
Book of Demons is a Hack & Slash in which YOU decide the length of quests. Wield magic cards instead of weapons and slay the armies of darkness in the dungeons below the Old Cathedral. Save the terror-stricken Paperverse from the clutches of the Archdemon himself!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Procedurally Generated Dungeons
Roguelike Mode for fans of extreme challenge
70+ different types of monsters, with different traits and custom mechanics
Xbox and Steam controller support
Dungeons & Streamers - Twitch and Mixer integration
Monthly and all-time Leaderboards, 200+ Achievements



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8Kreviews | 92% | — | $4.2M |
| $6.25−75% | 275ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]This is not a deck builder.[/h1] [h1]This is a clicker game.[/h1] Let's deconstruct the short description at the top of this page: [code]Book of Demons is a Hack & Slash Deck-building hybrid[/code] > Hack & Slash Movement is on rails. See those paths in the screenshots? Your character is restricted to them and slides along them. Want to swing your weapon at everything in your path? There's some of that, sort of. But then icons appear above enemies that you have to click a bunch to break their shields. Get stunned? Click another icon a bunch. At its heart, this game plays like a clicker game and NOT like Diablo or Torchlight or Path of Exile. >Deck-building The longer description now says, "It’s not a card game, but items, spells, and skills are all expressed as cards". It's as much of a deck builder as any game with an inventory is a deck builder. There is no shuffling. There is no drawing. Cards are just an abstraction over items & skills without any of the gameplay implications you might expect. It's easy to see some of the aspects of this game and get a wrong (but appealing) idea of what the game is about. If you're looking for a clicker game with a picture-book version of Diablo 1's plot, then great! But if you were looking for anything remotely like a deck-builder or the gameplay of Diablo, you will be sorely disappointed.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, Italian, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, German, Turkish, Spanish - Spain, Bulgarian +2 more
| $24.99 |
| 238ratings |
| 78% |
| — |
| not modelled |
| $24.99 | 150ratings | 88% | — | not modelled |
| $24.99 | — | 76%* | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After literally thousands of hours spent in Action isometric RPG's (and others) like Diablo (mostly - like 3k+ h easily :P) , Path of Exile, Titan Quest, Champions of Norath (and Return to arms) - and so on - been there, love it, seen'em - kill'em all. This one however didn't attract me with graphic at all, yet I thought - let's give it a chance - sometimes those smaller productions have great climate - mood going along with us on adventures. And It happened! Great - just great at it's soothing and deeply relaxing yet perfectly paced at it's difficult march through the hell spawns :D Now some feedback for developers; - I played on standard difficulty for good couple of hours without dying once on rather fast route through the enemies (all 100% clear) - quite satisfying with the loot - especially how rarely better items drops - great! yet to this rather calming game I would either put some dis-balanced combat more often forcing us to retreat or push forward instead of clearing the rooms one by one. (at least in the first few hours) - Second and last issue - in my personal opinion is the graphic - great idea for the paper figures and setting - yet after the great success I hope You will achieve quite soon - I hope for "real" 3D included with some stunning and eye catching visuals to back up this already great game's core.
[b]Good:[/b] The player can select instance size based on estimated session time. The art style is interesting and not unattractive. The core gameplay loop is fresh and fun for one or two runs through the dungeon. [b]Bad:[/b] The game promises but fails to deliver on Diablo nostalgia. All three classes play the same. Mechanical complexity is lacking; there is no fun to be had in theorycrafting builds. Movement is on rails for the player; this feels cheap and unfair as enemies can move freely. The player cannot grind or farm at will; the only way to play is to go deeper. Gimmicks such as shields, dislodged interface components and element-type health soon become cumbersome and tedious rather than challenging. [h1]Extremely Bad:[/h1] [h1]in-game ads[/h1] There are [u][b][i]in-game ads[/i][/b][/u] (on every launch by default unless specifically disabled in a text file hidden in the game directory, and at least once during game-play). I got this game as part of Humble Choice, after having it on my Wishlist for some time. If I had bought it directly, rather than getting it through Humble Choice, I would have sought a refund immediately upon seeing advertisements in what is supposed to be full-featured, paid software. This is inexcusable. [h1]Do not buy this game.[/h1]
I like the concept but unfortunately the game just isn't very fun. It is extremely repetitive, which is fine if the gameplay is fun. But it's not, movement is very slow and clunky and most of the mechanics are more annoying than anything else. Most mechanics aren't challenging or fun, they just slow the game down in various annoying ways.
