steam官网手机客户端上的文字冒险类游戏Mainland 中望远镜怎么找?

Developer:
Publisher:
to add this item to your wishlist, follow it, or mark it as not interested
Languages:
Full Audio
Title: Mainland
Genre: , ,
Developer:
Publisher:
Release Date: 8 May, 2015
Play Mainland
Free to Play
About This Game
Mainland is a free text adventure game about an explorer in the 19th century whose captain and crew have been killed by plague. The game focuses on unconventional story and atmosphere rather than hardcore puzzles, and features gameplay similar to classic adventure games.
System Requirements
Minimum:OS: Windows 2000Processor: CPU 1 Ghz or higherMemory: 512 MB RAMGraphics: Integrated graphicsStorage: 50 MB available spaceSound Card: Any sound card
More like this
High Volume of Reviews Detected:
Overall Reviews:
Very Positive
Recent Reviews:
Review Type
Positive&(189)
Negative&(38)
Purchase Type
Steam Purchasers&(3)
Other&(224)
All Languages&(227)
Your Languages&(135)
Only Specific Range (Select on graph above)&nbsp
Exclude Specific Range (Select on graph above)&nbsp
Display As:
Most Helpful
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the .
Show graph &
Hide graph &
Review Helpfulness Beta Enabled
Loading reviews...
Loading reviews...
Loading reviews...
Loading reviews...
Loading reviews...
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...
You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.
Enter up to 375 characters to add a description to your widget:
Copy and paste the HTML below into your website to make the above widget appear
VAT included in all prices where applicable.&&
View mobile website76786 条评论分享收藏感谢收起赞同 54543 条评论分享收藏感谢收起八叔安利局--每周为你推荐Steam上最好玩的游戏
本期的安利局,我们推荐的都是一些最新上线,但特点比较鲜明的作品,《尤库的小岛速递》是一款非常休闲的游戏,一登场就收到了玩家的普遍好评。而很早就开始了预购优惠的《吸血鬼》,延续了DONTNOD在剧情和互动方面的优异表现,但战斗和技能设计方面的不足显而易见的。《烟火与献祭》是半沙盒半RPG的作品,自由度很高,要素也很丰富,就是耐久度的设计太不合理了。至于《战锤40K 审判官 殉道者》,有着动作RPG的外观,但内里却是Roguelike的玩法,塔罗牌的自由定义任务机制是一个亮点,但整体完成度还是有些偏低了。
尤库的小岛速递 / Yoku's Island Express
玩家在游戏中扮演的小瓢虫“尤库”是小岛上的邮差。为了完成重建邮局的任务,并唤醒沉睡的古代神明,尤库需要在热带海滩、茂密丛林、皑皑雪山…之中通过推动弹球进行移动。借助控制挡板对弹球进行弹返还可以改变弹球的运行轨迹,切换到不同的场景。本作巧妙地结合了三维弹珠、平台跳跃和开放世界的要素,是一个非常休闲的游戏。
非线性的任务机制是本作的一大特色,游戏中的场景谜题与机关处理设计都很用心,场景和道具的交互性也比较强。玩家可以用到望远镜、风车和喷壶等道具进行互动。通过收集水果还可以获得新的道具,或者解锁挡板,借由捷径快速进入新的场景。当然了,如果想完全揭开小岛上的秘密,那玩家就得尽可能去收集柳条了。
吸血鬼 / Vampyr
主角乔纳森本来是一名医生,但却因为受拥化身成了吸血鬼。面对吸血鬼猎手、不死血裔和其它超自然生物的步步紧逼,是甘于被诅咒的命运,不得不将曾经发誓救助的人们当作血食?还是挣扎求生,解救饱受流感折磨的市民,找出幕后的黑手??伦敦的命运是走向毁灭还是救赎,都将取决于玩家的所作所为。
和《奇异人生》一样,《吸血鬼》也是DONTNOD的出品,游戏的剧情,NPC的塑造,还有交互都非常出色。游戏自带简体中文,翻译质量实属上乘。游戏难度是通过血拥系统和玩家的行为自行调整的,但战斗难度有些极端化,而且动作手感偏软,技能与武器数量虽多,实用性不强等明显的缺陷也让游戏整体品质失色不少。
烟火与献祭 / Smoke and Sacrifice
这是一款结合了《饥荒》的生存挑战,还有角色扮演要素的作品。除了收集材料、打造装备、挑战BOSS的基本套路外,开放世界中又融入了线性任务机制,避免了同类作品中游戏推进目的性不强的弊端,又能维持玩家对地图探索的乐趣。
《烟火与献祭》包含了丰富的支线任务,游戏的自由度很高,装备对玩家来说是保命的依仗。游戏中的怪物会根据时间的差异展现出各种特性,比方说,晚上的怪兽就比白天更有攻击性。玩家需要多注意战术的运用,这往往是以弱胜强的关键所在。
战锤40K 审判官 殉道者 / Warhammer 40K Inquisitor Martyr
这是一个拥有Roguelike玩法的动作角色扮演游戏。在战争漩涡遍及整个银河之际,玩家扮演的审判官需要在众多审判庭职业中做出选择,每个职业还有三个不同的专长供玩家去发展。与同伴一同踏上征程,在受感染的太空站回廊、被遗弃的星堡等千奇百怪的场景中杀出一条血路吧。
玩家将会在可摧毁场景中进行战斗,充分利用掩体系统可以取得意想不到的优势。通过塔罗牌的自由定义任务机制,可以增加武器的掉率,但敌人攻击力会增加。如果想让金钱掉率提升,敌人生命值也会随之上升。除了单人战役,游戏还提供了多人几PVP模式,可谓应有尽有,但游戏整体完成度不高,服务器极其不稳定的缺点也是比较突出的。125 条评论分享收藏感谢收起to add this item to your wishlist, follow it, or mark it as not interested
Languages:
Full Audio
Title: Prehistoric Kingdom
Genre: , ,
Developer:
Publisher:
Release Date: Release Date TBA
Download Prehistoric Kingdom Demo
Available: Release Date TBA
Recent updates
Welcome to June’s DevLog!We had an absolute blast this past month with some great progress across the board. All hands were on deck during June as we continued to chug along at a steady pace, making some very exciting advancements within programming, art, and game design. Without further ado, let’s get right into the development update.June set us up with some great progress on building mechanics and terraforming, allowing us to finally start showing off the new systems (hurray!). Please keep in mind that everything shown here is a work in progress and is subject to change throughout the game’s development!Fence SystemPrehistoric Kingdom’s clever programmers have created the first rudimentary attempt at the spline-based fencing system. There’s not too much to say about it at the moment as it’s still being worked on, but the first stages of freeform and two-step placement is in.Snapping angle and the rotation angle all works with the expected lovely curves that is made available through splines.This progress on the fencing systems has made the team giddy at the thought of soon working on monorail building once all the kinks have been worked out…Terraforming DemonstrationAll of the basic tools are up and running so now it’s a matter of adding and refining terrain textures as well as hooking it up to construction in order to flatten surrounding land. It’s still a work in progress, so please excuse any wonky graphical artefacts. Here’s a look at some of the tools in action:As you can see, Prehistoric Kingdom’s terraforming allows players to freely sculpt the terrain through a variety
