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News

It’s a great day for puzzle lovers on iOS! Croteam’s award-winning philosophical puzzler The Talos Principle has landed on iOS via the App Store for $4.99.  The launch is followed by the release of a beautiful limited edition two-disc vinyl soundtrack set by the composer extraordinaire Damjan Mravunac, available via the Laced Records website (US, Global). With the innovative tap-and-swipe control system that immediately feels natural – optional gamepad emulation and MFi gamepad supported – an engaging story and cleverly designed challenging puzzles The Talos Principle is a full-fledged game with over 20 hours of content and entertainment, be it a short challenge for the brain or an entire afternoon filled with exploration and excitement. To round the experience out – the combination of Metal API and the cutting-edge Serious Engine ensures jaw-dropping graphics and amazing performance on iOS devices (iPhone 5S and up) without compromise. Coinciding with the iOS launch of The Talos Principle is the teaming up Laced Records and Croteam to release Damjan Mravunac’s beautiful soundtrack on vinyl. The deluxe double album is a tranquil collection of 28 tracks drifting between ambient, melodic and dramatic moments, spread across two heavyweight 180g LPs and collected in a deluxe gatefold sleeve featuring original artwork designed by Tom J Manning.

The post Award Winning Puzzler The Talos Principle Launches On iOS appeared first on Croteam.

It’s a great day for puzzle lovers on iOS!

Croteam’s award-winning philosophical puzzler The Talos Principle has landed on iOS via the App Store for $4.99.  The launch is followed by the release of a beautiful limited edition two-disc vinyl soundtrack set by the composer extraordinaire Damjan Mravunac, available via the Laced Records website (US, Global).

With the innovative tap-and-swipe control system that immediately feels natural – optional gamepad emulation and MFi gamepad supported – an engaging story and cleverly designed challenging puzzles The Talos Principle is a full-fledged game with over 20 hours of content and entertainment, be it a short challenge for the brain or an entire afternoon filled with exploration and excitement.

To round the experience out – the combination of Metal API and the cutting-edge Serious Engine ensures jaw-dropping graphics and amazing performance on iOS devices (iPhone 5S and up) without compromise.

Coinciding with the iOS launch of The Talos Principle is the teaming up Laced Records and Croteam to release Damjan Mravunac’s beautiful soundtrack on vinyl. The deluxe double album is a tranquil collection of 28 tracks drifting between ambient, melodic and dramatic moments, spread across two heavyweight 180g LPs and collected in a deluxe gatefold sleeve featuring original artwork designed by Tom J Manning.

The post Award Winning Puzzler The Talos Principle Launches On iOS appeared first on Croteam.



Another week, another release! That’s just how we roll. 🙂 We are glad to let you know that The Talos Principle has finally the reality it was always supposed to be a part of,  as we have released the eagerly awaited virtual reality reimagining on Steam for HTC Vive and Oculus Rift. The Talos Principle VR is priced at $39.99 with automatic 25% off available for all existing owners of The Talos Principle. Along with the content available in the base game, the VR adaptation features the full Road to Gehenna expansion free of charge. Redesigned from the ground up to provide virtual reality fans with the experience they have come to expect from Croteam, The Talos Principle VR introduces a fresh take to the contradictory world of ancient ruins and advanced technology. With roomscale support, four different movement presets and advanced VR controls, the game is perfectly suited for casual virtual reality gamers and enthusiasts alike. “The VR reimagining truly is a homecoming moment for The Talos Principle. We have always felt this game was a perfect fit for virtual reality, and it turned out to be true. I can’t wait for everyone to jump in and, hopefully, enjoy playing the game as much as we’ve enjoyed making it,” said Croteam’s TTPVR project lead and VR enthusiast Mario Kotlar.

The post The Talos Principle VR Available NOW on Steam! appeared first on Croteam.

Another week, another release! That’s just how we roll. 🙂

We are glad to let you know that The Talos Principle has finally the reality it was always supposed to be a part of,  as we have released the eagerly awaited virtual reality reimagining on Steam for HTC Vive and Oculus Rift.

The Talos Principle VR is priced at $39.99 with automatic 25% off available for all existing owners of The Talos Principle. Along with the content available in the base game, the VR adaptation features the full Road to Gehenna expansion free of charge.

Redesigned from the ground up to provide virtual reality fans with the experience they have come to expect from Croteam, The Talos Principle VR introduces a fresh take to the contradictory world of ancient ruins and advanced technology. With roomscale support, four different movement presets and advanced VR controls, the game is perfectly suited for casual virtual reality gamers and enthusiasts alike.

“The VR reimagining truly is a homecoming moment for The Talos Principle. We have always felt this game was a perfect fit for virtual reality, and it turned out to be true. I can’t wait for everyone to jump in and, hopefully, enjoy playing the game as much as we’ve enjoyed making it,” said Croteam’s TTPVR project lead and VR enthusiast Mario Kotlar.

The post The Talos Principle VR Available NOW on Steam! appeared first on Croteam.



As many of you know, to celebrate the launch of The Talos Principle iOS we are giving away two iPhones 8, but that’s not all. In our Gleam giveaway we are looking for new owners for 10 exclusive The Talos Principle Deluxe Edition soundtracks on vinyl, as well as 10 amazing T-Shirts designed by  Tom J Manning. Secure your entry now! The winners will be announced on Monday, Oct 23, 2017. The Talos Principle iOS Giveaway

The post Final Chance to Enter our The Talos Principle iOS giveaway! Two iPhones 8 are waiting for new owners appeared first on Croteam.

As many of you know, to celebrate the launch of The Talos Principle iOS we are giving away two iPhones 8, but that’s not all. In our Gleam giveaway we are looking for new owners for 10 exclusive The Talos Principle Deluxe Edition soundtracks on vinyl, as well as 10 amazing T-Shirts designed by  Tom J Manning.

Secure your entry now! The winners will be announced on Monday, Oct 23, 2017.

The Talos Principle iOS Giveaway

The post Final Chance to Enter our The Talos Principle iOS giveaway! Two iPhones 8 are waiting for new owners appeared first on Croteam.



