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Vol.69 - Ready or Not Development Briefing

Attention Officers,


Thank you for joining us for the 69th edition of our development briefing, March 1st, 2024! We hope you’re all having a nice day.

This week we’ll be providing insights on multiple areas of Ready or Not’s current development. The subtopics covered are preliminary discussions around AI behavior advancements, optimization, crashes, and audio reverb improvements.

Other than the topics covered in this briefing we have upcoming bug fixing and top-secret RoN progress occurring behind the scenes.

Please keep in mind that everything in this development briefing is work in progress and subject to change.

Vol.69 Development Briefing summary points: (not a changelog)
  • We have ongoing internal roundtable discussions across our development departments (taking into account community feedback) to experiment with advancing the AI behaviors of suspects, civilians and SWAT
    • Please continue to leave specific feedback regarding your experiences with AI behavior in our respective Discord feedback channels for consideration!
    • You can expect a comprehensive analysis of our approaches as we carefully vet and solidify specific development routes.
    • One early example of an initial analysis is that we’d like to improve pre-combat behaviors for Suspect AI; they can be too eager to fight at times
    • Resulting experimentation could entail building upon as the hesitation system and making the onset of firefights less readily predictable
  • Optimization is being improved via avenues like:
    • Scalability settings that more effectively allow high/medium/low graphics settings to tailor performance
    • 2D Level of Detail elements (LOD “impostors”) for distant foliage, rocks, etc.
    • Shader caching to reduce remaining stuttering (note: Enabling V-sync may help) and decrease load times
  • Resolving crashes related to the common issue in games, “DXGI_Error_Device_Hung,” that primarily affects RTX 4000 series cards
  • Immersive improvements to our audio reverb system using "reflection probes" so that reverbs sound more 3D and accurate to environmental materials, all without costing performance
    • Video demonstration included!

[h2]Preliminary AI behavior advancement insights: [/h2]

We’ve have ongoing internal roundtable-style discussions in which multiple departments such as game design, level design, programming, animation, QA, and more are experimentally examining the different facets of AI behavior for suspects, civilians, and SWAT. These meetings help determine the future on how we want to advance our AI interactions going forward.

Please continue to leave specific feedback regarding your experiences with AI behavior in our respective Discord feedback channels for consideration!

Once these internal AI discussions reach more concrete conclusions and subsequent technical plans about development routes, we plan to make comprehensive breakdowns explaining them.

AI is a very complicated feature type that benefits from a range of development perspectives. Together, these perspectives can provide collective technical feedback on potential future AI features and implementation.

One early example of an initial analysis which took place in these roundtables is how we would like to see Suspect AI ‘pre-combat interactions’ become increasingly nuanced going forward; it seems that suspects can be too eager to get into combat at times.

Resulting experimentation could entail exploring building upon hesitation systems and elements that will make players less certain whether a suspect is going to comply going into engagements, while also reducing the immediate firefights that could occur.

Experienced players may currently find that they can identify suspects and whether they might comply at a metagame-level, whereas these sorts of changes would aim to make encounters more immersive and harder to readily predict.

Once again, there are many factors that will be considered in these sorts of AI-related experimental discussions going forward. You can expect a comprehensive analysis of our approaches as we carefully vet and solidify specific development routes.


[h2]Optimization: [/h2]

Optimization remains a high priority to ensure the game is running as smoothly as possible for as many systems as possible.

Although we've made much progress already, we are currently working on improved scalability settings, LOD ‘impostors’, shader caching, and other performance factors. We’d also like to give a bit of context regarding unlisted backend performance changes recently included in Hotfix #4.

This is to give you all an idea of some of the work that’s being done for the future, however they may be implemented at different times and are still subject to change.

[h3]Scalability settings: [/h3]

Scalability settings are the graphics options that let you optimize performance on your system, for example turning on/off specific graphics features or setting them to high/low. We are revisiting these scaling settings because currently they do not adequately differentiate between High/Medium/Low qualities in terms of both visuals and FPS.

The goal is to provide players with more tailored options that better suit their hardware capabilities, allowing more visual trade-off for higher performance at very low settings.