the world is quite literally your canvas.Players are able to paint the terrain freely by selecting ground types from the Climate Painter with the option of automatically painting rock or dirt in correspondence to the height of the terrain.A cave sculpted out of a mountain.Create natural archways, land bridges, mountain ranges, and even “volcanoes” by digging out mountain tops!Unsurprisingly, the art team has been working hard at bringing the assets of Prehistoric Kingdom to life. For June, we’ve got a hefty assortment of goodies to show off.Building Concept Art & ModelsIn this update we’re taking a closer look at the structures directly used by animals and guests including shelters, amenities, and attractions.Science MonumentPlaced as a decorative object, the Science Monument increases the land value of the immediate area. Key decorations and statues like Monument buildings help pretty-up your park and act as core locations for guests to hang out.Large Wooden ShelterThe wooden shelter is a large structure capable of housing most animals throughout their life cycle. Whilst quite basic in its material, this building will appease the majority of your creatures in its modest simplicity.Metal Viewing PlatformHarkening back to real world zoos, the metal viewing platform is a staple of any park due to its ability to get guests up close and personal with extinct creatures without getting caught in harm’s way. This beautiful attraction offers the chance to entice nearby critters to investigate the tiny mammals jumping around on the other side of the glass.Tropical Wet IslandAfter quite a bit of anticipation, this is how the tropical wet island looks from a distance! With players being able to terraform archipelagos from the seafloor, we can’t wait to see what everyone does in the future with our creative tools and map landscapes.16km? of pure island goodness.As you can see by the remnants of the large crater towards the north of the terrain, this island’s origins are volcanic – sprouting a small chain of archipelagos in its wake from the seafloor. The landscape is quite versatile, featuring cliffs, mountains, flat building space, and lakes.We’ll be sure to show off more of our vegetation for this climate very soon, but until then, make sure to keep your plants on!Both exciting and conversely terrifying, there’s very little interface designing left to do for the game. Of course there’s going to be tweaks as the project develops, but all of the base drafts and UI sheets for the first pre-alpha are eagerly waiting to be brought to life inside Unity.Until we begin working on the second pre-alpha (which we are extremely eager to work on!) most of the interface work is going to revolve around polish and visualising in-game features.Two words: editable signage. Ever wanted to name and theme areas of your park with custom signs and billboards? Look no further! Much to the dismay of long time zoo building players, a lack of editable signs and decorations in past titles has been sorely felt.In Prehistoric Kingdom, however, the Edit Properties window on select decorations such as the vertical marina banner and the horizontal banner offer a range of bespoke graphical designs that can be swapped out by the player to better match their own park. Special decorations like the editable themed sign even feature a text editor that will display whatever is written into the input field. Cool, right?To help get players right into the action, you’ll be greeted with small popups that provide a brief description of certain game features, mechanics, and interface explanations as you progress through the game. These can be toggled off permanently at any time, so rest assured that experienced tycoons don’t require unwanted help.Sound Design PreviewOur sound designer whipped up a special new soundscape preview featuring some more familiar faces. Can you guess all the animals? Let us know on our Discord server!MusicThe team’s lovely and very humble composer (who is definitely not in charge of writing our devlogs) wrote a new track that will play alongside the ambience of your