We’ve sat down with Mario Kotlar, Project Lead on The Talos Principle VR, a VR aficionado that has preordered every headset imaginable (except for one) and perhaps the main culprit for Croteam’s involvement in VR. He’s been a vocal advocate of the VR tech on Reddit and forums but spends his days in the office silently working long hours just to create what he feels the VR space needs the most – great games. Although The Talos Principle VR is now available on Steam, Mario doesn’t look any less busy. Still, we felt there are some questions that only he could answer. Mario, how do you feel about The Talos Principle VR now that the game is finally out? I often see people saying how Talos is just the perfect game for VR. That it must have been designed with VR in mind, and such. One would think adapting it for VR would be a breeze. I wish I could show you how long our list of bugs and necessary new features was. And this was after the engine already had fully functional VR support from a technical standpoint, which was worked on for over two years now, mostly throughout the development of Serious Sam The Last Hope. Flat games can feature all kinds of limitations in order to shape the gameplay, and nobody will bat an eyelash. Can’t throw jammer through a window-sized hole in the wall? Oh well, there just isn’t a button that does it so you move on. But in VR, if you can’t do something that would otherwise be possible in real life, suddenly it’s a little bit weird! But when the alternative is allowing something that would break the entire game, best you can do is try to make it subtle. So we had to go through a lot of extra effort as this kind of game-breaking situations were omnipresent within the game. For pushing or grabbing jammer through a hole in the wall, we detect when a player is attempting to do it, then teleport him a little bit back, so that it appears that such an action just happens to be somewhat out of reach. It’s the same teleport-pushback that we use to prevent player from clipping through walls, so it’s the closest VR can get to simulating a solid surface where there is none. Since this is something people are relatively used to by now, relying on the same mechanic in order to simulate something supposedly being out of reach isn’t that far of a stretch. It still requires some suspension of disbelief, but ultimately it has to be a compromise or we’d end up having to design a whole new game with a different set of mechanics and puzzles. But that was just the tip of the iceberg. First time I walked up to a platform mechanic in VR, and picked it up, I just went “oh…”. We really wanted to try and keep mechanics as immersive as possible, to achieve as much presence as we can, but platform just flew straight in the face of that. For those unfamiliar, in Talos player is supposed to turn on the recorder, pick up the platform and then hold it above his head, go places, then turn off the recorder to start the playback. At which point his recorded ghost appears, which enables the player to jump on top of himself. In flat Talos, merely picking up the platform would have the player hold it flat above himself automatically, there was nothing else player could do with it, it was the default and only animation, and this itself is a conscious design decision. It’s a very important hint which enables player to solve the first puzzle that features this new mechanic, by figuring out how to use it. It would be far from impossible to create a VR tutorial that teaches this step-by-step, but once you try actually play-pretending this in VR, you quickly realise that it isn’t going to work. Firstly, holding both hands up leaves you with no artificial locomotion, and even if you only held one hand up, it’s not only hard and exhausting to keep level, it’s our biological arms that are the problem, as they just hate being held up for longer than few dozen seconds. If we went and did this for the sake of presence and immersion, most people would go play flat Talos instead within 10 seconds of trying to solve a recorder-platform puzzle. After we spend a few minutes mourning the immersion and presence that had to be sacrificed at the altar of gameplay, we got busy finding a way to make the platform in VR work at all. Obvious thought was having the player carry it above his head automatically, so we auto played this hand animation to snap hands and platform above players head, without the need for players to actually keep their hands up. Quickly we realized not having tracked hands in the game… prevents the player from moving, at all. Oops! In VR you move using your hands, much more than your legs, after all. For this purpose, we decided to add “ghost controllers” into the game, which appear so that player could move around. We made them ghost looking, because they aren’t supposed to be really seen there, in the game world, as they don’t exist there, so we didn’t want them appearing solid the way other objects do. One of the big issues was artificial involuntary locomotion. Talos, after all, not only features electric mines that can bump you around and underlying physics system that could cause literally anything to push you in any direction, but also plenty of giant fans, some of which are capable of blowing you away halfway across the map at speeds and accelerations jetliners wouldn’t be ashamed of. Figuring out the solution to fans wasn’t too difficult, as third-person camera looked like the only viable approach from a mile away. But actually implementing it, meant going through all the fans in the game and manually carefully defining camera locations in order to make potentially unexpected camera jumps less disorienting. But what about jumping down from the tower? Can’t define custom camera locations for that. So we approached this and all other such situations in a similar way. We dynamically place a virtual camera at your exact eye coordinates, the moment we detect involuntary artificial movement, and then immediately switch to it, whether the movement was caused by gravity or something bumping into you. We then make the player’s full body visible and make ghost controllers appear instead of robot hands, which serve as cues for not actually being where you are. Ghost controllers also allow some level of control over the 3rd person character, because after all, involuntary moving a little never stopped you from being able to control yourself in the flat game. However, there was one involuntarily movement not even the third person camera could handle. The type of movement where you actually need to have precise input, in order to interact with other puzzle elements in real-time, while involuntary moving. You might have guessed it – riding on cubes that are riding on mines. There were no elegant solutions to be found here anymore, as we definitely needed 1st person control, and we definitely needed to avoid motion sickness from mines moving, changing direction, accelerating and decelerating. So we did the only remaining thing that came to mind, auto-micro-teleports. And it actually worked! Sure you will spend a fraction of time floating midair, your floor will be sliding below you, and you’ll be teleported multiple times per second, but it works! Involuntary, first person, motion-sickness-free motion, in VR. This method we found works for low to medium movement speeds. At first, we had the vision of player physically grabbing items like rods and jammers in order to pick them up, and then let go to place them anywhere in the world, to just have them physically fall down whenever and work. Immersive right? Unfortunately, it turns the gameplay from fun into a horrible chore. It’s great the first few times, but when walking up to jammer for the 500th time, you just want to murder the developer who made you walk that extra step, who forced you to precisely touch the object with your hand, rather than just quickly reach out in the general direction. Oh, and did I mention that merely trying to implement this broke more than a dozen puzzles that flat out (heh) relied on being able to pick objects up from 3 meters distance. What? You never noticed you were able to interact with everything from 3 meters away in flat Talos? 😉 My point exactly. For the sake of immersion and presence, we actually did lower the range by half a meter. If we left it at 3 meters, we might as well have given you a lightsaber. Funnily enough, having third-person camera handle fan-related motion sickness, did break one of the puzzles in Gehenna. I won’t tell you which one, as that could be a spoiler for both flat Talos, and VR Talos played with 3rd person camera option disabled. Our goal was to adapt the game, without changing the puzzles, if at all possible, so that people who chose to play it in VR, get the same puzzle solving gameplay experience that the flat Ttalos players loved so much. We’re happy to say we more than 99% achieved this, and in this 1% situation, we managed to preserve the original puzzle for the most part. So now there is one puzzle, which will automatically reconfigure itself to be ever so slightly different when your motion sickness options feature 3rd person camera fallback. I’ll leave it to you to figure out which puzzle that is. All right. Next question? Nah. I think we’re good here.

