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  News - Japanese Charts: Nintendo Labo VR Constructs A Second Place Debut
Posted by: xSicKxBot - 04-18-2019, 01:51 AM - Forum: Nintendo Discussion - No Replies

Japanese Charts: Nintendo Labo VR Constructs A Second Place Debut

Labovr

Japanese chart figures are now in for 8th – 14th April, revealing that Nintendo Labo VR has managed to enter the charts in second place in its opening week.

The game managed to sell more units that this week’s other big Switch release, Final Fantasy X/X-2 HD Remaster, with Famitsu’s estimates reporting a total of 26,634 sales. This debut puts it ahead of Nintendo Labo: Vehicle Kit‘s opening week sales, but still significantly behind the sales experienced by the first two Labo kits.

It was Earth Defense Force: Iron Rain which managed to take the top spot, though, with an estimated 55,573 sales. Labo VR released a day later than both Earth Defense Force and Final Fantasy, potentially causing the VR kit’s sales to look a little weaker than they might have done.

Here are the top 10 (first numbers are this week’s sales, followed by total sales):


1) [PS4] Earth Defense Force: Iron Rain (D3Publisher) {2019.04.11} – 55.573 / NEW
2) [NSW] Nintendo Labo Toy-Con 04: VR Kit (Nintendo) {2019.04.12} – 26.634 / NEW
3) [NSW] Final Fantasy X/X-2 HD Remaster (Square Enix) {2019.04.11} – 16.839 / NEW
4) [NSW] Super Dragon Ball Heroes: World Mission (Bandai Namco Games) {2019.04.04} – 14.132 / 85.122
5) [NSW] Yoshi’s Crafted World (Nintendo) {2019.03.29} – 13.197 / 91.672
6) [NSW] Super Smash Bros. Ultimate (Nintendo) {2018.12.07} – 11.346 / 3.018.497
7) [PS4] Sekiro: Shadows Die Twice (From Software) {2019.03.22} – 11.034 / 223.995
8) [NSW] Minecraft (Microsoft Game Studios) {2018.06.21} – 9.123 / 728.968
9) [NSW] New Super Mario Bros. U Deluxe (Nintendo) {2019.01.11} – 8.447 / 568.545
10) [NSW] Mario Kart 8 Deluxe (Nintendo) {2017.04.28} – 7.834 / 2.254.250


As for hardware, Switch is still sitting at the top of the chart, selling an estimated 54,101 units this week. Here are this week’s figures, followed by last week’s in brackets:

1) Switch – 54,101 (46,850)
2) PlayStation 4 – 6,662 (8,347)
3) PlayStation 4 Pro – 5,131 (5,507)
4) New 2DS LL – 2,676 (3,469)
5) New 3DS – 664 (919)
6) PlayStation Vita – 575 (482)
7) Xbox One X – 47 (60)
8) Xbox One S – 19 (33)

< Last week’s charts

Any surprises this week? Did you expect Labo VR to reach number two? Let us know in the comments.

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  News - Saints Row: The Third Gets New Switch Trailer And Fancy Physical Deluxe Pack
Posted by: xSicKxBot - 04-18-2019, 01:51 AM - Forum: Nintendo Discussion - No Replies

Saints Row: The Third Gets New Switch Trailer And Fancy Physical Deluxe Pack

Note: This trailer contains a small amount of bad language.


A brand new trailer for the upcoming Saints Row: The Third – The Full Package has just been released, coming alongside the announcement of the game’s Deluxe Pack which is available to pre-order from GAME starting today.

The game is set to launch on 10th May (so in just under a month’s time) but if you really can’t wait, here’s a look at what you’ll get by picking up the Deluxe Pack:

The Deluxe Pack contains an array of Saints Row inspired goodies including:

– A set of Saints Row Analog Stick Thumb Grips, for extra control
– A2 Double-sided Poster, featuring iconic Saints Row: The Third artwork
– Purple Microfibre Screen Cloth, adorned with the Saints Row: The Third insignia
– 2 Console Sticker Sheets, showcasing iconography from the world of Saints Row
– 3 Double-sided Lithographs, featuring artwork of six of the series’ most beloved characters
– Double-sided Alternative Artwork Inlay, that owners can use to personalise their boxed copy
– Deluxe Game Case Sleeve, featuring the original 2011 artwork for extra nostalgia