park’s bustling environment. Exploring the Park incorporates world instruments within our traditional orchestral setting, making use of rainsticks, bongos, congas, and African shakers to expand the sonic scope of Prehistoric Kingdom’s music. We’re super happy with how it turned out, and we hope everyone’s looking forward to hearing more from the soundtrack in the future.This month marks the long awaited redesign of our Allosaurus fragilis in all of its fearsome Jurassic glory. Alongside our carnivorous “friend” three new animals are ready to be shown off: Coelophysis bauri, Sauropelta edwardsorum, and Guanlong wucaii!Ontogeny SequencesOur laboratory hatched another four new babies this month (they grow up so fast…) and we’re not sure if seeing baby dinosaurs will ever not be completely adorable. For June, please enjoy our little spike nugget, noodle-neck,
two angry lizard boys.Alt. SkinsMuch to the pleasure of our creature design concept artist, all Early Access animals finally have their alternate skin patterns, colors, stripes, and dangly bits designed for our texture artist to realize on the 3D assets.Since there’s a total of 150 skins going into the game (excluding all genetic mutations like albino and melanistic variants), we have officially only revealed around 91 up until now and will continue to trickle them out over the next few months.Resource management in Prehistoric Kingdom was first seen in its most basic form back in 2015 with the original tech demo and has been a staple part of our park construction and management since.Reading about our gameplay plan isn’t everyone’s cup of tea, but with our road map laid out in our last blog post we felt that discussing one of the largest components of the game was extremely important.Your Island and YouThe first thing to understand is that almost every map in Prehistoric Kingdom offers a gameplay challenge due to the weather patterns that correspond to the climate. Although some climates such as semi-arid don’t suffer from drastic changes, others like subpolar and tropical wet maps experience blizzards and violent seasonal thunderstorms that must be considered to effectively build the ultimate park.One our biggest design philosophies is to ensure that players feel engaged and like they can influence the world they’re building directly. Stay on top of your park and its environment and you’ll be rewarded with efficiency and successful profits. Ignore the needs of your guests and you’re doomed to fail.Generating PowerIn Early Access, players will be able to construct six utility buildings that are used to generate power and water for your park:Each of these structures offer a positive and negative trait within their role as a producer in your park, with the negatives often directly correlating to weather or their effectiveness over time as the park expands in its scope.Due to the sheer size of maps in Prehistoric Kingdom, specialised utilities like water towers and solar panels can be placed in areas without high amounts of wind or surface water to maximise player building flexibility.Making ConnectionsAll major structures, amenities, attractions, and infrastructure require a connection to electricity and water. As the space available for building on our islands and mainland is extremely large, the second pre-alpha will introduce underground piping and cables to setup infrastructure beneath the terrain.To avoid micromanagement and monotony, pipes are automatically constructed beneath pathways as players build and expand their park. Originally we had discussed power lines and water pipes as separate objects but felt that it would take away from the aesthetics by having large, ugly pylons decorating exhibit sides and land space.For players who want the freedom to place infrastructure pipes separately from paths, they can be freely drawn out at anytime to connect new power sources to the grid!Disaster StrikesSo, your park is thriving and electricity production is off the charts… but you didn’t check the weather forecast.Once a thunderstorm hits the island or mainland, structures like the wind turbine will automatically shut down to prevent damage to the rotor. Depending on how the player is equipped to respond to this situation, there are a multitude of potential outcomes that are influenced by park layout, security, and back up utility buildings. Everything you’ve worked for is suddenly at risk in the blink of an eye, but there’s still a few options to pursue during this scenario:Whilst not as effective in poor lighting conditions, an