For example, we plan to make the “streaming pool” value, which affects texture quality depending on how high or low the value is, to be more dynamic based on graphics settings.

[h3]LOD “impostors:” [/h3]

The word “impostors” is not a typo, but instead a way to refer to the 2D Level of Detail (LOD) elements that are included on distant foliage, rocks, or other pieces of environmental art. These 2D elements are carefully used at a distance to improve performance while mimicking the detail of 3D models without looking too sus.

[h3]Shader caching:[/h3]

Another goal of ours is to implement shader caching into the game, also known as PSO caching. Shader caching pre-loads shaders for levels to help address stuttering and improve subsequent load times across the board. Enabling V-Sync in the game settings is still an effective solution for most stuttering now, however shader caching will root out some of the core problems that can cause stuttering in general.

[h3]Additional Hotfix #4 unlisted changes: [/h3]

There were a few unlisted changes to optimization in Hotfix #4 that help illuminate our progress on optimization and are otherwise nice to be aware of. Among these changes was re-baking the lighting on all of our levels which was a large effort, main menu optimization to reduce load time into it, and backend optimizations to the balloon physics calculations on Valley of the Dolls which should substantially help lower end CPUs.


[h2]Crashes:[/h2]
One of the main types of crashes we’re seeing relates to “DXGI_Error_Device_Hung.” This crash mainly affects some RTX 4000 models running DX12 and represents a common issue that some other games have dealt with in the past. We anticipate this crash will be prevented by resolving an internal settings conflict with the game.

Please make sure that you use the in-game crash reporter system to help us diagnose and fix crashes you may encounter!


[h2]Audio reverb improvements: [/h2]

Reverb as it is in RoN is relatively static— very serviceable— but also very two dimensional.

By adding reflection probes (areas that determine where audio reflection/reverb occurs) throughout our maps, reverbs take on a much richer 3D sound. By doing this, we can create the impression that a sound is reverberating to the center of rooms, down hallways, etc.

On top of the reflection probes, we've also updated our reverbs in general, including changes to how materials affect reverbs. Rooms which are primarily concrete or wood, for example, now reverberate more accurately based on these factors.

This works with all sounds that are currently played in the game and will come at no extra performance cost!

This development is further exciting because if we eventually route our in-game VOIP system through our reverb audio system, we'll also be able to apply these effects (as well as all the other effects) to significantly improve voice chat immersion.

(Video below: Demonstrating the before/after usage of our audio reflection probe system to improve reverb audio effects) [previewyoutube][/previewyoutube]
Thanks for tuning in, and keep an ear to the ground for the future!

Conclusion:


We have a lot cooking for our future updates and look towards your feedback to help guide us.

The AI behavior roundtable discussions will allow us to properly advance our AI systems in a way that strives to meet feedback in the most effective way possible, with more comprehensive plans to present as we go.

Options for optimization should improve greatly through scalability settings, LOD “impostors,” shader caching, and more to hopefully better meet lower system specs, particularly for devices like Steam Decks. We aim to mitigate crashes wherever they may occur and are targeting some of the most nefarious ones like the ones affecting RTX 4000 series GPUs.

Finally, our improved 3D reverb will improve your immersion throughout gameplay.

As you can see from some of what we can discuss right now, our RoN focus and vision is wide reaching.

Keep in mind that in addition to regular bugfix patches, further bugfixes for the base game are also planned to be pushed around DLC launches (not exclusive to the DLCs, of course).

This concludes our 69th development briefing. Be sure to tune in next time for more development news!

Thank you to Zack for the beautiful demonstration of the audio reflection reverb improvements, Alan for helping elucidate our optimization approaches, and many others for adding their perspectives on the AI behavior advancement discussions.



Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

[h3]Stack up and clear out. VOID Interactive [/h3]

Ready or Not - 1.0: Hotfix #4

Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)[hr][/hr]We've implemented general optimizations to enhance the overall game stability and performance. Additionally, we've made backend enhancements to ensure a smoother gaming experience for all players. Hotfix #4 also builds upon the object shadows optimization changes in Hotfix #3, resulting in even better overall performance for lighting.
[h2]Bug Fixes:[/h2]
  • Fixed broken decals & missing textures on Streamer
  • Improved draw distance of assets across all levels
[h2]Improvements:[/h2]
  • Enhanced dynamic lighting performance across all levels via shadow utilization per object
  • Improved LOD (level-of-details) of assets across the whole game
  • Optimized lighting volumetrics and shadows on Farm
  • General performance optimizations across the LSPD station
  • Reduced reflections and fixed environment visibility from shield glass


Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


[h3]Stack up and clear out.
VOID Interactive[/h3]

Vol.68 - Ready or Not Development Briefing

Attention Officers,


Thank you for joining us for the 68th edition of our biweekly development briefing, February 16th, 2024! We had a momentary pause between this one and our last edition.

This week we’re thrilled to bring you our public Ready or Not Roadmap for 2024, highlighting future milestone developments to the game! Although we’re unveiling this roadmap to solely cover 2024, we have many more plans that we’re charting further out.

Please do keep in mind that the content we’ll show and discuss as part of this roadmap is still subject to change. Game development is a fluid process, especially for a small indie team like us with this level of a project, so certain priorities and timelines may shift based on necessity.

Vol.68 Development Briefing summary points: (not a changelog)
  • Ongoing 1.0 bugfixing/patches for Winter 2024 with Hotfix #4 arriving shortly.
  • Both DLC 1 and the 1.1 update are planned for Spring 2024.
    • DLC 1, currently named "Home Invasion," will be free for Supporter Edition owners, as originally intended.
  • DLC 2 is planned for Summer 2024.
  • The 1.2 update is planned for Fall 2024.
    All of these DLCs are planned to come with free new weapons for the base game, one DLC-exclusive player outfit, and new maps.
    DLCs will also be accompanied by bugfixes for the base game.
    Updates 1.1 and 1.2 will include additions, improvements, and bugfixes to the game.

[hr][/hr]
[h2]The 2024 RoN Public Roadmap: [/h2]

As many of you may know, we have intentionally refrained from sharing public roadmaps in the past. Instead, we chose to operate on our own private internal roadmaps that were best suited for fluctuating development schedules during Early Access.

However, now that we’re past 1.0, we can speak more assuredly about public timelines and milestones.

This roadmap highlights the larger milestones on the horizon rather than projecting every possible patch that may occur.

We used due diligence to account for as many seen and unseen variables as we could in the creation process of this public roadmap, but keep in mind that things are still subject to change.

Without any further ado, here’s our graphic laying out the 2024 RoN public roadmap! :

(Image below: The 2024 RoN Roadmap.
Note: All DLCs come with free new weapons for the base game and one DLC-exclusive player outfit. *Disclaimer: All dates and names are subject to change)

As for Downloadable Content, our DLCs are both planned to be released with additional bugfixes to the core game, including the Roadmap footnote’s aforementioned free new weapons for everyone added to the base game. Each of these DLCs will also include additional new maps.

Meanwhile, the core purpose of updates 1.1 and 1.2 is to deliver further additions, improvements, and bugfixes to the game.

During Winter 2024 we've been focusing on delivering ongoing bugfixes and improvements for 1.0, with Hotfix #4 arriving shortly.

In Spring 2024 we aim to deliver both DLC 1 and the 1.1 update to the game. DLC 1 currently has the name "Home Invasion" and will be accompanied with bug fixes. This first DLC will be free for Supporter Edition owners of the game, as was originally intended.

Summer 2024 is the planned time for the launch of DLC 2, accompanied with bugfixes.

Last but not least, Ready or Not's 1.2 update with its additions, improvements, and bug fixes are slated for Fall 2024.

We’ll share more specifics about the DLCs and these updates at later dates!


Conclusion


This 2024 RoN Roadmap brings with it four milestones: updates 1.1 and 1.2 as well as DLC 1 and 2. Although the nature of development means the names and timing of these milestones may not fully permanent, the roadmap provides a good outline for the game’s direction in 2024.

Thank you for taking this journey with us through 2024 and beyond!

This concludes our 68th development briefing. Be sure to tune in next time for more development news!


Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

[h3]Stack up and clear out. VOID Interactive[/h3]

Ready or Not - 1.0: Hotfix #3

Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)
[hr][/hr][h2]Bug Fixes:[/h2]
  • Removed duplicate Beachfront briefing
  • Adjusted visibility blockers on Ridgeline, Penthouse, Valley and Importer
  • Fixed a bug that soft-locked the game when changing the language outside of the main menu
  • Fixed an issue with the loadout/customization menu that caused the game to crash when opened at the last second before the mission starts loading
  • Fixed a stack-up error that caused SWAT AI to be unable to move and clear when a door is opened toward them
  • Fixed a bug that prevented SWAT AI from autonomously completing all objectives and finishing the mission after the player dies in practice mode
  • Fixed an audio trigger in the tutorial that started too soon, resulting in players trying to complete the optiwand task on the wrong door
  • Fixed an unintentional interaction that allowed completion of the “Due Process” achievement without using C2
  • Fixed an issue that led to unintended AI behaviour, where Suspect AI was reopening fire at their last target after faking a suicide attempt
  • Fixed various lighting & art bugs across missions
  • Fixed an input error that caused players to stay in crouch position when approaching suspect/civilian or evidence while in crouch position and releasing input during a restrain or evidence animation
  • Fixed a customization bug that caused watches under long sleeved shirts to still appear in first person view
  • Fixed an issue that brought up the replay menu when pressing the slash button during missions
  • Fixed a startup issue that resulted in subtitles being reset to default instead of the one that was set during the previous game session
  • Resolved an issue that made weapons appear not to zoom in with the entire scene when ADS zoom is enabled while holding down ADS
  • Fixed missing ADS zoom when using the MP5A2 with a holographic sight
  • Fixed a bug in which additional taser ammunition was not granted when using an additional taser slot
  • Fixed an issue that caused the tablet to get stuck on the screen when opened before a gun is drawn for the first time
  • Fixed a bug that sometimes caused the game to crash when the Faction Manager and modded maps tried to interact in the background
  • Fixed a bug that squared the headshot damage against players only when the helmet was already destroyed
  • Fixed a bug on Gas & Streamer that sometimes made dropped weapons fall through the floor
  • Fixed a bug that allowed SWAT AI to kill suspects by shooting them in the head with beanbags
  • Fixed a bug that prevented SWAT AI from moving in and clearing through the container doors in the Port auction room
  • Fixed an animation bug for the taser that utilized the wrong reload animation while aiming, allowing it to fire again faster than intended
  • Fixed an issue that allowed prolonged engagements between suspects and SWAT AI through walls, without requiring line of sight
  • Fixed a bug on Club which caused bullets to not go through railings
  • Fixed a command issue that caused the “Deploy Shield” command not to work when ordered through team command
  • Fixed a bug where the “Open Door” command was not working when a team is stacked up on the same door already
  • Fixed a bug that made opening doors look stuttery when spectating someone far away from own corpse
  • Fixed a bug that caused Supporter Edition verification codes to not appear anymore in the options menu
  • Fixed a bug that allowed killed suspects with destroyed heads to still be restrainable
  • Fixed a bug that prevented Trailers from picking up ragdolled suspects & civilians
  • Fixed a bug that made SWAT AI unnecessarily avoid player aim during a “Move to” command, causing the command to be interrupted
  • Fixed a visual bug that caused snapping to occur when SWAT AI is pulling their NVG down
  • Fixed a bug that prevented modded content additions from being discovered by the asset manager
  • Removed any related SWAT voicelines that are referring to themselves as the high ground callsign
  • Fixed an audio bug that resulted in music not playing for clients in multiplayer
  • Fixed ammo types not meant to be accessible by players appearing in the loadout menu
  • Fixed an issue that caused the bounce light setting to always appear as disabled
  • Various audio fixes across most levels

