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Infinity: Battlescape

Infinity: Battlescape

80 إيجابي / 402 التقييمات | الإصدار: 1.0.0

I-Novae Studios, LLC

  • United States
    $34.99$34.99
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    $1.43$1.43
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قم بتنزيل Infinity: Battlescape على جهاز الكمبيوتر باستخدام GameLoop Emulator


Infinity: Battlescape ، هي لعبة بخار شهيرة تم تطويرها بواسطة I-Novae Studios, LLC. يمكنك تنزيل Infinity: Battlescape وأهم ألعاب البخار باستخدام GameLoop للعب على جهاز الكمبيوتر. انقر فوق الزر "الحصول" ثم يمكنك الحصول على أحدث أفضل الصفقات في GameDeal.

احصل على لعبة Infinity: Battlescape البخارية

Infinity: Battlescape ، هي لعبة بخار شهيرة تم تطويرها بواسطة I-Novae Studios, LLC. يمكنك تنزيل Infinity: Battlescape وأهم ألعاب البخار باستخدام GameLoop للعب على جهاز الكمبيوتر. انقر فوق الزر "الحصول" ثم يمكنك الحصول على أحدث أفضل الصفقات في GameDeal.

ميزات Infinity: Battlescape

Redefining massive action space battles

Infinity: Battlescape is a multiplayer space-combat game taking place across a massive, true-to-scale procedurally generated star system that is 100% seamless (no loading screens). Multiple corporate factions are fighting for control of a solar system in a war involving hundreds of ships (players or AI. bots), potentially more than a thousand per-server ( without instancing ), that can last from hours to days. Coordinate with other players to destroy enemy infrastructure around strategic locations, referred to as Battlescape's, across a wide range of gorgeous environments including barren moons, gas giants, volcanic planets, asteroid rings, and more.

Participate in space and planetary battles of massive proportions like those seen in movies such as Star Wars, Battlestar Galactica, and Serenity. It's not unusual in Battlescape to hop from battle to battle, some of them involving hundreds of ships. Climb the competitive ladder, gain ranks, and complete side missions to support the war effort in your own way.

Earn credits to upgrade and customize your ships, mount better weapons and equipment to give yourself an edge over your opponents.

Team tactics and strategies

Each faction owns a limited amount of infrastructure at each Battlescape, consisting of factories, land bases, large space stations, and small space stations. Large space stations can spawn all types of ship, making them critically important to defend, whereas small space stations and land bases are limited to smaller ships. Factories spawn AI-controlled haulers that transport resources to space stations. Those resources get converted into credits and redistributed on a regular basis to your team's players and AI commander. Players (or the AI) can then spend these credits on acquiring better ships and assembling a fleet to attack the enemy. Battles naturally emerge around the solar system at strategic locations.

Every ship in Infinity: Battlescape has its own strengths and weaknesses, supporting a wide variety of play-styles that each feel unique. An interceptor is small and nimble, good for scouting and protecting capital ships from hard-hitting bombers. Corvettes can be configured defensively, to repair team-mates, or offensively as "space tanks". Carriers are mobile spawn points with limited weaponry whereas cruisers are both heavily armored and heavily armed - capable of quickly dealing punishing amounts of damage to enemy capital ships and infrastructure.

أظهر المزيد

قم بتنزيل Infinity: Battlescape على جهاز الكمبيوتر باستخدام GameLoop Emulator

احصل على لعبة Infinity: Battlescape البخارية

Infinity: Battlescape ، هي لعبة بخار شهيرة تم تطويرها بواسطة I-Novae Studios, LLC. يمكنك تنزيل Infinity: Battlescape وأهم ألعاب البخار باستخدام GameLoop للعب على جهاز الكمبيوتر. انقر فوق الزر "الحصول" ثم يمكنك الحصول على أحدث أفضل الصفقات في GameDeal.

ميزات Infinity: Battlescape

Redefining massive action space battles

Infinity: Battlescape is a multiplayer space-combat game taking place across a massive, true-to-scale procedurally generated star system that is 100% seamless (no loading screens). Multiple corporate factions are fighting for control of a solar system in a war involving hundreds of ships (players or AI. bots), potentially more than a thousand per-server ( without instancing ), that can last from hours to days. Coordinate with other players to destroy enemy infrastructure around strategic locations, referred to as Battlescape's, across a wide range of gorgeous environments including barren moons, gas giants, volcanic planets, asteroid rings, and more.

