Je n’ai pas encore complété mon PM.
j’ai eu le même pb il y a quelques temps avec BNP sur KS. Apparemment, il n’y a pas de double vérification (genre envoi d’un code sur le tel) et ça, les banques n’aiment pas.
ça avait l’air d’aller mieux récemment…
KS remarché de ton cote avec revolut mais pas crowdox que jai du payer avec ma banque
Nouvelle update évoquant l’ajout (le retour, en fait) des dégâts localisés sur les boss, avec des conséquences en termes de gameplay (perte de dés et/ou de cartes de capacité)
Sinon, le PM devrait (pour le moment) rester ouvert jusqu’en mars.
Info à conserver pour le futur (on se pose toujours des questions à la reception) :
1255 Standard Poker Card Size Cards (89x63.5mm) (variation possible de ± une douzaine de cartes).
144 Half-size Poker / Mini European Cards (44.5x63.5mm)
Il y a une démo sur tabletopia apparemment.
1255 cartes ? Oo
Wow.
Juste pour info je viens de retenter de faire mon paiement Oathworn qui utilise crowdox avec ma carte Revolut, c’est bien passé, il semblerait qu’ils aient résolus leurs problèmes (en tous cas pour crowdox) j’avais tenté une dizaine de fois et ça ne passait pas du tout.
A voir s’ils ont débloqué KS aussi.
L’update est intéressant, la partie sur les conséquences de l’échec.
Tout dépendra de l’équilibrage du jeu s’il est vraiment bien fait ça peut être très intéressant, s’il ne l’est pas dans un sens ou dans un autre ça peut être moyen (que ce soit en mode normal ou encore pire hardcore) si c’est trop simple on ne verra jamais les conséquences ou s’accumuler en mode normal (blessures + destructions d’objets de plus en plus).
Et la question qui se pose c’est vraiment pour quel genre de joueur cibler ton équilibrage.
Je me pose plus de questions sur la destruction systématique d’items même en cas de victoire, est ce qu’il y aura un vrai choix cornélien à faire ou est ce que tu détruiras les items dont tu ne veux en fait pas du tout.
On apprends dans l’update que c’est Panda qui fait le jeu (et qu’ils n’auraient pas reouvert ce qui n’est pas très encourageant pour Middara si c’est vrai) bon Oathworm est tellement loin de la prod que l’impact ne sera pas dingue pour eux quand même.
Je serais quand même surpris que ça soit eux qui fassent les figs, si c’est le cas c’est pas certain que ça soit une bonne nouvelle à moins qu’ils soient énormément monté en gamme.
Je doute que ça touche qui que ce soit mais ils ferment le PM demain.
Il sera réouvert cet été pour ceux qui demandent un délai de plus (à cause du covid comme exemple cité). Mais bon on a du mal à croire qu’ils se priveraient de nouveaux backers cet été…
Pour ma part, PM validé hier soir avec un bel All-In.
j’ai hésité plusieurs fois à le prendre mais au final je passe mon tour.
J’ai préféré privilégié Aeon’t Trespass et Tanares.
Si le jeu est vraiment bon, il y aura probablement un reprint de toute façon.
Oui il y aura surement un reprint avec une nouvelle extension à l’avenir.
J’ai pris aussi AT:O et Stormsunder dernièrement.
Oui, un reprint est théoriquement prévu dans la foulée de la livraison de la 1ère campagne, et c’est à ce moment-là que la VF devrait se faire (si elle se fait ; si elle n’a toujours pas lieu à ce moment-là, ce sera définitivement mort, amha).
Bonjour,
" Pot’s Peace Oathsworn!
The wait is hard. There’s only so many times you can check your pack, only so many times you can sharpen your blade. The life of an Oathsworn is long stretches of nothingness mixed with 60 seconds of action - a minute when you feel alive (or dead, depending on the outcome). You take your whetstone out once more and go to work on your blade remembering what it felt like that the first time a monster fell beneath it. Speaking of which…
Playtesting Reaction
One of the few silver linings of the pandemic has been having a huge wave of playtesters ready to charge headlong into the Deepwood. We wanted to say thank you to everyone again for your amazing help. A special shout out goes to Tony - who is a real glutton for punishment having played nearly 50 games already - and Ryan and David who got us all chuckling by sharing with us what it felt like to kill their first monster.
