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Ghostdream Activation Code [torrent Full]

Updated: Dec 8, 2020





















































About This Game "When you die, you normally have only one simple wish - to return and tell them - "Hey, guys - it's OK! No need to feel sad! Cause you know what? It's actually OK on both sides, really." But returning is not easy - the only way would be dreams - "half-dreams" - "ghost-dreams". The problematic part is if you get stuck - you turn into a demon. Hard to say what exactly it is, but we presume it's a painful and useless existence. Better to avoid doing this, really.My personal "problematic part" is that I am already stuck here. No idea how I'll get out this time..."On his journey to the "Other Side" Reader (and his "natural companion" Writer) meets various Ghosts and Demons, Holy Spirits and Gods. He also meets Singer, who is neither Ghost, nor Demon. At some point she becomes important to Reader. Realizing this won't stop him though.The world of Ghostdream should be scary, but it is not - it is just dark. The story should be sad since all the characters are more or less dead, but it is not, because they normally remember nothing, except some minor detail or two (for example the protagonist remembers himself reading a book - this is why they call him Reader. It is his only memory after all). Ghostdream is a retro-style Point and Click Adventure game with puzzles, exploration and story.- 55+ entirely animated locations (rooms)- 10+ characters- 8 Major Puzzles (no items required, exploration of the whole accessible area is a must) + standard adventure actions (like get here, talk there, press this, press that...)- 16 000+ words story (fully voiced)- about 10 hours to beat Ghostdream for the first time.- 20+ songs OST- 60 pages art book (with a puzzle guide) 1075eedd30 Title: GhostdreamGenre: Adventure, Casual, IndieDeveloper:ArkHousePublisher:Forever Entertainment S. A.Release Date: 24 Oct, 2016 Ghostdream Activation Code [torrent Full] ghost dream gift set ebay. ghost dream 30ml. ghost dream vs daydream. ghost dream the perfume shop. unicorn ghost dream. dream ghost dream. ghost dream lookup. ghost dream gift set perfume shop. ghost dream perfume best price. ghost dream boots. ghostdream game. ghost dream opinie. ghost dream fragrance. ghost dream lyrics. ghost dream gift set perfume shop. ghost dream meaning hindu. green ghost dream. ghost dream dictionary. ghost dream gift set 50ml. ghost dream blouse lyrics. ghost dream perfume set. ghost dream mod. ghost dream perfume boots. nun ghost dream This game is nearly impossible to play. It has strage mechanics that are not at all creative and have no audio and video settings leaving the player with strange screen proportions and ugly sounding audio. The voice actors mummvle alot and when placed throuh a modulator to create a "ghost affect" they are nearly unintellegable. Even with the 90% off coupon this game is not worth the 60 cents i spent on it. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:). point and click game with bad mouse pointer. This game has a very beautful art work, voice and music choice for its theme which I really enjoyed and kept me playing. The story, while being fair, was enough to keep the theme interesting enough to be invested in the character, Reader, and his companion, Writer. While some acts had some satisfying puzzles like Act 1, 2 and 5, the remaining acts were very annoying as you had to find the right pixel to click on to progress further in the game (had to use a guide to find their exact locations). Dialogue in the game at first was alright but takes a noise dive as you progress, the conversation with Singer was, to be direct, cringey. Overall, I enjoyed it for what it is and hope the developer decides to try a new IP that plays into the developer's strength, the art concept (character and environment design) and music with a melancholy theme.. This game has a very beautful art work, voice and music choice for its theme which I really enjoyed and kept me playing. The story, while being fair, was enough to keep the theme interesting enough to be invested in the character, Reader, and his companion, Writer. While some acts had some satisfying puzzles like Act 1, 2 and 5, the remaining acts were very annoying as you had to find the right pixel to click on to progress further in the game (had to use a guide to find their exact locations). Dialogue in the game at first was alright but takes a noise dive as you progress, the conversation with Singer was, to be direct, cringey. Overall, I enjoyed it for what it is and hope the developer decides to try a new IP that plays into the developer's strength, the art concept (character and environment design) and music with a melancholy theme.. Good game for those who speak well english and have an high IQ! it's pretty much an Mensa IQ test without looking at the guide:) The Big One - Early Access Build 11: Get ready for the biggest update so far: EA11This update features 2 new maps, Mountain Range and Canyon:Mountain range is a large map focusing on air combat, so prepare to put your dogfighting skills to the test! All air vehicles, from attack planes to transport helicopters are available on this level which makes the airspace quite chaotic. You can also fight on the ground, battling for capture points along a range of mountains.Canyon is a very open, mid-range map with lots of room for tanks and