Deluxe

The standard release, called ‘The Full Package’, will be available from the Nintendo Switch eShop on its release day of 10th May. It’s priced at £34.99 / $39.99 and comes with the following game features (also present in the deluxe release, of course):

· City of Sin – Disrupt and dismantle the Syndicate stranglehold on weapons, cybercrime, and criminal rackets. Discover the secrets of Steelport, where there is action on every street corner, for better or, more likely, worse.
· Weapons of Crass Destruction – It’s one thing to defeat your enemies. It’s another to humiliate them. Hover jets, human cannonball cars and melee weapon warfare are all part of the fun.
· Joy-Con Crazy Customisation – Create the most outlandish characters ever seen, from washed-up celebrities to maskless ninja pirates. Inside every sinner, there is a Saint. Who will you become?
· Portable Over The Top Co-op – Fly solo, or play online with a homie and for the first time – two players can play side to side via online or local multiplayer. Give freefall skydiving a try, landing in your partner’s flaming pickup as you make a desperate run toward a heavily armed Syndicate base. Steelport is always more fun with a friend.
· The Full Package – Includes all three mission packs and more than 30 DLC items. All previously released content is included on the game card.*

* Two DLC packs – the Bloodsucker Pack and the Unlockable Pack, have been omitted for game balance and improvement based on feedback.

Are you excited to take Saints Row on the go? Let us know with a comment below, yo.

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  Fedora - Managing RAID arrays with mdadm
Posted by: xSicKxBot - 04-18-2019, 01:51 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Managing RAID arrays with mdadm

Mdadm stands for Multiple Disk and Device Administration. It is a command line tool that can be used to manage software RAID arrays on your Linux PC. This article outlines the basics you need to get started with it.

The following five commands allow you to make use of mdadm’s most basic features:

  1. Create a RAID array:

    # mdadm –create /dev/md/test –homehost=any –metadata=1.0 –level=1 –raid-devices=2 /dev/sda1 /dev/sdb1
  2. Assemble (and start) a RAID array:

    # mdadm –assemble /dev/md/test /dev/sda1 /dev/sdb1
  3. Stop a RAID array:

    # mdadm –stop /dev/md/test
  4. Delete a RAID array:

    # mdadm –zero-superblock /dev/sda1 /dev/sdb1
  5. Check the status of all assembled RAID arrays:

    # cat /proc/mdstat

Notes on features


mdadm --create


The create command shown above includes the following four parameters in addition to the create parameter itself and the device names:

  1. –homehost:
    By default, mdadm stores your computer’s name as an attribute of the RAID array. If your computer name does not match the stored name, the array will not automatically assemble. This feature is useful in server clusters that share hard drives because file system corruption usually occurs if multiple servers attempt to access the same drive at the same time. The name any is reserved and disables the homehost restriction.
  2. –metadata:
    mdadm reserves a small portion of each RAID device to store information about the RAID array itself. The metadata parameter specifies the format and location of the information. The value 1.0 indicates to use version-1 formatting and store the metadata at the end of the device.
  3. –level:
    The level parameter specifies how the data should be distributed among the underlying devices. Level 1 indicates each device should contain a complete copy of all the data. This level is also known as disk mirroring.
  4. –raid-devices:
    The raid-devices parameter specifies the number of devices that will be used to create the RAID array.

By using level=1 (mirroring) in combination with metadata=1.0 (store the metadata at the end of the device), you create a RAID1 array whose underlying devices appear normal if accessed without the aid of the mdadm driver. This is useful in the case of disaster recovery, because you can access the device even if the new system doesn’t support mdadm arrays. It’s also useful in case a program needs read-only access to the underlying device before mdadm is available. For example, the UEFI firmware in a computer may need to read the bootloader from the ESP before mdadm is started.

mdadm --assemble


The assemble command above fails if a member device is missing or corrupt. To force the RAID array to assemble and start when one of its members is missing, use the following command:

# mdadm --assemble --run /dev/md/test /dev/sda1

Other important notes


Avoid writing directly to any devices that underlay a mdadm RAID1 array. That causes the devices to become out-of-sync and mdadm won’t know that they are out-of-sync. If you access a RAID1 array with a device that’s been modified out-of-band, you can cause file system corruption. If you modify a RAID1 device out-of-band and need to force the array to re-synchronize, delete the mdadm metadata from the device to be overwritten and then re-add it to the array as demonstrated below:

# mdadm --zero-superblock /dev/sdb1
# mdadm --assemble --run /dev/md/test /dev/sda1
# mdadm /dev/md/test --add /dev/sdb1

These commands completely overwrite the contents of sdb1 with the contents of sda1.

