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About This Game

The Unbreakable Gumball is an open-world sandbox superhero game with a unique comic book aesthetic, playable traditionally and in VR.

Taking place in Elysia, a city suspended over the Atlantic Ocean in the 22nd century, you control Summer Fields, a teenage girl with a knack for science for bubblegum. Use many gum-related gadgets to subdue criminals, swing and glide around the city, and be the hero that Elysia and her people deserve, The Unbreakable Gumball!

  • An open-world superhero sandbox in the city of the future
  • Swing, glide, and fight crime with a plethora of upgradable bubblegum gadgets
  • Complete a large variety of activities like story missions, challenges, races, and more
  • A unique comic book aesthetic complete with cel shading and outlines
  • Play on your screen with a controller, or put on a VR headset to truly become Gumball

This game is currently in the early development stage, but a demo is available to give you a taste of what the game is like! d859598525

Title: The Unbreakable Gumball
Genre: Action, Indie
New Game+
New Game+


  • Requires a 64-bit processor and operating system
  • OS: Windows 7
  • Processor: TBD
  • Graphics: TBD


the unbreakable gumball

Irony Curtain's Revolutionary Update #1:


Thank you for purchasing the Irony Curtain: From Matryoshka with Love! We hope that your journey to the bestest country in the world was as great as babushka’s compot! If so, leave as a Steam Review – for the glory of Matryoshka!

This is the first of a few updates to Irony Curtain. We are aware that Western Spies have planted some bugs here and there, but our special antispy forces are ready to eliminate them once and for all!

That’s why we’re presenting you the official Revolutionary Update with some fixes and polishes, including:

  • fixed a few active area points for better cursor feedback;
  • fixed a blocking bug that could occur when exiting the Floor Run minigame while Evan is still running;
  • fixed sound timing for two final cutscenes;
  • fixed errors and typos in the German version of the game;
  • made The Butcher's line of business more obvious.

As you might have noticed, the premiere build is missing manual save slots. We’ve found that there is a possibility that reloading the manual save might fail to call all of the proper actions and changes on a scene, which can cause errors. Since those errors might be game blocking in specific cases, we decided to turn this feature off and only bring it back when we are 300% sure that it works properly. Hopefully, this happens very very soon.

Don’t forget to spread the love for the bestest country in the world on your social media, using #IronyCurtain hashtag. You can also reach us on Irony Curtain’s Steam Forum.

https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryo.... Lead your investigation in the afterlife!:

Step into the shoes of Emily Meyer from Boston PD to face the mysterious case of 10 homicides. Using only your own experience and professional investigation techniques you will follow the hot trail of the serial killer known to the public as “The Guilty Man”. You are on the brink of solving this case when suddenly someone tries to derail your case. Using police techniques, you will follow the trail of the suspect while solving riddles and collecting fingerprints as well as different samples from crime scenes. When your investigation unexpectedly leads to the place between life and death, you will face the biggest challenge of your life. Will your detective skills be enough to let you survive in the afterlife? Can you solve the case? Test yourself in the world of ghosts, dark riddles, locks and enigmas.


. The making of stop-motion animation in Irony Curtain:


Today we’d like to introduce you to our process of making a stop-motion animation. In one of the previous updates, we’ve explained what stop-motion animation is and why are we using ....

This is how we prepare each asset:

1. The whole process starts with the Game Designer. They prepare a documentation with all animations needed for the specific part of the game. There are several types of animations for example: idle animation, talking, specific animation for beginning or end of the conversation and custom animation.

2. Then the animator prepares everything that was requested in the specification in an animation software (we use Toon Boom Harmony for that). First comes the rough sketch, then the more detailed lineart and some colors and shadows at the end.

3. When the animation is ready, the animator exports each frame as a separate file. Our animations have usually 80 frames on average, so it’s a lot of files to export! Those files are put into our inhouse tool that does all the magic – cropps them, sets the frame’s size and creates a file that manages animating all the cropped images.

4. Now it’s time for the Level Designer. They use the graph you see below (a kind of a state diagram) to control which animation should be used in which state (e.g., idle or end of the conversation) by referencing the files generated during step 3.

