News
February 11, 2024

So after more than a year of "rest" I started working on Quadrax Definitive again, together with Nightmare. Now is being remastered Quadrax VI. The work is (and will be) already more challenging than the remasters of the previous volumes, as Quadrax VI already contains more active elements than the previous volumes (time levers, transportation belts, etc.) and each level needs to be well converted to the new engine to preserve the points (ideas) of levels.

It should also be said that QVI was, unfortunately, not well tested and so the levels contained a huge amount of unplanned solutions, especially in the second half of the game. I would like to avoid that this time around, so Nightmare and I will try to test all the levels of the remake as thoroughly as possible. We can say that even for experienced Quadrax fans it will be a completely different game than the original QVI. ;-)

So keep your fingers crossed for us. And you can also find a new screenshot from episode 23 in the gallery.

December 29, 2022

Cumulative patch to game version 002:

Quadrax_Definitive_Patch_Ver_002.exe

Patch fixes levels:

  • 35 - excess hard floor
  • 59 - missing graphics wall
  • 76 - visual fix for ladder length
  • 114 - display of restrictive floors
  • 115 - visually missing ladder
  • 152 - correction of unplanned solution
  • 168 - removal of invisible wall

The patch also increases the version number of the game to 002. This patch is cumulative, i.e. it contains all previous fixes. Please all players to install this patch!

Also, as of today at 01:00pm, uploading user data from game version 001 will no longer be supported !!!

So please install the patch and upgrade your game to version 002.

December 3, 2022

I've redesigned the detail of displaying the history of breaking the first place records of each level to make it more obvious how the first place steps and times were improved and which player of that improvement was always achieved. The previous version was confusing and did not make this information clearly readable. The history detail is displayed when you hover over the table with the first place of each level.

December 1, 2022

Today Quadrax Definitive is being published!
Go to the download page.




November 20, 2022

We are less than 11 days away from the release of the initial installation of Quadrax Definitive. All 220 levels of the Quadrax III, IV and V remasters have been tested and now Nightmare and I are mainly working on minor tweaks to some levels (especially in the QV remaster) where he found some bugs. Otherwise everything is almost ready for the final installation package, only the last little things are being finished and tested.

The whole installation package will be roughly 1.2 GB in size, (almost 2x the size of the QX installation) so it will be a pretty big package. The game itself will then take up about the same amount of disk space after installation because most of the game's large data files (graphics, music) are already well compressed themselves.

October 17, 2022

I have divided the development of QD visually into individual units as they will be developed and published. All of this can be seen again on the QD download page.

August 30, 2022

Start countdown for Quadrax Definitive! Watch HERE!

August 26, 2022

I'm surprised nobody noticed that the gallery has screenshots of not only the remastered episodes 11 - 14 of QIV, but also the complete QV, i.e. episodes 15 - 22!!!

July 11, 2022

New screenshot from episode 10 QD in the gallery.

June 30, 2022

New screenshot from episode 9 QD in the gallery.

June 26, 2022

Those who watch the development of Quadrax Definitive have undoubtedly noticed that from remastering QIII, which is fully complete (except the story translation, that is) I have started the work on remastering the QIV levels. You can see that in the gallery where you can find the screenshots of some levels from the first three episodes of QIV.

And now for the nitty-gritty of this news post - after considering all the pros and cons I have decided that the initial installation of Quadrax Definitive will contain not only QIII, but also QIV. After all, the mere fifty levels of QIII would just be too little for such an ambitious and exhibition-worthy piece as QD. Nevertheless with the ninety levels of QIV there will 140 levels to conquer in total. And that is a bit nicer of a number, IMHO. So make sure to stay up to date with the development table and as soon as the number of graphically finished levels reaches 140/500 (28%), the release of Quadrax Definitive will be very close definitivelly ;-).

Some more great news is that Nightmare has taken it upon himself to start testing the updated or new levels of QD, so there is now solid chance that the players will receive a well-tested version of the game - for instance, one of the brand new levels for QIII had nine retests in total, until I and Nightmare got it to perfection. So, let's hope they will be worth it.

May 17, 2022

Start countdown for episode 10!

