安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题

ik hou van garnaal in mijn mond
ik hou van garnaal in mijn mond
kars:
ik hou van garnaal in mijn mond
To contextualize the entire thing, it is worth mentioning that Hordes.io is made by one person. It was made on a 300€ budget, so keep that in mind when comparing development speed to Albion Online which had several millions worth of budget and manpower behind it. This is not a "problem" as you describe it, its simply an example of a game that was incredibly unlikely to ever be made at all. Yes, its slower. Yes, I have to take breaks. This is what you get when you run an MMO without Kickstarter or NFT / crypto backing. Attacking me over this will achieve nothing.
⠀⠀⠀⠀ ⠀⣠⣴⠶⠷⠶⣦⡀⠀⠀⠀⣀⣴⠶⠿⣶⣦⣀
⠀⠀⠀⠀⢀⣾⡟⠁⠀⠀⠀⠀⠙⣦⢀⡼⠋⠀⣀⠀⠀⠙⠻⣦
⠀⠀⠀⠀⣼⡟⠀⠀⠀⠀⠀⠀⠀⠈⠟⠀⢀⣿⣿⣇⠀⠀⢀⠙⠆
⠀⠀⠀⠀⣿⠃⠀⠀⠀⠀⠀⠀⠀⣠⣄⠀⢸⣿⣿⡿⢠⣾⣿⣷
⠀⠀⠀⠀⣿⡀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣇⠸⣿⣿⠃⣿⣿⣿⡟
⠀⠀⠀⠀⠸⣧⠀⠀⠀⠀⠀⠀⢸⣿⣿⡟⠀⠀⠀⠀⠿⠿⠟⣀⣀
⠀⠀⠀⠀⠀⠙⢷⣄⠀⠀⠀⠀⠀⠙⣋⣤⣶⣾⣷⣦⠀⣠⣿⣿⣿⡆
⠀⠀⠀⠀⠀⠀⠀⠙⢷⣄⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⡆⣿⣿⣿⡿⠁
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠻⣦⡈⣿⣿⣿⣿⣿⣿⣿⣿⠈⠉⠉
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢿⣎⠛⣛⢿⣿⣿⣿⣿
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣿⠏