RATING / ESRB / A Created with Sketch. RATING / ESRB / E Created with Sketch. RATING / ESRB / E10 Created with Sketch. RATING / ESRB / M Created with Sketch. RATING / ESRB / T Created with Sketch.
RATING / PEGI / 12 Created with Sketch. RATING / PEGI / 16 Created with Sketch. RATING / PEGI / 18 Created with Sketch. RATING / PEGI / 3 Created with Sketch. RATING / PEGI / 7 Created with Sketch. icon_pin Created with Sketch.

Miasmata

in library

3.9/5

( 46 Reviews )

3.9

46 Reviews

English
Offer ends on: 23/09/2025 09:59 EEST
Offer ends in: d h m s
14.993.74
Lowest price in the last 30 days before discount: 3.74
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Miasmata
Description
Day 1: I crashed upon the shores of the Eden this morning, rejected by the sea. Plague is coursing through my veins and I will die soon if I cannot discover a cure. Day 5: I am being hunted by a mysterious creature. It stalks me day and night. I cannot let my guard down, for he is a cunning and int...
User reviews

3.9/5

( 46 Reviews )

3.9

46 Reviews

{{ review.content.title }}
Product details
2012, IonFX Studios , ...
System requirements
Windows XP / Vista / 7, 2.5 GHz (Single Core) or 2 GHz (Dual Core), 2 GB RAM, OpenGL 2.0-compatibl...
Time to beat
11.5 hMain
14.5 h Main + Sides
26 h Completionist
14.5 h All Styles
Description
Day 1: I crashed upon the shores of the Eden this morning, rejected by the sea. Plague is coursing through my veins and I will die soon if I cannot discover a cure.

Day 5: I am being hunted by a mysterious creature. It stalks me day and night. I cannot let my guard down, for he is a cunning and intelligent adversary.

Day 9: Plague is ravaging my body now. It hunts me down just as the creature does. But, there is hope yet. I have been making progress in my search for a cure. I will need to do more scientific research and experimentation, but I am convinced this island holds the miracle I seek.

Miasmata is a game of survival, exploration and discovery. During your adventure, you’ll encounter a mysterious and deadly creature. This creature can stalk you for miles, lurking behind grasses and vegetative cover. By treading carefully and quietly, you may be able to elude the creature. If you’re careless, however, you will be forced to confront the creature head-on. Exploration is a key component to Miasmata, so you will need to make full use of an interesting cartography system. You can use landmarks, such as ruins and statues, to triangulate your location and construct a map of Eden's boundaries and contours.

  • Freedom to explore and discover the innermost secrets hidden on the island of Eden.
  • Use landmarks, such as ruins and statues, to triangulate your location using the unique cartography system.
  • Run lab experiments on the various plant and fungal specimens in order to find a cure for what ails you.

Copyright © 2012, IonFx Studios, LLC. All rights reserved

Goodies
manual soundtrack wallpaper
System requirements
Minimum system requirements:

Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility

Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
11.5 hMain
14.5 h Main + Sides
26 h Completionist
14.5 h All Styles
Game details
Works on:
Windows (7, 8, 10, 11)
Release date:
{{'2012-11-28T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Size:
2.5 GB

Game features

Languages
English
audio
text
You may like these products
Users also bought
User reviews
Overall most helpful review

Posted on: November 30, 2012

nazosan

Verified owner

Games: Reviews: 2

I really want to love this game, I really do!

