Sunday, 26 April 2015
Beltion Beyond Ritual

Description
Human life and the fate of the world are both balancing between two primal powers – Life and Death. Our hero’s destiny is to be a priest of the Death god, to be a respected guide of the One with whom everybody will meet. Sooner or later, similar end awaits a living person – no matter elf, human, orc or dwarf. But what Death matters against human will? Is it possible to overcome the boundaries set for the living? The answer and the path begins with the journey to the distant orc city for a magical artifact...
The path of necromancer.
The path of human...
The path of god?
Game description
The player is completely free to choose what to do in the game world. He can fight, trade, communicate with the Beltion inhabitants, accomplish quests given by them, develop his own character, fulfill different rituals of Gods and Powers who inhabit the game world.
The player will be able to visit countries and cities of Beltion continent, meet different characters of several races, gather interesting information about their everyday life by reading books, taking part in conversations, watching ingame movies. The persons player cam meet differ not only by racial belonging, but also by social levels, from high-ranking officials and rulers to beggars, vagabonds and rogues. Sometimes a clever dialogue will gain him more than a fight. Due to the possibility of trade, the player is able to sell items he gathered to buy new armour, weapons, magic items and ritual objects.
A role-playing system of own design
Original stylization of characters, weapons, equipment and locations
Unique character development system using four types of human personality – sanguine, choleric, melancholic and phlegmatic, that allows the player to act in a most comfortable way
Different solutions for problems – by communication, combat or magic
More than three dozens of weapon types – swords, sabers, axes, hammers, clubs, halberds, spears, numerous crossbows. All variations with different combat specifications
Wide range of Death Magic spells, including the variety of undead summoning
Possibility of covert enemy liquidation in “stealth” type actions
Different endings dependant on the manner of play
Approximate playing time is about 60 hours
Tsuki Possession

Tsuki - Possession is a multi-scenario love-sim for Windows. You play the interactive game by moving through the story and making choices that affect the outcome, allowing for many different potential endings and excellent replay value. The game features the original Japanese voices along with an accurate English translation. This game is 100% uncensored.
An advanced multi-scendario love-sim games for Windows, this is an interactive game with many interesting twists and turns. Translated faithfully into Japanese, it features full Japanese voice, extremely erotic graphics, and a great new "Hands Free Mode" for easy viewing of the game, as well as many great advanced features! Enjoy this excellent example of Japans finest love-sim adventure games
We are all not what we seem. Although we dont want to consider the possibility, there is darkness lurking inside the hearts of all of us. If it is brought out through great pain, then terrible things can happen.
You are Yosuke, a Japanese young man, age 20. Your life has not been happy, after your mothers death while you were a child, your fathers remarriage, and then his untimely death in a car accident recently. Now you live with your beautiful stepmother and her quiet, reserved daughter, and although you have known great pain, it seems that all the women around you are striving to do all they can to ease your sadness. Perhaps it was all these sad events that caused the darkness to come out...
God of War 3
God of War III will bring epic battles to life with stunning graphics and an elaborate plot that puts Kratos at the center of carnage and destruction as he seeks revenge against the Gods who have betrayed him.
Set in the realm of brutal Greek mythology, God of War III is a single-player game that allows players to take on the climatic role of the ex-Spartan warrior, Kratos, as he scales through the intimidating heights of Mt. Olympus and the dark depths of Hell to seek revenge on those who have betrayed him. Armed with double-chained blades, and an array of new weapons and magic for this iteration of the trilogy, Kratos must take on mythology’s darkest creatures while solving intricate puzzles throughout his merciless quest to destroy Olympus.
Key Features
ONLY ON THE PS3 SYSTEM - The award-winning development team leverages the processing power and technology of PLAYSTATION 3 system to make God of War III one of the most-graphically advanced next gen titles available, with even the dramatic cut screens running off the in-game engine.
GROUNDBREAKING DEPTH OF SCALE – Kratos will explore areas up to 4 times larger than those found in God of War II, as well as carve through entire armies while navigating on the back of Titans - living, moving, breathing levels as tall as the Empire State Building.
STYLIZED REALISM – Players will battle in detailed and unique 3D worlds lit by thousands of dynamic lights and textures with quadruple the resolution, which allows for realistic muscle striations, detailed facial expressions, and new heightened levels of brutality and gore.
SIGNATURE GAMEPLAY - Brutal combat, intricate puzzles, exploration of awe-inspiring worlds, and a compelling and satisfying ending to Kratos’ epic story.
SOPHISTICATED STORYLINE – The God of War III storyline is the epic conclusion to the trilogy; the storyline will be told in a way that is true to traditionalist roots in Greek mythology, from moral consequences to brutal battles against the Gods.
RIDEABLE CREATURES – Several of the menacing creatures of Greek mythology in God of War III can now be manipulated against their will, as Kratos uses them to cross chasms, inflict blind rage against enemies, reveal puzzles and secrets, and as tools of complete annihilation.
NEW WEAPONS AND COMBAT SYSTEM - New deadly weapons such as the Cestus -- powerful metal gauntlets with devastating strength -- and other brutal instruments of war that will allow Kratos to learn ruthless new techniques such as grappling with enemies and launching explosive wall-to-ground attacks.
LIGHTING TECHNOLOGIES – The dynamic lighting solution employed in GOW III is only feasible through the computing power provided by the Cell SPUs. For example, using the High Dynamic Range Lighting (HDRL) technology, the camera – when using Krato’s sightline - will emulate the human retina, causing players to feel a sharp brightness when Kratos exits a dark area and enters a sunlit area, similar to how the human eye would need to adjust.
Demigods