[h2]Improvements:[/h2]
  • Added a new setting option to “enable/disable” the replay feature. The default setting is set to “disabled”, which also may improve the game’s performance
  • Added a new option in the graphics settings to disable Per Object shadows. Disabling this may improve performance. The lowest graphics preset will have this setting disabled by default.
  • Added several outstanding VO files for Penthouse
  • Added several new icons in the loadout customization menu
  • Adjusted reflectiveness of ballistic shield glass, making it easier to see through in most lighting conditions
  • Added DLSS “auto” and “ultra quality” options
  • Fixed DLSS quality options not being set correctly
  • Upgraded DLSS implementation from 3.1.0a to 3.5.2a
  • Upgraded FidelityFX Super Resolution 2 from 2.1.2. to 2.2.1
  • Added various audio enhancements, improvements and fixes across all available missions

[h2]Balance: [/h2]
  • Revamped the way Suspect AI accuracy is calculated and rebalanced it, resulting in a fairer experience across all levels (Note: changes to the accuracy calculation will break AI mods)
  • Adjusted stress system usage on Penthouse and Sins
  • Increased maximum surrender time for Suspect AI before considering leaving surrender state to take action (Also prevents suspects from considering leaving surrender state after witnessing another suspect being killed, or while surrounded by multiple SWAT officers)
  • Decreased Suspect AI damage when shooting through walls
  • Decreased smoke opacity of CS Gas to allow players to see through it more easily
  • Slightly increased movement speed of SWAT AI when moving on slopes
  • Increased passive stress loss in commander mode
  • Decreased stress gained from player death in commander mode
  • Decreased Taser magazine count per slot from 4 to 3


Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


[h3]Stack up and clear out.
VOID Interactive[/h3]

Vol.67 - Ready or Not Development Briefing

Attention Officers,

Thank you for joining us for the 67th Edition of our biweekly development briefing, now returning from a holiday break!

Today we'll be taking a retrospective look at some frequently asked questions over the past few weeks following the 1.0 update. These questions will cover hotfixes, Suspect AI, the existing suspect/civilian “Stress” and “Morale” system, equipment, animations, and more.

We hope you have had a great time with your friends and with the game over these past weeks, and we have been keeping our eyes on how things are going!

Hotfix #2 is out the door as of yesterday and it is just part of many hotfixes and further gameplay improvements that we want to release as soon as possible. As mentioned in our Hotfix #2 patch notes, we are on the way towards Hotfixes #3 and #4 as well as any other fixes that may occur in-between.

We will be specifically focusing on performance and gameplay balancing among other areas in upcoming hotfixes.

One thing we want to quickly touch on, though, is that our team is not yet at full working capacity following our holiday break. In the meantime, we are continually gaining momentum to make progress on necessary fixes.

We're sorry that this hotfix process may be taking longer than expected but rest assured that we are committed to delivering them.

1.0 required countless high-priority systems and features to be put together, with each department focusing on their own particular workflows to get each critical component of the game prepared.

However, now that Ready or Not has reached 1.0 and all your wonderful hands, it’s time to more holistically parse how the game is functioning for our broader audience, adjust our internal workflow to reexamine its parts and find the best ways to address changes that could be made.

We are diligently aware of your valuable feedback and bug reports across our platforms in this process and are striving to meet them as effectively as possible.

To consolidate your input for best visibility for the development team please direct any feedback or bug reports you have to our Discord’s respective feedback or bug report channels (https://discord.gg/readyornot).

[h2]1.0 in Review FAQ[/h2]

  • What should we expect now that 1.0 is out the door?

    • Expect continued support for Ready or Not and its bright future as we explore ways to enhance your experience even further with future updates and expansion. On our short list is improving game balance, performance, and existing features such as Suspect AI. We’re still aiming to provide a public roadmap to allow an accessible long-term perspective on what our future plans will look like.
  • What is the status on the current hotfixes?

    • Due to the complexities of returning to work after the break we are focused on building momentum to get hotfixes out as soon as possible. We have internal timelines that we are using, but these timelines are fluid to address issues as they pop up.
  • How can I improve my performance, and what development is being done regarding it?

    • We are working on a variety of fixes to improve performance and reduce stuttering. Fortunately, for the time being there are a wide variety of recommendations and workarounds for any performance issues you may encounter. Using the crash reporter to delete mod data is one way to prevent outdated files from affecting performance which can be accessed by going to \steamapps\common\Ready Or Not\Engine\Binaries\Win64 then run CrashReporter.exe. Also using DX11 for old hardware/DX12 for newer hardware are two of the most helpful basic tips for performance issues. Our Discord server has a large compilation of common technical issues and workarounds in the pinned messages of #tech-support.
  • Is further work being done on Suspect reaction time and game sense? When should Suspect AI be able to detect me?

