Subnet Release


Click here to download.

And here we are. The most controversial and unexpected release of this year. Submachine Universe HD for free. This project started as an online exploration experience back in 2010, and now, almost seven  years later transformed into a proper HD sort-of game. And it’s also twice as big as the initial release. And it’s still an open project with more expansions on the horizon. It is the last and only project in Adobe Flash that is still active in my workshop. You can enjoy it for free before it’s inevitable recreation in more current technology. So take a long stroll along empty corridors of the Submachine and try to find all locations, all secrets, read all theories and discover all red herrings. Though it doesn’t look like much, there’s a lot to do here. But most importantly: enjoy!



Subnet Solution


This article is a follow up to >this one<, in which I expressed moral and technical problems that emerged while creating a HD version of Submachine Universe. Go read that one if you haven’t, it’ll make this one more cohesive.

First of all – thank you guys for all your comments, opinions and suggestions on what I should do in this situation. You really helped me to see the way. That’s why I’m doing this the way I am. I don’t want to keep you in suspense, so here’s what will happen and I’ll delve into the details afterwards.

I’ll be releasing Submachine Universe HD for free, as a downloadable game for PC and Mac OS X. It’ll be available to download just as my newer games, created in Game Maker on my website.

– From that point on, the Subnet will be updated regularly with new content on that free HD, downloadable version. These expansions will also remain free of any charge.

– Current small-windowed, online browser version therefore becomes obsolete and will be removed. You lose ability to play it in the browser, but you gain so much more, believe me.

– If you still want to pay for it, then please hold on to your money and spend it once my Big Game hits Steam. That will be exponentially more valuable than buying the Subnet right now.

Ok, Mateusz, that’s all great, but… WHY?!

I hear you ask, and just hold on for a minute, I’ll explain everything. Well, maybe not everything, like the meaning of life (32), but I’ll try to shed some light on why am I going with a solution that wasn’t even on the table in that previous article.

– Firstly and most importantly the Subnet was created for fans and in part by fans. As much as I hate the word “fan” as it doesn’t apply most of the times, here it actually kind of does. I’m talking about people who like Submachine so much, that they spend time writing theories about it, draw their own machines, locations etc. Some of them even created 3D renderings and real life models of parts of Submachine. As I said before, I can’t imagine this project stripped of that user-generated content. It would  be like ripping the heart out of it, and without it the Subnet is nothing more than bunch of empty rooms. All those people were making their contributions to the free version, and the only way to honor that is for the Subnet to remain free. As long as it is community-enhanced project, it has to stay free. So that settles the money issue right there.

– Secondly this move gets rid of the version multiplication problem. This one is more technical, but equally important to me. This solution allows me to keep the Subnet in just one version. No need for separate free, HD, enhanced, patreon-only or legacy builds. All reverted to the one and only free HD.

– Thirdly (thirdly?… Is there such a word?…) – let’s go back to your comments and suggestions. Most of you opted for the Steam solution, meaning recreating entire project in Game Maker and publishing it on Steam in due time. And I will, but that due time is probably several years from now, as I want to release my Big Game on Steam first, and then maybe go back to porting old stuff to it. And Steam version of Subnet will be drastically different from what we have now. That Steam version will have a price on it, so it probably will become a normal game, a large one, but stripped of user-generated content, rearranged and basically – completely new. But that’s ok, this current version of Subnet will remain free even then.

– Moreover, Steam version would mean abandoning current, Flash HD version. Which would be kind of sad, as I worked hard so it looks good. I just can’t toss it aside without sharing it with you. So once again, while selling it to you would be shady,  I can share it for free without any problems. I know some of you have been waiting for that HD version for a long time, and now postponing it another couple years when it is actually ready to be released seems kind of heartbreaking.

So…When’s the release date?

So here it is. A clean solution to all problems. Seems too good to be true, right? But you guys deserve this to be free as, in part, you’re responsible for it as well. I’ll be releasing the HD Subnet right after I finish two more locations for you to discover, which are kind of half-done.

You can wait a bit longer, right?

Cool.

See you later then.



Subnet Dilemma


Here’s the deal.