Minimum System Requirements
- OS: Windows XP/Vista/7
- CPU: Pentium 4 @ 1.6 GHz Processor
- RAM: 1 GB
- Hard Drive: 290 MB Free
- Video Memory: 64 MB
- Sound Card: DirectX Compatible
- DirectX: 9.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Demigods" folder, double click on "Setup" and install it.
- After installation complete, go to the folder where you install the game.
- Open folder, double click on "Demigods" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Demigods Free Download
Click Here to Download This GameGame Size: 266 MB
Password: www.apunkagames.net
Pet Shop Hop

Minimum System Requirements
- OS: Windows 98/ME/2000/XP/7
- CPU: Pentium 2 @ 800 MHz Processor
- RAM: 128 MB
- Hard Drive: 40 MB Free
- Video Memory: 16 MB
- Sound Card: DirectX Compatible
- DirectX: 7.0
- Keyboard and Mouse
Screenshots


How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Pet Shop Hop" folder, double click on "Setup" and install it.
- After installation complete, go to the folder where you install the game.
- Open folder, double click on "Pet Shop Hop" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Pet Shop Hop Free Download
Click Here to Download This GameGame Size: 20 MB
Password: www.apunkagames.net
Super Granny 3

Minimum System Requirements
- OS: Windows 98/ME/2000/XP/7
- CPU: Pentium 2 @ 600 MHz Processor
- RAM: 128 MB
- Hard Drive: 100 MB Free
- Video Memory: 16 MB
- Sound Card: DirectX Compatible
- DirectX: 8.0
- Keyboard and Mouse
Screenshots



How to Install?
- Extract the file using Winrar. (Download Winrar)
- Open "Super Granny 3" >> "Game" folder.
- Then double click on "Super Granny 3" icon to play the game. Done!
How to Download?
If your dont know how to Download this game, just Click Here!Super Granny 3 Free Download
Click Here to Download This GameGame Size: 20 MB
Password: www.apunkagames.net
Dragon Age Origins Return to Ostagar
Your memories of the battle of Ostagar will haunt you for years to come. It laid waste to your order and claimed the lives of many great men and women.
Now, there are rumors that a fellow survivor of the battle has escaped from captivity and is seeking the Grey Wardens help. The time has come for the Grey Wardens to make their return to Ostagar and exact their revenge upon the darkspawn.
Features of Dragon Age: Origins - Return to Ostagar
A return to the battlefields of Ostagar, now thick with darkspawn encamped amidst the snow
An opportunity to reclaim the lost arms and armor of a king
A second chance to add Dog to your party
system requirements:
Core 2 Quad 2.4 GHz, 2 GB RAM, graphic card 512 MB (GeForce 8800 or better), 20 GB HDD, Windows XP SP3/Vista SP1.
Wednesday, 15 April 2015
Crazy Frog Racer Download Free Offline PC Game Full Version

