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Secret Files 3 Ativador Download [Torrent]

Updated: Dec 8, 2020





















































About This Game The bestselling Secret Files franchise celebrates its return! The dream couple Max and Nina have announced their forthcoming wedding...but at the beginning of Secret Files 3 the event suffers a catastrophe! Max is arrested by Berlin‘s police force. The accusation: Terrorism. Nina‘s biggest adventure yet awaits her in the franchise‘s third game. Could it be possible that everything is connected to the happenings in Tunguska? Is humankind depending on her? Can she save Max or is fate more important than her happiness? Throughout the story players will experience a cinematic hunt crossing continents, with many riddles waiting to be solved. The adventure is not limited to the present, there are also all kinds of puzzles to solve set in the past and in the future, and depending on the choices the player makes, alternative endings await them...Key FeaturesThe most successful Adventure brand of recent timesCinematic production with updated game engineStory written by acclaimed TV writers 7aa9394dea Title: Secret Files 3Genre: AdventureDeveloper:Animation ArtsPublisher:Deep SilverRelease Date: 13 Sep, 2012 Secret Files 3 Ativador Download [Torrent] secret files 3 descargar. secret files 3 the archimedes code русская озвучка. secret files 3 pc download. secret files 3 traduccion español. secret files 3 pc. secret files 3 solucja. secret files 3 wii. secret files 3 pc game free download. secret files 3 gameplay. secret files 3 endings. pikmin 3 secret files locations. secret files 3 solution. secret files 3 code archimedes. pikmin 3 secret files video. descargar secret files 3 pc español gratis. secret files 3 walkthrough. secret files 3 soundtrack. secret files 3 traduccion. secret files 3 youtube. secret files 3 password. jla secret files and origins 3. secret files 3 android. the secret files 3. all secret files in pikmin 3. secret files and origins 3. secret files 3 mega. secret files 3 ita download. secret files 3 system requirements. images secret files 3. secret files 3 achievements. descargar gratis secret files 3 español. secret files 3 lösung. secret files 3 steam. secret files 3 gameplay pc. secret files 3 archimedes code. secret files 3 ipad. secret files 3 chomikuj. secret files 3 pc torrent. secret files 3 soluzione. secret files 3 francais. secret files 3 cestina. secret files 3 archimedes code скачать. secret files 3 max office. secret files 3 review. secret files 3 download. jeu pc secret files 3. secret files tunguska 3 walkthrough. secret files 3 free download full version. secret files 3 poradnik. secret files 3 ios. secret files 3 telecharger. walkthrough for secret files 3. secret files 3 patch fr. secret files 3 game. secret files tunguska 3. secret files 3 guia. secret files 3 pc game. timo feu secret files part 3. secret files 3 nds. secret files 3 návod. secret files 3 soluce. secret files 3 patch. secret files 3 recenze. secret files 3 spolszczenie. descargar secret files 3 pc español. secret files 3 español. secret files 3 voces español. jla secret files #3. secret files 3 wiki. secret files 3 code archimède. secret files 3 apk. secret files 3 en francais. secret files 3 the archimedes code. secret files 3 nintendo ds. secret files 3 download pc. secret files 3 iso. secret files 3 komplettlösung. secret files 3 trailer. secret files 3 español descargar. secret files 3 the archimedes code прохождение. прохождение игры secret files 3 the archimedes code. secret files 3 test. guia juego secret files 3. secret files 3. secret horse files 3. secret files 3 magyarítás Secret Files 3 treads on very thin ice. It's short, it's got an overly complicated plot line and just doesn't have the charm of the first two games. Not to mention the ending involved watching a 5 second long cut scene and finding out what happened after the end of the game with some images and text. Then, for no reason other than to add some 'levity' they tagged on a terrible 'outtake' reel. It fell right through the ice and died a death. At the moment, I'm not looking forward to 4\/Sam Peters and I'm starting to think Deep Silver are giving up on point-n-click adventures. I'd think it was a damn shame if this game wasn't so half-hearted.. Secret Files 3 is really under the two others. Graphics are not as good and the game is really shorter. But i liked playing it. For the fans of this serie.... Another less than impressive entry in the Secret Files series. At least they replaced the annoying voice actors, but otherwise the game felt way too run-of-the-mill and rushed. The story doesn't make much sense, skips exposition when it wants to and ends very suddenly. Yes, we finally get at least some kind of answers, but at least I thought those answers were pretty dumb. It's a better game than the suckadelic Part Two, but still a good measure below average.. short with a bunch of cut scenes and talk scenes but still recommending.. An enjoyable game for fans of the series but considerably shorter and easier than the previous two efforts. Also that ending was...it felt like they forgot to make an ending and tagged it on 5 minutes before the final deadline. I recommend the game but only if you can get it on sale for a couple of dollars.. Secret Files 3 is really under the two others. Graphics are not as good and the game is really shorter. But i liked playing it. For the fans of this serie... February 5 update: Fixed a potential crash in "all items" tab in the status screen Reduced lag in the status screen when having too many items in the inventory Fixed a crash in battles when "Auto-hide mouse" option is disabled Fixed a potential framedrop when previewing armor stats in the shopping and crafting menu Fixed some typosEdit: Fixed fishing success rate being lower than intendedIf you still encounter any bugs or issues, please report them in the forum or to the support email address posted there and we'll address them as soon as possible.. Demo update 2.01: We have released a small patch for the demo!Here's the complete changelog:Slightly improved memory usage.Fixed a few bugs with eating food in battle.Added a text popup displaying HP/MP healed after eating food or using "Focus".Fixed warp point, recharge key, locked door, spinner and arrows not working if a random encounter happens on the same spot.Added several minor visual polishes.Reversed the Auto-forward bar direction in the config screen (Higher bar value now reduces the delay).The 4 bars inside config screen are now adjustable by keyboard (Left and Right buttons, controllers are not supported for now).Fixed a few bugs with displaying overly long character names.Included ingame time and save