To specify any RAID arrays to automatically activate when your computer starts, create an /etc/mdadm.conf configuration file.

For the most up-to-date and detailed information, check the man pages:

$ man mdadm 
$ man mdadm.conf

The next article of this series will show a step-by-step guide on how to convert an existing single-disk Linux installation to a mirrored-disk installation, that will continue running even if one of its hard drives suddenly stops working!

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  Mobile - Zombicide coming to mobile next week no big deal
Posted by: xSicKxBot - 04-18-2019, 01:51 AM - Forum: New Game Releases - No Replies

Zombicide coming to mobile next week no big deal

So you may not be aware, but Asmodee Digital launched a newsletter last year. I can’t exactly remember when but it was early 2018 I believe. By and large, it’s not the most useful newsletter in the world – it’s infrequent, a lot of the stuff it talks about we already know or is repeated, and generally it’s a bit vague even at the best of times. We do appreciate getting it though.

Case and point, the most recent newsletter lists these games are being ‘In Development’:

AD In developmentI mean this is fine – the Gloomhaven icon has a link to the official page, but the others don’t have anything. Some of this we knew, some of this we didn’t, but without any information regarding platforms, price, time-table etc… it’s just a bunch of icons at this point. Again we appreciate it, but we can’t always do anything with what it contains.

Then, every so often, there will be some utter bombshells, dropped in ever so casually:

Zombicide MobileSo yeah, Zombicide. April 24th. Mark your calendars I guess… we knew this was coming, but there hasn’t really been a peep out of the studio on this since it was announced so to suddenly learn it’s release next week is a bit of a surprise. The “finally” comment throws me me a bit – I mean, it’s not even out on Steam, so it’s not like we’ve been waiting around watching our PC-based brethren play this while we clutch our mobile phones in frustration. Unlike with their legions of other PC-only digital board games.

All that aside, another milestone in board games is only a week away. It’s good that we’re seeing both iOS AND Android ports at the same time. We’ll try and have a review ready for when it drops.

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  AppGameKit Studio Beta
Posted by: xSicKxBot - 04-18-2019, 01:51 AM - Forum: Game Development - No Replies

AppGameKit Studio Beta

The Game Creators are working on a successor to their game framework AppGameKit, previously reviewed here.  The new product AppGameKit Studio builds on the existing framework while building a complete all in one IDE for game development.  This adds a scene editor, integrated code editor, debugging, online help and more together into a single application.  Key features from the website are:

Drag & drop assets to visualise your scenes
Code with AppGameKit Script
Easily browse app media assets
Run live debugging sessions
Access online help

AppGameKit Studio is currently in beta, but is available for purchase for a discounted price.  You can learn more about AppGameKit Studio here.  See Studio in action in the video below.

GameDev News


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  Linux Server Hardening Using Idempotency with Ansible: Part 3
Posted by: xSicKxBot - 04-17-2019, 08:26 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Linux Server Hardening Using Idempotency with Ansible: Part 3

In the previous articles, we introduced idempotency as a way to approach your server’s security posture and looked at some specific Ansible examples, including the kernel, system accounts, and IPtables. In this final article of the series, we’ll look at a few more server-hardening examples and talk a little more about how the idempotency playbook might be used.

Time


Due to its reduced functionality, and therefore attack surface, the preference amongst a number of OSs has been to introduce “chronyd” over “ntpd”. If you’re new to “chrony” then fret not. It’s still using the NTP (Network Time Protocol) that we all know and love but in a more secure fashion.