And that's all! Don't forget to add Irony Curtain to wishlist to stay updated!

https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryo.... Creating dialogues in Irony Curtain:

Irony Curtain: From Matryoshka with Love is a game full of different characters talking to each other. In fact, some puzzles can be solved only by choosing the right dialogue option. That’s why in today’s episode of Behind the Irony Curtain we’d like to tell you more about the process of creating dialogues in our game.

Writing dialogues is just the beginning of the process. There are over 5471 lines of text in Irony Curtain and every one of them needs to be properly inserted into the game, to make sure all characters say exactly what Game Designer wants, in the exact time and place.

Here’s how it looks in Irony Curtain:

1. Every game character usually has more than one dialogue line. One of the ways to operate it is to use logical TRUE/FALSE flags. These flags helps us determine the state of knowledge of a specific character or whether an event of which the character speaks has already taken place.

2. Each dialogue is built in the editor as a separate “tree” consisting of successive “nodes” connected with each other by lines defining the order in which the dialogue of the character appears.

3. To be honest, “writing” dialogues is just filling the form fields. It looks more or less like this:

  • Create a new dialogue in the editor and give it a name. Then inform Level Designer about the circumstances in which it should be launched (eg. when Evans checks on the Prisoner);
  • Create the first Node (a red dot on the editor screen) and enter the necessary information (into the form on the right side of the screen):

    1. Who is talking
    2. The Dialogue text (or several dialogues if they should be drawn)
    3. (Optional) The Dialogue text when repeating the talk
    4. (Optional) If the dialogue happens not on the location but on zoom – whose head and on which side should it be displayed
    5. (Optional) Text display time (it’s useful when testing the game without recorded Voice Overs which determine the text display time in the finished game)
    6. Where the text should appear on the screen (e.g. over the character or over the radio speaker)
    7. (Optional) Actions to be made before or after the dialogue (e.g. acquiring an item or activating a logic flag “character X already knows about Y")

  • Create another dialogue node and fill it in
  • Connect the first node with the second one
  • Rinse & Repeat ;)

4. After creating the entire “tree” for all the dialogues we generate so-called “keys”. Keys consist of the location number, dialogue name, text position in the tree and the first letter specifying the character.

5. Thanks to this we can assign a specific Key to a Node, and not just the text. All texts with Keys can be saved to a shared Excel sheet with different languages. As a result, the different language versions of the game have the appropriate dialogues.

That is all in this episode of Behind the Irony Curtain. We hope you enjoyed it and don't forget to add Irony Curtain to wishlist!

https://store.steampowered.com/app/866190/Irony_Curtain_From_Matryo.... Crimson Lilly blooms best in the snow!:

Crime Secrets: Crimson Lily is a mature crime story inspired by the films and shows of the 90s that takes place within a small snowy holiday resort town. When a grim murder interrupts a private detective’s vacation at the very gate to the hotel at which she was going to stay, she puts her plans for R&R on hold and sets out to do what she does best: solve violent crimes. All she has to go on is a single clue: a mysterious paper lily attached to the victim’s frozen body. Could it be the killer’s calling card? Cut off by a blizzard the protagonist will need to follow a trail that leads her deep into the dirty dealings of a small town filled with big fish. Was the tragic death of the young journalist, Lilly, a few years back only an accident, or was it somehow connected to the mysterious new murder? As it turns out, there’s more to the grim story than meets the eye, and not everyone at the hotel is who they appear to be.

The game will be available with a 40% discount for a limited time.



The Secret Order 3: Ancient Times continues the thrilling, story-driven series with a new, suspenseful narrative that successfully blends the fantasy and detective noir genres.

Players take control of Sarah Pennington, daughter of the Master of the Order of the Griffins, who once more faces the dangerous power of the artifacts that she reclaimed during the events of the last game. The only way to prevent the very fabric of reality from unraveling is for Sarah to travel back in time to the mythical realm of Aeronhart, to find one King Amadon, who ordered the creation of the artifacts.

Embark on a grand journey against all odds to save your father!

The game launches with 40% off to celebrate the premiere!


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