year in save file's description.Added some tooltips explaining status effects when hovering over the 4 elemental resistances in Status screen.Added some tooltips explaining the level mechanic when hovering over character level in Status screen.Number of keys left inside the dungeon is now visible.. Upcoming content update: It's been a while, but we're still alive and kicking!Back in February, we mentioned we were working on a content update for Serment. It's now almost ready, and will go live on Monday, May 13.The update will include several new events and gameplay features. Some important QoL features (Events preview in the map, for example) will also be added, as well as a couple of minor bug fixes.We'll go into the changes in more details when the update hits.. Release date: After a lengthy wait, the full version of Serment is finally ready to be released!Unfortunately, the Steam's Winter Sale is coming very soon. Clashing the initial release window with such a big sale is very worrying, thus, following our publisher's recommendations, the game will be set to release on February 1, 2019.There are a few problems from a commercial perspective with releasing a game near a big sale, and I'll try to elaborate a bit more on this matter so you can understand our reasoning for choosing such a release date (Fortunately, no major gameplay bugs or related issues this time, so expect no more delays after this).Firstly, each game on Steam has a small window shortly after release, where it publicly appears in several places on the Steam client, notably the "New releases" list. This largely serves as an initial visibility crutch for a new game, and there's a snowball effect where more popular games will subsequently appear in other places such as the "New and Trending" list, the main store's banners or Steam's recommendations while less popular games will quickly fade into obscurity.During major sales like the Summer of Winter Sale, this initial visibility is severely reduced to make space on the Steam client for featured discounts. So releasing a game during the sale is very undesirable.Then, why not release the game before the sale instead (for instances, right now)? Due to Steam's compulsory review before release (which takes more time than we expected due to the recent changes in Steam's policy about games with mature contents), the earliest possible release date would be next Monday, December 17.The Winter Sale will start shortly after, so the game's spot in the "Specials" list due to its sale discount (which is also a very significant amount of a new game's visibility) will be quickly swallowed up by thousands of other featured deals. Thus, releasing right before the sale is also a no-go.But then, why wait a whole month after the Winter Sale? Why don't we release the game right after it ends? Past data from our publisher suggests that right after a big sale, the number of store views and purchases immediately plummets, and remains a lot worse than other normal periods for a solid 3 to 4 weeks. We speculate this is due to potential customers being occupied with their recent purchases during the sale, so they're not immediately looking to buy any additional products.Thus, our publisher recommends a 4 weeks gap after the Winter Sale before Serment's release, which leads us to the date of February 1.The timing is rather unfortunate, so we apologize and hope for your understanding.. Clarifications on the late release: As some of you may have noticed, Serment's release has been... rather delayed, to put it mildly. We've had people messaging us asking about the situation or offering to help us with the testing process.It's an honor to know there're this much interest in our game, and believe me when I say we are just as impatient as you are! However, the delay is a necessary evil and I will now elaborate a bit more on why we are taking so long.First off, as I mentioned in another part of this discussion forum, there were several design flaws present in the demo that we didn't notice until testing the full game. Redundant mechanics that served no purposes ("Hang around" option in most places in the demo), mechanics that are not scalable beyond the small scope of the demo (Buffs and debuffs being purely percentage based and stacking indefinitely), lack of replayability between different routes, we had them all.These problems can't be left unaddressed and after some discussions, we decided to rework major parts of the design from scratch instead of making impromptu fixes whenever things go wrong, otherwise there'd be no end to them. This was our inexperience as developers showing and we have no excuses, but if we have to choose between a timely release and a quality game, we would always choose the latter and I hope you can agree.There are also many bug fixes and polishing touches to be made. Unclear UI, awkward controls, unnatural dialogues, unnecessary clicks or button presses are some of the issues we've been trying to tackle. Here're a few polishes we've done since the last demo update to give you an idea of what to expect in the full commercial version:Added visual indicators for several UI elementsExample 1[i.imgur.com]Example 2[i.imgur.com]Added some QOL featuresReview crafting orders[i.imgur.com]Confirmation for important choices[i.imgur.com]Make another purchase instead of moving back to the shop menu[i.imgur.com]"WASD" keys can now be used to navigate the game's interface to make it more convenient for players using a mouse and keyboardOf course, we have no intention of delaying things forever. We are fairly happy with how the latest build turned out, and have supposedly entered the "final" phase of testing. However, we have a track record of underestimating how long these things would take, so I can't really give you a release date until things are absolutely confirmed (The demo was released 2 months later than what we'd planned. We also thought the full game would be ready by last November, but here we are ).I hope that clears up the situation a bit, and hopefully Serment will turn out to be a game that's worth the long wait.Also, a quick shoutout to our publisher Sekai Project, who has been very supportive and understanding thus far.. February 10 update: Added hotkeys explanations in the Codex dungeon manual (Instant battle and big map view) Dungeon movements keyboard controls can now be remapped in the Config menu (Only letter and number keys are accepted) Relocated floor 6's East waypoint Added 2 new waypoints to floor 6Edit: Crash when entering the dungeon caused by this update has been fixed.. Demo update 2.06: Remember when we said there won't be many more changes to the demo unless it's a patch with new contents? Haha, gotcha!Complete changelog:

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