The first thing I do with Ansible within the “chrony.conf” file is alter the “bind address” and if my memory serves there’s also a “command port” option. These config options allow Chrony to only listen on the localhost. In other words you are still syncing as usual with other upstream time servers (just as NTP does) but no remote servers can query your time services; only your local machine has access.

There’s more information on the “bindcmdaddress 127.0.0.1” and “cmdport 0” on this Chrony page (https://chrony.tuxfamily.org/faq.html) under “2.5. How can I make chronyd more secure?” which you should read for clarity. This premise behind the comment on that page is a good idea: “you can disable the internet command sockets completely by adding cmdport 0 to the configuration file”.

Additionally I would also focus on securing the file permissions for Chrony and insist that the service starts as expected just like the syslog config above. Otherwise make sure that your time sources are sane, have a degree of redundancy with multiple sources set up and then copy the whole config file over using Ansible.

Logging


You can clearly affect the level of detail included in the logs from a number pieces of software on a server. Thinking back to what we’ve looked at in relation to syslog already you can also tweak that application’s config using Ansible to your needs and then use the example Ansible above in addition.

PAM


Apparently PAM (Pluggable Authentication Modules) has been a part of Linux since 1997. It is undeniably useful (a common use is that you can force SSH to use it for password logins, as per the SSH YAML file above). It is extensible, sophisticated and can perform useful functions such as preventing brute force attacks on password logins using a clever rate limiting system. The syntax varies a little between OSes but if you have the time then getting PAM working well (even if you’re only using SSH keys and not passwords for your logins) is a worthwhile effort. Attackers like their own users on a system with lots of usernames, something innocuous such as “webadmin” or similar might be easy to miss on a server, and PAM can help you out in this respect.

Auditd


We’ve looked at logging a little already but what about capturing every “system call” that a kernel makes. The Linux kernel is a super-busy component of any system and logging almost every single thing that a system does is an excellent way of providing post-event forensics. This article will hopefully shed some light on where to begin: http://www.admin-magazine.com/Archive/2018/43/Auditing-Docker-Containers-in-a-DevOps-Environment. Note the comments in that article about performance, there’s little point in paying extra for compute and disk IO resource because you’ve misconfigured your logging so spend some time getting it correct would be my advice.

For concerns over disk space I will usually change a few lines in the file “/etc/audit/auditd.conf” in order to prevent there firstly being too many log files created and secondly logs that grow very large without being rotated. This is also on the proviso that logs are being ingested upstream via another mechanism too. Clearly the files permissions and the service starting are also the basics you need to cover here too. Generally file permissions for auditd are tight as it’s a “root” oriented service so there’s less changes needed here generally.

Filesystems


With a little reading you can discover which filesystems that are made available to your OS by default. You should disable these (at the “modprode.d” file level) with Ansible to prevent weird and wonderful things being attached unwittingly to your servers. You are reducing the attack surface with this approach. The Ansible might look something like this below for example.

name: Make sure filesystems which are not needed are forced as off lineinfile: dest="/etcmodprobe.d/harden.conf" line='install squashfs /bin/true' state=present

SELinux


The old, but sometimes avoided due to complexity, security favourite, SELinux, should be set to “enforcing” mode. Or, at the every least, set to log sensibly using “permissive” mode. Permissive mode will at least fill your auditd logs up with any correct rule matches nicely. In terms of what Ansible looks like it’s simple and is along these lines:

name: Configure SElinux to be running in permissive mode replace: path=”/etc/selinux/config” regexp='SELINUX=disabled' replace='SELINUX=permissive'

Packages


Needless to say the compliance hardening playbook is also a good place to upgrade all the packages (with some selective exclusions) on the system. Pay attention to the section relating to reboots and idempotency in a moment however. With other mechanisms in place you might not want to update packages here but instead as per the Automation Documents article mentioned in a moment.

Idempotency


Now we’ve run through some of the aspects you would want to look at when hardening on a server, let’s think a little more about how the playbook might be used.

When it comes to cloud platforms most of my professional work has been on AWS and therefore, more often than not, a fresh AMI is launched and then a playbook is run over the top of it. There’s a mountain of detail in one way of doing that in this article (http://www.admin-magazine.com/Archive/2018/45/AWS-Automation-Documents) which you may be pleased to discover accommodates a mechanism to spawn a script or playbook.

