Left 4 dead 2 game modes




















Left 4 Dead 2 has been out for quite a few years at this point, but it still enjoys a robust, consistent fan base and a ton of support, especially from the modding community. When you've become so bored of the vanilla modes that you can't take it anymore, it's time to extend the game's lifespan by hopping onto the Steam Workshop and installing a few mods.

Some of these mods include excellent custom-made campaigns, while others overhaul the gameplay, textures, or turn the game into a complete laugh-fest. Whatever tickles your fancy, there's plenty to choose from, and we've included five more mods on our existing list that help transform the Left 4 Dead 2 experience.

Updated on August 4th, by Sam Reaves: It seems you can't keep a good game down. Over a decade after its original release in , the Left 4 Dead 2 community continues to innovate and create new content for the game. We have added even more mods to experiment with if you are wanting to expand from the base game offerings. These mods range from enemy alteration, voice pack manipulation, atmosphere shifting light and color packs, and just about anything in-between. You weren't welcome in his swamp and you certainly aren't welcome when he is around.

This beautifully destructive ogre is more than willing to end the lives of your team while All Star echoes in the background. Shrek Tank is one of the oldest staples in the Left 4 Dead 2 modding community and can change the usual horror atmosphere of L4D2 into a dark comedy. To survive an encounter with this green giant, you might need to be the sharpest tool in the shed.

This custom four-map campaign can be played in any game mode, making it one of the most versatile mods on the list. With a mixture of high-rise action and tension, Diescraper Redux takes the best elements of classic action and horror flicks, and combines them into one mod that is definitely worth a try. Tanks are one of the most hair-raising foes in Left 4 Dead 2, capable of wiping out an entire team in no time at all. With so much tension on set whenever one of these bad guys shows up, why not make the experience a funnier one?

Terry Crews Tank does exactly as the title suggests - it mods all Tanks with Terry Crews' face and an exaggerated overly muscled body. Great for a laugh or two or three , this mod should take some of the scares out of your next Tank encounter.

What's better than zombies in space? This is the question to ask after you've installed Space Mod 1. This ultra-complex mod takes the zombie apocalypse intergalactic, with a few neat surprises thrown in. Low gravity jumps, comical ragdoll physics, and slower-moving zombies are just a few highlights of this mod. If nothing else, it's a wholly unique take on the classic L4D2 formula.

It also works on multiplayer servers, single-player, realism, and survival modes, though there are a few installation and operational caveats to review on the mod page before installing. When it comes to L4D2 overhaul mods, few can match the sheer enormity of DB5's Apocalypse , a compendium of 34 individual mods that change everything from textures and skins to weapons and sounds.

This particular mod saves players a lot of time by drastically overhauling the game through a rather simple and straightforward installation process. Gore is no stranger to Left 4 Dead 2, but texture work, in general, is starting to look a little dated, which is why Improved Blood Textures is such a hot mod. Nevertheless, you are still in danger from all Special Infected , excluding the Boomer who does not appear in this Mutation due to the fact that no Common Infected around defeats the purpose of a Boomer puking on you.

Some other Survivors, such as Virgil , may not have any dialogue either during this Mutation excluding communication in finales. Even though this Mutation has no Common Infected, there will still be some of them during the cutscene in Dead Center when you crash out of The Atrium with the car.

However, this will have no effect on gameplay at all. Common Infected may also be triggered to spawn in places such as Dead Center's Opening sequence when 2 Common Infected run out of an apartment on fire, or in The Passing when the Tour Bus runs over one.

Despite the fact you never killed them, it will still account for them in the Credits. Tier 2 weapons will spawn much earlier than normal during this Mutation. In the absence of a Tier 1 or Tier 2 weapon, dual Pistols should be avoided unless absolutely necessary, as the absence of accuracy and damage is risky around two or more Special Infected.

Molotovs are generally more useful than other throwable weapons as it can help take down a Tank solo and can burn a pinning Infected to death before they can incapacitate you.

Pipe bombs do spawn, but are of little use seeing as the Special Infected do not chase them. Bile bombs still spawn as it can be used to turn the Special Infected against each other, excluding the Tank and Witch , as well as giving them a visible outline, which can be very useful against the former.

Chainsaws are extremely valuable in this Mutation and are not too difficult to find without the Common Infected around. It can save you from a Smoker 's tongue and kill most of the Special Infected, including the Tank, within seconds.

