

  • Many AI tweaks and fixes
  • Enabled blood when Korean language is selected
  • Improved: Tank collisions / flipping
  • epeImpulseDamageCoef parameter can now be changed for any vehicle
  • AI drivers are now better able to navigate out of obstacle and unstuck themselves
  • New possibility to turn off adaptive crosshair in options
  • Fixed: Favorite sessions in LAN view
  • Increased the limit of shown servers in the server browser from 500 to 10000
  • Fixed: Broken location detection of MP clients – people should be finally able to see servers close to them
  • Fixed: Country detection in MP
  • Crouch (toggle) now works correctly for launchers
  • Fixed: Aiming while holding ‘sprint’ key and not moving
  • Removed zoom warp (by using sprint while in optics)
  • Fixed: More strange zoom while sprinting with fatigue removed
  • NRemoved strange zoom when aiming while trying to sprint with high fatigue
  • Improved: Helicopter dropping like a stone when AA hits them
  • Fixed: Crash when player engages in conversation and has no topic
  • Added: Random angular velocity for dropped weapons in ragdoll
  • Fixed: DnD with container on soldier’s container tab caused wrong behavior
  • Fixed: DnD with container on soldier’s linked backpack caused wrong behavior
  • Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
  • Fixed: Bag disappearance and duplication
  • Fixed: Gear shows no magazines except handguns
  • removeWeapon can also unlink assigned items now
  • Fixed: Command removeBackpack
  • Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879)
  • Fixed: Action Drop Backpack was not working
  • The Men category is now properly sorted in the unit dialog in editor
  • Fixed: saveStatus and loadStatus commands did not work
  • Fixed: CheckCursorActionTarget performance
  • Skybox lighting is now done per-pixel
  • New scripting commands for getting and setting identity parameters
  • New scripting command for getting fog parameters (fogParams)
  • Added parameter turretCanSee config parameter to distinguish usability of compass for copilots

All Seven Battlefield 4 Game Modes Revealed

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Electronic Arts has revealed all seven game modes to be featured in their upcoming Battlefield 4, which is due out on October 22 for current-gen consoles and in November for next-gen ones. Checkout the details below:

The seven game modes are listed here:

·         Conquest (Playable in the Battlefield 4 Beta) – All-out vehicle warfare mixed with intense infantry action across land, air and sea

·         Domination (Playable in the Battlefield 4 Beta) – Fast-paced infantry variant of Conquest

·         Obliteration – Mad dash in vehicles and on foot to deliver explosives

·         Defuse – Competitive close quarters combat

·         Team Deathmatch – The classic shooter mode – Battlefield 4 style

·         Rush – Fight deep into enemy territory by detonating their M-COM stations

·         Squad Deathmatch – Four squads fight on the ground with limited vehicle support in a race to the top of the leaderboard

On October 29, we will launch Battlefield 4 on PC, Xbox 360 and PlayStation 3. Experience the pinnacle of this generation of gaming with best-in-class multiplayer warfare, spectacular visuals and massive destruction. A few weeks later, we’ll bring the ultimate all-out-war experience to the next generation of consoles.Battlefield 4 will be available for PlayStation 4 starting November 12 in North America and November 29 in Europe, and Xbox One starting November 19 in North America and November 22 in Europe.

Valhalla Knights 3 Gets A Release Date

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Torrance, Calif., (September 26, 2013) – XSEED Games, the independent-minded console publishing brand of Marvelous USA, Inc., today announced that the medieval action RPG title, Valhalla Knights 3, will launch on October 15 exclusively on the PlayStation®Vita handheld entertainment system at an MSRP of $39.99, both as a retail physical release and as a digital download on the PlayStation®Store.