The Submachine Universe HD is actually ready and I’d be able to put it up in my shop even tomorrow. However, there are several non-development related problems with the idea of selling it.

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Problem 1: Creation of parallel versions of the Submachine Universe.

The first and biggest hurdle is that such a release would create a net of parallel universes of Submachine.  You see – all previous games I released were all done and finished. This one is not. It’s an open project, and I don’t mean it’s unfinished. It’s just open for future expansions, it always has been, it’s being expanded since 2010 up until this day. Yes, I changed something today in it. In it’s HD version, that is. The one that actually resides on my hard drive. I added main menu and in-game menu. You can control music, sound effects, window mode and so on. That’s because it’s fit to act like a standalone application. And here’s the issue. By releasing the HD version I’d be splitting the Subnet existence into two identities – the free online version, and the HD, paid version. Since I stepped away from flash, Subnet remains my only project that I still go back to in flash. I moved all other game design to Game Maker last year. This project is the only living reminiscence of previous era. But I’m pretty sure I won’t be able to maintain two different versions of it at once. You see, the online version differs from the HD version. Releasing the HD would have to mean abandonment of the free online. I’m not sure that’s what you guys would want.

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Problem 2: Inevitable Steam version in the future.

Moreover, I feel that in time all Submachines will have to end up on Steam, which means they will have to be recreated in Game Maker (or some other, non-flash engine I’ll be sporting by then). That means a third version of  it would be created. And by then, previous, flash versions of Subnet would have to be abandoned as well. You see where I’m going with this? Releasing the HD version now creates more problems down the way and also renders the free online version obsolete. The problem really is with it’s ability to expand. If it was jut a simple game – no problem there. I’d just create a legacy build of a finished game, release it and move on. But here, things are different. Creating new version means future expansions will be created on that new version, previous ones are obsolete. I feel, I’m repeating myself here, but that’s the most important issue I’m  tackling here, that the online version would have to be abandoned.

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Problem 3: Simultaneous selling and giving out for free doesn’t make sense.

Adding to that, I’d also have to leave behind my terrible, terrible politics of trying to sell you something, and at the same time giving it you for free. I explained that before, I felt like you guys deserved free versions of all Submachines from main story line up until the end of main series, just because that’s the way the series started. As free online. However, during those 10 years monetisation profile changed several times, but this philosophy haven’t. Up until Submachine 10, you can play all these games free online, even as that model doesn’t generate any income for me anymore whatsoever. But now? It would be completely idiotic for me to try to sell you Submachine Universe with all it’s free upcoming updates that can go on forever, and at the same time give it for free. Again, we’re back to the subject of it being an expandable project. I can’t give it for free anymore. Therefore, releasing the HD version would mean the end of free online. So I ask once again – are you guys ready for this? I’m not sure I am.

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Problem 4: User generated content.

There’s also another problem. Submachine Universe utilizes content created not by me, but by fans of Submachine. I’m not sure whether they would find it fine for me to sell this project.

First and foremost I’m talking about Submachine theories, all written by players trying to get the hold of this whole Submachine mess. Besides theories, the project also has fans’ drawings, photographs, maps, schematics, 3D renderings and so on. So the question is: should I be allowed to sell all of this as a part of my game, or not? Should I remove all user-created content from it and replace with something I’ve written myself? That would be like ripping the heart out. Again, I’m torn on this. Need your opinion.

