Saturday, March 28, 2020

(218 MB) GTA Vice City Download For Free

(218 MB) GTA Vice City Download For Free




Screenshot



System Requirements of GTA Vice City Free Download

  • Tested on Windows 7 64-Bit
  • Operating System: Windows Vista/7/8/8.1/10
  • CPU: 800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor
  • RAM: 512MB
  • Setup Size:218 MB
  • Hard Disk Space:450 MB












Lucius III Free Download

Lucius III - is the sequel to Lucius and Lucius II: The Prophecy. It is the final video game in the series and was released on December 13th, 2018. Lucius is back. This time he returns to his old neighborhood of Winter Hill.


Featuring: Lucius is back. In a whole new narrative experience, he now returns to his old neighborhood of Winter Hill. The path will be a difficult one, with trials and tribulations waiting ahead. Has he made the right choices? Is it finally time to end it all? Lucius III will feature the devil's spawn usual ghastly bloodshed and not for the faint-hearted images, but this time there will be some sincere stages of repentance. Experience an In-depth and carefully crafted story, which takes the player through a wide range of emotional experiences.
1. FEATURES OF THE GAME

• Discover an In-depth and Carefully crafted story, which takes the Player through range of Emotional Experiences.
Feel the full experience of playing the Villain protagonist & experience the atmospheric and detailed environment.
Use Powerful Magical abilities to Help your Cause & Players will get to see Lucius continue to Fulfill the Prophecy.
Featuring Shiver Games, an Independent Video Game developer from Helsinki, Finland, is Bringing Creepy back.
Investigate the past and secret of Winter Hill and its inhabitants and Over 20 tracks of original atmospheric Music.

Game is updated to latest version
2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

LUCIUS III [UPDATED TO v1.181218205103.a + MULTi7] - DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.




5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 8.1, Windows 10
Processor: Intel Core i5 Processors GHz or higher for better gaming experience
Memory: at least 8GB System RAM
Hard Disk Space: 26GB free HDD Space
Video Card: Geforce GTX 660 or higher such as Geforce GTX 980 Ti for better experience
Supported Language: English, French, German, Spanish, Russian, Finnish, and Simplified Chinese language.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Out In The Shadows: Dark Mod 2.07 Released


The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.

Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.

On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.

The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.

For further information you can access the full changelog here.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

Monday, March 23, 2020

Mobile Suit Gundam Extreme Vs. Maxiboost On Officially Gears Up For Victory In Southeast Asia



Leading anime video game developer and publisher BANDAI NAMCO Entertainment Asia. today announced that MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON will officially be coming to Southeast Asia
for the first time on the PlayStation 4 computer entertainment system. The 2-on-2 EXTREME VS fighting game was originally released exclusively for Japanese arcades in 2010.




Set in the globally iconic GUNDAM universe, MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON enables players to take 2-on-2 PVP combat to the next level with Mobile Suits spanning the entire breadth of the franchise's history. In total, MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON features 183 playable units from 36 different GUNDAM iterations, each with unique abilities designed to match any fan's personal playstyle. Players can choose between three different EX BURST Systems—FIGHTING BURST, EXTEND BURST and SHOOTING BURST—to coordinate with allies and lay waste to all that stand—or fly—in their way!

MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON offers 1–4 player online co-op and PVP play. The title will feature Japanese voiceover with English subtitles.





Friday, March 20, 2020

Suzy Cube Update: June 22, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Well, Suzy Cube has been in the wild for four days now and wild it has been! Events, streams, let's plays and reviews! It'll be nice to take a step back after all this!
Read more »

Thursday, March 19, 2020

The Case Of Turner Prize: Are Too Many Ties Devaluing The Concept Of Competition?

CNN reports on the winners of this year's Turner Prize, an annual prize presented to a British visual artist. All of the finalists asked to be given the prize jointly, as a group, and so all of the contenders "won" in a competition in which no one lost.

This, combined with what some people see as a pattern in recent years, has irked some people. These people see this "tie" and equate it with the concept of spoiled Millennials who get "participation trophies" or prizes for trying. What has happened to cutthroat competition and actual winning.

The Arguments For and Against

The arguments against the Turner prize tie, in this case, are that the refusal to announce a single winner is indicative of snowflakes, who can't handle being losers. That too many winners devalues the concept of winning, and of competition in general. And that it lacks drama.