May 6, 2022

Ugh. All the stories from Quadrax III-VIII have been finally rewritten and converted to the format for the QD diary, in both Czech and English versions (apart from the English version of QIII, see below). I have had to do it line by line, word by word. It was a bit easier with QVII and QVIII, as the format had been "prepared beforehand", but the text there is a bit more spread out. Now I'm just waiting for the translation of the expanded QIII story, which never came in the English version, so it would be its premiere time.

You can guess in the forum, how many pages the complete text of all the diaries in QD has. ;-)

April 10, 2022

Well, after almost two months I am bringing new information about the development of Quadrax Definitive. When I decided to convert my all Quadrax games to the Quadrax Neverending engine, I did not quite realize how much work it would take.

Firstly, the QN engine is so different that a huge amount of levels that were based on synchronization of some actions, or merely that a character "makes it" somewhere below a falling block, must be redone. Whether it is because of a different velocity of moving objects (in X/QN blocks fall somewhat faster, lifts go more than twice as fast, characters stop at levers momentarily to be able to switch them, etc.) or the different behavior of the physical engine - you cannot move a bottom block next to two of them falling closely to each other, you cannot push blocks into a moving elevator (or even pass it).

Furthermore, the engine of previous Quadrax games was changing and, for instance, the aforementioned pushing of blocks through a lift (or moving a block out of a moving lift) was fixed and eliminated in Quadrax VI and above, etc. The good news is that this 'abuse' of the engine's imperfections led to discovering new, unplanned and super short solutions, whereas I never used those tricks in the planned solution. So, the conversion of the levels, which were solved by exploiting these imperfections to the QN engine, is good for them. Because I have already converted all the levels of Quadrax IV, data-wise, I looked at some of those levels (for instance level 38 - Little trick) and thanks to the "correct" behavior of the QN engine it is no longer possible to perform those tricks that made the level ultrashort. So, everything bad is good for something. ;-)

But the conversion of Quadrax IV levels was coupled with another problem I had not realized previously. It turns out that Quadrax IV - VIII have more logical fields in height that QX/QN! QX and QN have the playing field divided into 64x36 fields, whereas QIV - QVIII levels are divided into 51x38 fields. This means higher by two blocks. Fortunately, previous Quadrax games have a "border" around each level, so the actual playing field was 49x36 fields - which I can fit into QN, considering that in some levels the characters will just be walking on the bottom edge of the monitor. ;-)

Now I would like to show what such a conversion of a level from old Quadrax to the new Quadrax Definitive looks like.

  1. First, the level data and objects are converted into the data structure of QN. This is the easiest step for which I wrote a program - a special data convertor that takes all the levels of a given Quadrax (this is why you can see in the table that all levels of QIII and QIV have been converted). But that is when the actual slog begins.
  2. I play each given level in a planned solution for the given Quadrax - in the production version just like all the players do it. I must admit that I do not remember the solutions of all levels, so it can occasionally take a while. However, that means that (in most cases ;-)) I can understand the entire level, how it had been constructed, and how it had been considered to be solved.
  3. Afterwards, I try playing the same level in the QD(QN) editor - i.e. I am testing its converted version. This is quite a long procedure with some levels. Firstly, I get to find if a level can be solved in the planned way. If not (which happens in quite a lot of levels, see above), then I must remake the level to be solvable, which can sometimes mean significant changes or a complete overhaul of some parts of the level.
  4. If the previous step is successful, I check for the unplanned solutions. Times from my table of results are a good hint when I check my planned solution from step 2 with the best result in the table and can therefore tell whether a given level ever had any unplanned solutions. If so, I must find it, try it in the original game (that is, play the same level in the original Quadrax again) and then switch back to QB and try if that unplanned solution can be used in the converted level running under QD(QN) engine. As I have said before, some unplanned solutions were based on the imperfections of the original Quadrax engines and those were eliminated automatically. However, the ones that are the result of a logical error in the level's design and can be done in the new engine must be fixed again to eliminate them.
  5. As soon as I am done with all the previous steps, the level is playable and (perhaps) all unplanned routes are eliminated, I must "draw", that is, give it a graphical look that the players will be playing it in. I must concede that because of time constraints I cannot dedicate to each level nearly as much time as I did in QX or QN, where I did not mind messing around with one level even for a few days. It is also good to know that there are five hundred (!!!) levels ahead of me to design graphically, and in that case the design of one level would mean that the development would take many, many years...