Crazy Frog Racer Full Version PC Game Free Download
Burn Zombie Burn! Free Offline PC Game Full Version Free Download

Burn Zombie Burn! Full Version PC Game Free Download






7554 Free Offline PC Game Full Version Free Download

7554 Full Version PC Game Free Download







Stasis Free Offline PC Game Full Version Free Download

Stasis Full Version PC Game Free Download






Monday, 13 April 2015
Aktualizace 1 2 24 20

Návod, jak nastavit Origin pro automatické aktualizace, najdete
ZDE
Oprava chyb a problémů
Stabilita a výkon
- Vyřešena nestabilita hry způsobená dlouhodobým provozováním frameworku uživatelského rozhraní. Docházelo k ní pouze při stěhování, cestování, vytváření nových rodin a stavění. Takže vlastně kdykoliv během hraní.
- Opravili jsme padání hry nahlášené na moderských fórech. Při zkopírování pokrývek hlavy nebo účesů někdy docházelo k nestabilitě hry na grafických kartách značky Intel (problém byl v kódu, který se stará o skiny).
- Vyřešena nestabilita hry, která nastávala, když jste klikli na bazénové světlo umístěné pod vodou, změnili mu jas a pak to udělali znovu, znovu, znovu a zase. Hra v takovém případě začala být otrávená a prostě to zabalila. Teď je ve vodě opět bezpečno.
- Hra v některých případech zamrzala, pokud se plavající Simík pokusil použít předmět nacházející se mimo bazén. Opravili jsme všechny situace, které k této chybě mohly vést (a které jsme našli), a zabránili jsme tomu, aby se tato chyba objevila v situacích, které jsme nenašli. Jak? Prostě magie.
- Opravili jsme problém, který způsoboval nesprávné udržování informací o příbuzenských vztazích, pokud tito příbuzní žili v různých domácnostech. Dříve hra pohlížela na každou domácnost zvlášť, což nebylo správně. Řekněme například, že v rodině žil Simík se dvěma dětmi a jedno z nich se odstěhovalo. Druhé dítě pak mělo své vlastní dítě a to mělo dítě, které mělo další dítě. Potom původní Simík zemřel, ale jeho dítě, které se na začátku odstěhovalo, bylo stále naživu. Informace o mrtvém Simíkovi by neměly být v tomto případě vymazány, protože má ještě žijícího potomka.
- Vítací pultík Vidame způsoboval zamrzání Simíků v případě, že na něm byly umístěny předměty, se kterými chtěli Simíci pracovat. Chvilku jsme zvažovali, že ho přejmenujeme na vítací pultík Nekonečné fascinace, ale nakonec jsme se rozhodli chybu opravit.
- Pracovní dny v neformálním oblečení, které nastávaly pokaždé, když si Simíci šli zaplavat těsně předtím, než vyrazili do práce, byly zrušeny. Simíci se nyní před obchodem do práce správně převlečou do pracovního odění.