Participate in space and planetary battles of massive proportions like those seen in movies such as Star Wars, Battlestar Galactica, and Serenity. It's not unusual in Battlescape to hop from battle to battle, some of them involving hundreds of ships. Climb the competitive ladder, gain ranks, and complete side missions to support the war effort in your own way.

Earn credits to upgrade and customize your ships, mount better weapons and equipment to give yourself an edge over your opponents.

Team tactics and strategies

Each faction owns a limited amount of infrastructure at each Battlescape, consisting of factories, land bases, large space stations, and small space stations. Large space stations can spawn all types of ship, making them critically important to defend, whereas small space stations and land bases are limited to smaller ships. Factories spawn AI-controlled haulers that transport resources to space stations. Those resources get converted into credits and redistributed on a regular basis to your team's players and AI commander. Players (or the AI) can then spend these credits on acquiring better ships and assembling a fleet to attack the enemy. Battles naturally emerge around the solar system at strategic locations.

Every ship in Infinity: Battlescape has its own strengths and weaknesses, supporting a wide variety of play-styles that each feel unique. An interceptor is small and nimble, good for scouting and protecting capital ships from hard-hitting bombers. Corvettes can be configured defensively, to repair team-mates, or offensively as "space tanks". Carriers are mobile spawn points with limited weaponry whereas cruisers are both heavily armored and heavily armed - capable of quickly dealing punishing amounts of damage to enemy capital ships and infrastructure.

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معاينة

  • gallery
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معلومة

  • مطور

    I-Novae Studios, LLC

  • احدث اصدار

    1.0.0

  • آخر تحديث

    2019-09-26

  • فئة

    Steam-game

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المراجعات

  • gamedeal user

    Dec 5, 2019

    It's DEAD I'm giving this game a thumbs up because it deserves to be rated highly and desperately needs the exposure. But take a look at the steam charts, there's nobody playing this game at the moment which is really sad. I know I don't have any play time to speak of, but that's because I spent those collective moments searching for players. It's really frustrating because this has so much potential. This game needs players! But if the Devs want that then they NEED NEED NEED some advertising or a free weekend, anything! I only found out about this because of steam's game-finding algorithm. I can't describe how disappointing this is after reading the reviews and seeing gameplay footage. I'm sorry guys but I have to refund you. I really wish you well because it seems like an idea that I've fantasized about countless times.
  • gamedeal user

