Каталог

Accident

Дата выхода:
21.09.2021
Разработчик:
Quality Games, Glob Games Studio
Издатель:
Duality Games, PlayWay S.A., HeartBeat Games
Регион активации:
WW
Языки:
Русский, Английский, Французский, Немецкий, Испанский
Cистема активации:
Steam
875.06 RUB
Регион:
Выберите регион!

Описание игры





Стань журналистом, исследующим старые автомобильные аварии. Помоги пострадавшим и окажи первую помощь, найди доказательства и воссоздай события, чтобы узнать, что же в действительности случилось.Обследуй пострадавших
Проверь состояние пострадавших и приступай к работе! Они дышат? Есть ли у них серьезные раны? Всё, что может иметь решающее значение для их выживания. Окажи первую помощь, контролируй кровотечение, проверь пульс и если сможешь, установи их в восстановительную позу. Делай все, что необходимо, в зависимости от характера чрезвычайной ситуации.Принимай решения
Кому помочь в первую очередь? Как сделать это наилучшим образом? Помогая неверным путем, можно подвергнуть опасности жизнь других людей, или даже собственную. Подумай дважды, но помни - время истекает!                    

Системные требования

Минимальные системные требования:

  • ОС: Windows (64 bit) 10
  • Процессор: Intel Core i5-2500 @ 3,30 GHz (4 CPUs)
  • Оперативная память: 6 GB ОЗУ
  • Видеокарта: NVidia GeForce GTX 960 4GB
  • DirectX: версии 11
  • Место на диске: 18 GB

Рекомендуемые системные требования:

  • ОС: Windows (64 bit) 10
  • Процессор: Intel Core i7-6700 @ 3,40 GHz (4 CPUs)
  • Оперативная память: 8 GB ОЗУ
  • Видеокарта: NVidia GeForce GTX 1060 6GB
  • DirectX: версии 11
  • Место на диске: 18 GB

Вам могут понравится

Hexarchy

Добро пожаловать в КОРОЛЕВСКУЮ СТРАТЕГИЮ! Hexarchy — стратегическая игра в быстром темпе. Сложные последовательности решений многочасовых пошаговых игр 4x объединены в интенсивную игру длительностью один час. Присоединяйтесь к группам до 10 игроков и играйте онлайн или настройте свою игру в однопользовательском режиме. Легко изучить.  Глубокая стратегияИграйте со знакомыми концепциями игр 4x Исследуйте мир в поиске других цивилизаций в процедурно сгенерированном мире Стройте города, армии, чудеса света и усовершенствования с помощью своих карт Исследуйте технологии и применяйте гражданские эдикты для доступа к новым юнитам, зданиям и карточкам возможностей Полная игра занимает менее часа Играть онлайн или в однопользовательском режимеПрисоединяйтесь к онлайн игре с поддержкой до 10 игроков с нашей удобной системой подбора матчей одним нажатием Все игроки делают ход одновременно, благодаря чему ожидание сводится к минимуму Играйте в однопользовательском режиме и настраивайте игру в своем стиле Выполняйте ежедневные задания и сравнивайте свои результаты с другими игроками ХарактеристикиПростая и привлекательная боевая система 10 цивилизаций с уникальными способностями Торговля ресурсами на мировом рынке Персонализация юнитов с помощью системы ранговБезграничные стратегииИспользуйте боевые юниты для захвата любых клеток Стратегически уничтожайте карты, чтобы адаптировать колоду к ситуации Вражеский город слишком хорошо защищен? Захватите их запасы еды, чтобы они начали голодать Не можете победить армию вторжения на поле боя? Попробуйте перерезать линии снабжения