Aiming up high while holding down the attack button will also kill a Jockey or Hunter mid-pounce. Due to the fact that no Common Infected are around, running out of gas is rarely a problem. In the absence of a Chainsaw, a standard melee weapon can also save you from the Smoker's tongue attack, but it requires very precise timing along with knowing which direction the tongue is coming from. If done correctly, the tongue will be ruined, allowing you to quickly deal with the Smoker in question who is now vulnerable to attack, or to run away before the Smoker's tongue attack recharges.

There are many first aid kits scattered around, so if necessary, backtrack to get one if previously caught by a Special Infected. Special Infected generally appear in groups of one, two, or three. There are generally never four or more together. Keep your eyes peeled for Smokers, Jockeys, Hunters and Chargers especially as they have the ability to take all your health down if they manage to grab you. However, they will release you when you reach zero health, and you will immediately stand back up see note below.

Spare any Spitters that may appear during the chapter run. They are the least dangerous Special Infected, as it's easy to avoid their spit attack. By leaving them alive, you also ensure that one of the Special Infected slots are filled and can prevent a more dangerous Special Infected, like a Smoker, from appearing. You should kill them though if they attempt to claw you, as it can deal considerable damage on higher difficulties and you will not be revived if you are incapacitated via clawing.

When health is depleted to zero from being grabbed, instead of being incapacitated , the Survivor is revived immediately and the view becomes colorblind, indicating that using a first aid kit is necessary as the next knockdown means death. When you revive from getting pinned, it may be a good idea to use an Adrenaline Shot since you can run at full speed and heal yourself faster.

When a Special Infected who has you pinned downs your health to zero the first time, The Director may lower all Special Infected aggression temporarily. What this means is that if you are downed by a Charger for example, and there is a Hunter nearby, both may retreat to give you some time to regroup. Be advised, however, as they will come back before you can heal, so make sure to use pain pills or Adrenaline for a temporary fix until they're dead before healing up.

In case of Chargers, the Director will always force them to back up after you have been incapacitated. Hunters may occasionally run away, but it is not uncommon for one to keep slashing at you after pinning you so make sure to push and shoot him before trying to heal. Smokers naturally flee as this is part of their AI coding so there is no difference there. Jockeys rarely flee and either keep slashing at you when they down you, or stand still for a couple of seconds after another Special Infected has downed you before resuming their attack on you.

Spitters, like Smokers, flee naturally due to their AI coding. Tanks, however, never retreat. However, getting downed by a Charger, Hunter, or Smoker gives you temporary invincibility to damage while your character is getting back up or knocked away by a Tank's punch.

Move away ASAP while using a temporary healing item and do what it takes to defeat the opposition. There are situations where you can be incapacitated and it will be immediately game over: A Tank indirectly hitting the player with punchable objects. Getting incapacitated by a Witch. Getting incapacitated by a Spitter's acid pool.

Falling from a high ledge whether by dangling and dropping or just jumping. Getting clawed by a Special Infected as it does not pin, the revive mechanic does not apply Use your surroundings to aid blocking the Infected's view of you.

The Smoker cannot grab you if you're hiding behind a wall, for example. Try not to put yourself into a position where a Charger can easily rush you, such as narrow passageways until it is necessary.

Chargers and Jockeys can be fought in large open areas with scoped weapons. Jockeys because they must get close to you to attack in which by then, you will have dealt heavy damage to them and Chargers because it is much easier to dodge their charging attack. Fight Hunters and Smokers in enclosed areas with shotguns. Hunters because you can camp by the doorway until you see them crawl through it, then push them back and finish them and Smokers because you can stand back from the doorway until they step through and then shoot them.

Keeping back from the doorway means if a Smoker does catch you out, you still have time to react before it immobilizes you, unlike standing by the doorway.

If the Jockey grabs you, it will do as much damage as the other Special Infected who are able to grab Survivors. This is presumably so you will be downed faster and get back into play quicker. On the plus side, you may be able to avoid being steered into Witches as a result due to being downed faster.

Tanks do half the damage they normally would in Campaign. This means on Expert , a Tank will be unable to instantly incapacitate you if you have more than 50 health at the point it hits you with a melee attack or a rock.