    May 28, 2020

    Review is broken up into [b]Rating[/b] (for those who hate walls of unending text) and [b]My Thoughts[/b] (walls of unending text). I may change this review in the future when enough changes are made. --- [h1]Rating[/h1] [b]Art:[/b] 6/10 (still early in development, but it looks good even at this stage) [b]Sound:[/b] 8/10 (Battlestar galactica style explosions ftw) [b]Performance:[/b] 9/10 (surprisingly smooth, even with dozens of capital ships roaming around) [b]Gameplay:[/b] 7/10 (The combat is pretty fun, addicting even. Issues are generally only found on the macro-level in the game) [b]Summary[/b] The game is pretty fun. Even if feel you're terrible at dog-fighting or moving giant bricks of unending firepower around, you will still get a kick out of the battles in this game. The performance is pretty good, even during large-scale fights. At this early stage you can play for a couple hours and come back to it every other day for some pew pew. The developers are fairly active (even in-game). --- [h1]My Thoughts[/h1] Below is just a wall of text of my thoughts on things and the biggest issues in the game and some suggestions for the developers. While the game is extremely early in development and perhaps some of these were already addressed, I still will point them out as they were noticed by me as of the writing of this review. [b]You get an icon, you get an icon. EVERYONE GETS AN ICON![/b] There is too much information given to you to at all times. For example, you will get an alert for an incoming mine or missile. ok, [b]where?[/b] You often have to draw your attention away to just find [i]where[/i] this object is coming from. In large battles you won't know what is targeting you (enemy) and with what (which specific missile/mine). Perhaps the solution is to [b]inform the player they are being targeted and from who or what[/b]. Being told an angry mine is coming doesn't help if there are 3 other ones roaming around. [b]HUD Icon Transparency confusion[/b] The game does change the gradient of the icons, [u]but in a non-productive way[/u]. The closer you get to 'any' target, their icon fades till it is almost 100% transparent. This sometimes leads to you not noticing targets at close range (even capital ships). The solution to this is simple and would solve multiple problems. [b]Change the transparency so that the further the target is from you, the more faded it's icon is.[/b] This would both help reduce clutter and quickly inform the player which targets are closer and more immediate threat to them. [b]My ship has blank[/b] Inside the game there isn't much info on your ship, weapons, capabilities, etc. When you go to the [ship] screen, you are only presented with the 3D render of the ship and nothing else. I am assuming that this will change with the upcoming ship customizations. Still, it leads to a lot of players not knowing that their ship can do x or y (i.e. corvettes can repair/resupply ships, but not when under fire). [b]You've lost something[/b] At some point, something goes wrong and things explode on your ship. This becomes extremely apparent if you're anything smaller than a destroyer. The first thing you'll notice is the violent noises and partials coming from somewhere. Okay, cool. But now you can no longer turn left. Okay, [b]clearly something is wrong[/b]. According to your HUD, your system still says [b]"This is fine"[/b]. So, you don't know if you lost an engine or half your ship. [b]Some feedback would be nice[/b]. [b]Battle-Flow[/b] The combat itself is fun, but the battles themselves seem to take place almost randomly. In my opinion, this is one of the biggest issues in the game. This causes you (as the player) to constantly jump from one side of a moon to the other moon on the complete opposite side of the gas giant on a random station or land base. While the game does have a [Mission] list with Attack/Defence sorted by some sort of priority, it doesn't inform the player as to [i]why[/i] it's important or why this base/station is being attacked and not x or y. More often than not, players will just choose battles either based on odds of success or just randomly. It would make sense for example if players had to lets say attack the orbiting stations around the moon in order to be able to attack ground bases. You could go further with this with using the orbits of stations as a [i]barrier[/i] against attacking ground bases. If the station is above or near, you [i]must[/i] attack it first. Just a thought. [b]Why are we here, just to suffer?[/b] Endless combat is fun but if there is no overall goal, players will feel as if their actions have no [i]real[/i] impact. There's a points system you can see with the [Tab] key. I haven't seen it move below ~4000 points for either side. So, there [i]appears[/i] to be a win-condition. Whether or not either side has ever won the war is up to internet historians to find out. [b]My station is better than yours[/b] There appears to be many different types of stations, but does one station have any sort of value over another? The answer (for land bases at least) is being more hazardous for Carriers and being completely bias against capital ship resupply. If any base/station adds any sort of tactical value, it isn't made apparent to the player(s). The only value any friendly station has currently is resupplying your ammo and ... repairing ... speaking of which ... [b]Your ship is on fire, but I'm on break[/b] The larger your ship is, the slower it [i]seems[/i] to repair. While that may seem reasonable on paper, it becomes annoying when there is literally [u]nothing[/u] happening around your station and you just want to hurry up and repair to get to the next battle. But you get to a point in the game when you say to yourself "repairing is taking too long" and just self-destruct yourself for a new ship. [b]BAD THINGS HAPPENED[/b] You all seem like cool people, don't fly anywhere near planetary rings. Just some friendly advice. [b]Carriers carry nothing[/b] Carriers or as I like to call them "Flying Barns" are huge bricks that intimidate friendly players as they often get in the way of your guns & missiles. Let's be frank here, carriers don't have a whole lot of impact if there aren't any or too few players. It gets worse if you bring a carrier into a specific fight that other players aren't participating in that fight. Now most of us perhaps assumed you'd get to control or at least get some sort of squadron that you could send out. Nah, you get to sit there and be a brick. Don't worry though, you got missiles that you can pretend are kamikaze interceptors. On paper, it sounds reasonable. You're a mobile spawn-point. But gameplay-wise, even if it worked for bots to you wouldn't have much engagement with the fight other than sending in your pretend bombers. You can also play pretend "I'm a station" and resupply ammo, though, I've personally rarely seen a carrier survive longer than the first ~5 minutes of any fight as they are focused immediately. [b]Game Price[/b] While this has nothing to do with the technical/gameplay aspect of the game, it contributes heavily into the severe lack of active-players (imo at least). I do not have the information that led to the decision, but it should either be looked at again or the developers need to take a look at some alternative methods for attracting players. I recommend the devs look into either more sales or [b]free weekends[/b] events in the future to expose more people to the product. Otherwise, the high price-tag will continue to hinder the player-count in the early stages of development.
  • gamedeal user

