
Rogue Spirit is a 3D rogue-lite action game with light stealth elements. Play as the Ghost of the Prince of the Kingdom of Midra, possess enemy characters and absorb their unique skills to fight the evil presence that has corrupted your land.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I've enjoyed the game and finished it a few times. The gameplay at the start is quite different than once you get some skills. It's actually hardest at the start and I think many people might be turned off by the game due to the high initial difficulty. My biggest tip to anyone who buys this game is to persevere until you at least unlock the mines skill. The main problem early on is that you will get surrounded by enemies and it will be difficult to parry everyone. I recommend using a controller over keyboard too. Once you unlock mines you can run away from mobs while dropping mines. You can cheese the first boss with this strat and unlock the immobolise skill. Once you have the immobilise skill then it's a lot easier to deal with enemies. Another big tip is to use ghost form to sneak up behind enemies and then attack them. The ranged combat needs improvement. There's no reticule and you can't really control where you are aiming. It's just based on where you are facing. It's worse in ghost form because enemies aren't highlighted for where your ranged attack might hit so you are shooting blind.
This is a simple mindless action game where you are stuck in a loop. You go as far as you can, die and start over. You're a spirit that just keeps taking over new bodies to keep fighting. The story may as well not exist as it's the generic "quick, there's no time to explain, go over there and kill things ~ oh you died? Quick, start over and do it again" ~ forever. Combat is mostly functional, but not really very deep. Combos are simple, the range attacks are particularly boring, and for a game that is nothing but combat it only delivers the bare minimum to mindlessly make progress. The rogue-lite elements are unrewarding and the exploration is a coin flip, go left or go right, kill what's there, repeat. It all looks the same, it all ends the same, it's about 2 minutes of gameplay on a loop with a few skin changes to pretend you're doing different combat styles that all feel mostly the same. It might have been OK as an idle time waster, but what stops me from recommending it is that it's also glitchy and crash prone. The very first challenge shrine I found, the game locked up and stopped working, and this is apparently a bug that's existed for years (since Early Access) and then several combat animations are glitchy and sometimes result in the game crashing. Between hanging or crashing it's just a nuisance to play on top of what was already a bland and repetitive experience to begin with. I wanted to like this game for its simplicity, but there's so little here that the bugs just ruin any goodwill it could have earned from being a mindless kill path. I just can't be bothered to recommend this over any number of other "kill the bad guy" corridor killing games. --- Bottom line: Simple mindless killing corridor that offers nothing special, nothing memorable and doesn't even bother to be stable. --- [url=https://store.steampowered.com/curator/38232109/]While you are here, would you consider following my curator page?[/url] [url=https://steamcommunity.com/id/kunovega/recommended/]Want to read all of my reviews and not just the curated ones?[/url]
I've seen a wide variety of reviews for this game....and they all don't really do the game justice. This is a very unique spin on a Roguelike and I love it! Each run feels so different because of the possession mechanic, every enemy type feels so fantastic from the melee characters, to the ranged, to the hybrid melee/ranged. Many other reviews focused on the combat being the issue which I seriously don't see the issue. Any and every attack can be Parry blocked and it's pretty easy to chain parry blocks in succession. And perfect parry blocking makes you feel like a badass with Ultra Instinct. The game is fairly difficult, but not unbeatable! I see plenty of people with .5 hours and 1 hour saying that the game is impossible.....I literally got to the 4th stage on my 2nd run. JUST PARRY BLOCK EVERY ATTACK IS BLOCKABLE! YES EVEN THE RANGED ATTACKS! Traversing the map is pretty dope too! You can turn into a ghost and it even provides a stealth mechanic from enemies, which allows you to lure them in if group combat is to much for you. So u can go at your own pace :D This game is a blast and I've only had it for about 2.5 hours I've enjoyed fighting the bosses, enemy group battles are exciting when you parry like a champ, elite enemies are scary but a nice challenge, and the ability/pet/talent system is pretty fun to grind too! That about sums it up! Don't get discouraged by some of these reviews. Some of these reviews are really dumb and uninformative...... and if some of you clowns who wrote those reviews read this FOR THE LOVE OF GOD JUST ♥♥♥♥♥♥♥ PARRY BLOCK!