I really want to love this game, but I guess I'm just going to have to go against the flow here. It has all the right ideas. It's the execution I'm having a few problems with. I realize that this is an indie game in the purest meaning of the term and didn't expect it to be the most polished thing in the world, but there are some things that feel less like an issue of lack of polish and more like they were just trying so hard to make things realistic that they actually lost sight of reality and instead slam that fourth wall in your face all the harder than ever before completely ruining any existing suspension of disbelief. It's really quite too bad because some of the things they did for the sake of realism could have made the game truly shine and they've definitely made this island an interesting and beautiful place to explore -- they just tried too hard and made it turn far more unpleasant to actually do so than it should be. First of all, one of the things driving me the most crazy is the way the game handles slopes. It's trying for realism, but you start sliding with ridiculous ease. Also, once in "slide mode" you have to reduce speed below a certain amount or the slide mode won't end -- I've actually slid UP a hill before! It feels like I'm sledding in a snow-covered area, except obviously this area must be very warm or the main character would be dead since he brought nothing (not even decent shoes apparently.) In fact, based on the story I'm guessing he's an escaped convict because he couldn't even bring so much as a backpack or, well, pants (no pockets! You must hold everything -- even small flowers -- in hand and if you fall it all gets dropped all over the place.) It's really hard to climb any slopes -- even the one foot tall slight incline leading into the side you'll most approach of the first "laboratory" building you'll be dealing with. IRL I'd just probably just step right over it (not even a real jump really) straight to the building, but in this game I'm sliding down, trying to jump straight forward, bouncing (seriously, if you just barely hit something in a jump you bounce backwards as if you were made of rubber.) It doesn't help that when you jump while on a slope it's very hard to jump in any way other than exactly perpendicular to the slope. If you gather enough inertia you can jump at a better angle, but for some reason apparently the character can't bend his knees at all, so it's perpendicular whether you like it or not if you don't have the right inertia. Also, it's kind of annoying that you can carry three samples at once, yet you can only carry one of each -- you can't pick up three of the same flower. This is a real pain when you need a particular thing to make medicine yet have to trek through a pretty good bit just to get to it since there is a finite amount of resources in the game and you can only get so much close by. I mean, worst case scenario, given the situation, he should be able to make a makeshift sack using the burlap-like material on a few buildings and some of the rope holding it up. (Sacrifice a small piece of ONE of the many structures and you'd have a bag that could carry an enormous amounts of the materials you need to, well, live. It seems such a small price to pay for an enormous benefit...) Which brings me to another thing. You get feverish not over time (or if you do get fever over time it's not enough time that it has happened to me from time alone yet) but based on frequency and extremity of when you fall or otherwise get hurt. I'm running out of plants to make medicine not because I've been on the island for months (BTW, on the ironic side, while the game is realistic enough to require you to drink water, deal with fevers, and etc, you don't deal with food at all! The closest thing is there is some rotten fruit in a few of the shelters that you can pick up and throw apparently as a weapon) so I'm having to run back and forth just trying to collect it (and you can only "store" six samples at once, and only hold one pill of each type at once -- though you can make an extra strength medicine that supposedly lasts longer so you can carry two if you make it and a normal one.) How you get feverish just from falling is beyond me. Last I checked this is not a normal symptom of falls. Sprains, broken bones, etc I can understand, but fevers? Given that a "fall" occurs just from sliding past a certain speed and you slide with ridiculous ease (I've actually "fallen" on perfectly flat solid surfaces!) I'm popping pills like a junkie! (If nothing else, shouldn't there be a such thing as overdosing?) If they wanted to go for realism, they should just do the "hidden hitpoint system" like many games do where your health improves over time, but you don't really know exactly what it is and then just add consequences like not being able to walk very well. Or even have no healing and if you sprain your ankle you walk with a sprain from then on (well, that would be a bit rough, but it would be interesting and less annoying that constantly having to make medicine and pop pills just because you tried to walk up a slight incline that couldn't even be called a hill...) I feel almost like I spend more time sliding around than walking or running. If you could just regain control fairly easily and quickly it wouldn't be so bad, but no matter how you hold the back button or even turn, often enough the only way you can get your ice sliding under control is to slam into a tree (which further reminds you of the way the realism ISN'T realistic by the fact that this actually doesn't hurt...) And the map system. OMG... Now, I want to state for the record, I'm actually pretty ok with the idea of triangulating to find your current location. IRL you don't just pick up a paper map and then suddenly know your current location at all times. Alright, there are GPS systems and such, but since he's an escaped convict with prison shoes and no pockets I'm not surprised he didn't bring a GPS system with him. HOWEVER, their system goes far beyond simply requiring triangulation. First, you can only use man-made landmarks and you can not make your own (so no tying a dyed piece of fabric in tree limbs or something for the sake of mapping the area better.) Even if you see a giant boulder that stands out or a cliff edge that you could recognize anywhere, it means nothing, however, a pile of sticks someone threw together on the other side of the "river" you see at the beginning to the left (I can't figure out if it was supposed to be an animal trap or what exactly but apparently it counts as a man-made landmark even though it's just a few sticks standing on top of a couple of other sticks and so small you usually can't so much see it as much as the mark indicating where it is) counts just as much as if it were a giant stone statue... Second, it requires exact line of site. A few leaves in the way and that's it. I