This won't apply if you get struck by an object the Tank punched, however. Sometimes, the best way to deal with a Tank is to run past him lighting up the path with gas cans and a Molotov on the way.

However, if you are forced to fight, always run around taking cover when the Tank starts throwing objects at you while you continue to fire at him. If you have it, use a Molotov or gas can to light the Tank on fire and stagger him with a propane tank. At the same time, look for any other Special Infected around to make sure you don't get pinned in the process since you have no time to heal yourself.

As you are on your own during this Mutation with no Survivor Bots or Common Infected to slow you down, grabbing some Achievements may be much easier than normal: During Sugar Mill in Hard Rain , as you are on your own, it is fairly simple to run past all the Witches without them being startled, in order to get SOB STORY , once you reach the safe room.

The only problem lies in the Tank, which may make an appearance on this stage. It is possible to down the Tank yourself with a combination of gunfire, maneuvering and possibly a Molotov to help slow down the Tank as well as constantly damaging him, but be mindful of your surroundings as if a Witch dies due to either yourself or the Tank's doing, you will not get the achievement.

Remember to grab an Adrenaline Shot to get past the Tank more easily. There are no Common Infected to slow you down, so adjust weaponry accordingly.

As only a limited amount of Special Infected spawn at once and the fact that the first set appears behind the player, running away from them as fast as possible without any of them dying will result in a fairly smooth ride as no Special Infected will spawn near you.

Just hitting the Tank once with a melee weapon in any finale , and rushing to the rescue vehicle will earn you the achievement due to the Tank lacking human players to pass control to.

Damage the Charger with your gun, as well as finishing any other Special Infected if any, and wait for it to charge you before attempting to hit it with a melee weapon. Keep on the move and save the Molotov for the Tank whenever they appear. If you are incapacitated by a Special Infected that puts you in black and white Hunters, Smokers, etc. In this Mutation, all you have to pick between is the Pistol or Chainsaw.

While both have their obvious pros and cons, for a more balanced team, one Survivor should ideally keep their Pistol, and pick another from the ground to dual-wield, in order to deal with targets such as Spitters and Boomers , who are normally dangerous to attack at close range. For a more fun and frantic game, everyone should pick Chainsaws! Many normal campaign tactics go out of the window!

While Survivor Bots will never grab a chainsaw and will swap it out for pistols if they have the chance , for this particular Mutation, they will immediately pick it up and use it as much as they can. As per standard for Survivor Bots, they will not inflict friendly fire damage on each other or human players, though human player screens will still react as if they were attacked. Survivor Bots are hesitant to attack Boomers due to their coding working against them, as they will continually shove the Boomer until it explodes.

Human players should kill them afar with pistols before they can bile anyone. Again, with their coding working against them, Survivor Bots are also hesitant to attack Witches if they are passive. However, their Chainsaw AI which forces them to run into melee combat will force them to run right up to the Witch in question, and wait for her to get angry enough, upon which, they will then attempt to attack, but by then, it may be too late for one of the Survivor Bots who has just been incapacitated or killed by the Witch.

Occasionally, they may kill the Witch before she attacks, but this is rare. Players will have to kill the Witch themselves if they want to keep Survivor Bots on their feet. If incapacitated while wielding a Chainsaw, Survivors will have access to a Pistol until helped back up on their feet, upon which they will only have access to the Chainsaw as before.

When dealing with Smokers , the Chainsaw can free you if attacked by tongue, as you are starting to be dragged. Once fully dragged the view changing to show the Survivor being dragged as they are struggling to pull the tongue off themself it is no longer possible to use the Chainsaw to free yourself.

Go easy on the Chainsaw when freeing other Survivors who have been pinned by Special Infected such as the Hunter or Jockey , as the Chainsaw is very easy at inflicting friendly fire damage. It may be preferable to shove the Special Infected off the Survivor before finishing it off. Unless the Special Infected is a Charger, in which case a Chainsaw is the only way to free them, besides Pistols.

In a team of human players, friendly fire with the Chainsaw is a problem, especially at higher difficulties. Adjust your group formation so that you are not too close together. It may be preferably to move in groups of twos, to minimize friendly fire. This is made even easier with the release of The Sacrifice, as there is a guaranteed Tank Spawn and you can set up the bots right next to the Tank, who will then quickly take him out.

