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Ghostdream Download For Pc [hacked]

Updated: Mar 21, 2020





















































About This Game "When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..."On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though.The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story.- 55+ entirely animated locations (rooms)- 10+ characters- 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...)- 16 000+ words story (fully voiced)- about 10 hours to beat Ghostdream for the first time.- 20+ songs OST- 60 pages art book (with a puzzle guide) 7aa9394dea Title: GhostdreamGenre: Adventure, Casual, IndieDeveloper:ArkHousePublisher:Forever Entertainment S. A.Release Date: 24 Oct, 2016 Ghostdream Download For Pc [hacked] ghost dream lookup. ghostdream video game. ghost dream perfume set. ghost dream meaning dream mood. ghost dream gift set 50ml eau de toilette. green ghost dream. ghost dream in pregnancy. nun ghost dream. unicorn ghost dream. ghost dream perfume gift set. ghost dream perfume sample. friendly ghost dream. ghost dream gift set 50ml eau de toilette. ghost dream gift set perfume shop. ghost dream gift set boots. ghost dream cena. ghost dream basenotes. ghost dream gift set 50ml. ghost dream sample. ghost dream moods. ghost dream during pregnancy. green ghost dream. friendly ghost dream. ghost dream moods. ghost dream lookup. ghost dream 50ml. ghost dream gift set. ghost dream ebay. ghost dream dictionary. ghost dream boots. ghost dream mod. ghost dream blouse. ghost dream body lotion. ghost dream image. ghost dream facts. ghost dream notes. choking ghost dream. ghost dream perfume best price. ghost dream perfume review. holy ghost dream. ghost dream eau de parfum gift set for her. ghost dream eau de parfum 100ml. ghost dream mod. ghost dream dictionary. ghost dream gift set 30ml. ghost dream fragrance. ghost dream during pregnancy It's an odd game. I liked the visuals, the dialogues and the quirky characters, all this strange vision of after life. To progress you have to solve puzzles. Not inventory based puzzles (there is no inventory at all), but enigmas. An example: you have to understand obscure hints to know in which order you must click on symbols on a card, and the guard will let you pass to the next place. I found these puzzles often more tedious than fun. You slowly travel from screen to screen to see the hints, and you find the solution, or not. You don't interact much with the environment. So, I used a walkthrough a lot. I liked this game as a kind of visual novel, for the story, but not much for the gameplay. Overall, this is a unique, weird, small world, and for that I recommand this game (but maybe not at full price).. This is one of those "I really wanted to love this game" reviews. I tried. I tried really hard. I read the reviews and the most common complaints just made me more eager to play. I love old school, cryptic, puzzles and I didn't expect to figure out all of the puzzles on my own. Many of the old games came with some kind of printed material that might be needed in the game. One of the things I enjoyed was taking a puzzle solution I whiffed on and going back to discover what detail in the game I had missed. (Like putting detangling cream in a machine that removed T's so that I could straighten someone out ie: de-angling them ...circa 1986) .Where this game lost me is that even when I replayed the Act for a puzzle I couoldn't figure out ***with the solution in front of me***, I still felt like there was a disconnect between information given and puzzle solution. That disconnect may be a designed component of the "Dream" atmosphere and gameplay, but it should disappear when the answer is known. I I still think the game is worth playing, I just can't love it like I wanted to.. point and click game with bad mouse pointer. ACHEVMENT UNLOCKED! I always wanted to be the first to comment on a game. ironicly the game is in some odd resolution that makes my monitor desplay an "nivaid format" so couldnt play the game. nice music though. This game has a very beautful art work, voice and music choice for its theme which I really enjoyed and kept me playing. The story, while being fair, was enough to keep the theme interesting enough to be invested in the character, Reader, and his companion, Writer. While some acts had some satisfying puzzles like Act 1, 2 and 5, the remaining acts were very annoying as you had to find the right pixel to click on to progress further in the game (had to use a guide to find their exact locations). Dialogue in the game at first was alright but takes a noise dive as you progress, the conversation with Singer was, to be direct, cringey. Overall, I enjoyed it for what it is and hope the developer decides to try a new IP that plays into the developer's strength, the art concept (character and environment design) and music with a melancholy theme.. Decided to give this game a try due to the storyline description and art style. While I love the graphics, the dialogue took me out of the story almost immediately. The "humor" in the dialogue came off as a bit surreally juvenile to me...I didn't find it clever, nor did it add dimension to the story\/characters. It just didn't feel like it fit the atmosphere or figures in the game.There were some other minor aspects that I disliked (such as the set-up of the mouse controls, and the limited options on the start menu), but the dialogue was the main annoyance for me.. Chooo chooo!!! Rivers & Citadels - Early Access Build 13: Rivers? Check.Citadel? Check.Smoke? Check.This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:Full change log:Main features:- Added River Delta map- Added Citadel map (it's still in early development, expect bugs!)- Added Smoke grenades to block sight- AI will use smoke grenades to cover their attacks.- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)- Added Patriot GL, which is a Patriot with an underslung grenade launcher.- Added Thumper grenade launcher.- Improved how AI navigates the map, they will now spread out and use new paths when attacking.- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!Other fixes:- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.- Reduced bounce on grenades to make it easier to land them just where you want them.- Some tweaks to audio mixing.- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.- Updated weapon reflection sounds to include a firing sound.- Fixed AI not driving animation driven vehicles (such as walkers) properly.- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)- AI now runs away from grenades only if they can see them.- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.- Fixed a bug where AI would not fire in vehicles.- Fixed a bug that would sometimes cause very long loading times for custom maps.- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.- Fixed some camera bugs with photo mode.- Misc AI tweaksHotfix:- Added some missing colliders on houses in Citadel.Enjoy the update!/SteelRaven7. Bomber and vehicle improvements - Early Access Build 6: It's time to drop bombs in the new update for Ravenfield, adding this new iron bird:This update has also significantly improved the handling of ground vehicles, allowing you to more smoothly cruise around the map in your jeep or tank! Other vehicles such as planes and helicopters have also had their handling tweaked, but there's still some work to be done to really nail the feel, so let me know what you think about the changes so far!Full change log:- Added Bomb Plane- Added ability to have multiple, switchable weapons in vehicles (switch between them like you switch infantry weapons)- Added additional ground attack rocket weapon to the Attack Plane.- Complete overhaul of car based vehicles (Jeeps, Quads, Tanks)- Added third person camera to vehicles. Toggle it with C by default- Added Raven Control game mode parameter - this makes the Raven team start owning all neutral points- Slightly increased helicopter and attack plane speed- Rebalanced attack plane machine guns, they now deal slightly less damage so dogfights last longer- Added armor rating system to vehicles and weapon projectiles. This allows modders to specify what projectiles can damage what vehicles in a much better way.- Attack planes, Quads and RHIBs can now be damaged by small arms fire.- Added team indicator stripes on Planes and Helicopters- Scalpel and Hydra now has lock on sounds/animations- Plane wings come off when the plane is destroyed- Slight changes to Archipelago island airfield to acommodate the bomber- Added support for modded levels to use custom hand models- Nerfed SLAM-R slightly by reducing its projectile speed and damage.- Added third person weapon model to the player soldier 3d model so shadows look correct- Improved character animations when looking around while seated.- Added vehicle testing level to try out vehicles in a simple way- Added testing game mode that lets you spawn on any capture point.- Added fallback code to prevent game crashes related to physics.- Added a "-noworkshopmods" launch option that disables the loading of workshop mods/maps- Added a "-nocontentmods" launch option that disables the loading of weapon mods- Pressing F9 in the spectator camera mode will now take a super high res screenshot and save it in ravenfield_Data/screenshot.png- A bunch of smaller bug fixesHotfix 1:- Improved Archipelago navmeshes to prevent vehicles (especially tanks) from getting stuck near the island airport- Tweaked AI car/tank driving so to reduce some wobbly, zig-zag driving behaviour- Fixed Tank and Quad names showing up as VEHICLE in the squad order UI- Fixed Tank sliding along the ground when destrotyedKnown bugs:- The Bomb Plane sometimes causes a physics-related crash. I'm still trying to figure out ways to mitigate this problem.On top of the changes to official vehicles, this update has also laid the groundwork for vehicle modding which I intend to roll out in the coming weeks. If you want to try custom vehicles out as soon as possible, make sure you keep up with the updates on the Beta branch of the game.For more information about vehicle modding, you can chat with me and other community members on the official Ravenfield discord server at https://discord.gg/ravenfieldEnjoy this update!