The post Project lead Mario Kotlar shares his thoughts on The Talos Principle VR launch – and you can’t stop him! appeared first on Croteam.

Mario – a VR aficionado always ready to try out new accessories and technologies.

We’ve sat down with Mario Kotlar, Project Lead on The Talos Principle VR, a VR aficionado that has preordered every headset imaginable (except for one) and perhaps the main culprit for Croteam’s involvement in VR.
He’s been a vocal advocate of the VR tech on Reddit and forums but spends his days in the office silently working long hours just to create what he feels the VR space needs the most – great games. Although The Talos Principle VR is now available on Steam, Mario doesn’t look any less busy. Still, we felt there are some questions that only he could answer.

Mario, how do you feel about The Talos Principle VR now that the game is finally out?

I often see people saying how Talos is just the perfect game for VR. That it must have been designed with VR in mind, and such. One would think adapting it for VR would be a breeze. I wish I could show you how long our list of bugs and necessary new features was. And this was after the engine already had fully functional VR support from a technical standpoint, which was worked on for over two years now, mostly throughout the development of Serious Sam The Last Hope.

Flat games can feature all kinds of limitations in order to shape the gameplay, and nobody will bat an eyelash. Can’t throw jammer through a window-sized hole in the wall? Oh well, there just isn’t a button that does it so you move on. But in VR, if you can’t do something that would otherwise be possible in real life, suddenly it’s a little bit weird! But when the alternative is allowing something that would break the entire game, best you can do is try to make it subtle. So we had to go through a lot of extra effort as this kind of game-breaking situations were omnipresent within the game. For pushing or grabbing jammer through a hole in the wall, we detect when a player is attempting to do it, then teleport him a little bit back, so that it appears that such an action just happens to be somewhat out of reach. It’s the same teleport-pushback that we use to prevent player from clipping through walls, so it’s the closest VR can get to simulating a solid surface where there is none. Since this is something people are relatively used to by now, relying on the same mechanic in order to simulate something supposedly being out of reach isn’t that far of a stretch. It still requires some suspension of disbelief, but ultimately it has to be a compromise or we’d end up having to design a whole new game with a different set of mechanics and puzzles.

But that was just the tip of the iceberg. First time I walked up to a platform mechanic in VR, and picked it up, I just went “oh…”. We really wanted to try and keep mechanics as immersive as possible, to achieve as much presence as we can, but platform just flew straight in the face of that. For those unfamiliar, in Talos player is supposed to turn on the recorder, pick up the platform and then hold it above his head, go places, then turn off the recorder to start the playback. At which point his recorded ghost appears, which enables the player to jump on top of himself. In flat Talos, merely picking up the platform would have the player hold it flat above himself automatically, there was nothing else player could do with it, it was the default and only animation, and this itself is a conscious design decision. It’s a very important hint which enables player to solve the first puzzle that features this new mechanic, by figuring out how to use it. It would be far from impossible to create a VR tutorial that teaches this step-by-step, but once you try actually play-pretending this in VR, you quickly realise that it isn’t going to work. Firstly, holding both hands up leaves you with no artificial locomotion, and even if you only held one hand up, it’s not only hard and exhausting to keep level, it’s our biological arms that are the problem, as they just hate being held up for longer than few dozen seconds. If we went and did this for the sake of presence and immersion, most people would go play flat Talos instead within 10 seconds of trying to solve a recorder-platform puzzle.

After we spend a few minutes mourning the immersion and presence that had to be sacrificed at the altar of gameplay, we got busy finding a way to make the platform in VR work at all. Obvious thought was having the player carry it above his head automatically, so we auto played this hand animation to snap hands and platform above players head, without the need for players to actually keep their hands up. Quickly we realized not having tracked hands in the game… prevents the player from moving, at all. Oops! In VR you move using your hands, much more than your legs, after all. For this purpose, we decided to add “ghost controllers” into the game, which appear so that player could move around. We made them ghost looking, because they aren’t supposed to be really seen there, in the game world, as they don’t exist there, so we didn’t want them appearing solid the way other objects do.

One of the big issues was artificial involuntary locomotion. Talos, after all, not only features electric mines that can bump you around and underlying physics system that could cause literally anything to push you in any direction, but also plenty of giant fans, some of which are capable of blowing you away halfway across the map at speeds and accelerations jetliners wouldn’t be ashamed of. Figuring out the solution to fans wasn’t too difficult, as third-person camera looked like the only viable approach from a mile away. But actually implementing it, meant going through all the fans in the game and manually carefully defining camera locations in order to make potentially unexpected camera jumps less disorienting.

Mario testing new features, with support from his very serious colleagues.

But what about jumping down from the tower? Can’t define custom camera locations for that. So we approached this and all other such situations in a similar way. We dynamically place a virtual camera at your exact eye coordinates, the moment we detect involuntary artificial movement, and then immediately switch to it, whether the movement was caused by gravity or something bumping into you. We then make the player’s full body visible and make ghost controllers appear instead of robot hands, which serve as cues for not actually being where you are. Ghost controllers also allow some level of control over the 3rd person character, because after all, involuntary moving a little never stopped you from being able to control yourself in the flat game.