Valhalla Knights 3 drops players into a world filled with criminals, violence and distrust as they search for a long-lost legendary treasure in the ultimate hostile environment – the medieval prison Carceron, where the prisoners have built their own cruel society amongst the crumbling walls and wild grounds. Players first create a fully customizable main character and allied party members, choosing from one of seven races, including Human, Dwarf, Elf, Halfling, Machine, Beast and Nightmare, and from one of 20 job classes (7 basic job classes, 8 unlockable, and 5 available through downloadable content). These custom player characters can take on various quests, exploring the prison’s filthy slums, lower dungeons, black markets, outer wildlands – and the infamous “Light District,” where the castle’s female shopkeepers and entertainers dwell.

As players journey through the game’s world, they will constantly engage in action-heavy real-time battle, utilizing a diverse party of up to seven characters. Players control any one party member at a time, and can choose to either issue commands to their allies or switch characters on the fly and take command themselves. Defeating enemies and completing quests will grant the party loot, which characters can use to bolster their abilities and combat effectiveness. With 200-plus quests and over 500 in-game items, weapons, armor and special goods, Valhalla Knights 3 promises players over 40 hours of gameplay. For those who want to go beyond the single-player campaign, XSEED Games has added online connectivity on top of the game’s original ad-hoc 2-player versus mode for its North American release, so North American fans can play against each other online no matter how far apart they are.

Valhalla Knights 3 was developed in Japan by MarvelousAQL Inc., and will be released by XSEED Games in North America exclusively for the PS®Vita on October 15, 2013. The North American release will be followed closely by a digital release in Europe, which XSEED will share details on shortly. More information on the title can be found on its newly launched website at www.valhallaknights3.com. For more information on XSEED Games products,please visit http://www.xseedgames.com. Fans can also follow XSEED Games on Facebook at www.facebook.com/XSEEDGames and Twitter at www.twitter.com/XSEEDGames. This title is rated M for Mature by the ESRB.

Divinity: Original Sin Gets Release Date

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Sept. 26, 2013 — Larian’s Divinity RPG series has proven to be a hit with many thousands of fans around the world. Both Divine Divinity and Divinity II were cult hits in many quarters, with their captivating world design and original look at many fantasy archetypes – you could be a dragon, for one thing.

The next game in the now classic series will arrive in February 2014. Divinity: Original Sin will tell new stories in the game’s universe and bring all kinds of new gameplay styles to a series that has never stuck to the same formula. Because that’s how Larian rolls; they don’t like doing the same stuff over and over any more than you do.

You can read the full story of the upcoming launch on the game’s Kickstarter page – a Kickstarter where Larian raised almost one million dollars.

http://www.kickstarter.com/projects/larianstudios/divinity-original-sin/posts/610368

And on Friday, September 27 at 10:00 PST/13:00 EST/17:00 CET, fans and followers will get a chance to participate in a Question and Answer session at the studio’s Twitch channel.http://twitch.tv/larianstudios

Batman: Arkham Origins Season Pass Announced

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Warner Bros. Interactive Entertainment has revealed that there will be a Batman: Arkham Origins season pass program.

About the Season Pass

Warner Bros. Interactive Entertainment today announced the Season Pass for Batman: Arkham Origins, this fall’s highly-anticipated installment to the best-selling Batman Arkham videogame franchise The Batman: Arkham Origins Season Pass (for PlayStation®3 system, Xbox 360® video game and entertainment system from Microsoft, Wii U™ system or PC) will be available at launch for $19.99 ($30 value) and grants purchasers access to five of the game’s upcoming downloadable content packs, one of which includes two exclusive skins.

Players who purchase or pre-order the pass will gain access to the following content:

  • Gotham by Gaslight Batman™ Skin and Brightest Day Batman™ Skin
  • New Millennium Skins Pack
  • Infinite Earths Skins Pack
  • Arkham Origins Initiation: Play as Bruce Wayne before he became Batman™, and face his final test to prove himself worthy to his greatest teacher, Kirigi.
  • An all-new story campaign

EVE Vegas 2013 Details Announced

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CCP Games has released details for their upcoming EVE Vegas 2013 fan event, set for October 18-20, 2013 at the Rio Hotel & Casino. You can find all the details at their blog post on the matter.