After maxing out the game, I have mixed feelings. It is not possible to post a neutral review, so I have opted for the “recommended” option, but the majority of these lines will be about the mechanics that made the game less enjoyable for me. [h1]What kind of game is Book of Demons?[/h1] The game's store page, especially the pictures, may be misleading to some people, possibly suggesting that it is a card game. Our characters have certain abilities, which are indicated by these cards. However, it's no different from a normal ARPG or RPG where you can place a certain number of abilities on the active action bar. If I had to define the type of game I would describe it as a mix of the top down shooter and hack and slash genres. However, in these games it is important to plan the right escape route and to kite your opponents, which is not possible here as your character can only follow a fixed route. This was the first thing that, although it may seem novel, made the game less playable for me. [h1]Randomized dungeons[/h1] Nowadays, this is a requirement for games like this, and it's happening in Book of Demons. This randomization is partly controlled by you, because if you want to progress through the game, you can set how much progress you want to make, how much area you want to explore, so if you have 10 minutes to play, you can create a dungeon for that time, if you have an hour, you can create a dungeon for that time. [h1]Raistlin wouldn’t need Caramon in this world[/h1] If you are not familiar with the above two names, it is not necessarily your fault. The two heroes of the Dragonlance books, Raistlin Majere is a mage and Caramon Majere is a warrior. Caramon always defended his brother while Raistlin was busy casting spells. We know from role-playing games, fantasy, AD&D, etc, that during the casting of the spell, the mage's success can be hindered by interruption. Well, this is not the case in this game, which I find very hard to get over. If an enemy casts a spell or uses an ability, they become immune for that duration, and can only be prevented from doing so manually or with a targeted ability. Interesting enough, there is zero chance of interrupting the mage with damaging attacks and even his health remains intact during spellcasting. If that weren't enough, it's not uncommon to see that these summon hundrest of smaller, weaker monsters, and there's no chance to reach a distance where the manual spell interrupt can be performed. I'm sure that the balance of the game could have been handled a bit differently, because this type of spellcasting really ruined the atmosphere of the game for me. [h1]Conclusion[/h1] As the game supports the playing of shorter sessions I kept playing this as breaks between works. It is not a bad game, but I have higher expectations from Book of Aliens. [b]Visuals:[/b] 8/10 Game looks unique and more than enough to not find it ugly. [b]Atmosphere:[/b] 6/10, ohh the damage immunity during spellcasting ruins it. [b]Difficulty:[/b] Depends on your goal. You could finish it easily on casual difficulty, roguelike mode is very challenging. [b]Amount of crash:[/b] Zero in my ~100h playtime. [b]Bugs:[/b] Not found any, but