Description
January 1975, you have created your video game * company. You are renting a tight place that allows you to develop your first game *. Quickly, your games are successful and you already have to move, but it is up to you to cross * the city to pick up your next * local. In the blink of an eye you are hiring artists to improve the visual aspect of your games. Next * came developers and then testers. But a problem remains, even if your games are brilliants, you don't have enough fans to self-publish a big …
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