The Blade Himself
This month we are going to be starting a series of deep dives into each of the playable characters in Oathsworn to reveal their abilities and to discuss the various strategic considerations when fielding them in your Free Company.
Before we get to our friend from Thrace it’ll be useful to know a few key things about characters and leveling. Each character starts with seven ability cards that make up your starting hand. Of these seven, one is a ‹ 0 Cooldown › card and there are two cards for each of the remaining cooldown positions: 1,2 and 3. These correspond to the four edges of your character board.
When played, the card will be placed along the corresponding player board edge and battleflow all other cards at that position once around towards 0. When you battleflow at 0, the cards there return to your hand. Having two cards for each cooldown position ensures that your cards never get stuck in the battleflow system and creates an important tension that continues throughout the campaign.
Although you will always start each encounter with seven ability cards in your hand, as you level up you’ll unlock exciting new abilities to customize your Free Company to the needs of each encounter. The design focus here is to give you more tools in your arsenal to build your own unique Oathsworn rather than a series of straight power-ups to replace older options. All abilities are intended to be viable and beneficial depending on the foe.
Before each encounter, you will build your seven card hand of one 0, two 1’s, two 2’s and two 3’s from your unlocked pool of cards. Upon reaching levels 2, 5, 10, and 15 all players gain access to a number of new abilities with each character unlocking any abilities that show that level number under the card’s title. If you see a star icon, like you see here with ‘Charging Boar’, that indicates the card is one of the starting cards for that class.
Other key things to know when looking at the cards is the animus cost (activation points) and defense value.
The Animus cost is the orange number in the top left corner and the defense value is in the blue shield at the bottom. This is the amount of defense you will gain if you use this ability to defend yourself when you are attacked.
With that in mind lets get to The Blade .
The path of Blades is paved with blood and your only hope is to make sure it is the other guy’s blood that slicks the steps and not your own. The colosseum turned death into a sport and because the easily flourished movements of bladed weapons make for more of a ‘show’, the Blade is trained in a number of distinct forms leading to The Blade’s special ability Blade Stances :
Each ability card gives a benefit for being in the right stance at the time you execute it so manipulation is vital to maximize The Blade’s potential. Learning how to chain abilities, trigger items and even work around your injuries will get you big bonuses.
Here is the starting line up for The Blade.
Note: all cards are written from the perspective of using Might Cards rather than the dice. This in no way affects your ability to use dice, you just replace words like ‹ card › and ‹ draw › with ‹ die › and ‹ roll ›. We had to formalize everything one way or another and fell on the side of cards because we suggest you use cards for the enemies’ damage output as it makes for a more consistent damage level and a tighter experience. You can of course still use dice for the enemies if you prefer a more chaotic approach :).
Level 1 Starting Cards
Each class has one of these mandatory 0 cooldown cards. It has multiple important functions. In its most basic form it allows the players to always get a cost effective attack each round. More often though it sees action as a solid way to influence your battleflow and get cards back into your hand before the Encounter phase. The ‹ Refresh Might Decks › ability allows you to reset the might decks when using cards in cases where the deck becomes stacked against you because you drew all the goods cards and you’d rather improve your odds.
The Blade gains several mobility options and he is great at getting to a foe across the battlefield and punishing them if his starting position is correct. Roll is great for keeping your battleflow going with this cheap option on a 1 cooldown slot and can either get you out of a sticky situation or into position.
The Blade is one of the only melee characters to gain a full 360 degree attack and can be a huge value if he is in the right spot at the right time in the right stance. Somersault has become a fan favorite in playtesting and the ability to vault over a target enemy to kick a secondary enemy into a third - potentially killing them both - and then landing an attack on the original target makes for a happy Blade.
Staying alive is the aim of the game and forcing an enemy to redraw big fat black cards is always useful and especially appreciated when spent to save a friend’s life. Cleaving Slide is a big attack that needs some lining up. Charging through a line of minions into the big boss, ready to follow up with a front somersault is the blueprint for a perfect 10.
So, those seven cards make up your base abilities. As you continue to level your character, you’ll start unlocking more varieties and that’s where the pre-combat strategic decisions come into play. Here’s what awaits as you level up:
WARNING MINI SPOILER ALERT!
Although this is public knowledge and will be available to you at the start of the campaign if you would like to keep unlocked abilities a surprise please skip to the end of this deep dive.