However, there was one involuntarily movement not even the third person camera could handle. The type of movement where you actually need to have precise input, in order to interact with other puzzle elements in real-time, while involuntary moving. You might have guessed it – riding on cubes that are riding on mines. There were no elegant solutions to be found here anymore, as we definitely needed 1st person control, and we definitely needed to avoid motion sickness from mines moving, changing direction, accelerating and decelerating. So we did the only remaining thing that came to mind, auto-micro-teleports. And it actually worked! Sure you will spend a fraction of time floating midair, your floor will be sliding below you, and you’ll be teleported multiple times per second, but it works! Involuntary, first person, motion-sickness-free motion, in VR. This method we found works for low to medium movement speeds.

At first, we had the vision of player physically grabbing items like rods and jammers in order to pick them up, and then let go to place them anywhere in the world, to just have them physically fall down whenever and work. Immersive right? Unfortunately, it turns the gameplay from fun into a horrible chore. It’s great the first few times, but when walking up to jammer for the 500th time, you just want to murder the developer who made you walk that extra step, who forced you to precisely touch the object with your hand, rather than just quickly reach out in the general direction. Oh, and did I mention that merely trying to implement this broke more than a dozen puzzles that flat out (heh) relied on being able to pick objects up from 3 meters distance. What? You never noticed you were able to interact with everything from 3 meters away in flat Talos? 😉 My point exactly. For the sake of immersion and presence, we actually did lower the range by half a meter. If we left it at 3 meters, we might as well have given you a lightsaber.

Funnily enough, having third-person camera handle fan-related motion sickness, did break one of the puzzles in Gehenna. I won’t tell you which one, as that could be a spoiler for both flat Talos, and VR Talos played with 3rd person camera option disabled. Our goal was to adapt the game, without changing the puzzles, if at all possible, so that people who chose to play it in VR, get the same puzzle solving gameplay experience that the flat Ttalos players loved so much. We’re happy to say we more than 99% achieved this, and in this 1% situation, we managed to preserve the original puzzle for the most part. So now there is one puzzle, which will automatically reconfigure itself to be ever so slightly different when your motion sickness options feature 3rd person camera fallback. I’ll leave it to you to figure out which puzzle that is.

All right. Next question?

Nah. I think we’re good here.

The post Project lead Mario Kotlar shares his thoughts on The Talos Principle VR launch – and you can’t stop him! appeared first on Croteam.



The time has come for us to announce the winners of our ‘The Talos Principle iOS Giveaway‘, but before we get to naming names please allow us to say thank you to everyone who participated and helped make it a success! Special thanks and congratulations go to two of the luckiest winners, Christopher Elder and Yves Yernaux, who will soon be enjoying The Talos Principle iOS on their brand new iPhones 8! The full list of winners is posted after the break.   2x iPhone 8 with The Talos Principle included – Christopher Elder – Yves Yernaux 10x Talos Principle Original Soundtrack Deluxe Double album on vinyl – Adam Benninger – Tina Tonks – Tobias Kramer – Ashley Coulthard – Abdo Aburawi – Teuvo Almgrén – Lennie Jansson – Eric Dean Campbell – Teemu Maininki – Ethan Ham 10x exclusive The Talos Principle T-Shirt – Frank Tout – Joe Draper – Carl-Johan Stiig – Gabriel Torres – Brooks Anderson – Travis Saul – Chloé Jurga – Ryan Missel – Alfredo Ghetta – Bram Teunissen Once again, congrats to all winners. We’ll be contacting you via email for details on delivery addresses shortly.

The post Announcing the Winners of our ‘The Talos Principle iOS Giveaway’ appeared first on Croteam.

The time has come for us to announce the winners of our ‘The Talos Principle iOS Giveaway‘, but before we get to naming names please allow us to say thank you to everyone who participated and helped make it a success!

Special thanks and congratulations go to two of the luckiest winners, Christopher Elder and Yves Yernaux, who will soon be enjoying The Talos Principle iOS on their brand new iPhones 8!

The full list of winners is posted after the break.

 

2x iPhone 8 with The Talos Principle included
– Christopher Elder
– Yves Yernaux

10x Talos Principle Original Soundtrack Deluxe Double album on vinyl
– Adam Benninger
– Tina Tonks
– Tobias Kramer
– Ashley Coulthard
– Abdo Aburawi
– Teuvo Almgrén
– Lennie Jansson
– Eric Dean Campbell
– Teemu Maininki
– Ethan Ham

10x exclusive The Talos Principle T-Shirt
– Frank Tout
– Joe Draper
– Carl-Johan Stiig
– Gabriel Torres
– Brooks Anderson
– Travis Saul
– Chloé Jurga
– Ryan Missel
– Alfredo Ghetta
– Bram Teunissen

Once again, congrats to all winners. We’ll be contacting you via email for details on delivery addresses shortly.

The post Announcing the Winners of our ‘The Talos Principle iOS Giveaway’ appeared first on Croteam.



The glorious action-packed throwback to the golden age of first-person shooters, Serious Sam 3: BFE, became a part of virtual reality as VR fans finally get a chance to experience a shooter where cover is for amateurs and pulling the trigger makes things go boom. Serious Sam 3 VR: BFE is available on Steam for HTC Vive and Oculus Rift owners, playable on Windows PC and Linux. Thinking of jumping in? Do it now as there’s a week-long 10% launch discount. The additional automatic 10% loyalty discount is available to all existing owners of Serious Sam 3: BFE. The Serious Sam 3 VR: BFE is a virtual reality action shooter serving as a prequel to the original Indie and Game of the Year sensation, Serious Sam: The First Encounter. The game takes place during an epic final struggle against Mental’s invading forces and lets you lay waste to an army of beasts and mercenaries from a whole new perspective. Redesigned to fit virtual reality, Serious Sam 3 VR: BFE features room-scale support, with true locomotion including teleport, instant teleport, blink teleport or smooth movement presets, with or without comfort mode. Also included are Croteam’s advanced VR controls, meant for the hardcore VR gamer. “Wishes of the VR community are always in the back of our minds, and we’re very excited to round out our virtual reality offerings in order to provide them with the full Serious Sam experience,” said Croteam VR lead and all-around nice guy, Davor Hunski. “Our goal was to deliver intuitive, thrilling and fun games and, hopefully, we made that happen.”