And here it is. All issues related to the release of Submachine Universe. There are several paths I can take from here, I’d like you to chime in and tell me what’s your thoughts on all of this.

~~~~

Solutions:

What can I do:

  • Business smart: release HD version now, effectively abandoning free online version. All future updates would appear on that paid version;
  • Legacy and free expansions:  release HD version as a legacy build, but keep updates free online, meaning the project would expand for free, but paid version would be frozen in time and left for dead.
  • Steam option: don’t release HD version now, wait until I’ll be able to create Game Maker version and drop it on Steam alongside all other Submachine games as one combo pack;
  • do nothing: keep things as they are now, which means project stays free online as is, Subnet HD stays on my drive and no one ever sees it.

And that’s all. As you can see the problem is a bit more complicated than one might think.

On the other hand, I might be overthinking all of this.

What do you think?

Let me know, the future of the Universe depends on it!



2016 wrap-up


Ok people, let’s do this. I know it’s a bit late this year but there’s an explanation. Hear me out. For no particular reason I decided to fight Apple tooth and nail in order to create legal and legit Mac OS X builds of my games from 2016 by becoming a certified Apple developer and I also decided to do it right after New Years. Why not. After banging my head against the wall for next few days I finally managed to do it, with help from much more skilled friend (thanks, Mike). Skilled, as in: more apt in deciphering what exactly it is that Apple wants you to do now: pay up, jump the hoop or roll over. Now that it’s done, and it’s a REAL milestone in my book, the only regret I have is that I can’t put it on my to-do list for 2017. Because… it’s already done. Oh well.

Let’s look back at 2016.

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Mac OSX games now available


Hey Mac OSX users! Finally some good news from me!
I managed to become a certified Mac Developer, which means I can bring you totally legit and legal versions of my games created in 2016. In other words: Happy New Year!
Before I let you go, there’s one important thing I have to say:

If you are on Mac OSX Sierra (the newest one) and these games are not working for you, there’s a simple solution. Just move those game files from Downloads to Applications. That fixes the problem and everything works fine.

Also: 10 Gnomes is a big file (all those photographs, you know), please give it some 5 seconds to load properly before deciding it’s not working at all…
Than You for your time and, well, here are all four .zip files for you:

Mission to the Sun
Mission to Earth
10 Gnomes in Pothia
Where is 2017?


Rewolucje: Integral release announcement


Dla odmiany dobre wiadomości, zwłaszcza dla czytelników Rewolucji którym brak pierwszych, egmontowskich tomów. Do druku właśnie poszedł integral tej serii, składajacy się z pierwszych czterech tomów. Łącznie dwieście stron komiksu opatrzonych nową okładką.
Te cztery tomy składają się z pozornie niepowiązanych ze sobą krótkich historii, które, gdy spojrzeć na nie z pewnej odległości, układają się w zamkniętą, mozaikową historię.
Po przeczytaniu tego integrala polecam ponowne przeczytanie tomów 6-9, w których znajdują się drobne odniesienia do tej pierwszej tetralogii.
A teraz najlepsze: premiera integrala Rewolucji wypada już 29 sierpnia 2016!
//–
[Info techniczne na marginesie: ostatni miesiąc spędziłem przygotowując cały materiał na nowo do druku. Skanowanie, czyszczenie ramek i dymków, i co najważniejsze, nowe, zunifikowane liternictwo na wzór nowych tomów z tej dekady (patrz: Rewolucje 9 i 10).]

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10 years of Submachine – and now what?


I’ll try to keep it short, however we’ve got a lot to cover here, so bear with me. The Submachine is over, and with it, an actual era of my career. 10-year long era. I’ll explain in detail what will happen right now and the reasons why it’s happening. It’s all caused by the patreon-induced transparency, as this is the first year where I feel obliged to keep you guys in the loop about what’s going on and why. I’ll break the wall of text into smaller chapters, each named appropriately. That being said, here’s the first one:

 

  1. Flash is dead.

 

As you can see, no beating about the bush in this article. Some of you might find this statement shocking, or perhaps shocking that I’m talking about this now and not like, couple of years ago. Well, there is a big reason why I waited until today, and the name of this reason is Submachine 10. You see, flash gaming was slowly dying ever since the advent of smartphone market and mobile gaming, around 2008. Yeah, 8 years ago. And I was fully aware of it happening back then too. But as long as I was creating Submachine series – I couldn’t ditch the flash platform. Submachine was born in 2005 as a free browser game and it was just impossible for me to carry on with the series for ten years, and then, when the last Submachine comes, switch the platform and turn my back on all those people who have been playing that game free online for the last ten years. The last Submachine had to be created in flash and it had to be free online. And it is. I