Level 2
There are very few abilities that give you the chance to circumvent damage in the game and the Blade has one of them. Although the text uses the word guess, once you consider your own defense, the might of the enemy, the stack of the deck and the breakpoints that would trouble you, this quickly turns into a fine art of self preservation. Weapon Throw on the other hand is all about damage. Can’t reach an enemy that’s about to eat your friends? No problem. If you are in Viper stance this also turns into a deadly attack where you can throw your weapon whilst running, impale a foe, and retrieve it before it hits the ground.
Level 5
Rising tusk is cheap and very powerful if you are in the right position. One defense does not sound like much but when you are dividing damage by defense this can translate into doubling the amount of HP you remove from the enemy depending on your damage. Cross Cut comes at a cost but two empowered attacks is going to ruin anyone’s day. It’s worth noting that higher animus cost (top left number in orange) abilities cost in two ways as they also slow down your battleflow with the reduced amount of cards being executed.
Level 10
Nightfall is a coup de grâce that takes perfect timing to gain the best result. Blade Dance is a devastating attack and the Blade is the first to get access to a chain attack. Chain attacks allow you to attack multiple additional enemies as long as the next target is in ‘Chain Range’ of the last enemy in the chain. This will see your Blade hurtle across the battlefield reaping destruction along the way. The rub is the attack gets weaker against every additional enemy, hitting the first for full damage and removing the lowest numbered card for each successive target. When you choose how many cards to draw, go big or go home with this one.
Level 15
These two paint their own picture… one with a lot of red in it.
There’s plenty more that can be talked about with the Blade in terms of synergy with others and itemization but this post is turning into a bit of a monster so I think we’ll Blade Call it here… Let us know what you think of our lone sword-master’s abilities and how you would spec him out!
‹ Monster › Art Contest Update
A friendly reminder to everyone that our Spring Art Contest is in full swing, and that we’ve opened up the format to encompass all forms of artistic expression - effectively merging the story and art contests into one. Photos, short stories, illustrations, poetry, sculptures, puzzles, dioramas, twines - anything goes. Instead of constraints around format, we’ll instead be evaluating each piece along the seasonal theme. For this Spring Art Contest, the theme is ’ Monsters '. The contest will run until Midnight EST July 12th , which is when we’ll have the big community vote to decide which two entrants will receive a free copy of the $99 base pledge (or an equivalent reimbursement on their existing pledge).
All entries should be submitted to contact@shadowborne-games.com , along with your preferred first name so we know how to refer to you in our monthly spotlights and the big vote.
Monthly Art Contest Spotlight
This month we’re spotlighting an illustration and a story from two Daniels. We’re not sure what happened to that chap’s legs but that Ranger behind the tree seems to have an idea and that water horse gives us the creeps.
Water Horse by Daniel
Kindling, by Daniel
The axe bit into the wood with a soft thud. The Deepwood responded to violence in kind, but what’s dead does not feel, and Camron was cold. He was cold to the bone, and he would not die cold, so he wrenched the blade free and struck again, teeth gritted against the pain.
60 seconder, the tribesman had called him. The priest, Argall, had explained the implication. « It’s not depreciative, » he’d said with that sonorous voice of his. « It’s enough for him to get the work done. »
It hadn’t been. He’d fought like a madman, and he’d died like a madman; screaming. 60 seconder. By Camron’s count Argall hadn’t lasted five, but then his memory was as bent and broken as his ribs. All was the work of the beast’s tail. It was a tail, wasn’t it?Did it have two? It had caught him in the chest and made a slingshot of him.
It had prolonged his life, if not saved it. While the others fought and died he had lain on his back, looking into a distant, swimming canopy, trying to find a breath of air that didn’t catch in his throat. Perhaps he had fainted, perhaps it had been mere moments, but by the time he managed to rise it was over.
60 seconder. Camron snorted. They had all underestimated him—all of them. Especially that damned A’Dendri, whatever her name had been. It was their fault, anyway. It was their fault Camron’s father had been exiled. They’d lied about the herbs he sold, claimed they were harmful. It was their fault Camron had ended up in the Underways, and it was their fault that he’d taken the Oath.
He rubbed the brand on his wrist, still raw and swollen. He had never wanted it, any of it. It was the A’Dendri at the Oak, it had made him remember. Its companion had interpreted, explaining that they didn’t want to be there either, that if Camron wished to see them gone he ought to help fight the things that had driven them from their homes, and the A’Dendri had made him remember the sorrow.