The arguments in favor are rather specific to this event. The artists decided that their works were complementary, rather than competitive, and did not feel that a competition was the right way to judge them. That felt that they had already "won" by having reached the shortlist for the prize. Alex Farquharson, the director of the Tate Britain gallery which organizes the prize, argues that times have changed and that competition may not be the right format to judge these kinds of works, anymore. Andrew Russeth, a writer for the Daily Mail, writes "This notion of having artists compete in public and one walk away the winner feels a little demeaning and unpleasant."

Some Points to Consider

As for the arguments against, it is important to divide up those activities in which competition really brings out the most effort and the best results versus those in which we have stuck absolute competitions because we were too boring or lazy to provide a better framework. The Olympics doesn't have a single winner, because we don't make the downhill skier compete against the figure skater; the disciplines and forms are too different to compare. So maybe, when it comes to art competitions with very loose frameworks, it is silly to compare different kinds of entries in different subjects, and with different intents. Maybe the Turner Prize is overdue for a restructure.

When it comes to "participation trophies", there are two hands here. On the one hand, participation trophies are not just a Millennial issue; that is lazy, biased journalism, and the usual "look down at the next generation" attitude of Boomers who have suddenly publicized a concept that has existed for generations. Everyone who joins the army (and doesn't screw up too badly) gets stripes and awards during and after service. Everyone who shows up for work gets paid, and often gets bonuses, even if they aren't the number one worker. Even the specific concept of participation trophies is a century old.

On the other hand, participation trophies are not "everyone gets a trophy". They are, unless severely mishandled, a reward for having put in effort. In the same event, different people, i.e. winners, get specific prizes, while everyone who at least put in effort gets the participation trophy. The recipients of these trophies are not morons, and they know that trophies for winning and trophies for participation have different values. But studies show that encouraging effort is better motivation than acknowledging talent. When you tell someone they have won, they stop trying; when you tell someone that they are smart, they often find a way to not be, act, or appear smart. When you tell someone that you see their hard work and you think it is worthwhile, they may end up trying harder, and, sometimes, they may eventually win or get smarter.

However, announcing the Turner Prize as a tie is lazy; if you set up a competition, you should not change the rules in the middle when you realize that the competition was the wrong format. They should have, originally, defined better categories that were more conductive to direct competition, or they should have defined goals for which prizes could be given to all, or a list, of people who met these goals. But, since they didn't, they should have awarded a winner and let the artists figure out how to deal with this.

Competition is not inherently evil. It brings out efforts and results that would not happen without it. When mishandled, it can bring out people too focused on the goal; they might even short circuit the permitted methods to get to that goal. Winning, when handled well, can be a goal or a stepping stone to more effort. Losing, when handled well, is not something to be afraid of. Competition against others should always be, in parallel, competition against ourselves. And for that, a job well done results in a self-award that does not require any external acknowledgement.

If I Could Impose On A Moment Of Your Time?

As you all know DreamForge is embarking on a new path, new releases in a new format.

Although the Kickstarter platform has a lot of advantages, it only makes sense to put your best foot forward and provide your customers with the items they desire.




To that end, I have created a very short survey to get all of your feedback, not just about the StuG and Shadokesh, but about DreamForge and the general direction you would like to see.

Please... Take a moment and let your voice be heard.

SURVEY LINK

Thank you so very much for your time!

The Journeyman Project - Maximum Wave

Written by Reiko

Agent 5 Journal #2: "I've managed to avoid the distortion wave and retrieve the unaffected archive of history. The computer then determined that there were three separate interference events in the past that changed the flow of time. So far, I was able to save Dr. Castillo and destroy a murderous robot, but I've still got a lot of work to do, and it's not going to be easy. I'm going to have to put forth maximum effort to outsmart whoever it is that's caused all this damage!"

To review, I have to prevent three major changes in history: a missile launch toward Gorbastan from a NORAD base in 2112, the destruction of the Morimoto colony on Mars in 2185, and the death of speaker Enrique Castillo at the 2310 rally in Australia. Together, these three changes tipped the balance and prevented the Cyrollans from offering humanity membership in the Symbiotry.

I have no idea at this point how interlinked the solutions to each time period will be, nor how difficult they'll be, so I anticipate having to take a look around each one before I figure out what I need to do. I'll start with the earliest time.

That's one weird-looking robot...


I materialize in 2112 in a small room facing a doorway. In the doorway stands some kind of robot, which immediately taunts me, saying I'm no match for it, but it loves a challenge. Is this my nemesis, or is it some kind of remotely-operated drone or something? The door closes and the robot is gone, but immediately I get a notification that sleeping gas has been detected. I start turning around a little, and spot something that looks like it could be a gas mask or something, but when I grab at it, I'm immediately dumped to a death screen. Somehow I was caught by security, although I'm not even sure what I did. Surely I didn't succumb to the sleeping gas that quickly. Never mind, let's try a different time first.