    Sep 28, 2019

    Preamble: I will preface my review by saying this NOT a bad game but it IS too expensive and my experience was not enjoyable, I was not sure about buying it for that price in early access, and since you get a very limited time to try a game before being able to return it there was a very high bar to meet for me. While it is a thumbs down it is *not* a thumbs down because the game is bad/unpolished/buggy/glitchy etc because it absolutely isnt, this is important. If you dont mind the things i mention below you will absolutely LOVE this game and you should get it. I understand that perhaps my personal preference lies elsewhere. Pros: ~This game is gorgeous looking ~seemless space to atmosphere transitions and combat ~The hit registration is fluid and spot on. ~The games premise and execution seem very solid. ~It is essentially a mixture of C&C Renegades simplicity and PVP accessibility, Planetside or perhaps the Original Battlefront 2 conquest map, with Elite-ish style combat, with Homeworld style 70's sci-fi looking ships. Cons: ~The UI is very very confusing to me. when you start theres no indication of what you're supposed to be clicking on, or where the fighting is, or even how you spawn into a spaceship. and then when you do ~You will be missile spammed and instant killed over and over.. I have never understood why in so many space games missiles are given so much power, these games that live or die on your gun accuracy have often such rediculous guided ordinance, yes we get it, missiles are effective IRL then can end people without you doing anything, which is why in games they feel like such a cheap crutch. People will say that "you need to boost and launch countermeasures" yes, but the AMOUNT of missiles combined with all of the directions they are coming from multiplied by how very strong they are makes this a thoroughly unenjoyable fighter experience. So you might be saying "they're just mad because they died a bunch" but that's not really the whole story, I got into a lot of fights even in the short time i played and when the fights don't include missiles, the game really comes into its own and is quite phenomenal, fantastic even, however then my allies will come over and just end the guy im dogfighting with with missiles. so you cant win, you either get endlessly spammed by them until you die, or anyone you're fighting gets spammed with them until they die. Every fight is completely dominated by them, and it was aggravating, and when i've just paid that much money I don't like to feel aggravated by my purchase. Every ship seems to have some kind of missile so the sound of missile warnings never went away which is just the cherry on the cake at this point. It wouldnt be half as bad if when you manage to dodge the missiles they stopped chasing you and maybe explode cinematically, but they dont, they just turn around and relentlessly chase for what feels like forever. The basic Interceptor ship most people are fighting with has 4 missiles, 1 missile will strip your shield completely and take away 25% of your hull, which is far too strong when they are just so numerous. You get only 10 countermeasures to deal with all of that. and when you run out you ARE 100% dead with no possible chance of survival. This isnt even mentioning capital ships spamming missiles at ground bases from orbit, everyones just spamming missiles!! ~Interceptor handling. This will 100% be my personal preference i feel, as somebody who has come from a Freelancer space fighting background rather than an Elite style one, but the interceptor handles like a bathtub full of water sliding around on an ice skating ring. It feels like it weighs an absolute ton and the engines are just not strong enough to cope with it and this is with flight assist on too. Just getting the ship to actually travel towards where I am facing was a chore. And since your afterburning power is pulled from the same power you shoot with, you are either dodging 5 missiles or shooting and if you need to do both you will die. I dont mind the whole realistic space dogfighting mechanic of sliding around because star citizen has it and its fine in there, in this it just feels like the ship has either too much mass for what it is, or the engines are not strong enough. If I could change this to suit me what would I do: ~I would completely nerf fighter missiles, half the damage missiles did so it would be 50% of the hull only per missile, make them ineffective against shielded targets, limit their lifetime so that they have to be fired more carefully and dont travel as far, and if you do dodge them then they would not capable of spinning around and continuing to chase you. This game could really be something far more enjoyable for what it is right now and I truely hope that it does get there because it can be breath taking, and if the game was F2P or half the asking price I probably wouldn't have wrote a review at all, but at this price point I had to write something about it.
  • gamedeal user