From the Post

“EVE Vegas, organized by the pilot known as Zapawork, is currently the leading player run EVE gathering, running year after year, spanning multiple days and consisting of everything from roundtables and presentations, to raucous pub crawls and swanky night club parties in the party capital of the world. That’s why CCP has made sure to have representatives at previous events, and why we are now taking a bigger step and putting a lot more of our weight behind the event than we’ve ever done for any player run event before. EVE Vegas deserves it and a lot more of you deserve to experience EVE Vegas!”

Tindalos Announces Etherium

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Tindalos and Focus Home Interactive have revealed a new sci-fi RTS called Etherium. The RTS will release next year and looks to be a very epic experience with lots to manage in every encounter. Checkout the full description below.

Tindalos and Focus Home Interactive Announce Etherium in Images

Etherium is a massive futuristic real-time strategy game developed by Tindalos Interactive, the studio that created Stellar Impact in 2011. A more ambitious title, Etherium has been in development for many months and will be released exclusively on PC in June 2014.

In Etherium, three empires are locked in a ruthless struggle to control a distant planet and its moons; this planet contains etherium, a mysterious and precious resource. The player will take the lead of one of the three factions, each with its individual characteristics, strengths, weaknesses, technologies and special skills, such as climate control, espionage and precognition.

During the missions, you will have to manage your resources, expand your colonies and extend your control of the map to assemble an army capable of crushing your opponents. Epic battles will ensue between formidable armies comprising numerous units that vary depending on the faction, each having its strengths and weaknesses: infantry, all types of tank, naval units and gigantic colossi of war several meters high; real machines of destruction!

You will also use scientific research to develop a tech tree enabling you to unlock new units and upgrades, access new structures to develop your colony and to use new special skills.

Etherium has a unique and dynamic weather control system that has a direct impact on the player’s gameplay and strategy. You can use a sandstorm to approach the enemy base unseen, or mount a rearguard attack crossing a freezing river with your tanks. This weather control system will also work through synergy with the special skills of the factions. For example, one of the empires may create localized weather conditions, to help its army, or hamper the opponent’s forces. Another faction will have the ability to see into the future to predict where and when the next climatic events will occur, and devise a strategy based on future events.

The solo campaign in Etherium is non-linear, so you are free to decide how your conquests progress: you can choose which of the planet’s continents or moons will provide the setting for your next mission. It may be more advantageous to conquer particular territories, but these may also be better defended. You will also have to stop the enemy from recapturing territories you have gained! Every continent and moon has very diverse environments, and varied terrain that will force you to adapt your strategy and employ different tactics: arid desert, jungles and swamps that impede the advance of the tanks, icy worlds, island archipelagos… you must consider the terrain very carefully before implementing your strategy! You will also encounter six secondary factions during the campaign (raiders, alien beings, etc). You could of course fight them, but alternatively you could also rally them to your cause, to exploit their units and special skills!

Finally, Etherium will also test the strategic skills of every player in online modes, where up to four players can compete simultaneously.

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British Warplanes Arrive in World of Warplanes

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September 26, 2013 — Wargaming, the leading free-to-play MMO developer and publisher, today announced the Royal Air Force warbirds have taken to the skies in its highly anticipated World of Warplanes.

Version 0.5.3 introduces several branches of the British fighters and heavy fighters, including such renowned models as the Spitfire, Blenheim F., Skua, and Javelin. Furthermore, it adds a new advanced mouse control option and eleven gift and premium planes.

As World of Warplanes continues its Open Beta testing, new achievements and crew skills have been implemented to present virtual pilots with even more challenges. Two brand new maps-Fjords and Eastern Front-further add to the game’s variety of features.