As can be seen from the steps above, the development will still be very long regardless, it is a huge amount of work, and therefore will not differ significantly from the development of previous Quadrax games. I even dare say that with some levels their conversion process will take longer than their original creation process for its original Quadrax.

This is why I have decided, begrudgingly, for this radical solution. Quadrax Definitive will not be released "at once", as a final package of all 500 levels, but will be distributed similarly to QN. Well, only with the difference that new releases will not just contain levels, but new Quadrax games. In practice, it would therefore look that the first installation of QD will contain only QIII. As soon as I'm done with QIV conversion process, it can be downloaded and installed into QD. This goes for all subsequent games.

This solution would eliminate players' need to have to wait several years for the entire Quadrax Definitive to come out - rather, it would resemble the releases of the Quadarx games, only that the player will be able to play them all in one game. With the unified engine and time and step-measuring techniques.

What do you think? Let me know in the comments in the forum!

February 22, 2022

All Quadrax fans can celebrate, today I officially announce that work on Quadrax Definitive has started!

February 2, 2022

As I have said in the forum, I am considering remaking all old Quadrax games (that is, 3 to 8) to the QN engine. I have fiddled a bit with programming and written a simple level structure convertor from the Q3 engine to QN and subsequently created a copy of level 1 in Q3. As what that level might look like in contrast to its original version can be seen below:

Original version of level 1 from Quadrax 3 (2005):

And here is the version from the theoretical Quadrax Definitive (after clicking, the image opens up in full quality):

September 21, 2021

Well, it seems like nobody was crossing fingers, because while the system recovery with the new motherboard and CPU was successful, along with all the applications on the original system drive, that drive died after about two hours. And it was like, for good. I wasn't really surprised - in a computer I built for an acquaintance of mine that same drive (Kingston M2 480GB) died about half a year before (but not for good, and its contents were mirrored to a new one). But in my case, it died completely and there was nothing I could do to revive it. So, I had to shop for a new drive (I screwed buying an overheating M2 and bought a trusted 2.5'' Samsung 860 Pro) and this time the complete clean install of the system and all development applications was successful. I spent an entire day on it, but since I have already installed and configured about 95% of all development applications (for programming, graphics, music, etc.). So, hopefully, now everything will be going smoothly from now and I will be able to fix Nightmare's retests.

September 15, 2021

Something bad happened. On Sunday the motherboard on my computer stopped working, the one where I have been developing Quadrax Neverending. Fortunately, I keep backups of all resources, so nothing is "lost". Although, after I changed the motherboard (new motherboard + CPU + cooling) I will need to reinstall the operating system and all applications - especially, the development environment for Quadrax. I am expecting all needed components tomorrow, so keep your fingers crossed that I am successful with my endeavors.

July 25, 2021

New screenshot from episode 10 in the gallery.

May 21, 2021

Today Episode 9 is being published.
Go to the download page.




March 15, 2021

Even though I may have naively assumed that the episode 9 might have come out during Christmas 2020, its difficulty decided otherwise... Number of retests of most of the levels is quite extreme, namely due to the complexity of some levels.

Fortunately, I and Nightmare are now finishing up the last two levels, so just hold on pls. We are definitely not sleeping like this ;-) :

January 10, 2021

Translation of all texts for episode 9 has been finished, including correction and incorporation in the game, as are the patches for installing the episode. Now all it takes is to test out "only" four levels, and the creation of the installer package may commence. Why the word "only" is in quotation marks you will know soon enough when you start playing the episode, it is nothing for chumps! ;-) But those who made to the ninth episode should make it past it too.

November 17, 2019

It has been a long time since something new happened, and it may seem that I left it all behind. Things are not so, however, but because of heavy workload, I did not have as much time as I have wished. Still, the development of episode 9 continues. First, I replaced the screenshot in the gallery with the up-to-date version (as it changed a lot during testing), but I also offer another screenshot to warm you up a little more (still a long way to go, however). Ardent movie-goers should see immediately what series I took inspiration from while designing the assets for the moon base, as should they know the name of the cosmic ship (transporter) ;-)

Clicking the image below will open it in new tab in full detail:

March 23, 2019

Today Episode 8 is being published.
Go to the download page.