I was tricked by the reviewers into bying this game. Its cool in the first 3h then it becomes massively the same and you get bored the s. out of it.
Game is fun. I'll come back from time to time but not often. Categorised points for easier skimming. [*]Replay Value = Somewhat-re-playable "Almost" no interesting reason to encourage players to replay the game. Can add only 1 modifier + 1 "hard mode" modifier at any one time. These modifiers are not really challenges but more of a boost for using something specific yet, there doesn't seem to be anything that punishes you for being too specific in your playstyle. Aside from Upgrades and couple unlocks you might have missed after 1 successful run, there isn't much you can change in terms of difficulty aside from making up your own restrictions. [*] Difficulty = Roguelite (not Roguelike) but in a very strange way. You can beat the last boss in your first playthrough. seriously. It's a bit hard to do it as you are still learning the mechanics and getting timing down or such. But, if you are a quick learner or have played other Roguelites or even the more hardcore Roguelike games out there, you'd be one of those who are definitely capable of clearing a full run in your first attempt. Unlocks and Upgrades make the game easier and are not needed for an "average" gamer to clear after couple retries while avoiding all unlocks and upgrades from the Hub area. [*]Early Access Bugs Note: (Should be expected and are considered minor. odds are they'd be fixed soon or were caused by my own oversight) Currently, Achievements seem to be broken. I only obtained 1 achievement despite completing and claiming many rewards in-game that are tied to a steam achievement. The game can freeze up when interacting with a challenge node. This is a hardware bug i'm sure and definitely a reason to consider your system specs when playing. It only happened once early on so it might be a rare case I had. couldn't replicate. There are some buggy things you can do to remove an element from your character. This can cause a specific Challenge to be just slightly under "impossible" and can end your run if you lack a the specific element requires as one of your active skills. It can also mess with couple run Modifiers in a way either advantageous or disadvantageous depending on circumstance. AI has weird buggy quirks. Hopefully a bug and not intentional. (clarified below) [*]AI Code seems flawed and makes everything easier The AI is walks obnoxiously slow when they notice you IF you have some distance. Making all non-boss enemies Target Dummies to anything ranged as long as they keep a little distance. Even when they get hit, they still walk. The only run at an acceptable pace if you are in a certain range. This issue applies to both Melee and Ranged enemies since ranged enemies have a alert range that is almosst double the size of their shooting range. Yet, Your shooting range is way longer. With so many Flat Ground areas to fight enemies, abusing this is very easy and boring. Another problem is AI when you attack from Ghost Form. You can step into their alert range and start charging your attack in their face while are looking right at you. However, if you starting to "Charge" your attack from your ghost form, the AI will literally just turn around and give you a free un-alerted backstab damage from ghost form. The point of Ghost Form is to add reward for movement and supplement a stealth option into starting a fight. But, there is no downside to doing whatever you want if you can go ghost, walk up to an enemy looking right at you and do a charge up attack and still be rewarded like you have sneak 100. Bosses also are too predictable and almost feel like an elite enemy rather than a boss. None of them even have any Unique mechanics other than 1 specific boss which can be cheesed due to the astounding size and walls/ramps of the Arena. There is a skill that breaks boss fights because it allows you to go into ghost form mid-combat. This has a 20 second cooldown which is essentially a "boss can't fight and just afk's" get out of jail free skill because it makes bosses reset patterns and outright cancel whatever attack loop they might be doing while allowing you to move around freely for several seconds. Anyways, it's an "okay" game. [*]In it's current state on September 18 2022 [*]if someone asked "hey do you think I should try Rogue Spirit?" "Not unless it's on sale and you have spare money OR you trust 505 Games enough to invest and try to contribute to development" Side note: Theres barely any reviews for this game after being released for just barely over 1 year so consider your own opinion before letting ANY review sway your thoughts.
I have been playing the Demo of this game before. The game already offered a lot back then. The EA has added so much more since then! The newly added biomes are beautiful to look at. The new enemies at a lot of depth and variance to the gameplay. Great soundtrack, engaging gameplay, a lot of meta unlocks. I can't wait to see what else EA will have got going for it! Keep an eye open on this one.