The post Dive into virtual reality chaos with Serious Sam 3 VR: BFE! appeared first on Croteam.

The glorious action-packed throwback to the golden age of first-person shooters, Serious Sam 3: BFE, became a part of virtual reality as VR fans finally get a chance to experience a shooter where cover is for amateurs and pulling the trigger makes things go boom.

Serious Sam 3 VR: BFE is available on Steam for HTC Vive and Oculus Rift owners, playable on Windows PC and Linux. Thinking of jumping in? Do it now as there’s a week-long 10% launch discount. The additional automatic 10% loyalty discount is available to all existing owners of Serious Sam 3: BFE.

The Serious Sam 3 VR: BFE is a virtual reality action shooter serving as a prequel to the original Indie and Game of the Year sensation, Serious Sam: The First Encounter. The game takes place during an epic final struggle against Mental’s invading forces and lets you lay waste to an army of beasts and mercenaries from a whole new perspective.

Redesigned to fit virtual reality, Serious Sam 3 VR: BFE features room-scale support, with true locomotion including teleport, instant teleport, blink teleport or smooth movement presets, with or without comfort mode. Also included are Croteam’s advanced VR controls, meant for the hardcore VR gamer.

“Wishes of the VR community are always in the back of our minds, and we’re very excited to round out our virtual reality offerings in order to provide them with the full Serious Sam experience,” said Croteam VR lead and all-around nice guy, Davor Hunski. “Our goal was to deliver intuitive, thrilling and fun games and, hopefully, we made that happen.”

The post Dive into virtual reality chaos with Serious Sam 3 VR: BFE! appeared first on Croteam.



Our last VR game, Serious Sam 3 VR: BFE, has been out for under a day and has already taken the 2nd place on Steam VR Top Sellers List. Serious Sam 3 VR: BFE is playable on HTC Vive and Oculus Rift, Windows and Linux, and is available with large discounts for owners of previous VR releases. We are also presenting 2 great deals for our fans, Croteam VR bundle and Serious Sam VR bundle which are offers that can’t be missed. Grab your headset and see you out there. Stay serious!  

The post Conquering the charts with VR appeared first on Croteam.

Our last VR game, Serious Sam 3 VR: BFE, has been out for under a day and has already taken the 2nd place on Steam VR Top Sellers List.

Serious Sam 3 VR: BFE is playable on HTC Vive and Oculus Rift, Windows and Linux, and is available with large discounts for owners of previous VR releases.

We are also presenting 2 great deals for our fans, Croteam VR bundle and Serious Sam VR bundle which are offers that can’t be missed.

Grab your headset and see you out there. Stay serious!

 

The post Conquering the charts with VR appeared first on Croteam.



Actually, you probably know already because It’s done and it works great. You can all check it out by downloading The Talos Principle from the iOS App Store. So much for the shock value, but the story on how Serious Engine was able to support Metal API and push the boundaries of iOS devices does make for a compelling read. Karlo Jež, one of Croteam’s senior programmers, tells the story. “I was just about finished with my work on single pass and multi-GPU rendering optimizations for VR titles and getting ready to start working on the next project. Alen (Croteam’s CTO) walked into my office and asked me if I knew anything about Metal API. I said ‘Yes. I know it’s out there’.”  “Just one short month later, the first builds were successfully tested on multiple iOS devices using Metal API.” “Apple’s graphics programming interface was well documented and not that different from the Vulkan API that our engine already supported,” Karlo explains. “This, together with my brains and good looks, enabled us to implement Metal in a very short amount of time.” It was just the first step in bringing to life the wonderful idea of having “console quality” (or for the PC master-race, “PC quality”) graphics, performance – and ultimately games – on devices we carry in our pockets. “Engine is more than just it’s rendering parts,” says Karlo. “UI was overhauled to support different screen sizes, touchscreen controls were built and fine-tuned, and there were, of course, bugs to root out. It was challenging adapting the interface to look and feel just right on a range of devices – from the smallest 3,5” iPod Touch to the largest 12,9” iPad Pro. To do that we had to scale different elements individually.” “Every now and then, when we figured out how the interface on a device should be set-up, we would test our new settings with different players – veterans and those who have never played our game. Those tests were crucial in adjusting our state of the art touch-screen interface.” Little things matter the most and small-scale tuning is just as important as big changes and this is what Karlo spent most of his time on after the initial alpha test. “We are devs, but we’re also gamers. There are things that we love and things we notice that can be better in games. So we take great care to create an enjoyable experience and prevent the frustration in players. Things like faster (instantaneous) recovery when the game is returning to the foreground are just as important as having a smooth frame rate.” With the engine in place, it was only logical to take the next step and publish a game, right? So we did just that and it went great.

The post We decide to implement iOS support to Serious Engine, you won’t believe what happens next! appeared first on Croteam.

Extra boost went in optimising rendering quality on higher-end devices (refraction effects, real reflection in waters/shiny floors, enabled FXAA antialiasing, enabled tree swaying, etc.)

Actually, you probably know already because It’s done and it works great. You can all check it out by downloading The Talos Principle from the iOS App Store. So much for the shock value, but the story on how Serious Engine was able to support Metal API and push the boundaries of iOS devices does make for a compelling read. Karlo Jež, one of Croteam’s senior programmers, tells the story.

“I was just about finished with my work on single pass and multi-GPU rendering optimizations for VR titles and getting ready to start working on the next project. Alen (Croteam’s CTO) walked into my office and asked me if I knew anything about Metal API. I said ‘Yes. I know it’s out there’.” 

“Just one short month later, the first builds were successfully tested on multiple iOS devices using Metal API.”

“Apple’s graphics programming interface was well documented and not that different from the Vulkan API that our engine already supported,” Karlo explains. “This, together with my brains and good looks, enabled us to implement Metal in a very short amount of time.”

It was just the first step in bringing to life the wonderful idea of having “console quality” (or for the PC master-race, “PC quality”) graphics, performance – and ultimately games – on devices we carry in our pockets. “Engine is more than just it’s rendering parts,” says Karlo. “UI was overhauled to support different screen sizes, touchscreen controls were built and fine-tuned, and there were, of course, bugs to root out. It was challenging adapting the interface to look and feel just right on a range of devices – from the smallest 3,5” iPod Touch to the largest 12,9” iPad Pro. To do that we had to scale different elements individually.”