infantry to get around. The battle takes place in a drained dam, and even features a stranded aircraft carrier! The center of the map is entirely open, so prepare for a massive battle. Alternatively, you can flank the open area using a cave system.With EA11, it's now possible to specify weapons and vehicles on a per-team basis, allowing you to recreate historical battles, zombie apocalypses or whatever you can imagine! Maybe Eagle with pistols vs Ravens with anti tank launchers?EA11 also improves how your AI buddies get around, making them move smoother around the battlefield. On top of that, several key areas of the game have been optimized, so you should get higher framerates than before! Full change log:Main features:- Added new map: Mountain Range- Added new map: Canyon- Added team-specific weapons and vehicles game configurations- You can now restrict player weapons too with a checkbox in the weapons switch.- You can also save and load your game configurations- Changed how vehicles/turrets spawn, they will only spawn on capture points owned by a team- Added priority based sound mixing. This should help make important sounds such as gunfire close to you stand out more, and generally make the game sound clearer.- You can kick dead bots to spawn a small ammo pickup. Perfect for when you're running dry!Other fixes:- Added zoom to spectator camera, hold ctrl and scroll to zoom.- Fixed spectator camera bugging out when attached to vehicles that die.- AI now avoids using weapons with splash damage if it can hurt teammates with it. In some circumstances (such as on a tank capturing a flag) they will still fire no matter what.- AI movement improvement, now way smoother than before- AI will sprint more than before, making it faster for them to reach capture points- AI defense improvements, they will now track down units who are capturing a flag.- AI now has a high chance of picking AT weapons when defending a flag that is under attack by a vehicle.- AI will now play climbing animations when climbing steep hills/obstacles- AI will no longer be able to automatically spot enemies if they are not in their viewcone.- Removed kill feed from skeletons in haunted mode.- Misc improvements and bugfixes to AI- Overall game optimization- Added draw distance option- Added v-sync option- Scalpel now only has 1 round, use it wisely!- Fixed an issue with helicopter miniguns sometimes not working correctly- A few minor tweaks to anti-tank weapon damage- M1 Garret now uses sniper sensitivity when aiming for more precise long range shots- Unlocked some previously secret weapons by default.- Sprinting while being crouched will now make you automatically stand up (only applies to toggle crouch mode)- Misc bugfixesEnjoy this update!/SteelRaven7. Custom maps & Workshop integration - Early Access build 3: Hi, I hope everyone is having a good time in the summer heat!Have you ever wanted to see what the Ravenfield community can do when they get access to Ravenfield's mapping tools? Then you're in luck! Check out the over 30(!) maps already available on Ravenfield's Workshop page: http://steamcommunity.com/app/636480/workshop/The workshop already features some amazing creations, including the world famous flying turtle level by Viotech3, SkyTurtle:Make sure you check out this map and all other cool stuff available on the workshop! If you want to make your own level, check out the Official Map Creation Guide! You can also reach other map makers on the Discord chat server at https://discord.gg/xavGMJa and talk to other map makers!Changelog:Custom map making support!!!Steamworks integration including workshop integration.Added several useful ways for map makers to influcence pathfinding and AI decision making, including avoidance zones and pathfinding links.Updated to Unity Engine version 5.6.2Solved an issue where the player could sometimes clip through objects seemingly randomly.Explosions no longer deals damage through walls.Hotfix 1:Fixed menu buttons not working on some linux computersHotfix 2:Removed the floating machine gun in archipelago that I totally placed there on purpose... :PAdded a steam_appid.txt file so you the game automatically connects to steam even if you launch it via the executable file.If the game is not connected to steam, there now is a text indicating this in the mods menu.Improved Scan Pathfinding functionality for map makers with automatic Relevant Pathfinding Point placement and area colors.Hotfix 3:Fixed a bug when running Scan Pathfinding.Hotfix 4:Reverse mode now works again!Hopefully fixed Helicopter/Tank/Other explosions sometimes not dealing damage. I've had some trouble reproducing and testing this, so let me know if it's still an issue!Made Custom Actor Model component a bit more robust if you give it weird input.Enjoy this new update!/SteelRaven7. AI Commanding - Early Access build 4: Heya!It's time for a new Ravenfield update, Early Access build 4! This update focuses on AI commanding and letting you control the battle!Important: This update introduces a few new keys to the game. These will automatically be bound to default values, but you can rebind them in the input options menu. A few users have reported some issues with their inputs when starting the game for the first time. If this happens to you, fix it by simply loading an input preset or bind any weird keys.Changelog:- Updated to Unity Engine 5.6.3p1- Added 2 new weapons: Automatico and the Greaser- Added 1 new tool: Squad leader kit- Significantly overhauled Spec Ops mode, with improved AI and alarm feedback if you get detected!