Bu yazının tamamına [url=https://www.atarita.com/rogue-spirit-inceleme/]Atarita[/url]üzerinden ulaşabilirsiniz. Rogue Spirit, birkaç keşiş tarafından ruhlar âleminden çağrılmamızla başlıyor. Dünyaya geri getirilme sebebimiz, şeytani güçlerin istila ettiği Midra diyarını yeniden huzura kavuşturmak. Maceramız da bu hedefin etrafında şekilleniyor. Roguelike, tür olarak zengin hikaye anlatımları için pek elverişli değil. İşte, Rogue Spirit’in hikayesi de tamamen yukarıdaki paragraftan ibaret. Oyundan bu konuda öyle aman aman bir beklentim olmadığından bu durum beni çok rahatsız etmedi. Hatta günün sonunda aksiyona daha çok odaklanabildiğim için mutlu bile oldum. Ama bu tabii kişiden kişiye göre değişir; görece “anlamsız” bir oyun herkese hitap etmeyebilir. Çünkü ortadaki iş türün düşük standartlarının bile altında. Oynanış kısmında daha detaylı değineceğim ama bu durum biraz da oyunun düşük bütçeli olmasından kaynaklanıyor. Rogue Spirit, aslında içerisinde çeşitli diyaloglar ve evrene dair bilgi “kırıntıları” barındırıyor ama kullanımları teknik olarak bir hayli temel düzeyde. Bu da oyunun sesinin cılız kalmasına yol açıyor. [b]Ucundan gizlilik, bocalama RNG[/b] Gelelim oynanışa. Rogue Spirit, içerisinde 18 farklı karakter ve düşman çeşidi barındırıyor. Sayıları aynı çünkü bir ruh olarak öldürdüğümüz düşmanların yerine geçebiliyoruz. Oyunun temelini oluşturan bu özgün fikri fazlasıyla sevdiğimi söylemeliyim. Ama RNG ögelerinin fazlalığı gibi çeşitli unsurlar bu mekaniği oyun içinde pek de çekici kılmıyor. Maceranıza her seferinde rastgele bir karakterle başlıyorsunuz ve karakterinizin özellikleri de yine rastgele belirleniyor. Karşınıza çıkan düşmanların özellikleri de rastgele belirlendiğinden, başlarda doğal olarak bol bol karakter değiştiriyorsunuz. Sonuçta gitgide güçlenmeniz gerekiyor ve bunun da en kolay yolu bir nevi hazıra konmak. Ama bir süre sonra aynı RNG ögeleri aleyhinize işlemeye başlıyor. Oyunda bölüm aralarının haricinde tam anlamıyla can yenileyebilmenizin tek yolu karakter değiştirmek. Bu da sizi çoğu zaman hem istemediğiniz hem de daha güçsüz olan bir karakterle oynamak zorunda bırakıyor. Oyuncunun kartopu etkisiyle gelişmesinin ve oyunu tek seferde