Automated bots testing multiple iOS devices. Our engineers basically don’t do anything at all. Life is good at Croteam.

“Every now and then, when we figured out how the interface on a device should be set-up, we would test our new settings with different players – veterans and those who have never played our game. Those tests were crucial in adjusting our state of the art touch-screen interface.”

Little things matter the most and small-scale tuning is just as important as big changes and this is what Karlo spent most of his time on after the initial alpha test. “We are devs, but we’re also gamers. There are things that we love and things we notice that can be better in games. So we take great care to create an enjoyable experience and prevent the frustration in players. Things like faster (instantaneous) recovery when the game is returning to the foreground are just as important as having a smooth frame rate.”

With the engine in place, it was only logical to take the next step and publish a game, right? So we did just that and it went great.

The post We decide to implement iOS support to Serious Engine, you won’t believe what happens next! appeared first on Croteam.



Things just got more serious. Unleash Sam’s true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes – without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe. To celebrate this awesome partnership between Tobii and ourselves, we have decided to award one lucky player with a Tobii Eye Tracker 4C, along with one amazing game that supports it – Serious Sam 3 VR: BFE. For a chance to win simply retweet the message embedded below. The winners will be announced on Thursday, 6 PM CET. Good luck! Serious Sam Fusion has recently been upgraded to support eye tracking by @tobiigaming and what better way to celebrate than to give away one tracker along with an amazing game that supports it? We can’t think of one, so RT for a chance to win a Tobii Eye Tracker 4C + SS3:BFE! 🙂 pic.twitter.com/Rj2dw9vHS2 — Serious Sam (@SeriousSamIAm) December 13, 2017 *Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.

The post Tobii Eye Tracking and Serious Sam are a Match Made in Heaven! appeared first on Croteam.

Things just got more serious. Unleash Sam’s true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes – without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe.

To celebrate this awesome partnership between Tobii and ourselves, we have decided to award one lucky player with a Tobii Eye Tracker 4C, along with one amazing game that supports it – Serious Sam 3 VR: BFE. For a chance to win simply retweet the message embedded below. The winners will be announced on Thursday, 6 PM CET. Good luck!

*Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.

The post Tobii Eye Tracking and Serious Sam are a Match Made in Heaven! appeared first on Croteam.



So this is Christmas… and what have you done? Another year almost over but we’re not free of Mental scum. That being said, it’s about time for all of you to jump back in and help Sam defeat those ugly bastards. What’s that? You’ve missed some of Sam’s adventures? No matter – they are all heavily discounted during the Steam Christmas Sale 2017. If blowing stuff up is not your cup of tea, you can always spice your Christmas up with something philosophical. Oh, we don’t know… something like The Talos Principle that got the biggest price cut to date for both regular and VR versions. Happy holidays!

The post So this is Christmas… appeared first on Croteam.

You get a discount! You get a discount! You get a discount! Every one gets a discount!!!

So this is Christmas… and what have you done? Another year almost over but we’re not free of Mental scum.

That being said, it’s about time for all of you to jump back in and help Sam defeat those ugly bastards. What’s that? You’ve missed some of Sam’s adventures? No matter – they are all heavily discounted during the Steam Christmas Sale 2017.

If blowing stuff up is not your cup of tea, you can always spice your Christmas up with something philosophical. Oh, we don’t know… something like The Talos Principle that got the biggest price cut to date for both regular and VR versions.

Happy holidays!

The post So this is Christmas… appeared first on Croteam.



Автор Тема: しかももう春じゃないし(ほぼ梅雨)  (Прочитано 977 раз)

Оффлайн grikeowc

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #16 : 26 Сентябрь 2017, 18:20:30 »
嵐(想像したのが難しくない)に遭ったその人々。 品番とサイズ、発送に必要なお名前、電話番号、住所をお伺いいたします。 モンクレール 2016 レディース 
▲  推薦★安心の高品質 ★ 【送料無料】日本では大人気の商品!(* ̄∇ *)どうぞ、ご安心利用してく ださい。 笑来年も、パレードあるといいなぁ本日はDolce&Gabbana の2013-2014新作ブルゾン4型入荷しましたのでご紹介です1つ目は、ラムレザー製ブルゾン袖部分がダウンフェザー入りのナイロン素材の切り替えになっててお洒落です。 
モンクレール メンズ 2017 品番とサイズ、発送に必要なお名前、電話番号、住所をお伺いいたします。 フィルパワーの記載はありませんが850以上のフィルパワーであることは間違いありません。 
ダウン レディース 2017 
お電話でのご注文の場合、代金引換のみ、送料はお客様負担となります。 エフェクトの演出にも、ちょぴっとアイデアを使って頂けて嬉しかったデスエフェクトが共通言語みたいになってて嬉しかった。 モンクレール 人気 レディース 
↓仙台国分町にあるミネルバのネットショッピングはこちら★/お電話でもご注文を承っております。 これだけあれば、仕掛け釣りも楽しく出来ますね。 
モンクレール ライト ダウン ジャケット  政府と東電は廃炉工程がずれ込む理由について、「カバー解体に向けた作業の着手時期が大幅に遅れたことと、当初想定した燃料取り出しの方法を変更したため」と説明。 チャステインは3月24日に37歳の誕生日を迎えた。 
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Fitness