array of solar panels may just keep your park above water while you wait out the storm. They’re not as cheap to maintain as wind turbines, but guests are also less disappointed by the sight of them.The Water Power Plant is expensive and has a high upkeep, but allows the player to push through the rain and lightning while pumping water and electricity from one location. It’s the most expensive option, but almost guarantees consistency.Setting the park into emergency mode while the storm passes may effect ratings, but will ultimately protect guests from unexpected danger in the event of a power outage. Send your patrons to the security bunkers and hope for the best…Remember, a cloud-free day keeps the danger away!**Safety on cloud-free days not guaranteed.___And to finish it all off our good friends over at The Isle made this awesome crossover piece featuring their own animals and designs! How cool is that?___Another month, another development update.We’ll be back again in July to show more progress on the project. Keep an eye out for our mid-month updates, and be sure to follow us on our social media platforms if you haven’t already!___If you would like to check out our past blog posts,
Welcome to May’s DevLog!This month we continued to chop away at the game’s enormous amount of art, make some great progress with the programming side of Prehistoric Kingdom, and art (as we’ve all come to expect). As per usual there’s some big topics of discussion, so let’s get right into it!June will be extremely exciting for us as we finally and properly integrate terraforming and get started on our refined building systems. All other departments? Business as usual! We’ll be continuing to work on the same tasks listed in Terraforming ProgressAs to be expected the terraforming that we want to achieve for Prehistoric Kingdom is quite difficult as it’s untraditional to most game engines. However, while we continue cooking up the adaptive terrain shader, link up everything to the UI and work out the expected kinks, we’ll leave you with some extremely exciting and early looks at the structures that can be sculpted by players…May has undoubtedly been an exciting and fantastic month for the art team with all the new stuff being worked on and prepared for the first pass on the building systems and animal additions that will be coming up in conjunction with our first Early Access pre-alpha for VIP Backers.Building Concept Art & ModelsBuildings! Lots of buildings! Next to the creatures it must be said that we really love working with our concept artist and modeller to bring the architecture and structures of Prehistoric Kingdom to life. For May we took a focus on the infrastructure and guest amenities that will inhabit your park.Gift ShopThe gift shop is your guests’ favorite place to purchase prehistoric-themed souvenirs and assorted gifts. Do not fret, as we will make sure the balloons and the dino-present statue look as cute as possible when it comes to the ingame model.Food StashComing in a variety of food groups, the Food Stash is recommended for small or medium sized creatures. Its vertical design is useful for constructing a paddock with tight spaces.Ranger StationResponding to emergency situations, the Ranger Station houses a car, transport truck, and helicopter to subdue escaped animals and carry guests to safety.Central HubThe Central Hub is a large building designed to educate guests about the park and its prehistoric inhabitants. As this structure is categorised as an attraction, it draws crowds to its rooftop theatre and viewing deck. To really push the attention of detail in Prehistoric Kingdom you’ll see a few information signs popping up around your park to breath a little more life into the world.Dynamic Animal PhysicsWe’ve always wanted to take our animals just that little bit further and today we’re happy to announce that creatures will be featuring dynamic physics to better simulate fat, flesh, fur, and feathers in ways that we simply couldn’t before.Our Brachiosaurus, for example, features a large fleshy fat deposit running down the majority of its neck. Thanks to this new system we’re able to properly simulate the unique area of the animal’s body and have it constantly react and a regardless of animation.An even better area to look at would be how feathers will move on our floofier friends such as the Gallimimus. It’s a far less rigid movement and helps to envision how we imagined these critters moving with fluffy integument.AnimationWith fifty creatures currently learning how to walk we