Another robot??

I travel to the rally at the science center in 2310 next, appearing in a different sort of room, a bit bigger. In the doorway stands something else that looks more like a person in a suit, but still sounds like a robot. This one also taunts me, saying it's been expecting me, and this time it shoots me with a tranquilizer dart, which appears in my inventory after I pull it out of my suit. The robot thing shifts to look like a person in a lab coat, who disappears through the doorway. Some kind of door reappears behind it, and then I'm free to move around. (If I try to follow it through the door, though, I immediately collapse and fail, but I can move around inside the room for as long as I need. Adventure game timing!)

Tranquilizer Dart inventory item

I look around and determine that the room is full of equipment, most of it helpfully labeled for my convenience. We have a Compound Analyzer, a Prototype Holograph called ARES, a Molecular Compositor, a Compound Synthesizer, and (not labeled) two different video log displays.

Log choices recorded by Elliot Sinclair

One log shows someone examining a rat that's had something inserted into its brain, which apparently is going very well, with no sign of infection. I'm not sure of the significance of this. The other device offers me a list of three different log files recorded by Elliot Sinclair about his critical discoveries. The first two seem like they could be the basis for the disappearing doorways, with some technobabble about being able to morph elements into other elements, except for the noble gases. The third one is about his very first successful time distortion, which presumably led to the development of the time machine. It's interesting background material, but I suspect that if I come back and do an optimized run to improve my time, I can skip all this.

Analysis of the tranquilizer dart contents

The Compound Analyzer looks useful, though. When I poke at its screen, it turns on and asks for an object to analyze. I give it the tranquilizer dart, which it determines to be a substance containing a "Dimenhydrinate based liquid tranquilizer." It sends the data to the Molecular Compositor, which is over by the doorway. When I walk over there and face the device, I hear the same malevolent robotic voice taunting me again. Weird.

This tranquilizer's antidote will be related to Thorazine.

The Molecular Synthesizer Interface screen labels itself as belonging to Sinclair Laboratories. I have no idea why this lab is located so close to the stage where Enrique Castillo is about to speak at the rally, but it's convenient. I guess it's a science center, but still, a place for a large group of people to meet is usually not very near high-tech laboratory facilities.

The synthesizer tells me antidotes are available, based on Thorazine (which is apparently a real drug that is used to treat various psychological issues), and asks if I would like to build one. Well, certainly, that's exactly what I need right now. Apparently I have to build three different variations on the base molecule by testing the options to see which are stable.

Molecule-building minigame

It takes me several minutes to figure out what I'm supposed to be doing here. At first I thought I needed to connect the pieces to specific places on the main structure, but eventually I figure out that I just have to get the right order. In fact, the correct order seemed to be the same for all three molecules. (Later I redo the sequence and verify that this is the case: the pieces are just presented in a different order each time, but the correct order is the same.) Once I drag all six pieces onto the base in the correct order, then the variation is complete and I go on to the next one. Once I have three variations, then the synthesis is complete and the physical antidote is available behind me in the Molecular Synthesizer.

Whew, that's better!

Antidote inventory item

When I pick up the antidote vial, it's automatically administered, so I don't have to worry about succumbing any more. Now I can freely walk around the corridors outside of the lab. The complex seems to be sort of like a hotel / conference center, with many rooms, some of which are identified as belonging to specific people. The door behind me indicates that the lab is Enrique Castillo's room, and he'll be speaking at the rally, which of course I already knew. I find a door for another participant in the rally, but I can't enter that room the way I can the lab. Down the corridor, I find a label that says Auditorium, but I can't do anything with that either. I also have to be careful not to go too far. A few places give me a warning that says I detect people up ahead. Like the cliff warning, if I keep going, I get caught by security and encounter a failed ending.

Is that the robot from earlier?

I wander around for a bit and eventually find a door labeled "Auditorium Electrical Access". When I open it, I hear Dr. Castillo announced to speak, and I see what looks like a person aiming a gun down at the stage of the auditorium from a catwalk. Here's where I can stop him! There's no warning about detecting people, though, so I move forward into the access alcove. The person turns to face me. Uh-oh? There are two things in reach: something labeled "Fire Control Access 7" that I can't seem to do anything with, because it has a padlock on it and a cable on the right with a large label: "Danger High Voltage".

Now it's a fried robot!