went through the entire series as it started ten years ago, and now it’s done. Meanwhile, as I said, flash gaming was slowly dying ever since 2008 and I was stuck in the flash limbo, not allowing my work to evolve into something else on another platform. But it was my decision to stay that way and I have no regrets. Thanks to that decision I feel I earned your trust and respect. I feel that wherever I go in the future, you guys will follow. Those last few years were not wasted on flash. They were a foundation for something bigger. Closing statement on flash gaming is – while the one-day record of downloads on one of my games is 300 000, that was one of the Covert Fronts, perhaps the third one (imagine, more than a quarter million people played it in one day), right now those online numbers are abysmal compared. Flash is really finished, it was abandoned as soon as mobiles crashed the gaming market. If you say: “Wait a minute! I’ve been playing Submachine on my computer all along until now!” – well, yes, you have, but all those hundreds of thousands that are missing are playing on their smartphones and have forgotten browser games even existed. That’s ok, but there are serious implications  for my work and what comes next.

 

  1. So, if flash is dead, what’s next?

 

First of all, let’s clear one major thing – I will not jump to the mobile/smartphone market. We’ve tried that before and every time it ended ugly. There’ll be no games for iPhone nor Android from me, at least not for now. I want to go in a different direction. Namely – proper PC (and Mac, and Linux) gaming. That’s what I’ve been doing for last couple of years with my HD versions of older flash games, but it’s time to make a proper switch. Basically there are three options for me to choose from. These are three engines that I looked at. Unreal Engine, Unity and Game Maker. I tried all of them, and the most accessible for a flash developer is actually Game Maker.
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Unreal and Unity are great, don’t get me wrong, but for what I want to do right now, they’re kind of an overkill. These are mostly 3D gaming engines, and I still want to stay in the realm of 2D hand-drawn games. These bear my signature style and it would be lost when translated into 3D. Maybe, in time, I’ll switch to proper 3D gaming, but not just yet. The Game Maker seems to meet my expectations, and me being a self-learner I found it easiest for me to transition from flash. Take a look at this code snippet from Flash and Game Maker and notice the similarities.

 

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I can easily find my way around this software. Actually, I never told you that before, but while I was developing Submachine 10 in Flash, I was also trying to do something in Game Maker already. You can take a look at this small sketch of a Mothball game, it was just for the sake of trying the software out. There’s nothing much to do but shoot enemies.

what_now_moth

 

Closing statement on Game Maker is – remember, it’s not the tool that’s important, it’s who is using it. Game Maker is a proper game development software (unlike Flash which primary function was to create websites and animations), it uses sprites created from png files, which means I can still create my graphics in Flash and create games that look exactly as before, you wouldn’t even see the change in engine except that those wouldn’t be browser games anymore. But on the other hand – I can create sprites in Photoshop, or even paint them by hand and visibly change the style of what I do. This is the moment when creating a game that looks like one of my comic books is possible. I don’t know if I want to do this yet though. There’s a long time of rethinking my creative process ahead of me.

 

  1. So, the Game Maker, but what you want to do with it?

 

Now you can stop laughing about those two missing “Mission to…” games. I’m talking about “Mission to the Sun” and “Mission to Earth”. I know I’ve been saying that I’ll create these games since, uhm… 2012? But this year it’ll be different. You see, I kind of feel like I went back ten years. Right now I’m facing an (mostly) unknown to me software and I’m not sure what I can do with it. It’s a great place to be for a creative mind. Ever since I created a coherent engine for creating point and click games in flash (my so called float engine) I lost the actual intellectual challenge of the process. And that’s a big thing for me – the challenge. You might have missed it, but ever since 2010 each year I had some sort of challenge that I tried to achieve and actually achieving that was the most fulfilling thing for me as a creative person. But being kind of stuck in the polished flash engine was slowly wearing on me. Right now I can shake all the dust off my brain, oil the gears and restart the intellectual machine. I remember one of most creative times were when I had an unsolvable (at the time) problem, and I couldn’t even go to sleep properly because my brain was working full speed on solving the problem. But in time – I just got too good at creating point and click games in flash. There was no more challenge for me. But right now, we’re back to square one, yeah, sure, I’ve got ten years of experience behind me, but I’m starting a new adventure right now. Ditching flash is probably the best thing that will happen to my brain this year. That being said – I’m ready for a long time of learning the new software. Learning – meaning trying to create few smaller games, and here’s where “Mission to…” games come in. I’ll try to create those in the new engine as an exercise before creating something bigger. Besides that, two more games will be created – that is if I’ll be able to create them. Do you see how unstable all of this is right now? It’s all hanging on a thread named: me being able to learn game development on a new engine quick enough. I’m actually excited for game development again. Anyway, those two games are naturally new “10 Gnomes” game (“10 Gnomes in Pothia”) and another “Where is?