- Added a new custom map selection menu, makes it way easier to scroll through a large number of maps- If no icon is provided for a custom map, the game will now display the workshop preview image instead- Moved vehicle health bar slightly.- Significantly improved plane dogfighting AI- AI usage of grenades and rockets against infantry has been slightly reduced to prevent explosion spam.- Improved AI target filtering. For example, a guy with a rocket launcher equipped will now be more prone to target tanks and cars instead of infantry- Turrets in most vehicles now turn independently of the vehicle body - this means you'll have an easier time hitting targets while moving!- AI will now only spawn after you have accepted your loadout, which allows you to make a Battle Plan before the game starts (see below)- The input menu will now default any unbound keys to the keyboard preset.- Added bindable key to toggle nightvision if you have it equipped (default N). This also works in vehicles!- Added bindable key to bring up the Squad leader kit order map (default B). This also works in vehicles!- Game match settings are now saved between games, so it's way easier to replay that scenario you just set up- Misc bugfixes and balancing- Definitely did not add any secret weaponsThere are a bunch of new ways to control the battle and command your troops:- Added Battle Plan tab on loadout/deploy screen, use it to draw a plan for your team- You can optionally tick "Always follow plan" to make AI never stray from your orders (unless none of your orders are active)- In battle planner, click a point to create a defense order or click and drag to create an attack order- Added Squad commanding, aim at a teammate and press the Call Squadmember key (default G) to have them join your squad- The number of members in your squad will be displayed over the health/ammo indicator.- Press the squad key to make your squad move to a location- Aim down when pressing the squad key to have your squad regroup and follow you- Hold down the squad key to bring up other orders, aim at one and release the key to issue the order.Available squad orders include:- Commandeer vehicle (Have any passengers join your squad)- Enter/Exit vehicle- Attack/Defend flag- Goto (Aim at the ground)- Regroup (Aim at your feet)You can also issue most of these squad orders via the Squad Leader kit ordering map, giving you more flexibility when your squad is far away from your location.Hotfix 1:- Fixed equpiiing night vision goggles preventing you from spawningThe squad commanding UI still needs some fine tuning, but I think it works well enough for now!I hope you'll enjoy this update!The modding community has been aching to get custom weapons into the game, so official weapon modding support is what I will focus on for the next update. I also want to add a new official map soon./SteelRaven7. Rivers & Citadels - Early Access Build 13: Rivers? Check.Citadel? Check.Smoke? Check.This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:Full change log:Main features:- Added River Delta map- Added Citadel map (it's still in early development, expect bugs!)- Added Smoke grenades to block sight- AI will use smoke grenades to cover their attacks.- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)- Added Patriot GL, which is a Patriot with an underslung grenade launcher.- Added Thumper grenade launcher.- Improved how AI navigates the map, they will now spread out and use new paths when attacking.- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!Other fixes:- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.- Reduced bounce on grenades to make it easier to land them just where you want them.- Some tweaks to audio mixing.- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.- Updated weapon reflection sounds to include a firing sound.- Fixed AI not driving animation driven vehicles (such as walkers) properly.- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)- AI now runs away from grenades only if they can see them.- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.- Fixed a bug where AI would not fire in vehicles.- Fixed a bug that would sometimes cause very long loading times for custom maps.- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.- Fixed some camera bugs with photo mode.- Misc AI tweaksHotfix:- Added some missing colliders on houses in Citadel.Enjoy the update!/SteelRaven7. The Archipelago Update - Early Access Build 2 is out now!: Hi everyone! I just released the new update to Ravenfield which is centered around the new, completely reworked Archipelago level!The level is centered around naval combat, where the Eagles are attacking a group of small islands with their aircraft carrier. To increase the chaos of battle there are now attack boats armed with autocannons and mortars, time to lay down some supressive fire for your ground troops!You can also use the new wire-guided missile launcher to take out armor from afar. Keep in mind that the missile will loose tracking after a certain distance, so don't expect to snipe that helicopter on the other side of the map out of the sky!https://www.youtube.com/watch?v=ULuXYGRcTp8Here's the full list of changes:ContentCompletely reworked Archipelago!Added Attack BoatAdded stationary wire-guided missile launcherBalanceAdded new difficulty level and tweaked existing ones.Increased tank health from 2000 