bitirmesinin önüne geçmek için alınmış bu karar, günün sonunda oldukça konforsuz bir deneyime yol açıyor. Ruh olmanın bir diğer getirisi de görünmez olmak tabii. Rogue Spirit’in mağaza sayfasında “hafif gizlilik ögeleri” içerdiği söyleniyor ya, işte o bayağı hafif. Gizlilik, oyunda sahiden de sadece görünmez olmak anlamına geliyor. Takedown gibi kilit bir unsur yok, siz anlayın durumun vahametini. Çeşitli güçlendirmelerle gizli hâlden çıkıp saldırmanın birtakım artıları oluyor o kadar. [b]Yatırım, yatırım ve yatırım…[/b] Bir kere yukarıda roguelike falan dedik de Rogue Spirit kelimenin tam anlamıyla bir roguelite. Yani her ölüm yeni bir başlangıçtan ziyade, güçlenebilmeniz ve bir dahaki sefer daha çok ilerleyebilmeniz anlamına geliyor. Oyunu konforsuz hâle getiren seçimlerin sebebi de burada yatıyor. Geliştirici ekip, “Tek seferde gidebileceğin yere üç seferde git ama sana sunduğumuz mekanikleri iyice bir gör.” mantığıyla, tempoyu oyuncunun değil oyunun belirlemesini tercih etmiş. Her ölüşünüzde yanınızda getirdiğiniz altınlarla kalıcı güçlendirmeler edinebiliyorsunuz. Bunların yelpazesi çok geniş ve gerçekten de zaman geçtikçe güçlendiğinizi hissettiriyorlar. Haritada karşınıza çıkan minik yoldaşlarınızı ve çeşitli yeteneklerinizi geliştirebildiğiniz gibi, can ve saldırılarınızı da rakamsal olarak iyileştirebiliyorsunuz. Tabii tüm bunlar Rogue Spirit’in düzlüğe çıkana kadar grind gerektirdiği anlamına geliyor. E bu da roguelite türünün olayı zaten; meraklısı için birebir. [b]Peki ben bu oyunun nesini sevdim?[/b] Rogue Spirit’in o kadar olumsuz yönünü konuştuk, biraz da övelim değil mi? Bir kere ben oyunu saydığım onca eksiği ve hatasına rağmen gerçekten sevdim. Oynanışıyla insanı ilginç bir şekilde içine çekmeyi başarıyor. Kendini “bir şekilde” oynatabilmesi ve oyuncuyu hep bir sonraki el için hazır tutabilmesi de bir roguelite için en büyük başarı olsa gerek zaten. Dövüş mekanikleri bence tam kararında mesela. Her bir karakterin iki farklı saldırı şekli var. Sürekli karakter değiştirdiğimiz ve mantıken iyi kötü hepsine hakim olmamız gereken bir yapım için oldukça mantıklı bir seçim. Bölüm sonu savaşları desen onlar da her bir karakterle geçilebilecek şekilde dizayn