When playing with Bots, they will notably struggle to pass through the Crescendo Events or the finale due their aggressive AI and focus more on killing all hordes rather than helping Survivors or escaping.

If they see an enemy in sight, they will either stand still or rushing and shed them to death while ignoring incapacitated players. Because of this, it recommended to have at least two human players in the server to be effective cutting through the campaign.

In this Mutation, the first Survivor inside the rescue vehicle in the finale wins! However, you still have to survive long enough for the rescue cue, so don't start backstabbing each other just yet! Work together to ensure survival first. Note that backstabbing your teammates is not the only necessity to winning in this mutation; timing and skill are essential too. For example, slipping away whilst the other Survivors are busy with the penultimate Tank s may be incredibly risky, but can give you a head start before the friendly-fire begins.

A dangerous but useful technique to kill a Tank is to place yourself between the Tank and a downed Survivor; due to minor glitching, careful positioning will make the Tank strike the downed Survivor as opposed to you, allowing you to kill a Tank at the expense of a future backstabber's health or life.

Note that weapon choice can greatly influence the outcome of the match; whilst a shotgun will down a close Survivor in moments, a rifle still has the power to dispatch easily over distances the shotgun cannot reach. It may seem obvious to opt for Adrenaline over pain pills, but one way to get a boost over the other Survivors is to abuse the Adrenaline; if you're subtle and the others don't have subtitles enabled , you should have an easy time taking all but one shot, leaving you the only one with a speed boost, giving you the upper hand.

You may have to briefly switch for pain pills if you want a brief health boost, as taking the last shot means you have the same probability of escape again. In this Mutation, only headshots count against the Common Infected. Although you can shoot any other area of a Common Infected to stun them, they can only be killed by a headshot from a gun.

If using a melee weapon , they must be either decapitated or have their head destroyed. Molotovs , pipe bombs , along with gas cans , propane tanks , and oxygen tanks still kill the Common Infected. Fireworks , if available, will also work. Make use of the crouch button if using a rifle for more accurate aiming, if you are not surrounded. A melee weapon will have an advantage in this Mutation, as it is considerably easier to repeatedly decapitate Common Infected with a melee weapon than firing headshot after headshot.

Remember to aim at their necks or heads! Shoving Common Infected before attacking if up close can prove helpful if they move too fast for you to aim properly.

Staying together is even more of a necessity, as it will be harder to fight your way through the Common Infected if a Survivor who ventured away from the team is incapacitated and requires help. Survivor Bots have a small advantage in this Mutation, as they are naturally good shots, who generally attempt to aim for headshots regardless of gameplay mode.

They can still be swarmed in panic events however. Apply the same tactics as in Survival, finding the best spot to hold off in. Make sure to account for player-controlled Infected, since they'll obviously use different methods to attack the Survivors. In this Mutation, you will only have access to the Katana.

Unlike Chainsaw Massacre , all Survivors start with a Katana in hand instead of the Pistol , with the weapons lying around. There are also no Common Infected. Nevertheless, you are still in danger from all Special Infected , including the Boomer unlike Chainsaw Massacre , who spawn at an increased rate.

Throwable weapons such as the Molotov and bile bomb still spawn. The pipe bomb will have somewhat limited use, as Common Infected do not spawn, and Special Infected are not affected by the pipe bomb beep.

While the bile bomb is just as useless perhaps even more so, as it does not do any damage with an explosion , it can be used to frighten Witches away if used on them from a distance. Although the Boomer does not spawn Common Infected after successfully covering Survivors in bile, Survivors will nevertheless be unable to see their surroundings, and are more vulnerable to the other Special Infected. As Survivors will only have access to the Katana no Pistols!

If someone has a Molotov however, they can attempt to set the Boomer on fire and let the flames kill the Boomer. On the other hand, if the Survivors are moving quick, they may opt to leave the Boomer alive as it takes up a Special Infected 'spawn slot', meaning a more dangerous Special Infected such as the Smoker or Charger may not be around. Survivor Bots are hesitant to attack Boomers due to their coding working against them attack the Boomer only if outside the explosion radius.

They will only shove the Boomer away from them if it approaches them. Players will have to step up and kill the Boomers themselves and deal with being splashed if they do not want the Boomers to paw the Survivor Bots to death. On the other hand, Survivor Bots do not care about being covered in bile and can still attack with accuracy even if blinded against other Special Infected.

