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X Caeli: The Iron Hand Of Love Crack Game Download





















































About This Game X Caeli is a unique fusion of bizarre comedy, classic arcade gameplay, nostalgic art style inspired by the 90's anime, extreme nerdyness, match-3 puzzler, intense romancing and hardcore logic experience. It consists of Visual Novel story-telling with dialogue choices and space arcade part where every wave of enemies is a riddle that you must solve by assembling your spaceship into an answer. Our scenes are memorable and our combat is very challenging and highly rewarding. Features: - 12 Hours of reading time. - 72 highly original CGs. - All VN art is done by one man – our talented ShadowWind. - 20+ hours of space arcade time with high replayability. - Innovative gameplay that is like nothing else you've experienced. - Big tutorial and adjustable difficulty: from casual to extremely challenging. - Six girls to romance: an overly heroic captain, an ever-drunk inventor, easygoing cyberninja, greedy rogue psion, stalker-ish and obsessed doctor and cute&naive superweapon. - Our girls have strong and non-cliche personality. 6d5b4406ea Title: X Caeli: The Iron Hand of LoveGenre: Action, Adventure, Casual, Indie, RPG, Early AccessDeveloper:Nerd Commando Game StudiosPublisher:Nerd Commando Game StudiosRelease Date: 5 Jul, 2019 X Caeli: The Iron Hand Of Love Crack Game Download x caeli the iron hand of love. x caeli the iron hand of love I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move\/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange `puzzle` game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again. One more Beta branch update (1.1.1.3): Hey everyone,We hope that this will be our last patch in the beta branch before we transfer it to the release branch. Thanks to the current patch, you can migrate the existing release branch databases and your character skills will be converted automatically. WARNING! You might lose some skillpoints, especially if you’re playing on a server with a high skillcap (3000).You may also be interested to know that, in a few weeks from now, we plan to present a 64bit client and server version. These versions should prevent some of the client and server crashes on overloaded servers with numerous objects and trees.Patch notes (ver. 1.1.1.3):. Patch 0.8 is UP!: This patch is quite extensive but there isn't a lot of notes to post here - mostly because it boils down to show, don't tell. Meaning that it's the patch with all the animations we've planned - now the game's screen is anything but static. Enjoy.Next on our agenda is a vast, step-by-step tutorial mode which will gradually introduce a new player to all the myriad of possibilities that our game does offer. Showing some fanservice in the process too.. Patch 0.4 is UP!!!: - This patch introduces the fully reworked EX system – that is, the expanded abilities of ship's weaponry that became available as soon as you've had enough of certain stat to qualify for them. That previous mode was too binary – you either have them or you don't. That didn't really reward for spreading your stats around and, at the same time, it gave nothing for maxing them out – everything above the entry requirement went to waste. Well, if you don't count the raw power that those maxed out stats provided to you, that is.So we've chosen a better system – now, those expanded abilities are always online. But they do scale with their primary stats. So having 1 or 2 of those stats is not wasteful, having 5 is good and having 7+ is awesome.List of new EX (and we'll probably need to make a better term for these in the future; the term of EX stems from my love for Guilty Gear series but that's just too obscure):Rosary : -10% Cursed time per point of Transcendence. Stacks if doubled.Apparition I: 20% that the victim becomes purple colored per point of Poise.Apparition II: For each hit foe, restore 1% of Energy per point of Splendor.Pilgrim: Grace Dominion recharges 0.25 second faster per point of Acumen. Stacks if double, but no less than 1 Second. Genesis: +5% to Anathema damage per point of Poise.Schism I: +10% to Crush damage per point of Ardor and Crush damage mode is now always online.Schism II: +50% to foe movement distance per point of Splendor.Gehenna I: 4% that the affected foe will become purple per point of Acumen.Gehenna II: +25% fuel per point of Ardor.Longinus I: +10 damage to blue foes per point of Splendor.Longinus II: +25 damage to purple foes per point of Pride.Thorns I: Red foes receive +20 Damage while under this curse per point of Pride.ThornsII: 20% chance that the foe becomes red colored per point of Acumen.Communion I: +5% overall damage per point of Transcendence.Communion II: +2 seconds of this curse duration per point of Poise.Penance I: When enemy enters this cloud, restore 4% of Energy per point of Splendor.Penance II: +20% damage versus yellow per point of Pride.Parable: -2 seconds soul cooldown per point of Acumen. Stacks when doubled.Exodus I: Swapped foes will stop moving for 2 seconds per point of Pride.Exodus II: 2% that the enemy will vanish forever per point of Transcendence.