February 26, 2019

Regarding that episode 7 became deluged with same steps and times at first places (which is understandable, given Q1 levels' difficulty), I tweaked how names are displayed in the table. Names at the first place are sorted by date (and time) when a given player reached the lowest threshold (or rather when they sent the data). Nicknames are sorted in a descending order - that is, opposite to what is in the pop-up table of first-place record holders - on top there is one who got best steps time as the first, then the second, third, and so on...

February 22, 2019

Episode 7 is now being published.
Go to the download page.


Why is this picture here - everyone who plays episode 7 know, hopefully... ;-)



February 10, 2019

New screenshot from episode 9 in the gallery.

December 20, 2018

Episode 6 is now being published.
Go to the download page.




December 3, 2018

Start countdown for episode 6!

September 13, 2018

New screenshot from episode 8 in the gallery.

September 09, 2018

News in developer's diary!

September 07, 2018

Today, at 06:00 PM, Episode 4 is being published.
Go to the download page.




December 22, 2017

As I promised, Episode 4 is now being published.
Go to the download page.




November 28, 2017

I hope I won't ruin anyone's Christmas comfort by the fact that I'll release the episode 4 just before Christmas (December 22, 12 pm). But think of it as my Christmas gift to all the fans of Quadrax. ;-)

November 11, 2017

News in developer's diary!

October 19, 2017

Finally, after umpteen obstructions were overcome, episode 3 is now finally out. Anyway, meanwhile the outworkers were working on the story for episode 3 and its English translation, those paying attention have surely noticed that I was not slacking off and in the meantime I tested out with Nightmare more or less the entire episode 4. Regarding that the story, compared to that of episode 3, all players should get this episode a lot sooner than the last one. But I don't want to say too much too early, work on translation and finalization of the entire graphics for the new episode are still work in progress. Either way, I really don't think you are too far away from exploring the unknown waters of episode 4... ;-)

October 13, 2017

So, after long tribulations and endless development, Episode 3 is finally coming out!
Flee to the download, page, download, install and play!




August 22, 2017

The text of the story is now in its final form, revised, corrected and I sent it today to be translated into English. Once it's done, episode 3 may be released!

August 20, 2017

As the loyal fans might have noticed, percentage at the icy kingdom is going up slowly, but surely. The only problem left is the story, more specifically its size. Regarding the fact that according to the assumed storyline, (you'll understand everything once you read the story and play the episodes ;-)) it also covers next 3 episodes its third revision (hopefully the final one) covers as much as 34 czech "norm pages" (one czech “norm page” is 1800 characters /inc. spaces/ on page) of text! So those who like to read and who are interested in the Quadrax Neverending storyline will enjoy it and be sure to understand. The rest of you just have to wait until the story is translated into English. ;-)

August 12, 2017

Hooray! After all the obstructions, episode 3 is now completely tested! Now all we're waiting for is the diary completion and its and it successive translation. As soon as these two things are sorted out episode 3 will be ready to launch.

Certainly, neither me nor Nightmare don't slack off, and yesterday we initiated the testing of the undersea world. My work on it is all done, but now comes the time of the never-ending craziness of tests and retests so that the episode would get you, players, in as immaculate a form as possible so that you will be able to enjoy all the points and mysteries of all the levels the way I planned ;-)

June 1, 2017

So, we have another month here and as regular visitors of this website have definitely noticed, I have published the steps of development of other episodes. In the gallery I exchanged the screenshot of episode 4 for the up-to-date one, and added screenshots of some other episodes. ;-)

Maybe, it would be good to finally explain how it goes with that development percentage, and why it sometimes rises so slowly. I have divided percentage counting into following sections:

  • 15 % of the development goes into creating complete graphics for a respective episode (thus, not only graphical elements and animations for levels, but also the graphics of the episode, title picture, pictures in the diary, stats pictures after the level has been finished etc).
  • 5% is searching or creating music and mixing the music background
  • 3% is then taken by creating a one complete level (i.e. including graphics). Since there are ten of them, that makes it 30% in total.
So, once the development stage reaches 50%, my work is all done. But there is one more half that is more difficult to do left. Here, I'm completely dependent upon external help.
  • 4% is defined for testing each level. Since there are 10 of them, that makes it 40% in total. (Notice that testing a level is more difficult than creating it!)
  • 6% is taken by writing a story for a respective episode.
  • 4% is taken by translate a story and help scrolls from czech to english

So, in episode 4 which is 44% done as of today meaning that I've done all the graphics, music and 8 levels, and only 2 more are left, and from my side that'll be all. I will plausibly finish it before episode 3 is done... That way, I will be able to work on other and other episodes.