613.12 RUB
Fleet Commander: Pacific

The game is a turn based game, I GO U GO system with alternating phases. You can play hot seat, against the AI or in multiplayer mode. The game contains: a turn-based sequence of play, with US having the slight advantage to play second as they broke the enemy code, allowing for interesting counter-moves, all main battleships, carriers and heavy cruisers as individual units, and minor ships, marines or air units regrouped in groups and flotillas, a simple (but not simplistic) set of game mechanisms, focusing on taking control of key sea areas, straightforward battle mechanisms, handling the various aspects of naval warfare: gunnery exchanges, submarines and airborne attacks, game features day or night battles, island bases invasions, air raids against ports, reinforcements from other theaters of war, a challenging set of decisions each turn for the selection of which areas to keep under your control, seize from the enemy or harass, an AI that will attempt to foil your grand strategic plans or your local actions, a very accurate database with faithful ships sketches, 3D models, and actual historical photos, a streamlined UI and easy controls, and a wealth of ingame information, many scenarios of variable length and difficulty. MORE IN DETAILS GAME SEQUENCE: The game is played in 10 turns of 4 months each, alternating the opposing sides. The US side, playing last, has a slight strategic advantage. GAME OBJECTIVE: Each turn, both sides will attempt to control the key sea areas on the map. Each of those brings Victory Points (VP), not always the same for each side in a given sea, representing the different strategic importance of the various seas to the respective sides. At the end of the turn, once scores have been calculated, the leading side gets the balance and accrued it to its overall score. The winner of the game is the side with a positive VP balance at the end of the scenario in play. GAME PHASES: They are all identical each turn, except when mandated by special case (for instance the surprise attack phase of December 1941 in FC Pacific). In sequence: Arrival of reinforcements in a friendly port, or removal of units if required by date/turn. Moving Patrols out to sea, to take control of the sea areas. Placement of land-based aircrafts, one plane at a time, sides alternating. Only in allowed seas. Those planes can control sea zones. Movement of amphibious units. Placement of the submarine unit (if in game). Raid Missions with the aim of making attacks or defenses in sea areas, but not allowance future control by raiding ships. Resolution of naval battles, in the order selected by the Japanese player, sea area by sea area. Battle sequence is described hereafter. Landing of Marines, if they did not take place during battles. Return to port of all Raid Missions. Check of sea areas control and change of ownership of isolated bases. Return to base of land-based aircrafts and return to port for all patrolling ships. Repair of damaged units in ports. BATTLE PHASES: Each battle follows the same process below, for as long as units of both sides remain in the currently selected sea area: Selection of battle round type, between air and surface. Should the sides disagree, a random selection is made, with various bonus or penalties for air action, area control or admiral’s presence in the sea area. Exchange of fire, air or surface, are simultaneous, although show one side after the other for better presentation aspect and understanding. All units allowed to fire may select only one single valid target per round. This full exchange is one round of battle, and it can be repeated until combat is over. Some ships cannot be targeted in surface battles if protected by screen of other ships and not engaged themselves (this restriction does not apply to air combat). Both sides may retreat totally or in part at the end of a battle round. If both remain, another round starts anew. Ships and planes suffer disable results or damages points. Accumulated damage superior to the ships’ protection factor sinks them. In ports (via air raids), ships can take double damage before sinking, but stay on the bottom and can’t move (till repaired) if damage exceeds protection. In case of a retreat, unit can be pursued by non-retreating opponents if the respective ships speeds allow. Retreats are made toward bases in the same area, or closest major port. At the end of the battle, victorious side with aircraft carrier may launch 2 rounds of air raids over bases adjacent to the sea area. During the battle, a maximum of one submarine per side, if present, may fire once. In such a case it will return to base just like a raiding ship. MOVEMENT OF SHIPS: Depending on their missions (patrol or raid) and their speed. On patrol, a ship may move to an adjacent sea and, possibly, one sea further on if speed allows. Most fast ships will automatically succeed, while the slower ones must pass speed tests and, if they fail, stay in the first sea entered. Admirals provide bonus to such tests. While raiding, ships are allowed one extra sea: they can move up to two sea zones without test and must pass speed checks for the third one. Crossing through an enemy-controlled sea area to another sea is forbidden. MOVEMENT OF LAND-BASE PLANES: Those units do not actually move but are ‘placed’ from the plane pool into sea areas adjacent to their sides’ bases or ports. Therefore no such planes can be placed into a sea area where the side holds no bases or ports. Each side places one land-based plane into one sea area, alternating one by one till both run out of planes. Those planes can take and keep control of a sea area. If during a battle planes lose all bases adjacent to the sea where the battle takes place, the said plane immediately return to the plane pool. CONTROL OF THE SEAS: Only ships on patrol and land-based planes currently at sea are used to determine control. Ships on raids have returned port before such control check. The side keeping or gaining control of a sea area earns as many VP as that sea area provides to that side. CAPTURE OF BASES AND PORTS: Bases can be captured by direct amphibious assault or via isolation. Ports can only be captured via isolation. Isolation is when a base or port has all its adjacent seas under enemy control for two consecutive turns. REPAIR OF SHIPS: According to the game’s scale and duration, if allowed, it will depend on the port where the ships end the turn. Each port has a different allocation of repairs and each point of same removes one point of damage on the ships in that port. Unused repairs are lost, they cannot accumulate. Usually, also according to game’s scale, planes and Marines are repaired for free. REINFORCEMENTS: They will arrive at the start of each turn in specified ports. If such a port is not available or unfriendly, a default port is usually selected in its place. On certain turns, some ships must be picked up and removed, as they are sent to other theaters of operations. Those not removed shall be replaced by possibly equivalent ships if the mandated ships have been sunk already. Land-based planes, and Marines destroyed before may automatically return to play in the pool (depends on scenario scale and duration). MARINES AND OTHER LAND FORCES: Those units, if present in the game, are used to capture enemy bases, or defend your own. They have their own movement phase and can move up to two sea areas (with or without escort, as players’ desire). When in a battle, they can opt for landing or amphibious assault at the end of any round they have survived. If not in a battle, landing or assault take place in a specific phase after all battles. When assaulting, Marines automatically capture undefended enemy bases and are destroyed in the process, and the base becomes yours. If defended by an enemy Marines, each of the Marines unit eliminates one an enemy Marines, till all are destroyed and, if possible, the base captured. Marines cannot assault enemy ports.