It is important to note, when it comes to idempotency, that it may take a little more effort initially to get your head around the logic involved in being able to re-run Ansible repeatedly without disturbing the required status quo of your server estate.

One thing to be absolutely certain of however (barring rare edge cases) is that after you apply your hardening for the very first time, on a new AMI or server build, you will require a reboot. This is an important element due to a number of system facets not being altered correctly without a reboot. These include applying kernel changes so alterations become live, writing auditd rules as immutable config and also starting or stopping services to improve the security posture.

Note though that you’re probably not going to want to execute all plays in a playbook every twenty or thirty minutes, such as updating all packages and stopping and restarting key customer-facing services. As a result you should factor the logic into your Ansible so that some tasks only run once initially and then maybe write a “completed” placeholder file to the filesystem afterwards for referencing. There’s a million different ways of achieving a status checker.

The nice thing about Ansible is that the logic for rerunning playbooks is implicit and unlike shell scripts which for this type of task can be arduous to code the logic into. Sometimes, such as updating the GRUB bootloader for example, trying to guess the many permutations of a system change can be painful.

Bedtime Reading


I still think that you can’t beat trial and error when it comes to computing. Experience is valued for good reason.

Be warned that you’ll find contradictory advice sometimes from the vast array of online resources in this area. Advice differs probably because of the different use cases. The only way to harden the varying flavours of OS to my mind is via a bespoke approach. This is thanks to the environments that servers are used within and the requirements of the security framework or standard that an organisation needs to meet.

For OS hardening details you can check with resources such as the NSA (https://www.nsa.gov), the Cloud Security Alliance (https://cloudsecurityalliance.org/working-groups/security-guidance/#_overview), proprietary training organisations such as GIAC (https://www.giac.org) who offer resources (https://www.giac.org/paper/gcux/97/red-hat-linux-71-installation-hardening-checklist/102167), the diverse CIS Benchmarks (https://www.cisecurity.org) for industry consensus-based benchmarking, the SANS Institute (https://uk.sans.org/score/checklists), NIST’s Computer Security Research (https://csrc.nist.gov) and of course print media too.

Conclusion


Hopefully, you can see how powerful an idempotent server infrastructure is and are tempted to try it for yourself.

The ever-present threat of APT (Advanced Persistent Threat) attacks on infrastructure, where a successful attacker will sit silently monitoring events and then when it’s opportune infiltrate deeper into an estate, makes this type of configuration highly valuable.

The amount of detail that goes into the tests and configuration changes is key to the value that such an approach will bring to an organisation. Like the tests in a CI/CD pipeline they’re only as ever as good as their coverage.

Chris Binnie’s latest book, Linux Server Security: Hack and Defend, shows you how to make your servers invisible and perform a variety of attacks. You can find out more about DevSecOps, containers and Linux security on his website: https://www.devsecops.cc

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  News - Smash Bros. Ultimate's New Stage Builder And Video Editor Explained
Posted by: xSicKxBot - 04-17-2019, 07:49 PM - Forum: Lounge - No Replies

Smash Bros. Ultimate's New Stage Builder And Video Editor Explained

Out of nowhere, Nintendo announced all the key details for Super Smash Bros. Ultimate's big Version 3.0 update today. In terms of new features, Ultimate is adding free stage- and video-editing tools for everyone to use.

A video from Nintendo showcases how each of these features will work. Building off the Stage builder from Super Smash Bros. Brawl and Super Smash Bros. Wii U, the new version features tools that players can use to create basically whatever they want. In handheld mode, players can use the touch screen to draw to make their creations. Some of the things you can do include create moving platforms and spinning traps, or anything else you can think up and design.

The Stage builder also features front and back layers for a further level of depth. The custom stages will live in a new Custom tab of the Stage Select screen. Players can also share them with the community. People are able to rate creations, so in theory the best ones should surface. The stages can also be viewed using the Nintendo Switch Online app, and players can even queue up a new stage download so when they get home it should start downloading.

As for the video editor, it does what you would expect. You can combine your saved video clips and adds subtitles and sound effects. As you'd expect, you can then share your creations in the Smash World page in the Nintendo Switch Online app.