edilmiş. İşte tüm bu saydıklarım oynanabilirliği artırıyor. Tabii bu yorumlarımın oldukça öznel olduğunun farkındayım. Siz oyuncuyu çeşitli kombinasyonlara teşvik eden, zor bölüm savaşlarına sahip yapımları tercih ediyor olabilirsiniz. Yine de Rogue Spirit’in formülü düşük prodüksiyonlu bir yapım için son derece uygun bence. Kıs sesi, aç arkaya videonu, oyna babam oyna. [b]Rogue Spirit, çoğu konuda eksiği olsa da kendisini bir şekilde oynatmayı başararak çok az türdeşinin yapabildiğini yapıyor. Bir ana yemekten ziyade ara sıcak olarak değerlendirilmeli ve yine o şekilde tüketilmeli.[/b] [url=https://store.steampowered.com/curator/41892374/]Küratör Sayfamız: Mundus Novus[/url] [b]20/03/23 15:42[/b]
I will leave the cat here, so that everybody who passes by can pet it and give it a thumbs up and awards. award for help all cat's in this world /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
[h1]游戏简介[/h1] 《游灵》是Kids With Sticks制作,505发行的一款有趣的Rogue-lite动作冒险游戏,米德拉王国被邪恶入侵,我们将扮演死去多年的米德拉王子化作游灵,重新附身于躯体之中,于一轮轮的冒险之中消灭敌人,净化邪恶。 [h1]游玩体验&简评[/h1] [h3]■游灵与尸体双形态自由切换[/h3] 在《游灵》中,一上手就被其新鲜的机制所吸引,我们于泉水中以游灵形态复苏,附身到尸体之中,操纵其进行战斗。每个尸体都有其独特的属性与职业,游戏中总共有18 种职业,相当丰富。是敌人,但当你将其击败后也会他会变成尸体,你可以附身其中,每个尸体的属性都不尽相同,我们可以择属性优而选择,当然如果你某个职业用起来不顺手,选择适合你的战斗风格的的比属性优先更好一些。在游灵形态中我们可以快速移动,且可看见敌人的视野,适当情况下避开敌人以继续也不失为一种好办法。不过如果你被敌人发现,则默认进入尸体形态,必须战斗结束等一段时间才能继续切换游灵形态 [h3]■极具东方古韵的画面表现[/h3] 游戏的画风颇有东方古韵,场景上,小桥流水人家,神龛寺庙阁楼,瀑布桥梁村落,让人沉浸在此中的优美风光之中,而前期的一些尸体形象,有点像孙悟空,猪八戒,是借鉴我们的神话吗,又有艺伎,舞姬等,人物上也有东方特色。 [h3]■战斗硬核局外成长丰富[/h3] 虽然看起来都是简单的机制与玩法,主要攻击,次要攻击,冲刺,格挡,但实际操作起来还是有一定难度的,被敌人围攻而致死,血量被敌人慢慢的磨死,游戏中回血手段并不多,切换尸体血量属性会有一定的变化,此外就是关卡交界处的泉水可以恢复血量,其余更少。关卡设计是这样的,一关有一个挑战,紧接着下一关无挑战但有Boss,逐级递进,如此10关终结。实际我打了30-40分钟还在前2关晃荡,挑战性不少。局内升级靠天赋(每一关中有途径获得或者关卡交界处商人购买),天赋Build提升的属性较低,导致了游戏的难度。局外升级靠局内获得的玉石可以购买一些永久成长,还可解锁宠物辅助战斗。 [h3]■挑战收集也丰富[/h3] 游戏的关卡内除了战斗还有不少隐藏的秘密待发现,宝箱有时藏在暗处,正常不容易发现,而此时游灵形态的作用就发挥出来了,在游灵形态下,一些隐秘之处更易发现,我们还可通过牵引一些物体到指定方位来解开谜题,发现关卡深层次的秘密。 [h1]结语[/h1] 想法新颖且画面优美的Rogue-lite游戏,但本身颇具难度,感兴趣的玩家可以尝试一下本作。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