418.51 RUB
Gary Grigsby's War in the East 2

SETTING The Eastern Front, the most decisive theatre of World War II and the largest land battlefield.  A fight to the end, Total War between the Third Reich and the Soviet Union, each commanding millions. The legendary wargame team at 2by3 Games has spent years revisiting this titanic conflict to once again establish a new state of the art. Gary Grigsby’s War in the East 2 is a complete overhaul and improvement of the original War in the East, with no stone left unturned to provide a more realistic, more historically rich, and more challenging strategy experience.  War in the East 2 comes with a wide array of scenarios ranging from the short tutorial on the Battle for Velikie Luki, to the four month Destruction of Southwest Front, up to the immense full 1941 – 1945 Grand Campaign of the entire Eastern front from Operation Barbarossa to the fall of Berlin.  A total of seven Operational Scenarios and three Full Map Campaigns await you with hundreds, if not thousands, of hours of historical gameplay. Years of new development have resulted in the best AI opponent ever made by 2by3 for any of their game. Also included are a much more accurate map including a full single and double rail network as well as the historical road network, a detailed and expanded Order of Battle, new realistic movement and combat models, an advanced Logistics system, a vastly improved and easy to manage Air system and many other improvements in the interface and game management, as well as a built-in encyclopedia of the weapons and units of the Eastern Front.  This is just scratching the surface of the many new features and improvements, all of which are explained in a fully comprehensive manual, also available as a physical copy. FEATURES 3 Full Map Campaigns - 1941-45 Campaign (June 22 1941 – 1 August 1945) - Stalingrad to Berlin (November 19 1942 – 4 July 1945) - Vistula to Berlin (13 January 1945 – 1 June 1945) 7 Smaller Operational Scenarios - Velikie Luki ’42 (17 November 1942 – 25 January 1943) – The Soviet counterattack to recapture this important rail junction. - Road to Minsk (22 June 1941 – July 2 1941) – The rush to the Dnepr by Army Group Center. - Road to Leningrad (22 June 41 – 8 Oct 41) – Army Group North moves on Leningrad. - The Destruction of Southwest Front (22 June 41 – 15 October 41) – Army Group South and Guderian cause the largest Soviet surrender in the war. - Operation Typhoon 41 (30 September 1941 – 5 January 1942) – The final offensive to take Moscow. - Red Army Resurgent (19 November 1942 – 17 March 1943) – The destruction of the German 6th Army at Stalingrad. - Red God of War (24 November 1942 – 8 February 1943) – The failed Soviet northern offensive. Improved AI Opponent - Newly re-designed and re-built by Gary Grigsby for War in the East 2 - Greatly enhanced Defensive AI performance as well as improved Offensive AI performance More Accurate Map and Movement rules: - Map based on better projection yields a larger number of hexes in the main combat area (106 hex frontage from Rostov to Leningrad versus 87 in WitE). - Advanced Terrain/Road rules – Road quality in every hex combines with terrain to generate much more realistic impacts of terrain on movement, combat and supplies. - Administrative Movement – Accounts for ability to move rapidly in friendly territory, especially where there are better roads. - Ability to stack additional units into urban and port hexes Off-Map Theater Boxes and Theater Events: - Theater boxes representing other theaters of the war (North Africa, Italy, etc.), and a full set of events including garrison requirements in the TBs along with other events like partisan operations. - Partisan war now handled with a Soviet Union garrison box, events, and partisan interdiction placed on map. - Enhanced Player Theater Box Control game option that allows players to choose more flexible movement of units between theaters, but at a cost for failing to meet garrison requirements versus benefits for exceeding them. - More accurate historical line up of units, HQs and support units and their historical movement between theaters. - Additional historical campaign events. Improved Air System incorporating both a more Advanced Air Mode and a Streamlined Air Operational Group Mode - On Map Airbases - Much more realistic Air Combat and Support Resolution compared to War in the East and War in the West. - A separate Air Phase is now used for many air actions, with ground support and transport done in the movement phase. - Advanced Air Mode allows full detailed control of the entire Air War, equivalent to a game within a game. -  New “Air Operational Group” Mode which allows you to move Air Groups on the map and provides an easy and streamlined way to manage the air game while focusing on the ground game.  This makes the air game easier to manage even for those players that want full control. - Full AI Air Assist that can run most of the air operations based on just a few orders given by the player to the Air Operational Groups. More accurate and detailed historical weather model incorporating per-hex Weather changes based on the system developed for War in the West. Changes in Ground Combat to reflect Historical operations: - New Combat Preparation Points for units allow for build ups for better offensive operations and punish units that are in combat every turn without a rest. - Combat Delay Points account for the time spent fighting in a hex and will slow units that move through a hex where significant combat took place that turn. - Attacks can now deprive defending units of future MPs. - Multi-hex retreats. Many interface improvements, including new art, reorganized screens, a new Turn Summary and more important information regarding your units and situation brought to the top level for easier discovery and quicker access. Automated Soviet factory evacuation. Improved Commander’s Report screens with more flexibility and CSV export capability for out of game analysis. Special designation of Assault HQs allowing Command benefits for offensive armies at the cost of some defensive abilities. Increased Command cost of integrating multiple nationalities under the same command. Greater direct attachment of support units to certain Soviet and Axis Allied divisions, along with multi-role units that can be on map or used as support. New In-Game WitEpedia – Includes Detailed Information and Links concerning units and weapons of the Eastern Front. Detailed TO&E and Order of Battle Charts with information about many of the units on the Eastern Front. 520 Page full color manual, including appendices and designer's notes fully documenting every aspect of the game.  The additional Physical version (only) comes with a hardbound full color printed manual.