I pull the cable out, and the end starts sparking. Then the person turns back into the robot. I guess it has some kind of technological illusion? I click the cable again, and this time I'm able to connect it to the catwalk, where it electrifies the robot. The robot crashes to the floor in front of me. I click on it and open up the head area, where if I'm quick, I'm able to pull out two new BioChips, one for optical memory, and one for a power shield. Then the robot self-destructs, and all that's left is a stun gun, which I also collect. Great, I have some offense and defense now.

BioChip - Shield item

Stun Gun inventory item

The notification screen gives me two new notifications: "Mission update: Dr. Castillo's assassination has been prevented; his life is no longer in danger." And: "Temporal rip status: RESOLVED. All anachronisms eliminated. Prepare for auto-recall." I'm then automatically returned to the Pegasus device in the present time.

So I guess I've managed to complete one of the three time periods. That was actually a little easier than I thought it would be given how quickly I died in the first time period. But I don't yet know if that was the optimal solution or if there are other alternate solutions. It's possible that I didn't use a non-violent solution given that I electrocuted the robot, although I don't really understand if it was a robot that looked like a person, or if it was a person in a robotic time travel suit, or what. I don't know what I look like when I've traveled back in time either, but given that the robot self-destructed, I'm assuming there wasn't a person in there?

Elliot Sinclair's video

Back in the Pegasus, I can see that the temporal rip in 2310 no longer appears as an option since the situation has been resolved. The other thing to note here is that the Optical Memory BioChip, which is for storing video data, already had a video on it that I could access, called the "Mercury Objective". In it, we see a rather insane-looking Elliot Sinclair ordering someone ("Mercury") to go back in time and eliminate Enrique Castillo by making it look like an accident if possible, but if not, doing it anyway. That's rather interesting. Elliot Sinclair was the inventor of the time machine, but apparently he's rabidly anti-alien and wants to change history to eliminate any chance of joining with the Cyrollans.

What's particularly odd about that, to me, is that this seems like almost the same plot as Journeyman Project 3. I'm getting ahead of myself, of course, but in JP3, Elliot Sinclair shows up again to interfere with the Cyrollan initiative. I'm going to make a prediction that, at the end of this game, he ends up disappearing into the past and avoiding capture. Maybe his hit man can be brought to justice, though, if there is one other than the robots?

To get all the death sequences, I of course restored back and replayed parts of the rally a few more times, and in doing that, I found one certain bug and at least one inconsistency. The first time, I saved the game right after I applied the antidote, while I was still in Sinclair's lab. When I restored that save later, the game acted like I was jumping into the time period for the first time, showing me the robot sequence, including shooting me with the tranquilizer dart again. I already had the antidote in my inventory, but I couldn't use it. Maybe I should have tried making it again, to see if I would have ended up with two antidote items or something. I started the area over and this time saved outside the lab, and then I had no trouble.

I was trying to optimize my path the second time through, so I just made the antidote as quickly as possible and then went directly to the robot and disabled it. Afterward, I noticed that my score was actually significantly lower this time: I'd ended up with 50472 after clearing the rally for the first time, with about 60% energy left, but now my total was only 43090, with more than 90% energy left. I went back and poked at a few things to see if some of the optional items like viewing Sinclair's logs gave more score points, but I couldn't find anything. I have no idea why my score was higher the first time, as I thought being more efficient and using less energy was supposed to result in a higher score, not a lower one. Am I wrong? Is this another bug? I also tried waiting until my energy was much lower (below 25%) but my score afterward was even lower, around 38k, so that seems consistent with efficiency = good.

BioChip - Optical Memory item

I also noticed that while most of the items I got in 2310 were listed as being found in the "World Science Center," the Optical Memory chip's location is listed as "NORAD VI." What's that about? I wonder if I'm really supposed to have gone through the time periods in order and gotten the Optical Memory chip first from 2112, and then perhaps later the chip just updates with more videos. It probably won't matter, but it seems like a minor bug.

BioChips: Interface, Mapping, Pegasus, Optical Memory, Shield
Other inventory: Transport Card, Journeyman Key, Tranquilizer Dart, Antidote, Stun Gun
Time travel trips: 2 (plus a failed trip to 2112)
Score: 50472 (first time); 45604 (later)
Session Time: 1 hr 45 min (not including half an hour to run out the energy in 2310)
Total Time: 3 hr 15 min

Deaths: 6 (total: 9)

"Curiosity killed the time traveller."