/SteelRaven7. Patch: Bugfixes May 19: I just updated the game with a couple of bugfixes!The following has been fixed:Added slowmotion bind in input optionsRespawn time option now worksCannot kick inside vehicles/turretsCannot lean inside vehicles/turretsMouse wheel works for weapon switch (if it's bound in input menu)HMG remaining ammo count doesn't bug out when resupplyingCan hide battalions UI with Home keyAdded alternative flight control preset (the default control layout from beta 5)If the update isn't automatically downloaded, you can restart steam to force download the update. Let me know if there are any other issues you're running into!. APC & Skirmish Mode - Early Access Build 14: EA14 adds a highly requested vehicle to the game - an amphibious APC! The APC is designed to safely transport infantry to the front lines, but don't underestimate its power against vehicles. The APC also introduces a more detailed vehicle style, both in its look and handling. Expect updates to the existing vehicles to bring them up to par!EA14 also introduces Skirmish mode, a brand new game mode with limited respawns. When you die, you take the place of a bot on the battlefield. This means that you will no longer have access to the weapons you picked at the start but will have to make do with whatever the bot was carrying. Improvisation is key here!As the battle rages on, reinforcements will be airdropped onto the battlefield. Here you have a chance to pick a new loadout to bring into battle. The number of airdrops are limited though, so make sure your team doesn't run out of soldiers or you'll lose the battle. Any team can also win by capturing and holding more flags than the other through a domination victory.Full change log:- Added APC- Added Skirmish game mode with limited respawns.- Several improvements to vehicles (mainly car improvements): - Added Forward/Reverse gear that takes a brief moment to switch between. - Added tipping force when turning sharply and accelerating/braking. - The engine will struggle a little bit when the suspension is under high load - Added support for new sound such as shifting gears, suspension stress, engine ignition. - New sound mix when sitting inside an enclosed seat. - Added support for amphibious (floating) cars. - Added stable turret that doesn't rotate with whatever it's attached to.- Some various minor tweaks to levels to help AI get into/from their vehicles a little easier.- AI can now get into vehicles just after leaping off a surface, especially useful for vehicles in water. Before they had to wait until they were swimming before they could get in.- Fixed a bug that would cause AI to perodically slow down when following a path.- Added modding support for weapon parameters such as custom sight modes and weapon alt fire modes.- Added secondary fire mode to Thumper where it fires smoke rounds. This is useful for both blocking view and ranging your grenades.- Fixed a bug that would cause vehicle gibs such as wing parts to jitter when on the ground.- In the weapon picking loadout UI, weapon tags are now hidden if they contain no weapons.- Moved the Player Has All Weapons checkbox to the instant action page.- Player Has All Weapons setting will now persist between games.- Player Has All Weapons setting is now saved with your game configuration saves. By default it's set to off.- All weapons are now always visible in the Weapon Switch menu. Any weapons that can only be used by the player is highlighted grey.- Improvements to how AI pick weapons, they will now prioritize long range weapons such as snipers and assault rifles on longer engagement ranges and vice versa.- AI will now pick up two equipment items (previously they only picked one). They also have a slightly increased chance of picking an anti-tank weapon in slot 4.- Smoke grenades particles will now be lit according to the level ambient lighting conditions. For example, they will no longer appear super bright during night time.- Vehicle HUD sounds such as missile lock on will now also be heard in third person mode.- Increased grenade launcher damage when hitting a vehicle directly. This makes them more effective as anti-armor weapons (But rocket launchers are still the better choice).- Smoke grenades now have a unique 3d modelEnjoy this update!/SteelRaven7. The Archipelago Update - Early Access Build 2 is out now!: Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level!The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops!You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky!https://www.youtube.com/watch?v=ULuXYGRcTp8Here's the full list of changes:ContentCompletely reworked Archipelago!Added Attack BoatAdded stationary wire-guided missile launcherBalanceAdded new difficulty level and tweaked existing ones.Increased tank health from 2000 to 3000 hit points.Increased plane machine gun clip size and added convergence to the bullets.Flags will now stay neutral until fully captured, which slows down attackers somewhat.AIMajor AI decision making improvements to handle the multiple islands of Archipelago better.There are now three AI difficulties: Easy (same as old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging).Improved cover point finding, AI will now pick better spots to camp when defending a flag, and also will avoid taking cover next to (or inside) stationary turrets.Improved plane AI, they are way better at engaging targets now. This still needs some tweaks, but it's a major improvement.Sped up AI movement speed when engaging enemies, will only walk if the target enemy is very close.AI aiming tweaks, makes them slightly at keeping their sights roughtly on target but slightly worse at sniping.AI pathfinding improvements, including the ability to navigate