The sorrow… The loss. He had not wished to remember, he had not consented. But it was their fault. The home he’d once had, the father, the mother, everything he had lost because of them.
« The treefolk, they put ideas in ye head, they make ye feel things, » his mother had often warned. « Honest folk stand no chance. We’re just playthings to them. »
The axe shook in Camron’s hand. He had not asked to remember. There was a reason why he’d left, braved the wire road and attempted a new life. It had made him remember. Revenge was his right, the Oath the price he had to pay. It had madehim. He grimaced at the recognition that he’d ultimately done as the A’Dendri suggested. It seemed they always won in the end.
Well, not all. The Oathsworn had died like the rest. The Deepwood did not discriminate.
« 60 seconder », Camron muttered, and raised the axe once more. Even if he could relocate the wire, he would not be able to make it back alive. They’d done it. They’d killed him. But he would not die in the dark, he would not die cold. That last, small victory they could not deny him.
Unless they didn’t burn.
Until Next Time…
Thanks again to the Daniels for this months imaginative pieces! Stay tuned for next month’s deep dive where we’ll be taking a closer look at the underhanded methods of the Cur.
Until then keep one hand on your blade and the other on the wire road."
Un peu de news pour Oathsworn
This week we’ve been working on some of the unique items you can pick up after you encounter some of the monsters
Sympa les vidéos de la dernière actu sur le conception de figs.
Enfin vivement les prochains épisodes, parce que là c’est vraiment la base.
J’ai lu qu’ils allaient réouvrir le PM en juillet. C’est vraiment un jeu qui me fera toujours hésiter, il a quand même l’air bien chouette.
Bonjour,
Update #41, réouverture du PM en aout :
Update #41 - Pledge Manager Reopening, Production Update, Story Rule Book Release, Harbinger Deep Dive, How to Make a Mini - Ep.3, Community Contest
Pot’s Peace, Oathsworn.
Even in the midst of the hostile Deepwood, with a bare hand on the wire road you can feel ‹ music › on the wire. An occasional twang when someone just ahead or behind you slips and loses their footing. The absent-minded strumming of a companion longing for his lute back home. Staccato scrapes of steel from a shield slung over one’s shoulder.
But sometimes the strumming stops, the scraping stills, and your blood runs cold, because the wire is singing a tune your company does not recognize. And all you can do is brace yourself and countdown the beats till the ground itself starts dancing beneath your feet - something big is coming.
Pledge Manager Reopening in August!
Back in March we promised we would reopen the Pledge Manager and so we will be reopening it for the entire month of August. This will give people a chance to finish off their pledges, add add-ons, upgrade an existing pledge or make a new one if you have only recently found the game…
The Pledge manager will be open from Midnight on the 31st of July to Midnight of the 31st of August.
To find the Pledge Manager click the image above or the following link: Oathsworn: Into The Deepwood | Crowd Ox
If you need your Pledge Manager survey resent, head to this link here to do so.
If it’s your first time hearing about the pledge manager, please double check your inbox for an email from oathsworn-into-the-deepwood@support.crowdox.com with ‹ Oathsworn: Into The Deepwood - Pledge Confirmation for Kickstarter › in the title. Pledge confirmations were sent out to the email associated with your Kickstarter account, but sometimes they get caught in the spam filter so make sure you check that as well.
This will be the only time the pledge manager is open between now and shipping so please do finish off your shipping information. Failure to do so may lead to you not receiving your game on time and for increased shipping charges to be incurred as your game will not be able to be sent with the first wave.
Production Update
I’m sure you have been wanting to know how production has been going and where we are at on the expected shipping date. The short answer is there is good news and bad news.
The Bad
The bad is we have been impacted by everything going on. We wanted to tell you when we could give you an answer to the question ‹ when? › and by our best estimates the answer is now May next year. We worked overtime, late’s and brought on more staff but there was no way to completely stop Covid or some of the other factors affecting us. It would be easy to blame it all on Covid but in reality if it had been Covid alone I think our time line would have been in much better shape. Sadly, a core team member suffered a terrible personal tragedy (that it is not our place to elaborate on) that unavoidably affected our schedule. From there it only took a little knock to push us into Chinese New Year that sees the shut down of all the factories for nearly a month. Obviously this is not what you want to hear and we are truly sorry for that. Even though we threw everything we had at reining it in, we have had to push back the expected delivery date.