the game is now several years old so probably all major problems, if the game had any, are now fixed. [h1]Hey, I am an achievement hunter![/h1] [b]Perfection Difficulty:[/b] All, except 12 achievements could be earned just by playing the game on the casual difficulty. The hardest part is the roguelike mode achievements. [b]Perfection Time:[/b] Mine was ~100h, I doubt it is possible to get all achievement legit in less than ~85h as I already used the less grind method I share with you in the next few sentences, but I was extremely careful during roguelike mode. [b]How to grind less:[/b] Usually, after reaching LVL 50 with each class you still need to grind a lot for upgrade cards, so you can upgrade all your abilities to LVL3. Unless you know a small trick I would share now with you. There is a card, Remedy. That one required 2 random upgrade cards to reach LVL2. Then you can downgrade it to get back 2 random upgrade cards, but those random cards could be upgraded upgrade cards, otherwise, with regular card fusing, you will need 2 regular upgrade cards to get one upgraded upgrade card. This method allows you to upgrade all cards of each class by farming only about 60% of the upgrade cards you would need otherwise. [b]Roguelike mode:[/b] Oh boy, this is quite annoying. I recommend the rogue for it because it is the only class that could damage enemies from very very far away. Be careful, be extra safe and try to avoid going too deep. The worst part is to die 8 times with the same character, and resurrect successfully. Resurrection costs gold (first is 1k gold, then it gets multiplied by 2 always, so 2k, 4k, 8k, 16k, 32k, 64k, and last required is 128k), but if you die you will lose additional gold, based on your progress. For example if you finished the story, then progressed to massacre difficulty realm depth, then you will lose 5 cards and 50% of your gold (resurrection cost taken away first if you have the gold for it). It is highly recommended to do more deaths while still on normal or hard depth difficulty to decrease the gold loss factor. It is also important to farm extra gold and upgrade cards without risks. Replaying storyline bosses with keys is safe, even on roguelike mode. Dying there is safe, you won’t need to be resurrected for gold, so you could farm gold, experience, upgrade cards there, so you could be stronger before farming the regular depth levels after storyline. So start it for 1 key, kill the boss, loot up the items and then make yourself killed by the remaining trash mobs. That way you got loot, some exp and you still can replay the same boss quest again for 1 key, instead of locking the quest and being forced to do the next one for 3 keys. [url=https://store.steampowered.com/curator/30168383] If you like to earn achievements, but in enjoyable, fun and entertaining games, then please follow my Average Achievement Hunter curator or just check out our curated games if you looking for some gaming tips:-) Thanks[/url]