to 3000 hit points.Increased plane machine gun clip size and added convergence to the bullets.Flags will now stay neutral until fully captured, which slows down attackers somewhat.AIMajor AI decision making improvements to handle the multiple islands of Archipelago better.There are now three AI difficulties: Easy (same as old easy), Normal (slightly easier than old challenging), Hard (slightly harder than old challenging).Improved cover point finding, AI will now pick better spots to camp when defending a flag, and also will avoid taking cover next to (or inside) stationary turrets.Improved plane AI, they are way better at engaging targets now. This still needs some tweaks, but it's a major improvement.Sped up AI movement speed when engaging enemies, will only walk if the target enemy is very close.AI aiming tweaks, makes them slightly at keeping their sights roughtly on target but slightly worse at sniping.AI pathfinding improvements, including the ability to navigate shallow waters on foot and in some watercrafts (like the RHIBS)AI can no longer teamkill close teammates (especially noticable in transport vehicles)AI is somewhat more inclined to staying and defending a point if people are attacking it.MiscAdded checkbox to disable joystick binding (useful if you have a joystick plugged in that prevents other inputs from being bound)Fixed sniper reload animations sometimes not playingCapture points now uses cylindrical radius queries instead of spherical. This means that I can now make sure you can't capture flags from unexpected places (such as one floor above or below the actual flag point)Improved UI hiding (with home and end keys) so that the UI no longer pops up again after death. Flag capture messages are now also hidden if gameplay UI is hidden.Added respawn button to loadout (access it by pressing enter) while alive. You can use this instead of the suicide button (K)Can no longer melee or kick yourself.Hotfix patch 1:Should solve the issue of pressing spacebar causing the player character to die.I'm happy with the current state of Archipelago for now (though it will receive improvements sometime in the future). My plan is now to shift focus to supporting custom, player made maps and workshop integration. I will try to roll out mapping tools via the beta branch sometime early July - be sure to join the Ravenfield discord chat server if you are interested in using these as soon as they become available https://discord.gg/xavGMJa!Thank you for your support, and I hope you'll enjoy this new update!/SteelRaven7. Custom weapon support is here! - Early Access build 5: Attention soldiers!You may already have noticed a surge of weapons on the Steam Workshop page, but now everyone can try them out! There are already around 100 custom weapons available to download and play, so what are you waiting for? Check them out now!Not only the community has been making weapons, I've also added an official M1 Garret (inspired by the classic Garand) rifle, complete with that PING sound when you empty the clip!Maybe you're interested in creating your own custom weapon for Ravenfield? I'm working on a guide on custom weapon creation which will be published in a few days. In the meantime, you can always ask for directions and help on the Ravenfield Discord server at https://discord.gg/xavGMJa.Here's the full change log of the EA5 update:- Added custom weapon support!- Added M1 Garret- Added AI weapons page in the instant action menu that lets you set exactly what weapons the AI should use- Overhauled loadout UI to work better with a larger number of weapons- Added weapon tagging, weapon makers can tag their weapons to group them together in the loadout UI and AI weapons page.- Made it so that resolution and fullscreen settings only can be changed in the main menu (You could change them ingame before, but they didn't have any effect, which caused some confusion)- Fixed a bug on mac where the game would try to load non-workshop mods from the wrong directory.- Added restart button to the ingame menu.- Added the launch option -nocontentmods that disables auto loading of content mods when the game starts.Hotfix 1:- Fixed some custom weapons intended to not be usable by AI could be manually enabled via the AI Weapons menu, producing buggy results.Hotfix 2:- Fixed the majority of pink texture issues on projectiles/explosions/smoke effects that was present on Mac and Linux.Enjoy this update!/SteelRaven7. Archipelago and Battle Ship updates on the Beta Branch: I'm currently working on revamping Archipelago, and will be uploading new builds of the map fairly regularly on the Beta Branch.Currently, the Beta Branch update contains:Archipelago level updatesBattle Ship armed with a mortar and autocannonImproved AI that handles multiple islands much better than beforePathfinding tweaksKeep in mind that the beta branch gets updated very regularly, so some features might be buggy or break entirely! Don't expect new updates to work flawlessly!If you want to check out this work-in-progress update before its official release, you can opt into the beta branch via steam without a password. Here's how to opt into the beta branch:https://twitter.com/SteelRaven7/status/869606992746250242I will also be tweeting about the beta branch updates, so follow @SteelRaven7 to keep up with the latest news.. Coastline - Early Access Build 8: This update is mainly about the new map - Coastline!Coastline is probably the most ambitious Ravenfield map