stepped back for a moment to assess how we were going to cover such a vast range of animals in the most effective way possible. For us, this means setting up shared rigs that are built around the main family groups going into the game.While similar species and genus will retain the same general movement style (which was to be expected even with personalised animation sets), we’re making individual changes on a per animal basis to ensure that nothing looks off or imperfect compared to related genuses. As a whole this allows us to put way more detail into base animations and ensure that they are the best they can possibly be for the project. It’s extremely important to note however that certain species may feature distinct animations and actions that are unique only to them, so there’s no need to worry about everything looking the same. Apart from that it’ll make adding future content additions that much more easier.You can take a look at some of the newest animations for our Tyrannosaurus (large theropod rig) and Baryonyx (spinosaurid rig) below. Nothing super crazy to show here! UI for this month was mainly focused on management, options menu, and bringing our old save/load menu up to scratch with the newer style. New CreaturesThis month we’ve got some classic faces appearing fresh off the back of their concept art. Give a warm welcome to Bison latifrons, Iguanodon bernissartensis, Parasaurolophus walkeri, and the fearsome Acrocanthosaurus atokensis!New SkinsSince last time you saw our favorite big cat, we went ahead and made several improvements to both the mesh and the textures of Smilodon. We worked predominantly on the feline’s face, bringing its proportions closer to what the animal probably looked like. Moreover, the model now features shape-keys (sets of geometry data that can smoothly transition to each other) that allow it to close its eyes (like all the other animals we have), but also retract its claws, yawn, show aggression, and even display pregnancy! Exciting times for mammal lovers, indeed.Ontogeny SequencesMay gave us some time to revisit a familiar face and incubate some new hatchlings and babies to show off to everyone. This time it’s a lizard boi, demon gecko, duck thing, teetho, and a little moo-moo. We’re proud of our naming conventions.Alt. SkinsMuch like April we focused on pumping out a wide variety of skins across a number of animals. While there’s again too many fit neatly into one post, here’s some of our favourites!We’ve gone ahead and decided to improve our Tyrannosaurus by giving it an additional scaly design, moving the feathered Highlands look to its floofier cousin Yutyrannus.Allosaurus also received some much needed love this month with a complete animal overhaul that will greatly improve its body proportions and overall look in the future. You will see more of the updated model in future posts.Like we did for Tyrannosaurus and the following Acrocanthosaurus, we removed some of the feathered designs, favoring more likely scaly designs. In the case of Allosaurus, scales are all that remain, with the two previous feathered skins having left us to join feather heaven.Our projected release roadmap is expected to span over 2018 and 2019 to deliver a valued product to our backers and fans alike. Currently, we’re looking at the following structure for how we present and develop the game. Please note that is a rough outline and does not detail every specific item and piece of content!Pre-Alpha 1 Creation (Q3 2018)The first official private pre-alpha for VIP backers will set the basis for Prehistoric Kingdom’s creative gameplay. Terraforming, revised fencing/path systems, 17 animals and a brand new map provides a thorough look into the games tone and atmosphere.Pre-Alpha 2 Management (Q1 2019)Core and expanded management features such as visitors, finance, security, and resource management will be integrated alongside new animals and buildings. Alpha Progression (Q2 2019)Released to Kickstarter backers who donated to appropriate tier levels, Alpha introduces progression aspects to gameplay as well as overlay tools and shaders that will help provide information about your exhibits and park. Beta Backer Testing (Early Summer 2019)Beta presents itself as the very last large scale testing of Prehistoric Kingdom before being pushed to the store platforms. Featuring the majority of animals, buildings, systems, and features that will be available within the live game, we’ll be working together to squish as many bugs as possible!Early Access Launch Public Release (Summer 