May 21, 2017

New screenshot from episode 4 in the gallery.

April 29, 2017

Do not miss meaty new in the Developer's diary!

March 1, 2017

So, the episode 2 is out and it's time to get going with episode 3. The design of icy caves is really strenuous for me and the ice itself is a terrible slog. Compared to this, arranging stones in episode 2 was a cinch. Nevertheless, I've already sent first five levels to Nightmare for testing - some alterations need to be done there with regard to the graphics, but they're already in a more or less final look. So, now it's time for me to get started with the second half of episode 3.

In the gallery you can already see the final looks of the first level of episode 3 - compared to the original design that you could see in the developer's diary, I have changed the background and done some other changes.

Matadors and old-timers will surely be pleased by one thing - the beginning of the music used in episode 3 is a remastered soundtrack of the icy levels in Quadrax 1! How it was going and the fact it wasn't easy can be found in Developer's diary.

February 27, 2017

And here it is! Episode 2 coming now! Flee to the download, page, download, install and play!





January 28, 2017

It’s been exactly three months since the release of Quadrax Neverending. Most players have already conquered episode 1 and are restlessly waiting for episode 2. Unfortunately, at the end of last year (and the beginning of this one) my life was filled with hard work but sadly, not on Quadrax. Although, it might seem odd, even I do have to go to work where I get (unlike in Quadrax) a wage. And recently, it has been so hard that I couldn’t spend time on Quadrax. Nightmare had it similarly, and so, the testing of episode 2 stopped for a while. Nevertheless, there should be more time in February, and thus, we will test the remaining two levels and at the end of February it will be possible to release episode 2.

For those restlessly waiting and mainly for those who have got to like the game Xonix I have some good news. You can shorten your waiting with the new version Xonix 2.0! After criticisms of some players regarding the ease of the version 1, I have done some changes that, mainly in the advanced levels, significantly increase its difficulty! I have also done a handful of other changes and improvements – their thorough description can be found on the webpage of the game. Don’t forget to send the results from the version 2.0! This time I am really curious to see how far the top players of the version 1 will make it in the version 2.0. ;-) Those who already know the original 9 songs in the game will be surely delighted by the fact that the amount of songs has been increased to 20! The sum of the lengths of all songs now surpasses an hour and a half (which is a unique length for such a "simple" game), so, hopefully you won’t get tired of them as fast. New added songs are, similarly to the original ones, also thematically styled to fit in with the game – they’re rhythmical and they’re often chiptunes creating a retro feeling of the 80’s. So, don’t hesitate, download and play!

October 28, 2016

Quadrax Neverending is released!


And till you will torment in his levels, do not frown, but a smile!


October 24, 2016

Since only 4 days are remaining until the game release, I would like to remind the players of one of the new features that QN has. You can set your user account as a default one - therefore it will always load by default when the game is launched which means you no longer have to sign in after you launch the game.

The procedure is simple. After creating your account (which goes on the same as in QX), click AGAIN on the item Password in the main menu. Here, below the sentence "Currently logged on username is (the account name you have just created)", check by clicking with the mouse on the choice "Load as default at the start of the game". See the image below where it's highlighted where you should click:

A confirmation will show up "This user account has been set as default", and the game will return back to the main menu. And that's it. Now the game will load this account during its every launch, and you don't have to care about anything else anymore!

October 8, 2016

News in developer's diary!

October 3, 2016

Even though, QN is going through mere finalizing and debugging procedures, there's still a lot work to do, and I and Nightmare are not slacking off at all. That's because the next part of the game - Episode 2 - In the inside of the pyramids - has just entered the phase of testing! If everything goes well, I'm planning to release Episode 2 at the end of the year or in January 2017.

The episode itself will more or less be to the origins of Quadrax. Whereas, the first episode takes place outside and is full of the latest effects (shifting of the day and night), Episode 2 will be more similar to Quadrax older releases. The fact it takes place inside Aztec pyramids gives the levels their classic "Quadrax-esque" feeling. Compared to Episode 1, it could look as its poorer relative, although the difficulty is approximately the same and it will definitely be a good brain teaser for the old matadors. The screenshot of the first level of Episode 2 is now available in the gallery.