    Jun 3, 2020

    Refunded purely due to low player count. In-game server stats and also Steam charts clearly show a 1-5 Daily player count. I'm a little perplexed at the current development. Devs seem to be happy with the current price ($44.99 Canadian) and the copies sold but clearly the price is scaring away a potential playerbase.
  • gamedeal user

    Jul 9, 2020

    I would give this game a positive review if it weren't for the lack of players. The game-play is a blast, in fact there is a lot Star Citizen could learn from this game in regards to the rock-paper-scissors balancing concept to keep all classes of ships viable. Unfortunately the developer made the fatal mistake of bringing the game to the consumer long before they have a minimum viable product. As a result, they have lost the momentum generated by a large wave of initial players. Being that this game relies solely on its multiplayer to be a viable game, I can't recommend it. It seems to be dead before it's even finished. I tried to login today, there were 2 players online, one on the EU server, one on the US server. I hope they manage to lure in players somehow, because I would love to play more of this game, unfortunately I don't have much hope. I've seen it too many times before. I wish I could get a refund, but I've got nearly 15 hours in :(
  • gamedeal user

    Jun 30, 2020

    [h1]Amazing, epic space battles, sadly a very small playerbase[/h1] I fell in love with this game the moment I saw it. A never ending war between two corporate space empires, huge battles in space and on planets, a huge solar system with out any loading time. What's not to love? You really feel in the middle of a Star Wars or Battlestar Galactica battle, lasers, explosions and plasma beams all over the place. The game is still on Early Access, but take a look at how frequent the updates are. The devs are active and have a Discord server. [h1] Very good flight model [/h1] What I love the most of this game is the way the ships fly, you got inertia, you can "slide", you can hit your thrusters and brake, it really gives tactical depth to the dogfights. [h1] Steep price, empty servers [/h1] The game is pricey imo, more so if you consider it's a multiplayer game w/o players (1-5 ppl on a server). Still, the amount of fun you can get is huge, as there are constant battles with hundreds of AI controlled ships. But killing bots gets old eventualy. It's kind of frustrating to think that a drop in price might encourage new players to buy the game, solving it's main shortcoming. [b]imho the game is not overpriced. It's well worth the money. I don't wish I payed less, I wish more ppl were playing the game. If you can aford it, go for it, you won't regret it until I shoot you down. [/b] [h1]Downsides[/h1] As another review notes, one of the weak aspects of the game is the lack of a clear objective. Battles go back and forth, and the player feels little control or impact over the war. It's still on EA so I hope this will improve. The upgrade tree it's not finished, so when you try to upgrade a ship you just get a 3D model of the ship with no options. The models are good imo, but it could have more ship classes, like interceptors and heavy fighters, and more customization options, like decals or custom colors. The random bubbleheads in the cockpits. No. Why? They look ugly, and you can't customize them. Just, why? No proper tutorial or training missions. There's a good video tutorial series on yt though. [h1]The game on Linux[/h1] The game runs out of the box in Linux via proton. No tweaking was needed, multiplayer worked with out problem. [B] TLDR: Epic battles, great dogfights, great flight model, nice 3D models. Steep price, small playerbase[/b]
  • gamedeal user

    Dec 18, 2019

    Extremely, extremely good game. A lot of promise and I wholeheartedly recommend. Whilst there's not much to do as of yet apart from fight in various battles, they're absolutely amazing, both performance wise and visually, just so much potential. The AI that pad the admittedly low playerbase are also competent and provide a challenge, 100% get this, either full price or on sale, both are worthwhile investments. You can fly big brutish capital ships in very cool, slow, methodical slug matches with other capitals unlike any game out so far, what's not to love?
  • gamedeal user