[h1]纸片人的地下城冒险[/h1] 《恶魔之书》是一款基于卡牌玩法的地下城纯粹砍杀的冒险游戏,游戏由Think Trunk制作发行,值得一提的是,游戏制作组提供一张机票,名为支持者包,相当于众筹的玩法,玩家购买机票之后,将会免费获得制作组未来的所有8款游戏,相当于以一次较低的价格来购买未来的期望,价格来说的话还是比较实惠的。不过因为游戏的开发周期比较长,这8款游戏全部发售不知道要到猴年马月,这张机票是否购买还请玩家酌情考虑。游戏提供给玩家三个可选择角色——战士、盗贼和法师,整个世界由纸片人支配,玩家选择一个人物开启逐渐往深层探索的地下城之旅。 [h1][quote=] [table] [tr] [th] 欢迎关注 [url=https://store.steampowered.com/curator/38287879]网易UU鉴赏家培养计划[/url][/th] [/tr] [tr] [th] 来这里找优质游戏、开黑日友、白嫖UU时长卡 [/th] [/tr] [tr] [th] 加速Steam社区、游戏记得用UU哦_(:з」∠)_ [/th] [/tr] [/table] [/quote][/h1] [h1]纯粹的砍杀玩法[/h1] 游戏没有太多复杂的系统,玩家就是进入地下城击杀敌人,探索地下城所有可能藏着宝物的地方,非常纯粹的玩法。玩家身处地下城中,甚至不需要按什么按键,主角就会自动攻击距离足够的敌人,不过攻击速度比较慢,玩家可以通过鼠标点击来加快攻击速度。游戏中的道路不需要玩家过多的探索,全部都是横平竖直的道路,走过的地方会留下脚印,走到头探索完整条路还会留下金色的脚印,玩家完全不必害怕走回了错误的道路。而且每一层地下城有未探索到的地方,在即将探索完的时候还会给出闪烁提示,当玩家击杀完整个地下城所有的敌人,拾取完所有的物品后还会提示地下城清空,玩家就可以继续往下探索了。值得一提的是游戏更新的SUPERHOT模式,如同游戏《SUPERHOT》的玩法一样,我不动敌不动,颜色也是暗色调的场景加通红的敌人,还是挺有意境的。 [h1]不太Roguelike的随机地下城[/h1] 游戏虽然标榜是Roguelike游戏,但是似乎还有些差距,首先,游戏的过程中玩家是可以随时回城的,只要发现敌人打不过,身上又没有回血回蓝的道具物品了,玩家不必闷着头继续干,可以先回到城镇修正一番,更换整理一下卡牌,再次回去挑战,地下城还会原封不动的在那里等着玩家。而且这个地下城,虽然每次开启的时候是会随机生成,但是生成之后不打通它就一直在那里等着,不会消失。整个游戏的随机性,也不过是每层地下城的位置更换,以及地下城中的内容,怪物,收集物等的变化。随机性的内容相对较少,重复度有些高,对于追求挑战的玩家,游戏的难度可能有些低了,只能挑战金色奖牌作为目标了。地下城中的敌人会随着地下城的深入变得强大和具有多种属性,有些怪物可能有盾甲,需要玩家先破盾才能攻击,有些敌人会带有元素属性,有些会在死亡的时候对周围环境产生一定的影响,有些则需要玩家在其距离接近的地方站一会才能进行攻击,而到了地狱,还有会扣除玩家蓝晶的怪物消耗玩家的红和蓝。总之,游戏的怪物种类多样且丰富,玩家需要针对不同种类的敌人做出相对应的破解行为,以便于击杀他们。归根结底,这个纯粹的砍杀游戏也是需要头脑和策略的,而且会随着越往深处走难度越高的特点,弹幕密集,敌人攻击力提高,生命值提高,逐渐强大的敌人越来越频繁的出现在玩家面前。BOSS战相当于一个有多条命的强大敌人,分成多个阶段,每个阶段被击杀后,都会变更怪物的一些特性,玩家需要再次击杀,大BOSS的击杀往往需要更多的策略和耐心。玩家也会遭受到元素或者属性等攻击,每次玩家都需要接触身上的危机,例如中毒就需要在适当的时候点击红晶来解毒,再比如被眩晕就需要玩家来消除屏幕上的星星来解除眩晕状态,策略感很强。 [h1]收集不完的东西可以回城镇坩埚里拿[/h1] 游戏的城镇提供一个坩埚,玩家在升级的时候会选择是增加生命值还是增加法力值,无论选择哪一个,另一个都会进入坩埚,玩家在地下城探索的时候,也会有很多无法收集的物品进入坩埚,当玩家探索地下城遭遇困难的时候随时可以回城镇坩埚花钱领取额外的增益卡牌和点数,每次领取的价格会提升,并且会根据内容物和时间生成一些额外的奖品,坩埚的存在就是帮助玩家抵抗暂时的困难的。除此之外,城镇的作用还有回复玩家状态,以及升级卡牌,补充卡牌道具,鉴定卡牌等行为,整个游戏其实核心基础在于卡牌上。 [h1]三职业不同的玩法[/h1] 游戏包含三个可选择职业——战士、盗贼和法师,第一次进入游戏的时候只能选择战士,战士也是三个职业中相对均衡的职业,也是玩法比较简单的一个职业,攻击速度的节奏也非常容易把握,技能多是近战伤害和保命技能。虽说战士是个近战,但是依然具有相当远的攻击距离,至少风筝敌人的玩法是可行的。当战士职业提升到5级就可以解锁其他两个职业了,盗贼,是一个远距离弓箭手职业,可以给弓箭附魔属性攻击进行伤害,不过弓箭是可以被遮挡物阻挡的,法师是一个远程法术职业,多样的法术技能眼花缭乱,且远程攻击不会被遮挡物阻挡,三个职业各有特色,也各有各的卡牌技能。 [h1]基于卡牌的地下城玩法[/h1] 游戏的基本操作就是移动和砍杀,那么爽点在哪里呢?游戏提供的三个人物职业,每个人物又有自己独特的卡牌,玩家在地下城的探索过程中会解锁当前职业的卡牌。游戏的卡牌相当于道具、装备和技能。卡牌基本上分成四个类型:物品类,动作类,装备类,升级类。物品类其实就是可以使用的物品,例如回复瓶之类的,有使用次数,每次使用可以提供卡牌面上的数据回复和增益,玩家可以通过在地下城中拾取同名物品回复使用次数,也可以在城镇中花钱回复使用次数。动作类,相当于可使用的技能,通过使用法力值蓝条进行一次伤害动作。装备类,则是花费法力值的最大值来装备一些非常有用的技能,也是游戏中我认为作用最大的卡牌了,玩家可以搭配装备卡牌来获得一些被动技能,元素攻击等增益。最后一类是升级类,可以在城镇中给其他卡牌升级来提高其他卡牌的能力和数据。每一张卡牌还有多个变种,或许会提高一些其他的属性和词条,玩家可以随时更换卡牌的变种来组成一套顺手的卡组。 [h1]使用手柄可以获得更佳的游戏体验[/h1] 游戏支持键盘鼠标操作和手柄操作,两种操作是完全不同的两种体验。使用键鼠操作的时候,键盘基本上就是控制移动,物品、技能的使用和一些菜单的快捷键,移动为主。鼠标的操作就比较多了,需要指向决定目标,按键来进行攻击,也可以指向目的地点击来移动,键鼠操作考验的是鼠标的指向准确性,如果鼠标指向敌人不准,或者是指向敌人的盾牌不准,就无法进行破盾和伤害等行为。而手柄又是另外一套体验了,手柄会自动瞄准最近的敌人或环境物品,通过右摇杆进行模拟鼠标的指向操作,但是在战斗方面会自动瞄准,省去了瞄准敌人的步骤,攻击速度会变快,破盾也方便,缺点就是需要转换目标的时候动作较慢。两种模式完全不同的两种游戏体验,但是我个人感受使用手柄会方便很多,可以获得更佳的游戏体验。 [h1]总结[/h1] +纯粹的砍杀玩法 +多样的卡牌核心基础 +单纯简单的玩法,有趣的挑战 -地下城重复度较高 -长时间游戏会感觉枯燥乏味