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #17 : 28 Сентябрь 2017, 18:00:55 »
(>_<) ただ、サラを愛するのも仕方ないです…だってサランへ~(愛してる~)ですから…。 「映画を見ながら泣くことがある」と本人も明言しており、また2004年夏に出演した『24時間テレビ』では、番組後半の相葉がメンバー宛に書いた手紙に真っ先に泣き出し、結局松本は番組が終わるまでほぼ泣き通しだった(最後のサライも皆で肩を組んで歌いながら、一人泣いていた)。 ボクらの勇気 未満都市 
ヽ(・∀・。)*-*-*(。・∀・)ノ  ヽ(・∀・。)*-*-*(。・∀・)ノ   ヽ(・∀・。)*-*-*(。・∀・)ノ  ヽ(・∀・。)*-*-*(。・∀・)ノ※DVDを買っても損しないドラマだと思います。 /stf/f5416f4460f98c29d8936d08bca91f8b.jpg/r.580x0◎AFTERSCHOOLのナナが、中隊長の指摘に悔しい心境を明かした。 
山口百恵 秋桜  続編を望む声について、堤監督は「それは皆さん次第です。 グラスでも割られたらたまらんと思われたんでしょう。 
アメトーーク dvd ジョジョ 
下班後常去舞廳或與介紹所長神原一行人一起打麻將。 今年の水芭蕉は先週あたりが良かったようです。 コードブルー dvd 
熊本県出身の3人組ロックバンド、WANIMA(ワニマ)の新曲。 その時は今のドラマに対する何の情報もなくて、チャンウク兄さんと共演するということも知りませんでした。 
ボクらの勇気 未満都市 完全になるすぐ前が一番危ういって話さ」と話した。 彼氏がミモとスラの間で二股をかけ、結局ミモを捨てたのだ。 
コードブルー dvd 特典
Cooking

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #18 : 29 Сентябрь 2017, 08:46:35 »
基本的にシーズンに入ると1円スタートとする事が多く、よく質問されるのが、「1円から出品されてますが、本物ですか??」    A本物です。 シャイニー(光沢のある)ナイロン素材が存在感をアップさせています。 モンクレール ミリタリー 
ロイヤル ブルー ノースリーブ シャツ ドレス, 白ハート形のパターンで印刷は非常に単純な腰デザイン ライナーよりよい身長気軽に日よけ帽子をミックスは、あなたに十分な ~ サマードレスにカラフルな、この美しい季節の責任者は、!。 アートワークに届いたらない創造的なことに愕然としたする必要があります。 
モンクレール 人気 モデル レディース パーティー シーズンは来ている !最も若い女性は準備や狩猟のためにその最も完璧なウエディング ドレスのダンス パーティーに事前について行きます。 コインケースは、BALLY☆シンプルで落ち着きあるデザインにラインのアクセントがお洒落な逸品♪ビジネスシーンのさりげないお洒落に是非♪♪価格は ¥15.000になります。 
モンクレール 激安 通販 
あなたのアカウントはどのような活動の多くはあなたをバックアップがトレンドの出現し進むあなたの人生の明るい。 香港研修に行ってきました(貯めていたマイルが失効する前に無料旅行)久しぶりに深水歩(シャムスイポ)へいわゆる電気街ですここで仕入れ。 モンクレール レディース 人気,モンクレール レディース ダウン,モンクレール レディース ベスト,モンクレール レディース 春アウター,モンクレール レディース 新作,モンクレール レディース カーディガン,モンクレール レディースダウン,モンクレール レディース 2017 
 スマホのセンサーは地震計より感度では劣るが、警報が必要になるような大きな揺れの地震は十分感知できる。 もともとはテントやシェラフ、ウェアといった登山家のための装備を手掛ける企業だった。 
モンクレール ジャンパー 「中国を混乱に陥れる最善の策は深い関わりを築くことだと、アメリカのエリートたちは考えている」と、中国のある軍関係者は語る。 黒!?ネットにはないぞ~~!!もぉこおなったら移動でしょww自分の後ろでポジっていた方にお声掛けして前に移動してもらい撤収!さっさと銀座へ移動。 
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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #19 : 01 Октябрь 2017, 06:14:09 »
地下鉄に乗車中、やる事が無いので足許を観察していると、スニーカー着用率がとても高いと思えます。 ・河浪武史「トランプ氏、TPP「永久に離脱」 大統領令に署名」《日本経済新聞》Web刊,日本経済新聞社2017年1月24日09:45。 ペブルビーチ記念 
迷ったらSPブレードかSPジャパンでいいと思います。 今後はお寺さん巡りでもしようかな?先々週は滝友瀑やんとそのお友達東さんと迷滝という滝を巡りました。 
スコッティキャメロン Tour 「ガラタ橋」近くにある「イェニ・ジャーミィ(モスク)」の裏に広がり、17世紀半ば、隣接する「イェニ・ジャーミィ(モスク)」の建物の一部を改装し、モスクを運営する為のワクフ(財団の様なもの)の事業の一環として建造された。 -MYOSは微妙にかなりえり好みして副可憐nはPL -TIER -TIEST可憐な影響調整後藩主。 
スコッティキャメロン green T 
教えた「勝ち負けの手練」は薄く入ってとどまらない。 その他の11本のクラブとゴルフバッグは、何と粗大ゴミとして有料で市に引き取ってもらう予定です。 スコッティキャメロン セレクト ニューポート2 
前作よりも白い面積が減ったお陰なのかあまり違和感は感じません。 嘆いているようにも取れるが、一方で、そういう芭蕉を批判しているようにも取れる。 
スコッティキャメロン Tour Concept2 146 なぜ答えが出せない、と怒ってみてもしかたがないんですよ、お客さん。 「戦後レジームからの脱却」ということもよく言うが、沖縄では「戦後レジームの死守」をしている感じがする。 
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Baseball

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #20 : 01 Октябрь 2017, 09:27:54 »
温かい容貌と演技力まで兼ね備えた男性トップ俳優たちのスクリーンカムバックの便りが国内の映画前売り率の上昇につながるのか成り行きが注目される。 逆にあまりにジャズっぽくないので、ジャズ風アレンジを期待しているとあれっとなってしまうかもしれない。 福家警部補の挨拶 dvd 
「安倍昭恵氏の関与」は明白であると、ほぼすべての主権者が判断していると思われる。 20日、放送関係者によると、チェ・ミンスは3月に放送予定のtvN新ドラマ「カノジョは嘘を愛しすぎてる」の出演を確定し、撮影の準備をしているという。 
山口百恵 夏ひらく青春 観客が似ていると言ってくれれば、役割上本当に感謝することです」と喜んだ。 主人公とヒロインの死神の協力者が死神の依頼で、幽霊の未練を49日以内に成就させて、悪霊にさせず、無事あの世へ連れ帰るミッションのお話でした。 
福家警部補の挨拶 
財務省は、この基準を超えて行動した疑いが濃厚なのだ。 ドラマ「コーヒープリンス1号店」から長い間、コン・ユを応援してきた台湾ファンたちの熱い声援は、3月のチケット販売開始10分で全席完売に繋がった。 コード・ブルー dvd,コード・ブルー dvd box,月9,山P ガッキー 
スピリッツ系の小瓶がボックスに収納されていました。 そこに広がっていたのは大人が死に絶え子どもたちだけになった無秩序な混乱だった。 
コードブルー dvd メイキング 私、ヒョンビンがソン・ヘギョちゃんと付き合っている時は「早く別れたら」なんて思ってしまったけれど、ハ・ジウォンちゃんなら、彼女でも歓迎するな(笑)。 こちらがナンと、2500円、入札1で終了していたのだ。 
山口百恵 夜のヒットスタジオ DVD,山口百恵 夜のヒットスタジオ DVD BOX,夜のヒットスタジオ,秋桜 収録
Political interests