    Jun 19, 2021

    You guys started developing at the wrong end. There is no Single-player game loop whatsoever which means your empty servers are a sign of complete failure when you're charging money for a product. Everybody solos sooner or later - even the diehard mmo people. They want to escape to a corner and focus on their skills. Their crafting. Their strategies. Their charcters and avatars. You offer nothing for serious games than a kiddy pool to splash round in, which is entirely dependent on other people wanting to splash round in at the same time. You need to give this demo away for free cos there's nothing there. The players ARE your content. I bought this hoping at least there was something to keep me occupied while waiting for someone else to join but... literally its just a generic fly'n'fight space sim. There's nothing here that wasn't done 10 /20 years ago. Why not start with an exciting and immersive single player concept? A few campaigns? A few challenges? A tech tree unlock easter egg hunt? Anything. You don't even have in-game tutorials in place. That's where you should have Started because they present the various game-play loops. This isn't 2003. You can't just show a light space sim and charge what you are for this. It's too lightweight and there's no promise of anything more. More ships? Who cares? More guns? Who cares? that just means more pew pew in a pew pew only game. There's no depth here. No enticement to persist. Star Wars Squadrons / Star Citizen/ Elite Dangerous do everything you can do. Why are you wasting so much effort on stuff that was done before? Bummed. I really liked the promise.
  • gamedeal user

    Apr 2, 2023

    I can't recommend this based purely off the fact that there are very low player counts, no sandbox/practice/single player offline mode whatsoever after 3.5 years of EA, and a very high price to entry. Looks promising, it just falls so very short.
  • gamedeal user

    Sep 27, 2019

    Infinity: Battlescape (IB) is insanely good. And it is only in Early Access so it is only going to get better! I am going to compare IB to Elite: Dangerous (ED) for the most part since, as far as the combat and ship controls are concerned, the two games are similar (also because you probably play ED too). [list] [*]The devs are often in-game with the rest of us. How cool is that? [*]The flight model of IB is fantastic! It feels so much better than ED's. I'm sure that much of that has to do with IB's Newtonian flight model. It just feels so right, so good. Although I admit, after years of being coddled by ED's flight model (how ED slows your ship down when you throttle down, speed limits at full\boosted thrust, nerfed yaw, etc.), it takes a little while to adjust to IBs more realistic flight model. IB also has Flight Assist, but it is a lot more toned down (and yes, you can turn it off). [*]Full support of HOTAS. Using a HOTAS feels even better\more immersive in this than ED... probably because of the much better flight model. [*]Battles are epic, include hundreds of players. Battles occur around orbital stations and ground stations. [*]No instancing BS like in ED. [*]No lag! In fact, the net code must be phenomenal. It doesn't matter how many players are around me, there is no lag. And it does not matter which server I connect to nor how far away it is from me, the pings are very low. [*]The AI is actually pretty good. And it doesn't seem to need to cheat to be challenging like in ED LOL. [*]The game looks fantastic. [*]Atmospheric flight! The transition from space to planet surface is seamless. Awesome! [*]Both fully developed cockpit view and outside cockpit view. None of that totally BS "debug cam" (or whatever they are calling in now) like in ED. [*]Exploration is fun (they will be adding foliage, etc. in the future) and not a boring grand tour of procedurally generated sameness. [*]None of that BS hiding-in-Solo crap like in ED. Everything is in the same mode, same instance, of course. I only mention this because of how terribly wrong the Solo-PG-Open divide is in ED. Just glad nothing like it is in IB. [*]No Peer-to-Peer BS. [/list] In case you are worried about the longevity of this Early Access game: [quote=INovaeFlavien;1628539187758629777]Games that vanish from EA on Steam usually don't have developers that have been working 10-15 years on their tech and 5+ years on their game and spent most of their savings / life in it. We're all in on this project.[/quote] https://www.youtube.com/watch?v=JMA9d_oblkk Just look at those awesome pings: https://steamcommunity.com/sharedfiles/filedetails/?id=1877272937 NB: Expect to spend a lot of time fiddling with keyboard and HOTAS mapping. I suggest fiddling while outside a station so that you can clearly see your ship's movement relative to the station (which is effectively stationary). NB: Also, make a copy of one of the control profile files before you start messing around with re-mapping. I made a copy of C:\Users\\OneDrive\Documents\I-Novae Studios\Infinity Battlescape\Profiles\Querty.xml and named the copy something else. I then opened that copy in the game and saved all of my control settings in there. And, considering how much time you are likely to spend fiddling with control settings, [b]make a backup of this file so that you don't lose it if an update wipes it[/b]. NB: [i]Also, it took me a LONG time to get the control mappings to my HOTAS right because there are no in-game instructions or explanations. You just have to play around. Don't get frustrated -- the game is Early Access for a reason. Your time spent figuring this out is well rewarded in the end[/i].
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