#4: If for some reason you stick around in 200 million years in the past long enough for the suit's energy to be depleted, you'll get a unique ending labeled "Pterodactyl": "You succeeded in escaping the bounds of time and space to travel 200 million years into the past, only to be eaten by a Pterodactyl. Next time you should heed the warnings and move a little faster, genius." This is actually pretty hard to do, as I had to just sit around for about ten minutes for the energy to fully deplete. In the comments on the previous post, Niklas suggested that it was possible to get eaten by dinosaurs by interacting with something in a cave, but I was unable to find any other interactions in the area. As far as I can tell, this is the only other death in that time period. If I missed something else, do let me know.

I barely touched anything!

#5/6: If at any time I succumb to the sleeping gas in 2112, or run into people in 2310, I get a "Caught by Security" ending: "Out of energy and in the hands of law enforcement offices, you have been escorted to the jail cell which is to serve as your new home. Had you paid attention to the warnings, it may not have ended this way." I didn't get any warnings in 2112, other than the sleeping gas, and there's one place in 2310, just past the electrical access alcove, that gives no warning at all.

"Ten-step poison"

#7: In Terry Goodkind's Sword of Truth series, there's a poison, usually applied to arrows, that's called "ten-step poison." It's called that because the victim will only be able to take ten steps before succumbing. There's apparently also a real pesticide that's called Tres Pasitos, or "three little steps," because mice will succumb that quickly to it. That's what this tranquilizer dart feels like if you try to leave the lab without acquiring the antidote. The ending is called "Poison Dart": "Despite your best efforts, you could not resist the life-draining exhaustion which crept over you. You have perished."

I'm so dead...

Laser fire at close range

#8: If I stand around and watch the assassin for too long, he first fires at the stage, presumably killing Enrique Castillo, then he shoots me. The ending is "Laser Blast": "The concentrated blast of the robot's weapon cut through your layers of defense like a warm knife through butter. He had no regrets."

I also included the previous moment before the ending screen to note three things: first, the completed map of the area in the lower right; second, whatever it is (the ending calls it a robot, anyway) appears as a person when firing at Enrique Castillo, but shifts back into a robot form to shoot at me. And third, the padlock that had been on the fire control access is suddenly gone. I have to wonder if there's anything else I could have done with that. Did the laser also shoot the padlock off? Seems like it's too late to make any use of it once the robot has already shot Castillo, though.

I'm lost in time again...

#9: If I wait long enough at the rally to expend all my energy, I end up with the "Encarcerated" ending: "Behind bars and out of energy, you must now live out the rest of your life in the past. Maybe you can start a support group for the temporally displaced." This takes quite a long time, actually, at least half an hour. The rate that energy declined was about 1500 per second when at 200M years in the past, but in 2310, it was about 300 per second. Maybe it takes more energy to maintain the suit when it's farther back in the past? The other quirk with this ending is that I only get the "General Exploration" 5000 points, plus a "Finale" award of 15000, for a total of 20000 points. The other endings all showed my current score up to the failure moment. I'll have to check the other two time periods later to see if the out of energy ending is the same there.

And that's as far as we'll get for this time. CAPS are also available for the first person to find a repeated typo within one of the screenshots in this entry. I'll be back next time with my exploration of the base on Mars in 2185.

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Monday, March 16, 2020

DJMAX RESPECT V Officially Launches On Steam



NEOWIZ is proud to announce DJMAX RESPECT V has officially launched on Steam, and is on sale now, 20% off, for $39.99 USD. Accompanying the launch, a new Missions system, Ladder Match mode, and numerous Steam Achievements are now available.




Developed by Rocky Studio, and published by NEOWIZ, DJMAX RESPECT V, the PC edition of 2018's hit rhythm game and PlayStation 4 exclusive, is a culmination of every past DJMAX release. The base game includes 161 unique tracks in total, including an original opening track as well as nine newly licensed songs exclusive to DJMAX RESPECT V, with dozens more due to be released as DLC in the coming months.

For the first time since DJMAX Online, originally released in 2004, competitive online play features prominently in DJMAX RESPECT V. Supporting up to seven players simultaneously in online matches, as well as head-to-head ranked ladder matches, players can again challenge one another and climb the leaderboards.




"The future is bright for DJMAX!" says Ji Soo Moon, CEO of NEOWIZ. "The positive response to our Early Access period has been overwhelming, and we cannot wait to introduce more content for players in the months following today's launch."

DJMAX RESPECT V available now, 20% off, for $39.99 USD through March 19. All available DLC, including the game's digital soundtracks will also be on sale for 20% off through March 19.