Skip to around 11 minutes in the video above to check out the stage builder and video editor.

The Version 3.0 update for Smash Bros. Ultimate launches on April 17 (April 18 in Europe). In addition to the Stage builder and video editor, the update adds Joker from Persona 5 as a new paid DLC character, as well as a number of different Persona and Sonic Mii Fighter Costumes.

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  News - Bowser Begins His First Day On The Job As The President At Nintendo Of America
Posted by: xSicKxBot - 04-17-2019, 07:49 PM - Forum: Nintendo Discussion - No Replies

Bowser Begins His First Day On The Job As The President At Nintendo Of America

Introducing Nintendo’s new overlord…

It’s a new era at Nintendo of America. Reggie has left the building and the appropriately-named Doug Bowser is now officially at the helm as the president. To celebrate his first day in this role, @thetruebowser shared a photo of his new office on Twitter.

We’re not entirely sure what’s going on, though, as it appears someone else has already taken charge:


In all seriousness, Doug Bowser has been shadowing Reggie since 2015, so we’re sure he’ll do a fantastic job. If you would like to find out more about the new president, be sure to check out our extensive feature about him.

And while you’re here, feel free to welcome Bowser to his new role in the comments below.

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  Ubisoft Is Giving 'Assassin's Creed: Unity' Away For Free To Honor Notre Dame
Posted by: xSicKx - 04-17-2019, 07:47 PM - Forum: Lounge - No Replies

[Image: ?u=https%3A%2F%2Ftse2.mm.bing.net%2Fth%3...%3DApi&f=1]


On Monday, a stunned world watched in person and over social media as the Notre Dame Cathedral burned, doing massive damage to the 800-year old monument and iconic Paris Landmark. AS the conversation turned to rebuilding, there was speculation that people might be able to use the elaborate 3D model of the Cathedral from Assassin's Creed: Unity to assist with these efforts. The video game developer cautions that might not be such a great idea--the model of Notre Dame found in the video game is impressive, but a representative from the company makes clear that it is an artistic creation, not a scientific one. Still, as a French company headquartered outside of Paris, Ubisoft has just announced that it will be donating €500,000 to the rebuilding efforts, as well as giving anyone with a capable enough PC the chance to virtually visit Notre Dame. Ubisoft will be giving away Assassin's Creed Unity for free for one week, and all you need to do is go to Uplay and download it. 
Assassins Creed Unity dramatized the French Revolution, but the star of the show in that game was undoubtedly Paris itself, a sprawling recreation of desperate slums and lavish palaces on such a staggering scale that it was a little hard to fathom when the game first came out. Notre Dame, naturally featured heavily in the game both as the setting for a mission and one of the central architectural features of the game's Paris. and like with everything else in the game, it was built with painstaking detail.

[Image: ?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3...%3DApi&f=1] 
Assassin's Creed: Unity
Credit: Joe Parlock

Senior level designer Caroline Miousse spent a full two years making Unity's version of Notre Dame, obsessing over every brick and working with a historian to make sure that the structure in the game was both as accurate a recreation as physically possible and something that modern players would be able to recognize. The end result was stunning: the giant cathedral sits in the centre of the city, replete with sculpture, stained glass, architectural detail and more. The goal was to make this as close to a perfect recreation as possible, and that took time and effort. As Destructoid reported at the time:

Quote:Seeing that the Notre Dame was prioritized in the development of Unity, a main goal was to recreate it 1:1 to stay as true as possible. That means that Miousse was almost literally putting the cathedral together brick by brick. The size seems to have been a welcomed challenge that she reveled in. "I want the player to feel tiny when scaling it," Miousse stated.

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  PS4 - God's Trigger
Posted by: xSicKxBot - 04-17-2019, 02:21 PM - Forum: New Game Releases - No Replies

God's Trigger



Slay enemies with speed and precision in an over-the-top show of blood and explosions. Play solo or with others, make split-second decisions, dodge bullets, and use weapons and abilities to inflict violence in the most graphic way possible. When an Angel and a Demon team up to kill their way into Heaven and stop the apocalypse, bullets will fly and blood will be shed.

Publisher: Techland

Release Date: Apr 18, 2019

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