usually end up spending about four minutes in the middle of a pixel hunt worthy of the worst adventure games (at least there are fewer pixels to search in in a 320x200 resolution game!) to get a point in many areas with trees because just knowing that it's exactly a straight line past that tree is not good enough, you MUST see it with your eyes. The worst thing is, since you can only use known landmarks, you must mark new landmarks which is an absolute incredible pain. It's a two step process that requires that you first triangulate using two known ones and then you must move to a new spot and triangulate again (and as far as I can tell it seems to require that you use another two known landmarks because I haven't been able to get it to learn any new ones by triangulating just two separate positions alone using the same landmarks even though supposedly the point is just to triangulate the new landmark.) This makes exploration an incredible pain in the rear, yet exploration is one of the most important parts of the game... I'm probably ultimately just going to have to give up on the map system entirely and just learn the entire island by memory (I have a good memory, but the game does a pretty good job of confusing you at times. Especially when you start sliding around all over the place and "fall.") Also, despite the situation, it doesn't do anything like marking on the map where particular samples have been found. You need medicine derived from these plants to live and to eventually cure your disease, but apparently it's not important enough to worry about remembering where you actually found anything... Basically the map system is built around absolute cartographer-level precision worthy of computer accurate map creation rather than just someone trying to get around an island without being lost and deal with the local flora/fauna. It's also worth noting that the graphics do have issues. First, the system requirements seem to be higher than they are stating. My system is a fair bit outdated, but still manages to run all the latest games pretty well. I'll admit this game DOES throw a lot at the system, but even when I'm lowering a lot of settings by quite a bit it still manages to slow down a fair bit at times. Also, in places the water is just beautiful, but in many places (such as the first area you first look at when you start the game) it looks less beautiful and more like you're just looking at static. The voxel clouds they are so proud of are HORRIBLE. Absolutely horrible. First, I assume the point is so the clouds can be random shapes and actually change shape as they go, but they look like some kind of weird plasma lamp with the way they just sort of wobble and flow around and rather than really looking like a bunch of clouds it seems like there is only "hurricane approaching" and "clear skies" modes by what I've seen so far. To make things worse, they look more like just a shockingly low resolution texture skymap with a really blurry resize filter other than the plasma lamp effect. It would have been much better just to simply have a variety of high resolution sky textures to choose from if they wanted variety as it looks anything but realistic like this right now. The irony is, that for all that it's supposed to make them look more realistic, they actually look so flat and boring that even though I normally don't even pay much attention to the skies in these games it draws the eye constantly and bugs me. Also, as realistic and varied as the land may look, the textures can look pretty low texture at times when you're too close (or, ironically when too far as they start to look pretty repetitive on some walls and such.) Oh, and for the record, my videocard is a GTX 460, so no ATI-related graphical anomalies (though I can't help but to think that if they just followed basic standards it shouldn't cause graphical glitches on ATI cards, even if it does use OpenGL.) I have seen some anomalies however, despite using a nVidia card. I can only guess that the point is it seems to also block the sunlight when there are more clouds (which mostly is just annoying since when the hurricane clouds fly in every few minutes it turns fairly dark.) Also, maybe it's just me -- I'm no expert -- but the structures seem just downright silly. I realize that the people wouldn't have had a lot to work with, but the "shelters" don't actually QUALIFY to be called shelters to my mind. There's no way they would stop wind, rain, animals, or anything else. The "laboratories" couldn't be less sterile or controlled. They are so exposed that it's impossible that dust, rain, leaves, animal fur/feathers, and etc wouldn't all randomly get into your samples and completely interfere with the process. There's very little difference between those wide open structures with walls that are more hole than actual wall and basically the various things just sitting right out on the ground. Now, I don't expect super-realistic structures in an indie game, but it just seems plain silly that these structures can't even act as the most basic of shelters. I don't expect to see glass windows or anything like that, nor even high end expensive portable research facilities, but some sort of tents or walls that consist of more than just a few sticks lashed together wouldn't have been too much to ask? Even in third world countries in the most impoverished conditions they at least have walls that keep SOME of the wind out even if they have to use mud or clay to actually do it. I know this is just a silly nit-pick, but again it completely breaks one's attempts to really suspend disbelieve and feel like it's real, so again the attempts at realism actually push one further away from feeling like it is real. My real hope is that all of this stuff will be touched up on in the future with updates, but it's impossible to tell if we will ever see any or not. I'm also hoping that maybe they or someone else will make use of this basic game structure to make a game that's less "horror survival" and more just survival. Add need for food and other realisms such as maybe having to make a splint if you fall and sprain or break something as well as traps for animals, remove the monster, remove the feavers (you don't necessarily have to be trying to cure yourself,) make the map system less painful to deal with, and keep the sample collection and research, and you'd have a very interesting survival and exploration game I think. Actually, to some extent, if they'd just had different difficulty modes (easy, normal, and hard would have been perfect -- easy having feaver only occur over a long bit of time or extremely severe falls and no monster, normal at least being a bit easier, and hard being the game as it currently is) it would have been pretty close anyway. Still, my fingers are crossed that at least some of this stuff will be fixed by an update in a not so far off future.