to date, and focuses on close quarters engagement and verticality with the battle raging from sea level all the way up to the mountain ruins.This update also introduces new features such as the Configure Flags option, allowing you to customize a map's flag layout before starting the game!Full EA8 Change Log:- Added Coastline Map- Added Configure Flags option- Significant AI changes: > AI will now acquire new targets much faster, giving them a quicker reaction time and challenge > AI now has a Close Quarters mode where they automatically take cover when under fire. > Improved AI's CPU load so it's more spread out, meaning less frame drops/stutters caused by AI. > Misc AI fixes- Added ladders (Press use key to enter them)- Added water volumes, allowing maps to have lakes/etc on other heights than just the ocean water level.- Added alternate path AI hints, letting map makers hint the AI on how to spread out in a level when attacking capture points.- Added damage zones- Added speed limit zones, letting map makers hit the AI on what speed to traverse special zones in a level.- Added configurable-per-flag AI defense strategies for map makers.- Added one way level neighbors- Player only takes balance damage from getting hit by AI (still needs some tweaks, but it's better than just insta dying!)- Added cloud- Strictly no ET activities allowedHotfix 1:- Looks like the ET activities have been contained... for now...I hope you'll enjoy this update!/SteelRaven7. Ravenfield Tank & Quad - Early Access Build 15: The Tank has received a significant overhaul in EA15, sporting both a new look and handling characteristics. The new Tank can take more damage and also has a new turret system that will prevent the barrel from getting caught in walls. Also, make sure you don't miss the new Tank sound effects!Along with the Tank, the Quadbike has also had a facelift, along with new sound effects.There have been several AI improvements to ground vehicle combat. For example, the AI will now stand still when attempting those tricky long range shots. When taking damage, bots will now turn towards the direction of the shooter and attempt to retaliate.Full change log:- Updated Tank to new style, including improved handling, new sounds, effects and more.- Updated Quad to new style, including improved handling, new sounds, effects and more.- Added support for turret springs and max turn speed, used on the tank main cannon- Added support for throttle sounds that only play when accelerating a vehicle.- Added support for fancy geometric tank tracks - no more cheap scrolling images ;)- Increased tank health to 4000 (was 3000 before)- AI will now stop when aiming long range shots. This also applies to vehicles.- Major tweaks to AI aiming. They are now a little deadlier than before at low and medium range.- AI will now always fire their weapon after aiming at an enemy for a while. Sometimes they would just aim but never fire before this update.- When being attacked inside vehicles with anti-tank weapons, AI drivers/gunners will now turn towards their attacker.- Anyone dealing high damage to a vehicle will be marked as a high-priority target. This means that AI are more likely to attack anti-tank units if they have recently fired.- Fixed incoming damage indicator not showing up inside vehicles.- Improvements to vehicle sound mixing. The vehicle you're inside should always be at the highest volume now.- Changed the APC team color indicators- Fixed the player minimap viewcone sometimes not turning with the player view.Enjoy this update!/SteelRaven7. Dialog Testing - Early Access Build 9: Hey everyone, and sorry about the radio silence lately!I've been taking some time off development, but now I'm back with regular updates again!This update adds a dialog system to the game. The dialogs will be mainly used in the conquest mode (which obviously isn't available yet), but I figured I should spend some time working on this feature and get your feedback on its first iteration. This means the gameplay changes in this update are very light, but you should look forward to some of the upcoming changes that are hinted at in this update ;)!Right now there are two dialogs available in the game. The first one will automatically pop up, but the second is hidden in the game. Make sure you check out the new roadmap page for some hints to find it!The roadmap was added to give a more clear picture of what remains to be added into the game before it leaves Early Access. I want to keep adding features to the game after it leaves Early Access too, so don't get discouraged if your favorite game suggestion isn't on the roadmap, it might be added later down the line anyway!Full change log:- Added dialog system- Added roadmap menu page- Fixed some minor issues when loading modded maps/weapons- Added some weapon modding features allowing modders to create more realistic weapons with simulated chambered rounds and mag drops.- For sure no secrets!!!To anyone a bit sad that this update doesn't contain more gameplay updates - sorry about that! I'll make sure to update the beta branch with new gameplay elements as soon as possible, so be on the look out!!!Finally, Ravenfield has now been on steam for exactly one year, and I'd like to thank everyone for the massive support for the game! Thanks to you, I can work full time on the game without any worries which is super exciting! Thank you!Enjoy this update!/SteelRaven7

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