Witches have a large advantage in this mode, as the Katana is not able to cr0wn them. Human players will have to either time their swipes to all hit at the same time in order to kill the Witch before she retaliates against the first person to hit her.

A more easier choice is to simply run by her and avoid her altogether. However, their Katana AI which forces them to run into melee combat will force them to run right up to the Witch in question, and wait for her to get angry enough, upon which, they will then attempt to attack, but by then, it may be too late for one of the Survivor Bots who has just been incapacitated or killed by the Witch.

Players will have to kill the Witch themselves somehow if they want to keep Survivor Bots on their feet. On the other hand, it may be safer to sacrifice one Survivor Bot to the Witch.

Other tactics to kill a Witch in this Mutation include using a Molotov to light her on fire, run away and hopefully let her die from the fire before she reaches the Survivors. A bile bomb, if used from a long distance, can frighten the Witch into running away, although she may turn up later again on the same level.

If incapacitated , Survivors will have access to a Pistol until helped back up on their feet, upon which they will only have access to the Katana. Smokers are problematic at long range, as unlike the Chainsaw in Chainsaw Massacre , the Katana can only cut the tongue of the Smoker just before it hits the Survivor with extreme timing and aiming, and knowledge of which direction the tongue is coming from. Stay together and immediately melee shove or attack the Survivor who has been caught to free them.

Hunters can be deadstopped melee shove them in mid air as they leap towards you which will stun them momentarily and set them up for a quick kill with a swipe from the Katana. Jockeys are harder to deadstop, so move backwards as you see them leap before shoving them to stun, followed by a swing from the katana to kill them. The Tank may be the most horrific enemy of all when faced with only a Katana.

As Molotovs still spawn, Survivors may wish to ignite him and run for it, as the Tank's speed will be decreased by the flames. This may not work if Survivor Bots are on the team, as they will bravely face up to the challenge and attempt to kill the Tank even if armed with a Katana. If this happens, and you chose to join in, attack the Tank from his back if possible. Special Infected spawn earlier than normal and at an accelerated rate.

This may cause some unusual problems see below. This means the Survivors are in danger before they even start talking to the original Survivors. If the three see any Special Infected in their range before the Survivors have activated the lift down to where the generator is, all three will immediately draw Pistols out to shoot them.

Bill 's body will not have his Assault Rifle next to him. In this Mutation, the normal cap of four Special Infected at any one time has been raised to eight. In addition, the spawn rate of Special Infected has also been raised greatly. Often when the Director spawns a group of Special Infected, you can expect three to six of them in each group. The possibility of double Special Infected which is an oversight in most Campaigns played normally can occur anytime during the Mutation.

It is possible for an entire team to be incapacitated in one go, especially if the Director spawns only pinning Infected in that group. Be extremely cautious and be prepared to save your allies. Keep moving! Just because you killed the Special Infected doesn't mean that they'll stop spawning. At the start of each level, you may want to cover as much ground as possible. Often when Special Infected spawn, it will be very hard to push through them, especially on higher difficulties.

Common Infected are the same as usual in a normal Campaign. Due to the increased spawn cap and rate of Special Infected, panic and crescendo events should be dealt with extreme caution, as teams can be quickly overwhelmed by sheer numbers. Tanks should be dealt with carefully in this Mutation. During a Tank fight, as long as players do not try to run past him to progress deeper in the map, no Special Infected will spawn. As such, never outrun a Tank apart from the Bridge finale , as doing so will result in a group of Special Infected appearing and they may delay the team to allow the Tank to catch up.

Be prepared to deal with Special Infected once the Tank dies, as they'll start spawning after his death. This mutation is similar to Hard Eight , except the Common Infected are no longer present to impede the team.

This means that the threat of Boomers has been significantly reduced, as their bile is only dangerous against incapacitated Survivors.

However, Special Infected spawn at an increased rate with no cooldown. This means that once a Survivor leaves the safe room, they will immediately start to spawn. Like in Hard Eight, it is mandatory to stick together, and abandon incapacitated Survivors if necessary. Be wary during a Tank fight, as the team will often need to fight Special Infected at the same time. Players will always start off with a Magnum, though it can be exchanged for regular pistols or melee weapons. Because of the increased presence of Special Infected, the Magnum should never be swapped out for an standard pistol or melee weapon.