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #21 : 03 Октябрь 2017, 09:02:29 »
なかでも最も重点を置いたのは、序盤に北朝鮮軍と格闘するアクションですね。 今後この関心事たちがどのように解決するのか、最後まで見守って欲しい」と伝えた。 コードブルー dvd メイキング 
パク・ヘジンは2006年ドラマ「噂のチル姫」でデビューし、韓流ブームを主導し、旋風的な人気を集めたドラマ「星から来たあなた」ならびに「いとしのソヨン」「ドクター異邦人」「悪いやつら」など、様々なドラマに出演した。 目の前に猪が・・・・・・いのしし・・・・・・・・北海道にはいないので、2度聞。 
ボクらの勇気 未満都市 動画 曜日としては、昨日の金曜日から、日にちとしては今日、10月14日から。    『赤坂サカス』は『サクラを咲かす』って意味。 
夜のヒットスタジオ 
契約だけを履行しろ」とカン・ヘスを追い出した。 でKinKi Kidsは衝撃のニュースが。 山口百恵 夜のヒットスタジオ DVD 
             あまりに神秘的な姿は自然の造形、宇宙の深さを見る思いでふ。 積極的に賛成はしていないものの、少なくとも反対の遺志は見受けられない。 
アメトーーク dvd box 『獄中花』の後続として放送された『お父様、私がお世話します』は『獄中花』に比べてみると半分以上下がり、『家和萬事成』の後続として放送された『吹けよ、ミプン』もまた、もどかしい展開の中で惜しい視聴率行進を続けている。 それでも変わらなかった状況に対してヨンジュは「感情が変わらなければならない。 
福家警部補の挨拶 dvd
Playing cards

Оффлайн tawizb

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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #22 : 07 Октябрь 2017, 07:49:10 »
総体としては、古い峠を巡るツーリングもそんな風潮の中で盛り上がったと考えています。    あと1週間くらいは食べる気がしないけど、少し経ったらまた行きたいです。 スコッティキャメロン Tour Concept2 
お選びになったのは、シート座面がフラットに近く、乗降性の良い「エルゴメドMV」にアームレストの組み合わせ。 ホイールはアオシマらしいんですが、信州に帰る時には抜いておきますねカブリオレってあんまし好きじゃなくて、キットも買えたのに買ったこと無いんですが、コレは良いわ。 
ペブルビーチ記念 <パターのカスタム・チューニングは、如何?>   *フェースミーリング・ネック移植・                 ツイストネック・彫刻*              世界に1本、貴方だけの拘り テーラーメイド ロッサ・デイトナ パターのフェースミーリングです。 つまり、沖縄は再び敵の標的になるのではないか。 
セレクト ニューポート2 サークル T 
因みにイエレンFRB議長は、最近の講演では利上げに関する発言は避けている。 990は振り切っても、パンチを入れてもよい。 スコッティキャメロンパター 
 ある論文では、片頭痛と気圧の変化についての報告があり、5~10hPa気圧が変動すると、頭痛が誘発される割合が最も多くなるという話です。 前日のメスター・クリーブランド連銀総裁の「11月を含めあらゆる会合で利上げが可能」に比べると言い回しは穏やかで理知的だが、利上げ積極派は一緒。 
ニューポート2 サークル T  もう少し、練習やラウンドを重ねれば、使い物になりそうな手応えはありました。 写真もないので、見つかりましたらアップします。 
セレクト ニューポート2 2016
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Re: しかももう春じゃないし(ほぼ梅雨)
« Ответ #23 : 08 Октябрь 2017, 14:34:52 »
何方か、上記を可能にできる方法をお知りの方おりましたら、教えていただけな...USBワンセグチューナーのlinux再生DS-DT305BKという激安USBワンセグチューナーを購入しました。 マンハッタンのMOMAの目の前にできました久しぶりに私好みのインテリアのビルです。 モンクレール 白 ダウン 
品番とサイズ、発送に必要なお名前、電話番号、住所をお伺いいたします。 裾がバルーンぽくなっていて、刺繍をしたオーガンジーが素敵です。 
2018 モンクレール 「DTMソフトは何をお使いですか??」(←ほとんど全員に伺った)「Cubaseです。 「安全」「激安」「迅速」してお取引していただくことが出来るサービスを提供いたしております。 
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 政府と東電は廃炉工程がずれ込む理由について、「カバー解体に向けた作業の着手時期が大幅に遅れたことと、当初想定した燃料取り出しの方法を変更したため」と説明。 作者: jstsciencechannel 視聴回数 730 回  14:01 次に再生今すぐ再生   @mic GO! GO! ~原子と原子核 基礎講座~ (11)コンプトン効果 - 長さ: 14:01。 モンクレール メンズ 2017 
友人にも、2週間ペース!?と驚かれましたが、昨日、何気なく浜崎あゆみのブログ見てたら、1週間に2,3回カラーリングしてたって書いてました 凄っ写真集 買おう今日はDolce&Gabbana (ドルチェ&ガッバーナ)のニットアウターのライン紹介です。 その後メリーゴーランドに乗り、白雪姫、ピノキオに乗り、右奥の船と電車にのり、最後にコーヒーカップに乗りました。 
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Nightclubs, dancing

 


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