2019)Prehistoric Kingdom will be available to the public on Steam and the Crytivo store.We want to be as transparent as possible with everyone and outline our current development plans so that all of our backers and fans can understand where we’ll be headed. If plans or the schedule changes for whatever reason, we want everyone to be on the same page so that no one feels left in the dark or like they don’t know what’s going on behind the scenes. At the end of the day, it’s a big game. Hopefully this provides a little bit more clarity, and we cannot wait to show more. Features or dates may shift back and forth but in the end it’s to bring the absolute best that we know we can!___That’s it for May!Thank you for reading this month’s DevLog and make sure to join us once again in June for another exciting update! Feel free to follow our social media platforms below to stay in touch and never miss an announcement.___If you would like to check out our past blog posts,
About This Game
Prehistoric Kingdom is a zoo management game that gives players total control over the creation of their extinct animals and themepark.Become the ultimate tycoon by taking charge of your very designing unique exhibits, hiring the required staff, and ensuring the safety of your guests. Choose from a wide roster of classic and lesser-known extinct creatures, each with their own detailed growth process and individual needs.Make use of an array of creative tools to build the park of your dreams: curved, interactive paths and fences, a fine assortment of buildings fitting many visual styles and modular placeable decorations. Customization has no ends!Create enormous mountains or deep trenches with Terraforming! Edit the terrain height, paint lush vegetation, rocks, and ground textures from our eight climates, and make rivers or ponds with the water brush.There are many extinct animals in Prehistoric Kingdom, and choosing which ones to breed in your park is entirely up to you! The game features scientifically accurate prehistoric creatures, each one with its own distinct growth process, behaviour, and unique looks.Lead your zoo to success: experience challenging, detailed, and enjoyable management mechanics that will immerse you even more in the very world that you built. Get the science up to standards: unlock animals through fossil hunting, and research new services and buildings with Science Points!Take care of your park: ensure a steady income by catering to your audience, plan your creation ahead by shipping resources and materials, employ workers for various tasks around the park, while keeping everybody's safety and health in check adopting different security measures.The fun doesn't end here! Prehistoric Kingdom features 4 unique game-modes!Campaign: Traditional tycoon gameplay! Extract DNA, research new technology, battle against the weather and natural disasters, and efficiently manage your finances to build the prehistoric park of your dreams. Scenario: Select a mission from a diverse range of premade scenarios - from capturing rampaging animals, to ensuring the quality of themed exhibits! Sandbox: Go wild with freedom! Sandbox features unlimited resources, customizable settings, and unlocked content to let players build whatever they want from the get-go. Staff Mode: Get up and close with the creatures of Prehistoric Kingdom, taking the role of a keeper within your park.
System Requirements
Minimum:OS: Windows 7/8/8.1/10 64bitProcessor: Intel i5-2300/AMD FX-4300Memory: 4 GB RAMGraphics: nVidia GTX 560 (2 GB)/AMD Radeon 7850 (2GB)DirectX: Version 11Storage: 2 GB available space
Recommended:OS: Windows 7/8/8.1/10 64bitProcessor: Intel i7-4770/AMD FX-8350Memory: 8 GB RAMGraphics: nVidia GTX 980 (4GB)/AMD R9 380 (4GB)DirectX: Version 11Storage: 2 GB available space
Minimum:OS: Mac OS X 10.9+Processor: 2.3 GHz Intel i5Memory: 4 GB RAMGraphics: Intel Iris Plus Graphics 640Storage: 2 GB available space
Recommended:OS: Mac OS X 10.9+Processor: 2.6 GHz Intel i5 or higherMemory: 8 GB RAMGraphics: Dedicated graphics cardStorage: 2 GB available space
More like this
There are no reviews for this product
You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.
You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.
Enter up to 375 characters to add a description to your widget:
Copy and paste the HTML below into your website to make the above widget appear
VAT included in all prices where applicable.&&
View mobile website}

我要回帖

更多关于 好玩的文字游戏有哪些 的文章

更多推荐

版权声明:文章内容来源于网络,版权归原作者所有,如有侵权请点击这里与我们联系,我们将及时删除。

点击添加站长微信