shallow waters on foot and in some watercrafts (like the RHIBS)AI can no longer teamkill close teammates (especially noticable in transport vehicles)AI is somewhat more inclined to staying and defending a point if people are attacking it.MiscAdded checkbox to disable joystick binding (useful if you have a joystick plugged in that prevents other inputs from being bound)Fixed sniper reload animations sometimes not playingCapture points now uses cylindrical radius queries instead of spherical. This means that I can now make sure you can't capture flags from unexpected places (such as one floor above or below the actual flag point)Improved UI hiding (with home and end keys) so that the UI no longer pops up again after death. Flag capture messages are now also hidden if gameplay UI is hidden.Added respawn button to loadout (access it by pressing enter) while alive. You can use this instead of the suicide button (K)Can no longer melee or kick yourself.Hotfix patch 1:Should solve the issue of pressing spacebar causing the player character to die.I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa!Thank you for your support, and I hope you'll enjoy this new update!/SteelRaven7. Coastline - Early Access Build 8: This update is mainly about the new map - Coastline!Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins.This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game!Full EA8 Change Log:- Added Coastline Map- Added Configure Flags option- Significant AI changes: > AI will now acquire new targets much faster, giving them a quicker reaction time and challenge > AI now has a Close Quarters mode where they automatically take cover when under fire. > Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI. > Misc AI fixes- Added ladders (Press use key to enter them)- Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level.- Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points.- Added damage zones- Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level.- Added configurable-per-flag AI defense strategies for map makers.- Added one way level neighbors- Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!)- Added cloud- Strictly no ET activities allowedHotfix 1:- Looks like the ET activities have been contained... for now...I hope you'll enjoy this update!/SteelRaven7. Archipelago Progress and update plans: Archipelago is shaping up nicely! If you haven't checked it out yet, you can try it on the beta branch (instructions here)! This is a brand new screenshot from today's beta branch update:I'm happy with the layout of the new map, so my plan is to finish up the overall structure of Archipelago and release it on the main steam branch as Early Access Update 2 next week. Don't worry, I will continue improving the map at a later stage, but I think it's good enough for now!This is what Archipelago looks like at the moment:After releasing the Early Access Update 2, I will shift my focus to custom map support and workshop integration. This means that I will start rolling out the official modding tools which are used inside the Unity Editor. There are already some really cool map ideas drawn by community members, and some of you even started making levels inside the Unity Editor!This is a custom map idea from community member McDenny's09:If you want to get access to the Map Making tools as soon as possible, make sure you join the discord chat server over on https://discord.gg/xavGMJa!Thanks!. Dialog Testing - Early Access Build 9: Hey everyone, and sorry about the radio silence lately!I've been taking some time off development, but now I'm back with regular updates again!This update adds a dialog system to the game. The dialogs will be mainly used in the conquest mode (which obviously isn't available yet), but I figured I should spend some time working on this feature and get your feedback on its first iteration. This means the gameplay changes in this update are very light, but you should look forward to some of the upcoming changes that are hinted at in this update ;)!Right now there are two dialogs available in the game. The first one will automatically pop up, but the second is hidden in the game. Make sure you check out the new roadmap page for some hints to find it!The roadmap was added to give a more clear picture of what remains to be added into the game before it leaves Early Access. I want to keep adding features to the game after it leaves Early Access too, so don't get discouraged if your favorite game suggestion isn't on the roadmap, it might be added later down the line anyway!Full change log:- Added dialog system- Added roadmap menu page- Fixed some minor issues when loading modded maps/weapons- Added some weapon modding features allowing modders to create more realistic weapons with simulated chambered rounds and mag drops.- For sure no secrets!!!To anyone a bit sad that this update doesn't contain more gameplay updates - sorry about that! I'll make sure to update the beta branch with new gameplay elements as soon as possible, so be on the look out!!!Finally, Ravenfield has now been on steam for exactly one year, and I'd like to thank everyone for the massive support for the game! Thanks to you, I can work full time on the game without any worries which is super exciting! Thank you!Enjoy this update!/SteelRaven7

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