    • Yes, we are working to address these systems to make the process fairer and more enjoyable for the player. Suspect AI aim, reaction, and game sense can sometimes be too fast or accurate for what should be expected. Currently, auditory sources are a large factor of whether Suspect AI can determine your location and how they may react to you.
  • Why is the taser in the tactical slot rather than being a secondary?

    • The taser was moved to the tactical slot to address a growing desire from players to carry a lethal sidearm and a taser at the same time. By making it a tactical slot item, we improved the flexibility of less lethal options.
  • My SWAT AI switch to lethal force (i.e. pistol) when I am trying to get an S-rank on a less-lethal playthrough. Is there anything that can be done about this?

    • The granular control you have over your officers’ loadouts lets you remove lethal options, including ammunition, which can help circumvent unintended situations where they use lethal force for those of you striving for the coveted S-ranks. Furthermore, features to further facilitate less-lethal playthroughs may be expanded upon, such as potentially making less-lethal options like the TPL also available in the secondary slot in a future hotfix. Programming quirks may need to be sorted out for other less-lethal items such as the taser’s simultaneous compatibility in tactical/secondary slots, however.
  • Are Suspect AI intended to be able to shoot through walls?

    • To a degree yes, partly to prevent players from too easily shooting suspects through walls and to give Suspect AI further tactical flexibility, they are indeed intended to be able to fire through walls. However, we are seeing instances where their estimation player tracking appears too precise or their proclivity for engaging through walls is perceived as too much.
  • What is the system of Suspect/Civilian “Stress” and “Morale” and how does it affect my gameplay (e.g. with grenades)?

    • “Stress” and “morale” in the context of suspects/civilians are mechanics that work together and sometimes against each other as you progress through each mission. ‘Stress,’ when it refers to suspects/civs, is how agitated they are during a mission. Gunfire, killing people, using grenades, and loud dynamic entries that nearby civ/suspect AI perceive are examples that increase suspect/civ stress level and make them more agitated. When stress for suspects/civs is high, they are more likely to be evasive, suspicious, attack you without hesitating, and less likely to comply with orders. “Morale” is a suspect/civilian’s willingness to surrender. The lower the morale, the more willing they are to surrender. Careful usage of less lethal weapons, grenades, and calls for compliance can lower suspect/civilian morale while reducing the amount of stress gained.
  • Why do some holographic reticles appear smaller or dimmer than others?

    • Playing on an ultrawide monitor may currently affect the perceived size or brightness of holographic reticles on some of the weapons. One workaround in the time being may be to lower your game’s FOV, however this is an issue that we will examine further in the future.
  • What is the current state of Suspect/Civ AI worldbuilding idle animations?

    • The worldbuilding animations we had in the past still exist, however there is an issue with Suspect AI patrolling that prevents these worldbuilding animations from activating. We are currently exploring a solution.
  • I'm trying to find the last few civilians in the level, where are they?

    • One effective way to get locate civilians in this situation is to call for compliance, to which they should often reply with a voiceline. We'll be continuing to monitor feedback on this topic and looking for ways to improve gameplay flow.
  • How can I create cinematic videos or screenshots of my missions?

    • The in-game replay viewer provides an excellent way to take cinematic captures of the game.
Conclusion


We hope that this FAQ provides some additional context for your questions following the 1.0 release and over the period of our break.

We are fully focused on your feedback and incorporating it into future hotfixes as soon as possible, and we look forward to continuing to dive into development and delivering you the best.

An anticipated public roadmap in the near future will give a further understanding of some more long term exciting plans for the game.

This concludes our 67th development briefing. Be sure to tune in next time for more development news!

Are you a content creator on YouTube or Twitch looking for new games? We've got you covered; Ready or Not has partnered with Lurkit to elevate gameplay!
Link up with our Lurkit campaign here.



Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


[h3]Stack up and clear out. [/h3]
[h3]VOID Interactive [/h3]