[quote][h1]遍地开花,每个敌人都是最好的武器[/h1][/quote] 几乎每一款肉鸽游戏都有着自己的独特内容存在,游戏之间的差异性也在于此了,但就结果来说在肉鸽游戏浩如烟海的今天,真正能够“破圈”游戏终究是寥寥无几。而我认为造成如此结果的最大原因,是每个游戏内的特色内容并没有真正的成为一项相对成熟的设计内容。 今天要说的《游灵》同样是一款初看惊艳再看普通的游戏。 [h1]这下不得不借尸还魂了[/h1] 本作在剧情方面本作的表现堪称一团乱麻,玩家自进入游戏后制作组就在以一种“读课本”的方式来为玩家讲述本作内的剧情。 玩家在到达剧情节点时身旁就会出现一位NPC在定住玩家不让我们移动的同时并且弹出气泡样对话框为我们讲述所谓的剧情,在通关当前关卡进入多度区域时玩家向前走上几步便首先会被定在原地被疯狂灌输一顿此处的剧情是什么样。 事实上,从玩家一开始进入游戏再到前进至某个关键节点时以及我们在地图内进行解密前,这位名为“大道师”的NPC都会突然出现在我们身旁以一种十分生硬的方式来告诉我们该地为某某宝藏有着某某来历,我们需要如何如何去做。 这样的剧情模式一直从玩家进入游戏持续到最后战胜魔王通关游戏,并且整个游戏内同样也不存在同类游戏中所谓的“剧情类收集物”,甚至在游戏内也没有如诸如壁画、线索等任何有关推进剧情类的物品,我们在本作内所了解剧情的方式有且只有一种听这位NPC讲故事这一种方式。 很难想象一款3D肉鸽类游戏会以这种方式来为玩家讲述本作内的剧情,这种方式在我看来甚至不如来一个谜语人式剧情让玩家全程靠猜去了解剧情如何,这样的方式多少有些打击玩家心态了。 接下来说说游戏内的玩法内容吧,其实肉鸽游戏类的通用玩法我们是不用过多展开来介绍的,其无非是玩家通关当前关卡后获得技能提升奖励或者是在中途遇到什么奇遇内容,以此为基础可以持续循环到游戏结束。 本作的整体玩法同样遵循了这一规则,而真正让本作有些变化的还是本作内最大的特色玩法:附身。这里说一下玩家在游戏内的本体实际上是一个没有实际肉体的人类,因此在灵魂状态下我们只能做到常规的移动等等(下面展开来说)。 在战斗方面我们通过附身敌人来进行战斗,灵体并不能直接参与到战斗环节中去。 我们在出生点时会得到一具肉体供我们附身,这具肉体为什么类的敌人都是随机出现的,在完成附身后我们就可以开始战斗了。 在我们击败敌人后敌人并不会立即消失,其尸体会直接处于原地一段时间,在此期间我们可以直接按下对应键位对敌人进行一个附身,敌人的名称和属性高低以及品质如何(普通、稀有、史诗、传奇)都会在玩家光标触碰尸体时一并显现出来,其实红色箭头代表属性不如当前已经附身的肉体,绿色箭头则代表属性高于目前的肉体。 需要注意的是在本作内的附身技能是完全没有冷却时间的,加之游戏内敌人众多这就导致我们可能再不经意间就附身到了一具普通的肉体上,在我的游戏过程中就多次出现了这样的问题。 在附身过程中如果玩家的蓝条足够高那么在切换肉体时也会恢复部分的生命值,游戏内的血量为灵体生命值并非该肉体的生命值,如果没有特殊加成的话无论玩家如何附身新的灵体其生命值都不会有丝毫的增长。 虽然这样的方式看似为玩家的战斗体验带来了多种可能性与变数,但在这个过程中且不说玩家生命值不一定得到恢复,玩家选择附身肉体必定是选择一个基础属性较高的肉体,而被迫切换附身后则很有可能是由史诗肉体附身到普通肉体,属性的下降很有可能导致玩家面临暴毙的风险。 我个人认为游戏内应该赋予玩家附身多个人物的能力,能附身两具肉体且可以任意切换即可。玩家附身肉体实际本质上一次“重新开始”而至多附身一具肉体的设定无论如何也让玩家有些施展不开。 再来说说技能方面,每一具不同的肉体都有自己专属的技能:主要攻击(可蓄力释放)和次要攻击,其中主要攻击造成伤害较高一些且有着连段可以轻松造成连击数,玩家战斗内使用最多的也就是这一攻击方式了。 而次要攻击在伤害方面并不如主要攻击来的高,但其最主要的效果乃是压制敌人,无论何种角色的次要攻击都可以对一名或多名敌人形成一个短暂的僵直,所以,次要攻击起手然后一套连击带走正是本作内最基本的打法之一了。 另一方面,玩家在地图内也会获取到一些特殊技能,这些技能并不不会受玩家更换肉体的影响,在不主动替换的情况下这类技能可以一直保存,而与之相对的则是某些交互物可以为玩家提供如“减少物理伤害,提高属性攻击”等被动技能,其主要为玩家提供属性基础上的加成,在抵达过渡区域后我们也可以花费金钱学习此类技能,理论上如果玩家持有金钱是无限的,那么我们就可以一直在NPC这里学习新的被动技能。 虽说游戏内将灵体状态作为了一大卖点宣传,但实际体验中我们会发现玩家在此状态下除去附身外可进行的操作简直少得可怜。 灵体移动速度要比肉体状态下快上许多,并且在此状态下敌人并不会立刻发现玩家,如果条件允许的情况下我们完全可以绕到敌人后方从偷袭弓箭手开始打响战斗,除去这项玩法外地图内还分布着一些只有灵体状态才可以发现的宝箱,以及精灵也只有玩家灵体状态才可以触碰,每个地图内分布的解密也只有灵体状态下可以完成。 讲起来可能并不少,但实际体验是匮乏的,基于灵体无法造成伤害的大前提下制作组完全可以让灵体为玩家提供一项辅助的能力,而不是如现在一般除了赶路好用还是赶路好用。 [h1]结语[/h1] 附身玩法本身是值得我们去肯定的,制作组也在一定程度上对此玩法进行了延伸和扩展,但比较遗憾的是因为操作方式和手感、地图设计和敌人分布等等方面的问题都让这一创新玩法黯然失色,一个好的玩法更需要一个强大的内核去支撑。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
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