- Mimochodem: všichni mají radost, že se pracovní dny v neformálním oblečení, které nastávaly pokaždé, když si Simíci šli zaplavat těsně předtím, než vyrazili do práce, zrušily. Bylo to totiž strašně dlouhé pojmenování.
- Děti a teenagery už není možné upravovat pomocí cheatu sims.add_buff Buff_Pregnancy_Trimester3.
- Vydání bazénů vytvořilo problém s návštěvami. Při kliknutí na dveře sousedů nebyla nikde k vidění interakce potřebná k návštěvě. Teď už je všechno v pořádku a na návštěvy můžete chodit, jak je libo.
- Navíc se objevil problém s nastavováním vchodových dveří domovského pozemku. Ten jsme také vyřešili.
- Cheat na přidávání Simíků do rodin opět funguje.
- Opravili jsme problém s průhledností vody. Některé grafické karty ji totiž v některých situacích zobrazovaly jako neprůhlednou.
- Opraven problém, který znemožňoval přetažení předmětů z inventáře Simíka do inventáře jiného objektu (například ledničky nebo knihovny).
- Hra už neselže při ukládání, pokud máte více než milion bodů spokojenosti.
- Simíci už samovolně nejí ambrózii.
- Opravili jsme chybu animace, která by se dala nejsnáze popsat následovně: „když se Simíci snažili podrbat na zádech loktem, zatímco seděli na kraji bazénu a v ruce měli něco k pití“. Řekněme si to otevřeně: nebyl to pěkný pohled. Tento zážitek naštěstí žádné Simíky trvale nepoznamenal.
- Simíci, kteří seděli na kraji bazénu a selhal jim při tom močový měchýř, nemohli svou potřebu WC uspokojit. Kdyby byli tou dobou radši v bazénu...
- Těhotné Siminky byly dočasně imunní proti utonutí v bazénu díky dohodě, kterou jsme uzavřeli se Smrťákem. Pokud ale došlo k tomu, že těhotná Siminka „měla“ utonout v bazénu, její náladovky chvilku nevěděly, která bije. Takže jsme jim to vysvětlili. Náladovky díky tomu už fungují správně.
- Smrt utopením se nyní počítá pro účely úspěchu Pomstychtivé božstvo.
- Plavání koleček teď pomůže odstranit náladovku Nedostatek cvičení, která občas postihne aktivní Simíky.
- Bazénové schůdky mají interakci „Vlézt dovnitř“, která se vám zobrazí, když na ně klikněte. Nově tato interakce dokonce funguje!
- Pokud se Simíci rozhodli zrušit své dobrodružství v Zapomenuté grotě, aby si mohli zaplavat, Zapomenutá grota zapomněla, že tito Simíci existovali. Kvůli tomu už nemohli dobrodružství uskutečnit. Se Zapomenutou grotou jsme si pohovořili a vysvětlili jí, že bazén je jen obyčejné místo, které jí nijak nekonkuruje. Simíci tam sice chtěli trávit čas, ale to přece neznamená, že na Zapomenutou grotu zapomněli. Proto ani Zapomenutá grota nemůže zapomenout na ně, jelikož obdobné vzájemné zapomnění bývá jen málokdy nezapomenutelné. Takže ano, Zapomenutá grota umí žárlit. Ale také odpouštět.
Sleepwear and Tank Top for Females by Bukovka