The only exception to this is the Chainsaw, as it can save the player from most of the Special Infected. The lack of enemies also means that your Chainsaw should not run out of gas. Molotovs should take higher priority over bile bombs as they do little to hamper the Special Infected.

Tanks and Witches can spawn in a manner similar to those in Versus. All you really need to do are stick together and watch out for Smokers, Hunters, and any other Infected that is able to inflict damage to you and can only be removed by another Survivor.

It is recommended to avoid Witches at all costs except if your team has chainsaws to kill her instantly or shotguns to cr0wn her. Boomers can be very dangerous in finales or Crescendo Events, and Spitters can be very dangerous against stationary and cornered Survivors. Tanks are possibly the epitome of death in this mutation. In this Mutation, you will only have access to the M60 and a Magnum. While ammo piles exist, they will be useless as the M60 cannot be refilled by ammo piles - not that it makes much of a difference, as in this Mutation, the Survivors' main weapon has infinite ammo.

Other guns and melee weapons do not spawn in this Mutation. This will also include places like Whitaker's Gun Shop , which will be devoid of all guns, only having the ammo piles and laser sight. Taking Incendiary ammo or Explosive ammo will upgrade the next bullets which will be shown by the decreasing amount of bullets left in the M60 every time the gun is fired , after which, the M60 will revert back to unlimited bullets.

Notice that if you take another ammunition upgrade before using up the previous ones, you will not get any extra upgraded bullets, but just change the old upgraded bullets. The points possible for each chapter is the same for both teams. Should both teams make it to the safe room without casualties and without the use of a defibrillator, then the Tie Breaker calculates how much damage each team did to the opposing team, awarding 25 points to the winner.

Before a game starts, the lobby leader chooses a specific campaign to play and the players can choose which team to play on by choosing whether to start as the Infected or the Survivors.

For help as Infected or Survivors, review some tactics. Realism Versus is a game mode that combines Versus and Realism. It was the first Mutation to be released for Left 4 Dead 2 , but, due to positive feedback from the community, was made an official game mode as of May 21st, Realism Versus follows the normal rules of Versus mode in terms of gameplay style and scoring, but makes things harder for the Survivors as they are bound to Realism rules, such as a lack of Survivor glows and the Witch being able to instantly kill Survivors.

Though Realism Versus will appear in the main menu, you cannot play it unless you have downloaded The Passing. Realism can be played on any difficulty setting. This mode removes the Survivor auras usually shown around players through walls. Also, halos for items or weapons only appear if you are close enough to do their action such as grabbing a weapon or pressing a switch. Realism mode also includes a damage penalty for body shots. Rescue closets are removed, making the defibrillator the only way to revive dead Survivors until you reach the safe house, where they will respawn for the next round.

Witches kill instantly on any difficulty except Easy and no longer receive bonus damage from point-blank shotgun blasts, making cr0wning impossible. Speech bubbles over the Survivors are disabled when speaking via the microphone, although the speech bubble still appears above the character's icon. Overall, this gameplay mode was created to take the teamwork factor that made the Left 4 Dead series famous to the next level.

Realism can also be played by creating your own lobby. Scavenge is a competitive gameplay mode in Left 4 Dead 2. It is a round based gamemode in which Survivors have a limited amount of time to find up to 21 gas cans to fuel up a generator or car , while fighting against player-controlled Special Infected much like in a Versus game.

Games can consist of one, three, or five rounds total, though not all of them may be played. After all the Survivors are incapacitated, the time runs out, or the Survivors collect all of the gas cans, the teams switch sides. Whichever team collects the most gas cans in a single round wins that round. If both teams collect the same number of gas cans, the team that collected them the fastest wins that round.

When one of the teams wins either one, two, or three rounds if there are one, three, or five rounds total, respectively , that team wins the match.

Scavenge can also be played without Xbox Live, but this requires 1 player as the Survivor and 1 player as the Infected. Mutations are tweaks and changes to the normal game rules. They can be for any game mode, which will be introduced each week by Valve on the in-game blog. Details for the next Mutation are revealed on at the same time the Mutation is released on Friday, via the blogs.

On regular intervals Valve initiates a "Favorite Mutation" survey, and winners are put back into the cycle. The first Mutation released, Realism Versus , achieved enough positive feedback from the community that it was turned into a permanent gameplay mode.



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