- Another major rework is the stat system. Previously, the bigger part of your stat points came from equipment and the lesser was given in form of free distribution points. That second part wasn't as fun, however – generally, they went to max out your primary stat and that didn't offer for much variety.So we've removed the free distribution stats and now the entirety of your parameters are provided by your equipment. To compensate for this loss, now Acts and Souls also provide 2 stat points each. And, in case of two special Acts, they provide 3 stat points each. Now our ship building menu is even more starry!Also, to make the process more intricate, the second copy of the same weapon will now provide different stats from its original. Previously, too many builds were pushed into twin-linking their weaponry to achieve best results possible. Now, there's more flexibility. Also, many weapons can now give access to the stats that they didn't gave before, meaning that overall building potential is further increased. - Gremlins are no longer returning thrice as much damage. Should make those bastards a bit more manageable as it's only a double now. - A less visible change – we've done a major rework on the inner logic of combat. Reworked it from the scratch, actually. In near perspective, this may lead to some small bugs, but in longer term it'll make the game much more stable. The gremlins bug, for example, was ironed thanks to that. - Our composer is having the time of his life while being conscripted to glorious russian army so we're adding a new person into our fold: welcome Alice Saturnova! Hope you'll enjoy listening the nine tracks that she composed specially for the VN part.Two more VN chapters.The future plans: rework of GUI, 42 more VN chapters, new ship sprites (now with animations!) and 12 more foes, including elite 2x2 ones. I can even spoil you those l33t names – The Sun, The Emperor, The Empress, The Judgment, The Devil and The World. Yeah, our tribute to Za Warudo incoming.. A few hotfixes have arrived (1.3.2.4): Hey everyone, We have located and executed a few nasty bugs that managed to get into our release build. Releasing those fixes now. Patch notes (ver. 1.3.2.4):. Time for a Your Own update (1.3.0.1): Hey everyone,After some extensive work we’ve completed, we’re finally glad to announce that all of the major changes, which some of you noticed in Life is Feudal:MMO, have been by adopted, and patched to, Life is Feudal: Your Own.Enjoy!Patch notes (ver. 1.3.0.1):. ‘Most Hardcore MMO‘ award. Go for it!: Hey everyone!Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal! Cast your vote here. Comment below to let us know you’ve voted!-The team. MMO servers are up - Beta tests incoming!: MMO servers are UP!See for yourself here: https://lifeisfeudal.com/billing/status.phpDon’t start cheering just yet! Currently, we won’t be opening the beta servers up to anyone outside of our studio for now - but we will soon! If you’re interested in the MMO version of Life is Feudal, please read the following information carefully:Beta Wave #0. Judgment Patch (0.3.3.3): We are doing everything in our power to stay true to our roadmap and provide you with both content updates AND bugfixes. The current patch is an illustration of our intentions.Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument!Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in.Patch notes (ver. 0.3.3.3): Implemented Judgment Hour gameplay feature. Do not forget to adjust its schedule on private servers and ask your server admins to do that on a dedicated ones Made a major particle system rework. In current and following patches you will notice more adequate particle effects in our game (fire, smoke, blood etc) You can now grind in our game :) ! Quern-stone is now working and should be used as a tool to grind wheat into flour. Windmill with advanced mass grinding mechanics will be implemented later Slightly shifted camera position in War Mode. We will provide a more user friendly camera behaviour in one of the next patches Optimized network code - effect will be hardly noticeable, unless you try to gather a crowd of players Added voice chat indicator. You can move it or close it while in Interface editing mode (F10) Added Shadow distance video setting. You might want to tune it down to reduce “morning lag” that is caused by long shadow render. Shadow mechanics will be fixed in one of the following patches Added a button in your settings that will reset all “Don't pop up those messages” flags on your client Fixed private claim of objects (timer) that worked improperly under some circumstances Fixed multiple issues that appeared after a player in GM mode entered and left camera mode. (Still GM Mode is not really safe for all in game interactions.) Use it only when you actually need to do something godly and then turn it off for your and your world safety! Fixed a server crash, when you are kicking an offline guild member from a guild Fixed some damaged state assets Fixed map dialogue buttons Multiple minor bug and crash fixes. Requiem for client crashes (extended edition) (1.0.4.4): Despite extensive local QA tests, one particular crash circumstance was not detected and leaked into the recent patch. This current hotfix should fix that issue.Sorry for the inconvenience and thank you for understanding!. Patch 0.3.0 Released: - Eight fresh episodes of our Story (codenamed ghost in the jam, part-time legacy, medical sacrifice, dead can dance, high grade tech, burden of leadership, mushroom love, sometimes they do return).- Sound loudness control added.- EX requirements of Rosary, Apparition and Gehenna lowered.- Genesis EX now shoots more frequently.- Thorns ALT EX now requires Acumen.- Pilgrim EX now requires Ardor.- Penance ALT EX now provides double damage.- Anathema is 20% stronger now.- Power of Oppression increases the Blast of the green foes.- Empty Walls are 50% sturdier.- Total Terror regenerates 20% more Structure.- Hydra Spawn & Total Terror interact correctly.- Cheat codes got more convenient (but we're not telling them).

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