The Good
Only parts of the game have been delayed and we now have 90%+ of the game in a finished state. One area that has been going from strength to strength is the modelling side of things with our Engineers and Panda’s team working to squeeze every last bit of detail and technical advantage out of our moulds to make the mini’s look true to our sculpts. This week we received the first production master images of the finished models and we thought you’d like to see some of them. We hope you are as happy as we are with them.
If you would like to see more angles of these models and also see some of the spoiler mini’s you can look at them in our Imgur post below.
WARNING MINIATURE SPOILER ALERT!!! DO NOT CLICK THE LINK IF YOU DO NOT WANT TO SEE SPOILERS OF THE MYSTERY CHEST MINIATURES.
Spoiler Mini Samples: https://imgur.com/a/YrQWQeZ
There is a real growing sense of excitement among the team as more and more of the game gets into their final state and the few extra months we have for many of these things will allow us to polish and polish again each element. Not one moment of the time will be wasted and it will all go into making Oathsworn:ItD the very best it can be. We hope this is evident from all that we’ve shared so far. Speaking of which…
Story Rule Book Release
In other good news, after many long nights of testing and tweaking the rule book’s are in their penultimate form. We would like to thank all of you playtesters who helped check them again and again over the months to make them what they are today. We decided to split the rule book up into two books one for the Story and one for the Encounters to make things easier and quicker to navigate around. Today we are happy to share the Story Rule Book with you with the Encounter Rule Book to follow next month. We would love to hear your feedback and, although by this point hundreds of eyes have gone over it with a fine tooth comb, we are sure there are still things to improve on. If you do have any suggestions or see any errors please send them to Contact@Shadowborne-Games.com.
Playtesters Wanted
We always need more people who are prepared to step into the Deepwood for the good of the many. If you are interested in helping out with the development of Oathsworn:ItD and have time to go a few rounds with a big gribbly over Tabletopia please contact us at Contact@Shadowborne-Games.com. It helps everyone in the community and allows your voice to help guide the improvement of all areas of play.
‹ Monster › Art Contest Community Vote
It was a bumper month for the ‹ Monster › Community Contest. We had nearly 20 new entries and with so many we have decided to put off showcasing them until next month where we will have the proper space to give them the limelight they deserve. The prizes will be decided then as well. Thank you to everyone who put in an entry it was a real encouragement.
No Fate But What It Makes!
This month we are taking a look at the master of wibbly-wobbly, timey-wimey stuff, the enigmatic Avi Harbinger. Furnished with foresight, the Harbinger can tread the paths not taken and look through the temporal to predict the future. The art is that of the musician who plucks a string and receives a note only these tunes save lives or perfectly time blows. In addition to this prescient ability is the Avi’s Preternatural Swiftness allowing them short bursts of incredible speed.
The Avi are a powerful race combining prowess in both the numinal and physical allowing the Harbingers to be both adept support characters and swift melee assassins. With a ‹ predictive › mechanism, the Harbinger comes with some added complexity but being able to ‘read the skeins of fate’ and guess what is about to happen will glean significant advantages for your Free Company. Starting with 7 regen and 9 max Animus they have more Animus to play with than other races giving them everything they need to make their predictions come true.
Here is the starting line up for The Avi Harbinger
Note: If you would like to understand the layout of the cards and how battleflow works please see ‘The Blade Himself’ section in May’s update for a more detailed look.
The Blade Himself
https://www.kickstarter.com/projects/shadowborne-games/oathsworn-into-the-deepwood/posts/2832740
Level 1 Starting Cards
Each class has one of these mandatory 0 cooldown cards which has multiple important functions. In its most basic form it allows the players to always get a cost effective attack each round. More often though it sees action as a good way of influencing your battleflow and getting cards back into your hand before the encounter phase. The ‘refresh might decks’ ability allows you to reset the might decks when using cards in cases where the deck becomes stacked against you because you drew all the goods cards and you’d rather improve your odds.