4163.90 RUB
Police Simulator: Patrol Officers

Welcome to Brighton! Join the police force of this ficticious American city and experience the day to day life of a police officer. Start with citing violations and giving out parking tickets, then work your way towards shouldering more responsibilities. Be part of the community of Brighton, get to know your neighborhood and handle daily police work to fight crime during your shift. Always be tough, but fair: respect the law and gain more experience to unlock more neighbourhoods, districts and duties.POLICE SIMULATOR: PATROL OFFICERS includes a dynamic traffic system that organically creates the traffic flow and car accidents, as well as emergency situations that can randomly pop up during your shift. Be ready to react at a moment’s notice! In the Open World of Brighton you will be able to choose neighborhoods for your patrols and make sure to keep them safe. With the Intuition System your police officer will be able to pick up important clues during witness interrogations that could lead you to resolve situations the right way, so make sure you pay attention to everything being said and done. POLICE SIMULATOR: PATROL OFFICERS offers a Simulation mode for experienced players looking for the most authentic experience, as well as a casual mode for those looking for a more relaxing patrol in the streets of Brighton.Upon Early Access Release the game includes:Traffic system that organically creates accidents, speeding vehicles, traffic jams and other traffic violations like crossing a red light and moreExplore the first district and its neighborhoodsVarious duties such as car accidents, parking regulations, emergency callouts, traffic violations, wanted people and roadblocksProgression to unlock neighborhoods, cars and modesCasual and Simulation game modesIntuition System © astragon Entertainment GmbH © Aesir Interactive GmbH © Unreal®, Unreal Engine™, the circle-U logo and the Powered by Unreal Engine™ logo are trade­marks or registered trademarks of Epic Games, Inc. in the USA and elsewhere. Portions of this software utilize SpeedTree® technology (©2020 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visualization, Inc. All rights reserved. Financially supported by the FFF Bayern

2804.00 RUB
Все торговые марки являются собственностью соответствующи владельцев в США и других странах