Tuesday, 7 April 2015
Game 39 Earthrise Suicide Machine

I commented on the introduction post that the in-game intro seems to be missing in the version of Earthrise that I’m playing. Either that or there actually isn’t one and the only way to understand the lead-up to the starting point is to read the manual, which I don’t have. I did however find the following on an abandonware site, which Ilmari has since pointed out is from the back of the box. “Attention: Guild Investigator. All contact with our mining colony on Solus has been lost. The mechanically propelled asteroid is now traveling out of control, and Solus is predicted to collide with Earth - unless the main engines are restarted in time. Report to Mining Guild HQ immediately for your assignment. That was all the message from the main office had to say. Why do you always get the tough assignments? After all, your solution to the Ursula IX incident was really just a matter of luck: But now as the Mining Guilds top investigator, its up to you to save the company billions of dollars- and possibly billions of lives!” From this I gather that humans have actually started mining asteroids for minerals and are somehow able to control the movements of the asteroids through some sort of propulsion system. So all I need to do to save Earth is land on the asteroid that’s heading our way and then restart the engines. Shouldn’t be too hard right!?

Earthrise started with an almost black screen. Only a few lights could be seen, and I was given the following information: “You have been asleep in this darkened room for six weeks. Your shuttle has finally reached the asteroid Solus, and placed you in orbit.” The life support systems and the lights then came on, and I was awoken from my slumber by some sort of alarm system. As I stood up, one thing crossed my mind above all else. Wow, these graphics are really old school! Once I got past that initial shock, I figured I should see how things worked in this newly experienced environment. I typed “look”, and was happy to find that I could get a pretty detailed description of my surroundings by doing so. I was standing in the cryofreeze room of the shuttle, and immediately began investigating the objects around me. I began by checking out the other cryofreeze unit, thinking that there might be signs of another astronaut having come along on this quest. There were none, and in fact the other unit was non-functional. The status panel on the wall confirmed what I’d just discovered, telling me that only one of the cryofreeze units was in working order. The cabinet in the corner of the room was empty too, making my starting room search a bit of a non-event. I decided to explore the floor I was on before I would consider climbing the ladder to what I assumed would be another level, so made my way through the door to the right.

The door led to the ship’s computer center, where a huge computer took up an entire wall. Its funny how people assumed back in the day that computers would get bigger and bigger the more powerful they got. I didn’t appear to be able to do anything with the computer, other than confirming that it was currently in perfect working order. Continuing to the right of screen, I came upon a fuel storage area. There I found three oxygen tanks and four containing fuel. I discovered a small oxygen filler valve attached to one of the oxygen tanks, but could find no reason to use it just yet. Having fully explored what I now knew to be the bottom level of my ship, I climbed the ladder that led out of the fuel storage area. This took me to the upper engine room, where I could see the shuttle’s primary and backup engines. The status panel on the wall told me that the main engines were in tip top condition, and that the auxiliary engine was therefore in standby. There was a notice on the wall in the engine room too, which read “No user serviceable parts inside. Refer service to qualified service personnel.” I hoped I never needed to fix anything on the ship, since I doubted I could be considered part of the “qualified service personnel” crowd.



I made my way back to the cryofreeze room. There I ascended the ladder I’d ignored on starting, and emerged onto the bridge of the shuttle. There was a “gravity couch” and various panels to check out. I typed “look at panel” and was asked whether I meant the Communications panel or the Control one. I selected the Communications panel and was told that it would allow me to report back to the Guild on Earth. I typed “report to Earth” and was surprised when it worked! “You briefly report your progress thus far, and are told to proceed with your investigation.” I was shown my score in red at the bottom of the screen, which was now 3 out of 800 (3 points). Nearly finished then! Done with the Communications panel, I tried to look at the Control panel, only to be told that I could only see or use this panel from within the gravity couch. I didn’t feel ready to sit at the ship’s main controls just yet, so ignored the couch for now. There was a chart on the wall that appeared to lay out the shuttle’s floorplan, but I was bit alarmed to be told “It looks surprisingly like the one in your manual” when I looked at it. It still annoyed me greatly that I didn’t have the game’s manual, but still hadn’t seen anything that suggested I wouldn’t be able to finish the game without it.


The rack on the wall contained an oxygen bottle, which I picked up (15 points) and automatically attached to my suit. At this point I went through the doorway to the right of screen and found myself in the main airlock chamber. There was a cabinet on the wall to the right of the airlock, but I wasn’t able to open it manually since there was no handle or knob. Looking at the control panel to the left of the airlock, I discovered that I could open / close the cabinet from there, and that I could also open, close, clear or flood the airlock. Opening the airlock seemed a very stupid idea, but I eagerly opened the cabinet. Inside I found a space helmet, which I picked up and put on (15 points). “You are now breathing from your oxygen bottle.” I decided wasting oxygen while inside the shuttle wasn’t ideal, so took the helmet back off but held onto it. I continued to the right of screen and entered the pod bay, where a smaller shuttle awaited me. It was a “standard Guild light transport model”, and an open access door and stepladder invited me to enter. Before I did so, I thought it best to check out the status panel on the wall, where I was told the following: “The status panel informs you that your shuttle is in orbit around Solus, your pod is fully fuelled and the overheard doors are closed”.