To join the game, visit:

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Xaviant Announces Lichdom RPG

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Atlanta, Georgia–September 25, 2013 — Xaviant® an Atlanta-based independent game developer, today officially announced its new first-person RPG game title, Lichdom®. The PC-based, single-player game will launch during the summer of 2014. A sneak peek of the title was just shown at AMD’s GPU ‘14 Tech Day event, which aired live from Hawaii on September 25. Gamers interested in seeing the sneak peek can go to the AMD Gaming Facebook page.

“We’ve been working on this title for a few years now, and have shown portions of the gameplay to different parties along the way,” said Michael McMain, CEO of Xaviant. “We really appreciate both AMD and Crytek working with us to showcase it, and can’t wait to finally unleash it on the world next year. We believe RPG and Adventure game fans everywhere will really lose themselves in the action, the incredible story and the world we’ve created.”

“The AMD Gaming Evolved program is committed to collaborating with top game developers and their spectacular games,” said Ritche Corpus, Director of Developer Relations and Alliances, Graphics Business Unit, AMD. “Lichdom by Xaviant is another fine example of that caliber. With DirectX® 11 graphics optimized for the GCN Architecture, along with technology like AMD Eyefinity, Lichdom will be a definitive experience for AMD Radeon™ customers.”

LICHDOM

Lichdom is a violent world, where cruel tyrants terrorize the people, and where dark magic corrupts the very land itself. Only one has spent centuries trying to cure the disease that plagues the world: Roth. No one knows who he is, or where he comes from, only that he fights the darkness across the ages.

Now he has returned and has chosen the player as his new champion. As the player, you are “the Dragon,” wielder of the most powerful magic the world has ever seen. With it, you will craft an arsenal of magic and create hundreds of different spells to combat the darkness that has engulfed the world. You are the Redeemer.

“YOU WILL FEEL EVERYTHING®

“Our mantra is ‘you will feel everything,’ which means that our approach to designing games is focused on immersing the player completely in the game,” said Michael McMain, CEO and creative director of Lichdom. “When gamers play our games, we want them to forget about things like controllers and keyboards. With Lichdom, we’ve achieved just that.”

The action in Lichdom is intense and dynamic. An advanced targeting system targets enemies based on player intent, rather than manual aim, making the experience feel much more like casting magic and much less like aiming a weapon.  In addition, players are not bound by constraints like mana or cooldowns that slow the action, making the gameplay far more fluid.

Lichdom also brings a vast, loot-based approach to spell casting. Players get to craft their own spells, rather than finding books or trainers that teach spells others have constructed. By manipulating a diverse set of properties, players can decide how they want their spells to behave and interact with other spells.  Players choose between ultimate diversity in spell selection, or powerful, but complex, synergies to create new, dynamic effects with a smaller selection of spells.

CRYENGINE will bring Lichdom’s gameplay, graphics and effects to life with amazing clarity.

“The Xaviant team is highlighting the incredible versatility of CRYENGINE by crafting a unique role-playing combat experience,” said Avni Yerli, managing director of Crytek. “We are always thrilled when licensees report that our technology allows them to break new ground in terms of game design as well as graphics, and Lichdom is a stunning example in both regards.”

The game’s visuals and action will get a further boost from AMD’s new audio technology, TrueAudio. The technology will speed the process of creating deeper, richer sounds and music, which in turn will add a completely new dimension to the overall gaming experience.

“AMD TrueAudio technology is a revolution for in-game audio,” said Ritche Corpus, director of developer relations and alliances team, Graphics Business Unit, AMD. “It frees game developers to put their unique artistic fingerprint on gaming audio in the same manner that the programmable pipeline did for graphics. We are very excited that Xaviant has adopted the technology to bring their vision to life in Lichdom.”

All of these elements and technologies will combine to make the player’s climb to power a very satisfying and rewarding experience that they will not soon forget.

COMING SUMMER 2014

Lichdom will be available in the summer of 2014. To find out more about the game prior to its launch, watch the GPU ‘14 Tech Day event at www.facebook.com/amdgaming or visit www.Lichdom.com. Players can also follow the game’s development at http://Lichdom.com/blog/ or https://www.facebook.com/lichdom.

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