Is this helpful to you?

Posted on: November 29, 2012

Dalus

Verified owner

Games: 272 Reviews: 1

Interesting game if you give it a chance

If you're curious about this game, the trailer will give you a pretty good idea of what to expect. Exploration and survival are the two primary factors here. Mapping out the island is a puzzle in itself, as you have to use known landmarks to triangulate your position through line of sight. You'll soon realize just how much thought went into designing the topology of the island for this task alone. The game also makes some of the best use of HDR lighting that I've ever seen. At different times of the day, it becomes necessary to a focus on your immediate environment, as letting your eyes adjust to the bright sky will soon render things much darker around the area you're in. You'll want to make good use of the daylight, because the nights are dark, and venturing out, even with a torch in hand, is not advisable. One thing I think some people might complain about with the game is the movement system. The player's movement is momentum based. Climbing a steep hill is slow, and contrariwise, running downhill can cause you to lose control, and even incur injury. You have to throttle your walk in order to account for the terrain, as well as your physical condition. If you're too weak or sick, you can easily get hurt, or even start to drown while swimming. Always pay attention to your character's condition and mind these environmental hazards. Although I'm still fairly early into the game, I'm enjoying it a lot thus far. It's a slow paced game that rewards patience and thought, and punishes haste. If all this sounds good to you, then definitely check it out.


Is this helpful to you?

Posted on: November 28, 2012

even0110

Games: 14 Reviews: 1

Fantastic! Exceeds all expectations!

I had built up a lot of excitement for this game over the last 3 months or so and I must say, it has exceeded all of my expectations. Love, love, love the map system. Screw traditional HUDs, this is the way to explore. And the graphics? Better than advertised. And it runs smooth as butter on my i5 560 ti system. I'm not even close to beating the game yet, but this has already become a favorite of mine. If you enjoy beautiful, immersive exploration in your gaming you'll enjoy this.


Is this helpful to you?

Posted on: December 2, 2012

polarbear2369

Verified owner

Games: 76 Reviews: 7

This could have been a gem..