UPDATE: Finally got to the last boss, and I'm really, really disappointed. This is where the game's fatal flaw is. Not only is the boss fight tedious, but you're lucky to have enough gold to fill your healing potions (If you've been spending it properly to unlock cards slots and upgrade things). Additionally, this is where the big weakness in the "click move" mechanic becomes painfully apparent. Irritating as hell trying to move when you click somewhere and your guy just STOPS unless you keep the button clicked and even then, he sometimes won't move. They really need to fix this mechanic. I started playing this game back in Early Access when it was on my wishlist and a friend gifted it to me. I don't often do EA titles, mostly because I've been burned (as you have, I'm sure) by the games remaining perpetually in EA, unfinished and sometimes abandoned. I am really glad that is not the case here. I have to tell you, if you like fantasy RPGs and dungeon crawlers, you will LOVE this game. It's not a traditional ARPG like Diablo/Torchlight/Sacred etc., but it's unique and it works. It's a combination of grid movement exploration and battle, and cards. Three class archetypes to choose from, with varied difficulty levels: fighter, rogue, and spellcaster. Much like with a tabletop RPG of old, they layout is grid based and you move on the grid. Kind of like rails, if you will, but you can attack anything you can see, on the path or not. The paths make it easier to see where you've been (footprints) and which directions are completely explored (gold footprints). You can let the game autoattack for you, or you can speed things up and attack manually. Your skills and equipment are represented as cards you collect. You can upgrade them, and they have different rarities. The rarer, the more powerful they are. You have a limited number of card slots in your "deck" to start, but you can unlock more slots with the gold you collect in the dungeon. You can also have multiple sets that you can switch between as the situation dictates. Weapon cards and armor cards you simply "wear" and you gain their effects. Spell cards and special attack cards you have to activate. The combination of cards you can equip and use is dependent upon how much mana you have. Mana is used for both equipping and spending on spells or special attacks. The game is quite literally a dungeon crawler, and you just go further and further into the depths, triggering some special quests along the way when you get deep enough. You can choose how big of a dungeon you want to clear, and the game eventually learns fairly accurately how long it will take you to clear what size dungeon. So, if you have all afternoon, go for a big one. If you have just 15 minutes or so to kill, make it a small one. Larger dungeons competed give you more progress in the overall quest of clearing the dungeon of evil. There's a great variety of evil monsters to kill, and the game has a bestiary and a running tally of kills of each kind. One thing I really like about this game, other than the "dynamic" dungeon/adventure sizes is the art style. It's almost like 3D paper. It's REALLY well done, and rather unique in my experience of game playing. I personally haven't seen anything quite like it, and it really shines when it comes to ares of fire on the floor, for example. I'd call it cute, but if that turns you off, think of it as "bad***" instead. So far, I haven't found it terribly difficult, but there is enough of a challenge that you can't just waltz in and click everywhere and survive. Especially with bosses, there is some strategy involved. I'm also a completionist, so it's really nice to have the adventure tracker at the top of the screen, so you can keep track of monsters and undiscovered loot. With that, combined the footprints mechanic, you won't miss anything. I'm having a LOT of fun with this one, and am looking forward to playing the other classes once I get good enough with the warrior to feel comfortable with the game mechanics.