…” game (“Where is 2017?”). So at the least – you’ll get four games this year, none of which will be point and click games. You happy? Probably not, but we just have to power through that period of me learning new things before I can create something bigger.

 

  1. Something bigger? What is it?

 

Yeah, sure, you had to ask. You just HAD TO ask that question. Well, if you have to know, the answer is – I don’t know yet. Firstly – I want to learn the new software while creating smaller games, and then I want to go BIG. I don’t know what it will be, but I can tell you the rough outline of what it might me. Basically I want it to evolve into something better. That means – taking all things that worked in previous games and put it all into one, big game. What it might be? Imagine – a daymare-like world, but in full color, that houses submachine-like puzzles, while having a main character that you control as in Daymare Cat. Maybe throw something painted in watercolor like in my Revolutions comic book series. Imagine that.

what_now_mashup

A clash of all goods I delivered during last ten years. In my mind that’s a proper way to evolve. Not creating something never seen before, but learning from your previous experiences, taking everything that was good and further improving it. Just as Submachine 10 was way bigger than it’s predecessors, I want to create something even bigger and better than that. I don’t know what it will be for now. Ask me in a year. I’ll probably have an answer by then. Did I mention it’s kind of important that you stick by me, or even support me through the Patreon page? Yeah, it is crucial. You’re still getting four games this year anyway. All of them free. Too small to attack Steam though.

 

  1. Steam?

 

Yeah, with that bigger, better, newer, evolved game I’ll try to finally tackle Steam. I’ll probably put that game on Steam Greenlight and will need your support in putting it through the process. But that’s a long time from now, like 2017. Many of you suggested that I should port Submachine games to Steam, but the thing is – I don’t want to start my presence there with an old, ported flash game series, that’s also free online. Steam community would kill me for trying to pull such a stunt. I really need to and want to create something new. Yes, that means the era of free games is over. I know it’s kind of strange to hear, but guys, let’s be real, I don’t want to go for the free-to-play model and basically destroy my games with ads and annoying prompts to buy more lives, or hints or tries or whatever. I’d rather give you an opportunity to buy a single piece of my work that’s complete, like a book, and ready for you to read. I mean play. That’s all.

 

  1. So why should I consider supporting you on Patreon.

 

Because I’ll be using my patrons as members of my development team. They will be getting samples of graphics and game sketches to play and express their opinions. Everytime I come up with something significant gameplay wise I’ll let them see it first hand. If you’re following me on facebook or twitter – you’ll get the same amount of info as before about new releases, games, comic books, everything. But on Patreon I’ll let people inside my workshop to see the process of creation and be a part of it.

 

  1. Why am I still reading this?

 

You must really like what I do if you’re still reading this article. Thanks! We’ve already covered all the essentials of what will be happening in 2016 – 2017 and all that’s left is for me to thank you all more in depth. Firstly, all of you that support me on Patreon – thank you from the bottom of my heart, as this Patreon thing is really the heart of this whole operation.  Secondly – big shout out goes to all people that bought Submachine 10 from my store. You guys turned up and basically allowed me to take the entire year off for learning and just creating small free games before going onto that bigger project. I’m really thankful for your donations and purchases as it’s the definitive way to know whether people actually like your creations so much that they’re willing to throw some money at it. I feel that right now is the best situation I put myself into since all those 10 years. We have a direct connection, me, the games developer, and you, the player. The money flow can’t be more direct. That’s really ensuring that the future ahead of us is bright.

 

Final thoughts: if I haven’t explained everything in full detail and you have any questions for me after reading this article, ask them on facebook or twitter. I’ll try to address them all in a separate post.