After being forced to "explore" the same part of the island for the third time in a row now because my character died each time before I could reach one of the rare saving points, I feel compelled to write a review to warn others of this game. While the idea behind the game is fresh and I really appreciate the attempt to include an (at least somewhat) realistic way of navigation in a game, it is unfortunately wasted by just too many flaws in the design. I'll give you a brief (yet very uncomplete) list: - The controls are so bad that most of the time, your character will stumble, slide and fall more than he will walk. At the beginning that doesn't seem to be much of a problem, but it becomes really annyoing after a few hours. - The character has a fever so that he constantly needs to take medication which he can produce from plants. Now what would any reasonable person in that situation do? Well, they would create a fair amount of medication in one batch and carry it with them. Unfortunately, that would remove the fever as a serious threat from the game, so the game designers made this impossible by simply giving the character no pockets - you can only carry one pill of each type in your journal book (where the poor guy stuffs the journal book, I don't even want to know). - Since you have no pockets, you can only carry 3 plants at a time. Because the laboratories to create medicine are few and far between, this lack of carrying ability would quickly lead to the characters death due to lack of medication, and would make the game very hard if not unplayable. To solve this problem, the game features a storage tray for plants in each lab - and you can access the tray from any lab, meaning what you put on the tray in one lab will also pop up in all the other labs on the island. How this magic is accomplished, the game doesn't tell, but it feels kind of stale that the game needs one unrealistic feature (no pockets) to keep the fever a threat, and then another even more unrealistic feature (the magical storage tray) to still make it playable. - Worst of all: there is no save function! You can only save the game at pre-defined saving points, which are beds and lanterns/candle. Come on, what is this, a Playstation game? Unfortunately the saving points are rare and death can come quickly in this game, so you will end up "exploring" the same areas you've already explored, "researching" the same plants you've already researched, and "discovering" the same notes you've already found. Then you add frequent problems with the controls where the character simply doesn't turn his head anymore (making it impossible to move around, forcing you to restart), and I have to consider the game unplayable in its current form. Which is really sad because I like the idea and the setting a lot. This game could have been a gem. So I´m going to wait and hope for an update.. but I'm afraid game issues like the lack of carrying ability are not something that is easy to fix with an update without creating new issues for the overall game balance, so I honestly don't expect one. Conclusion: Sorry to say it, but don't waste your time with this.


Is this helpful to you?

Posted on: December 3, 2012

Zillen

Games: 10 Reviews: 1

Tough love...sometimes too tough...in Miasmata.