Quite a nice game with an interesting game design. It looks like a new take on Diablo. Unfortunately I expected more long term gameplay value and that is not there or better stated, it is there, but without the satisfaction. The balance between the classes is not as good as it could be near the endgame and whilst the concept is nice, in its current form I find it a bit shallow. All in all fairly good, but not absolutely awesome.
This is a game that comes from the mind of a mobile developer. One of its selling points is the option to have a short play session—an issue that often is crucial for mobile, but hardly relevant for a PC gamer. The control scheme also feels like it was made for a touch screen. There are many mini-games that boil down to grabbing things floating on the screen. To heal poison, you have to click the bottom left with your cursor, even though normally you keep it to the center of the screen—an idea that would be handy of the game was controlled with your fingers via a mobile device, but doesn't translate well to PC. A lot of its other elements feel clunky as well. While you can instantly teleport to the end of a dungeon when it's 100% clear, looking for that one pesky pile of gold you've missed means backtracking—excruciatngly slow backtracking. And pray that your final enemy isn't a gargoyle or a ghost: both can hide and must attack first... or ignore you, making you run past them a dozen times, groaning. As for the presentation, I'm pretty sure that Deckard Cain voice is borderline copyright infringement. [i]Book of Demons[/i] also borrows heavily from [i]Darkest Dungeon[/i] with its combination of stylized visuals and gritty narration. Does it all mean that the game is bad? No. It's all right. The treadmill does its job, injecting you with satisfaction via a steady stream of achievements and other small rewards. The idea of a small-budget simple Diablo-like is laudable, and you get enough fun for the price. I do, however, feel that the 'Overwhelmingly positive' rating gives the wrong impression of [i]Book of Demons[/i] being some sort of a hidden gem. It's not. It's just all right.
Surprisingly nice, charming and quite easy to play hack and slay with good controller support and a rewarding and motivating card system. The graphic is unique, might be not everyones cup of tea but i like it a lot and it let me come back again and again. You can choose your own gameplay time, 8 min or 16 min or you want 46 min? A great feature. Overall a relaxing experience with just the right difficulty to keep you going! High five Thing Trunk for this awesome experience! [h1][url=https://store.steampowered.com/curator/26335619-Adult-World-Gamers/] Follow our AWG Curator [/url][/h1]
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