That last detail seemed important, and I figured I would need to open the overhead doors if I was going to consider taking off in the transport shuttle. There was also a control panel on the wall, which did indeed contain the override for the overhead door, only the override had a polyglass cover over it. “Obviously they didn’t want you playing around with manual controls.” I faced similar feedback when I tried to disconnect the fuel pump from the shuttle, since it didn’t seem particularly safe to take off with it hanging out of the ship. I was being led to believe that everything would occur automatically on take-off, and if I was wrong, I figured the result would likely be humorous. I’d been to every section of the shuttle as far as I could I tell, but decided to at least try positioning myself on the couch on the bridge before heading down to the surface of Solus. It took me a while to figure out that I needed to type “lie down” to position myself on the couch, looking up at a previously unseen panel. From there I could open or close the pod bay door and I could also set the automated navigation to either Flight or Return. Aha, so this is where I was supposed to open the overhead doors in the pod bay! I did so (7 points), then hopped off the couch and made my way back to the bay, knowing full well that if I didn’t put my helmet on I was likely to suffer some serious consequences.

I was curious to know what would happen if I entered the bay unprotected, so saved my game and did it! “Suddenly you feel one whopper of a sinus headache coming on. There is something very unpleasant about being in an unpressurized environment without a helmet on. If you were still breathing you would probably kick yourself.” My head exploded in a bloody mess! This was awesome of course, and reminded me very much of the Space Quest series, with its vast array of gruesome death scenes. I made a mental note to commit suicide at regular intervals, then restored and put my helmet on. I hopped into the transport shuttle and sat down at the controls. There were two buttons available to me, being Automated Flight and Automated Return. I pressed the former (15 points), then watched as my shuttle launched through the open bay doors out into space. The craft accelerated away from the TMG-7 shuttle and then made its way down to the surface of asteroid Solus. It landed squarely on a landing pad on an otherwise empty section of rocky landscape, and I quickly exited in preparation to explore. I predicted that this environment was likely to be bigger than just a few screens, so opened up Excel to begin mapping. I’ll include this map in my posts at appropriate times, in the hope it will make it easier to follow along.



As I used to do in all early Sierra games, the first thing I did was see whether there were barriers stopping my progress in each direction or whether the environment looped back on itself the way it did in games like King’s Quest I and II. There appeared to be barriers, so I started from the left top corner and headed down, with the intention of zigzagging my way across, mapping the area out as I went. The top left screen had nothing in it, but the one directly below it had a radio tower. There was a ladder that I could climb up to the dish antenna, but I could also use it to climb down into an airlock below. There was an electrical box attached to the tower, so I tried opening it. It was locked, and I was going to need a combination if I wanted to access whatever was inside. I climbed the ladder, but as I emerged onto a platform where the antenna dish was situated, I was informed that I was running dangerously low on oxygen! Well that was less than ideal! I immediately thought of the oxygen valve I’d seen back on the space shuttle, and wondered whether I was supposed to have filled my suit before coming down to the surface. It seemed likely! I also wondered whether there was any way to know how much oxygen I had left at any point, so began looking through the menus. On the help screen I found I could press F8 to check my wrist monitor, which would show me the status of my air tank and the external atmosphere.



Clearly I was going die soon, but I figured I’d find out as much as I could about the radio tower before that happened. There was a gear box to my left, which had a status panel on it, and an access panel to my right. When I looked at the access panel, I found both "close" and "open" buttons, as well as a display with the numbers "11166.1713" on it. I pressed the open button, assuming it would open the gear box. “You hear a groaning sound, but nothing happens. Something is holding that panel shut.” I walked over the gear box to see if I could figure out what was stopping it from opening, and found there was a screw holding it closed. I took a closer look at this screw: “It looks like someone arbitrarily put a screw through the panel to hold it closed. It’s a flathead screw, and you can’t imagine what inspired someone to put it here.” I looked at my inventory, but had nothing that I thought might be able to unscrew it. There seemed nothing else to do up there, so I descended the ladder down to ground level and then further down into the airlock. I reappeared in some sort of storage area, but before I could even consider exploring, my oxygen finally ran out. I was going to have to restore back to the shuttle, so this seemed a very good place to end my first session. I have to say that I’m intrigued by this little game, and am looking forward to seeing whether the game continues in this serious manner or diverts into a more Space Quest direction. Join me in a couple of days to find out.