Now, I'll be frank. Normally the words "survival-horror" will have me sprinting in the opposite direction. I'm the kind of guy who freaks out in solo Nazi Zombies, and who'd rather build a fortress than hunt for food and water in Minecraft. However, I'm pleased to say that Miasmata has become my rare exception. Despite some technical issues and flaws that marr the experience, Miasmata is an excellent package that emphasises tension and exploration over combat. MINOR SPOILERS AHEAD!!! --PRESENTATION & PLOT-- Let's start with the story. Now, some (who probably haven't played in depth) might argue that the game description makes for a pretty generic "excuse" storyline. I'm happy to say this is not the case - for a story-lover like me, this game does not disappoint with a bit of patience and curiosity. While lacking scripted events, Miasmata tells a long (LOOONNNGG) fragmented tale to the player, through a combination of notes, maps, journals and objects. Those seeking a "detective-style" approach will be pleased, as the game relies on your attention to detail and joining of the dots to get the overarching plot through. While I thought certain parts of the backstory were unnecessary (Telluric? London would have been fine), the jolly romp of the now-deceased scientists on Isle Eden can lead the player to a number of surprisingly chilling conclusions. While the random encounters can sometimes be incredibly annoying and interrupt the flow of progress, the implied origins of the Creature can be a haunting discovery indeed. A trip to Outpost Vega can make the entire game seem different, and the overall presentation of Eden's mystery will leave you howling for the next scrap of paper and map. And that ARE knives in the back of that scientist. That IS human writing on the wall. You're not the only person who's losing their grip on reality - but is the other one out there as well? And are they coming for you? --GRAPHICS-- What's already been said has been said. A patch is seriously needed to address the issue of optimisation, but overall Eden looks satisfactory for an indie title developed by two people. I found the idea that they couldn't pretty up the jug-water a bit ridiculous (Use a jug. Scowl with disgust.), but not a noticeable problem with my immersion. The lighting is beautiful in the game (on high settings, of course), even if the sky can become painfully blurred and hazy. I must agree with a previous reviewer when I say that there is a lack of variation in weather. The later parts of the game makes the Creature an incredibly dangerous threat, and walking around in anything less than sunlight can be a maddening, suicidal experience. Often I'd sleep for an entire day just to find a few hours of uninterrupted light. But, I digress - these graphical jitters are not important. Nobody who wants to melt their top-line Nvidia card goes for an Indie game - if you're focus more on the game's lower fidelity than its exploration and intrigue, then sorry - you're doing it wrong. --GAMEPLAY-- I was originally quite disappointed with the way the Creature is presented in-game. Those who have watched the trailer already know what it looks like and how it sounds, and your first encounters can be somewhat underwhelming. Without an appropriate concoction you have no idea how to react, but even a rudimentary effort can get you out clean. A bit of stealth, a wave of a stick and a short sprint into the distance and you're half an island away - or so you think. Queue days without a sighting. Think Slender. With each bit of progress you make, the Creature becomes noticeably more fierce in its attempts to derail you. It WILL go for the kills, it WILL sprint after you and if you don't pull some tricky stunts in parts, it WILL succeed. However, you do have strategies to help you evade it. Mental stimulants and their big brother upgrade can give you a larger window of escape, though the Creature wises up to your stealth as the game proceeds. To be honest, by the time you have to worry about engaging it at melee distance, your sticks and torches won't even make it blink. You're not going to do anything but die trying to go Skyrim on this one. While I had absolutely no complaints during my playthrough, in retrospect I feel guilty about absuing the Creature's apparent fear of coastlines. You can make it through a good chunk of the game's objectives by just staying near the sea; for some reason or another the thing just won't appear near the water. However, don't be fooled - all you're doing is coddling yourself. The devs know you're a coward. And by the time you hit halfway they'll be taking every opportunity to scare the crap out of you by placing an entire hilly, darkened jungle between you and a plant specimen. And you can definitely expect the Creature to make up for lost time. Beware open areas. Speaking of plants (and hills). The research and triangulation systems in this game are phenomenal. There's no question. While direct line of sight can be a ridiculous achievement in later areas, the maps generally will get you an outline of the area. Unfortunately, those wishing to get into the gritty inland will need to go in blind - only maps found in research stations will reveal the entirety of the local land. The research is similarly brilliant, but hindered. There's a massive variety of plants and locales, and piecing together the notebooks of five different scientists to find an antibiotic can be a fantastic mental exercise. However, no pockets and the ability to hold one of everything makes mass-collection of medicine a fever dream. And the momentum dynamic, while "realistic", really could have been given a "rule of cool" treatment, considering you drop everything you're holding if you slip. On a flat surface. With the Creature on your heels. I'm legitimately surprised I didn't have to retrace my steps more often due to falling down a cliff and losing my items. Picking them up is hard enough, but dealing with the "fever lotto" - dear lord. Each tumble and trip on a muddy slope leaves you checking yourself for the plague? This guy clearly missed out on vaccine day, and it shows. Painfully. Overall, of course, the game is tight. The atmosphere is foreboding, the Creature can be terrifying and the island is massive enough to rival some Triple-A open worlds. The little hiccups, though, can make a tiny or massive difference depending on your luck, and a few tweaks to certain things (maps, carrying, etc.) could mark a noticable rise in quality for the title. I still haven't found the final objective yet. It's (un-)surprisingly difficult to escape an abandoned island the size of Middle-Earth. But I'll get there. And I'll understand everything by the end. Because I took my time, used my wits, and appreciated what was there - not argue about the things that weren't. That's all the game invites you to do - will you give Miasmata a shot?


Is this helpful to you?

1
3
...
...
9

Something went wrong. Try refresh page.

This game is waiting for a review. Take the first shot!
{{ item.rating }}
{{ item.percentage }}%
Awaiting more reviews
An error occurred. Please try again later.

Other ratings

Awaiting more reviews

Add a review

Edit a review

Your rating:
Stars and all fields are required
Not sure what to say? Start with this:
  • What kept you playing?
  • What kind of gamer would enjoy this?
  • Was the game fair, tough, or just right?
  • What’s one feature that really stood out?
  • Did the game run well on your setup?
Inappropriate content. Your reviews contain bad language. Inappropriate content. Links are not allowed. Review title is too short. Review title is too long. Review description is too short. Review description is too long.
Not sure what to write?
Filters:

No reviews matching your criteria

Written in
English Deutsch polski français русский 中文(简体) Others
Written by
Verified ownersOthers
Added
Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access

Delete this review?

Are you sure you want to permanently delete your review for Miasmata? This action cannot be undone.

Report this review

If you believe this review contains inappropriate content or violates our community guidelines, please let us know why.

Additional Details (required):

Please provide at least characters.
Please limit your details to characters.
Oops! Something went wrong. Please try again later.

Report this review

Report has been submitted successfully.
Thank you for helping us maintain a respectful and safe community.