Cooldown 1 sets the tone for the Harbinger, on the one side is a hard hitting positional melee attack and on the other, a powerful predictive way to support your team. The positional requirements of Backstab can be offset by Preternatural Swiftness and thanks to the Avi’s Animus regen it can often get to where it needs to be to pull it off. Prophetic Fulfillment is the first ability that shows that, if you are willing to take on some added complexity, you can pull off some cool moments in Encounters. Guess who will be hurt in the near future and, if you are correct, the next time you use this ability they will gain a single Hit Point (a precious commodity in Oathsworn: ItD).
The Harbinger’s 2 slot doubles down on the predictive elements and ability for it to read the future. Foreshadowing lets you give out a precious combat token and mess with the enemies Stage Deck. Although all of the Encounters Stage Cards are undesirable there will certainly be an advantage to be gained by twisting the deck towards Stage Cards that favour your board state. Prescient Strike gives you a tough choice between believing in your accuracy and gaining bonus damage or trusting that the cards are working against you, letting you redraw a card when you miss. Either way will get you a bonus if you are right.
Cooldown 3 is spec’d towards the Harbinger’s early supporting potential. Deadeye Shot is one of the more powerful interrupts in the game allowing you to save your friends at range (though rarely yourself). One Soul allows for that all-important spike mitigation that does not stop Hit Point loss but does allow it to be moved around your team to keep everyone standing. Keeping them on the board instead of going unconscious.
So, those 7 make up your base until you start unlocking more variety and the choices begin. Here’s what awaits as you level up.
WARNING SMALL SPOILER ALERT!
Although this is public knowledge and available to you at the start of the campaign if you would like to keep unlocked abilities a surprise please skip to the end.
Level 2
The Avi’s feathers make for wicked projectiles and Quill Throw allows the Harbingers to put out some helpful crowd damage at range for when the mobs of enemies become a threat. Wingslam gives the Avi a useful utility. When characters are knocked back into one another they immediately lose one Hit Point and knocking someone in the right direction can help the rest of your team close in on them without wasting lots of Animus in the charge. When combined with Preternatural Swiftness this can be put to great use at the right moment.
Level 5
If Preternatural Swiftness and 7 base Animus regen a round was not enough for you there is Quickening. Quickening lets you take it up a notch with extra movement and battleflow for your comrades, allowing them to get their own abilities back into their hand quicker. Syphon Spirit is the first ability that shows the Harbinger’s can do more than predict the future. They can also direct its flow, channeling the collapsing wave of possibilities into manifest reality. Correctly guess how much damage one friend will take and give a Hit Point to another. It’s more beneficial than One Soul but, unlike One Soul’s consistent effect, it only works if you are right.
Level 10
Nothing like a bit of karma now and then. Soul Tie gives back what your Free Company takes and turns it into damage against the enemy who caused it. If self preservation is more pressing then perhaps Dodge will be for you. All that speed comes at a cost and the Harbingers only wear cloth armor. When you combine this with the up close and personal touch of the Harbinger’s melee attacks abilities like this give them the edge they need to stay upright.
Level 15
The ultimate expression of the Harbinger’s speed Windwalk gives them the largest range of any Chain attack with the most amount of targets. This allows them to dive across the board on death’s wings. Then there is Fateweaver. Potentially the most powerful protective ability in the game it can negate not just one Hit Point loss but all the losses of any character within range 4 so long as you guess the amount of Hit Points the target will lose. With a bit of manipulation from other interrupts, items and defense tokens this can be a near certain way to save someone from an untimely end.
More than any other character the Avi Harbinger relies on your ability to read the game state. Harbinger’s are analytical thinkers and you’ll need to be one too to get the most out of them. If you can pull it off though you’ll find a class with one of the highest skill caps and potentials of any Oathsworn. That is so long as you are happy to run the knife edge of prediction that keeps you and your Free Company alive. Others might call you lucky but you know you make your own luck.
Next month it’s time to heft the axe and sharpen the claws as the Ursus shows us what she’s got.
How to Make a Mini - Ep.3
In this month’s episode of How to Make a Mini Toby delves into the options and choices surrounding moulds, models and costs. If you missed Episode 1 and 2 you can find those on our Youtube Channel here:
Episode 1: How to Make a Mini: Episode 1 - YouTube
Episode 2: How to Make a Mini: Episode 2 - YouTube
That was a big one, well done for getting through it if you made it this far. There is plenty more info to come next month.
Until then keep one hand on your blade and the other on the wire road.
Et la partie 3 de la vidéo consacré aux productions de figurines (elle n’apparait pas dans le spoil) :