And since I would already like to start gathering some resources for Episode 3, and it isn't currently set where or in what environment it should take place, I have decided to set a poll where the players could say where they would like Episode 3 to take place! The poll is in a form of a discussion in the forum.

September 13, 2016

As you can notice on the homepage, the game is slowly but surely getting finished. It could be said that all the levels of the episode 1 have been tested, and I'm only performing the very last design changes and enhancements. However, there's still lots of work ahead of me - the game needs to be tested as a whole thing, I need to test the new system of update performing and installing of the new episodes, etc. Even so, I have decided to set up the definite date for its final release. And this (I hope) desired date is October 28, 2016, 10:00 AM UTC. Coincidentally, it's exactly on the day of the foundation of the Czechoslovak state. ;-) So, along with this celebration you will get a little present which will be Quadrax Neverending with the initial episode 1. Meanwhile, on the page Download you can see how much time is currently left until the game's final release.

Also, don't forget to check out Developer's diary where there is one interesting and important novelty!

August 31, 2016

It's the end of the holiday, and while you were on holidays, ;-) lots of hard work was done to Quadrax, what, after all, can be seen on the homepage in the table of percentage progress. I have to remark that testing was immensely difficult, since the levels are truly tough. Even though, it's just one episode, i.e. mere 10 levels, their testing has been lasting for two and a half months! And still, only eight of them have been definitely tested. I think this says it all about their difficulty...

This also means that QN will be released with the first episode only. Certainly, I'm already diligently working on the episode 2, and its testing will begin as soon as the testing of the episode 1 finishes. Nonetheless, regarding their difficulty, I really cannot estimate how long the testing of the episode 2 will take - that's why QN will be released only with the first one, and the second one (and also others, I might contingently release) will be available in the form of an update. So, keep your fingers crossed for Nightmare, so he wouldn't go nuts from all that testing! And bear in mind - he does this for you, players, and for free! He would definitely be delighted if someone appreciated his work at least with an encouraging post on the forum.

July 26, 2016

Important news in developer's diary!

July 13, 2016

Without any solemn introductions or hype and completely without announcing - here you have my very new game! It's something entirely different to Quadraxes so if anyone wants to find out more about, click HERE!

June 24, 2016

News in developer's diary.

June 14, 2016

Finally, the testing of QN has been initiated, and the reliable matador Nightmare has taken care of it. He immediately showed his indisputable qualities in the first two levels of the episode 1 where he managed to find some unplanned solutions and also corrected other bugs in the game engineù Incidentally, despite having solved the first two levels the unplanned way, he said about them, literally:

"...Hmm, regarding they are the first levels, they are brutally hard..." ;-)

So, the well-known cycle of testing, level fixing and retesting is about to start. Letås just hope that in the end the episode 1 will be honed along with the whole engine. Cross your fingers for Nightmare!

May 20, 2016

News in developer's diary.

May 15, 2016

Much time has passed and the game is beginning to look wholesome. The game engine is nearly complete and despite I had created a solid basis for the game in Quadrax X, its modification made to allow dynamic texture and animation loading wasn't so trivial. However, now everything works the way I've desired. I've also started creating levels for the first episode and if my ardency (and ideas) last(s), the first episode might start being tested by the end of this month!

One crucial change is related to writing the story (diary) of the game. It's because this time it's not me who's writing the story! I put together only a simple story outline and its "literarization" should be done by the player you all know very well from the first places of the record tables - Gusta! We'll see how good he is at literary creating... The deadline for the text of the first episode to be created is set to June 30, 2016, so hopefully he will manage to write an interesting and appealing story that would introduce the story to the world of Quadrax Neverending. We'll see what he comes up with.

And as the last change I would like to present a new and "user-friendly" game function - the ability of automatic login after the game start. What does it mean? It means that after the game has been launched, your password will be automatically used, so you won't have to type it in every time you launch the game! How will it be possible to activate this novelty? Very easily. After the first creation of your password, you will again choose in the game menu the item Password and below the line "Currently logged on username is (your password)" you'll check by clicking with the mouse the checkbox "Load as default at the start of the game". Your choice will be confirmed with a dialog "This user account has been set as default!", and the game will automatically switch to the main menu. And that's it! ;-) Now always when Quadrax Neverending is launched, it will automatically log you in using that default account and you can start playing at once!

March 3, 2016

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