I’m very optimistic about the future, yet I’m not sure about your feelings concerning our relationship. Just know this – I’m always creating and my brain is always working and coming up with new ideas, stories and ways to awe all of you. That’s something I observed in me long time ago, that there are actually no off-time periods, even on vacation or when procrastinating hard – in the back of my head I’m always thinking of something new to create.

Remember that as I set off to create something bigger and better – it’ll also take longer to finish. There’s no schedule as of now, but it might take a year or two. The era of short free games will probably be over after this year, maybe with the exception of “10 Gnomes” and “Where is?…” games, which I may or may not continue after 2016.

10 years of Submachine are over. Let’s see what next 10 years bring us.

I’m curious. That’s the best mindset I could be in right now and it’s all thanks to you and your support.

Waiting for your questions.

Thank You for everything that happened so far.

 

Mateusz Skutnik

 



2015 wrap-up


wrap_up_2015_things

Now, for the first time, this feels right. Wrapping things up, telling you what happened in 2015, because now I use Patreon and your kind donations to create. It is only fitting for me to tell you what you got for your money’s worth. Actually a lot happened and you can see most of it in the above collage. Then we’ll talk about what’s coming up next, and that’s a handful as well.

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24 hour comics day 2015


Did I ever tell you the definition of insanity?

Well, yes, yes I did. Twice already. Here and here.

My take on this challenge is a bit different than what Scott McCloud proposes. Yes, I did create a 24-page comics in 24-hour span, that was on my first attempt in 2011, and right then this particular challenge lost it’s meaning because of the fact that I achieved it. Since then my take on this whole idea is this: create for 24 hours. The main condition is time, not number of pages. I’d rather create few pages but of high, printable quality, than a 24-page half-assed, rushed through comics that will be good for nothing actually. And that’s what I’ve been doing since 2011. This year I wanted to create a 4-page Rewolucje short, as I was asked by Andrzej Baron for something for his Znakomiks magazine. Last year I learned that creating one Rewolucje page takes about 6 hours, so the timing was perfect. The first page however (shown below) took me 7.5 hours. Luckily, that was the main establishing shot, most detailed opening of the short. Latter pages were simpler to create and I finished all of this around 5:30 A.M. Since I had few hours left I also created a cover for a 24-hour comic book anthology, as asked by the publisher and organizer of the event. You can also check it out below. Besides that I’m posting photos I’ve been taking more or less hourly through entire 24 hours (well, 20, since I split after 8 A.M. when I had literally nothing more to do). So here it is. The insanity.

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New 10 Gnomes in full HD? Of course.


So I’ve been thinking.

Since the browser-based game market is dying, (at least for me), why shouldn’t I ditch it entirely. This process in my head actually started two years ago when I begun creating HD versions of Daymare Town and Submachine, which became games playable on PC and MAC desktops, with all it’s perks, like being able to create better immersion through full screen gameplay, addition of original soundtracks in separate mp3 files etc. I expect the process to let me also switch platforms, so I will no longer be constricted only to flash games. But more on that some other time.

This year the sentiment grows stronger, with the advent of my Patreon campaign and diminishing returns from ad-based browser-gaming. I don’t have to cater to countless online masses of anonymous players anymore. I just need to deliver to few thousands of you who genuinely like what I do to the extent of following me on social media. That’s all. That’s you guys – reading these words right now. And don’t worry. If you’ve been able to play my games in the past – you will be able to play them in their new form. Flash wasn’t compatible with handheld market anyway. And those games which were free will remain free. There will be an online, free version of Submachine 10: the Exit, alongside paid, fullscreen desktop version (free for all my patrons).

The first symptom of the inevitable switch from browser to desktop gaming will be newest episode of 10 Gnomes, as it’s the first game on my release list. On my Patreon page, one of the rewards is getting all games I create this year in HD for free. That will probably include Submachine 10, 10 Gnomes and Where is 2016? at the very least. And I noted that 10 Gnomes will not be scalable to full screen since it’s not vector graphics and will look bad when rescaled (pixelated). But then I thought to myself – wait, why am I thinking in terms of browser restrictions. Why not create just larger 10 Gnomes game. Like, already in HD and just let people download it for free instead of releasing it as a browser game. And that’s exactly what I’ll do, come August.

Take a look at the screen below. Click on it to see it in it’s full, 1920 x 1080 glory. Doesn’t it look nice?

10g_full_hd

 


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