Your donations keep RPGWatch running!

Skullforge: The Hunt

2014-04-21

Skullforge: The Hunt Q&A

Skullforge: The Hunt is a new kickstarter from OMC Games. I had the chace to interview OMC Games James Garvin, We talked about his game, kickstarter, and other various things.
» Continue reading the article...

Eschalon: Book III

2014-03-12

Eschalon: Book III Review

Corwin has taken a good look at the third installment of the Eschalon series and shares his views on the game.
» Read the article

Recent articles







Picture Watch

Lichdom: Battlemage
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (24.13%)
Thinking about it
  (4.98%)
No. Only on release
  (50.5%)
Never. Early access sucks
  (10.7%)
Not now, not on release
  (3.23%)
What's Original Sin?
  (6.47%)
Vote

April

Dead State - New Update & Screenshots

by Couchpotato, Friday - April 25, 2014 04:53

DoubleBear Productions has posted the next post-funding update for Dead State with a small progress update, and shares some new screenshots.

New Screenshots!

While we work to finalize the next big update for Dead State’s Early Access, we want to share some screenshots of the many new buildings, props, and levels we’ve been adding to the game. You’ll most likely see at least some of this content alongside a big ol’ truckload of new systems, including character creation, in the upcoming update. Thanks for your patience while we finish polishing up the next update - we hope you’re looking forward to checking out all the improvements and new content we’ve added!

Information about

Dead State

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Platform: PC
Release: In development

Details

Pixel Noir - Cross Save Special

by Couchpotato, Friday - April 25, 2014 04:40

SWDTech Games talks about a new cross save system for Pixel Noir in he games latest kickstarter update. The system will allow to play and save your game anywhere.

Cross Save

Summer vacations, holidays, and long weekends gave many of us growing up the chance to lose ourselves in our favorite video game worlds. Whether it was Chrono Trigger, Earthbound, or another title, long-form RPG’s require time and patience to unravel deep, often complicated stories. Many times they don’t have voice-over and require the player to read through heavy dialogue.

Growing up made it much harder to find the same time to dedicate to gaming as when we were younger. The worst part about this is that, as a player with little time to invest in an RPG, we lose a sense of immersion in the story and lore of the game.

It's not that we don't love RPG's as much. It's simply that our lifestyles have changed. 20 years ago, you would have one or multiple gaming-specific devices and then separate telephone devices. These days, people have two different types of gaming devices: computers/consoles and smartphones/tablets--and two very different types of games for either device.

Enter Cross Save. This handy feature allows you to play the game and switch between any of the supported platforms seamlessly, without skipping a beat in your game’s progress. It's a lifestyle feature. And it resonates deep within Pixel Noir's game design.

Cross Save is the reason that when you pledge to our Kickstarter, you will receive the game on TWO platforms—a console/PC platform as well a mobile platform. And if you have a mobile lifestyle (which apparently 90+% of you do), this is great news for you.

This, of course, doesn’t mean that getting seamless cross-platform support will be easy with consoles. We will have our fair share of challenges implementing Cross Save between Sony and non-Sony devices. But if you don’t try, you sure as heck don’t succeed.

We want to kick off a trend where a person can purchase a game and play it on whatever they want with no shortcomings. No shoddy ports, no being forced to buy a game again just to start from the beginning, no excuses for poor design.

Information about

Pixel Noir

SP/MP: Single-player
Setting: Modern
Genre: RPG
Platform: PC
Release: In development

Details

Skullforge: The Hunt - Current Happenings

by Couchpotato, Friday - April 25, 2014 04:16

OMC Games has posted a new update for Skullforge: The Hunt where they share some new information on the kickstarters progress, and future updates.

Current happenings.

Good afternoon, everyone.  Or morning, depending on where you're at.

Thanks everyone for your support.  We still have a ways to go, but we still have a lot of time to help make the game a reality.  Up until this point, I've listened to many ideas about how to proceed, but I'm starting to think that different ideas work for different games.  Everyone gets something different out of every bit of information that goes out which makes it hard to find a real consensus.  The best part of all of this is that we've gotten lots of great feedback and most of it has been good.  Our Greenlight campaign has been going well also.  Regardless of how this all turns out, I feel proud about what I've been able to accomplish, and that's what's really most important.

As for the near future, we have our next podcast coming which will cover the story and the quest system.  I feel it would be nice to jump into what the story is about and who is Desi at her core.  This should go live tomorrow.

We're talking to a couple of musicians as well.  I hope to have an announcement in the next couple of days.  It's pretty exciting for me.

Also, I have been working on the game and we'll be showing a new video with some new footage from the game.  It'll be a relatively short video to help people take it all in quickly.  Maybe a minute or so in length.  Gotta admit...I really like doing these videos.

Information about

Skullforge: The Hunt

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Prisonscape - Introducing Events Video

by Couchpotato, Thursday - April 24, 2014 05:17

Lunar Enigma has posted the fifth update for Prisonscape were they share a new video about how events will work in their game. The game has 15 days left to get funded.

It's time for another introductory video for Prisonscape! This time we'll take a look at the events. And since I am a man of few words, here we go:

 In the next video we will introduce the basics of combat and also see what happened to Diamond who was featured in the Jobs 101 video. You thought she would forgot what the player character did to her? Hell no.

Information about

Prisonscape

SP/MP: Single-player
Setting: Modern
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Forsaken Fortress - Game Status Update

by Couchpotato, Thursday - April 24, 2014 04:58

Photon Productions has a new post on the kickstarter page for Forsaken Fortress that talks about the games recent release problems, and shares answers for backers.

Some answers

Thank you guys for your understanding and advises, we will keep doing what we can do. And since some people are interested in how the project look different from the original video, as the chief developer, I will explain it in detail.

It is a long story. First of all, it didn't happen in one night, the game went through almost one year and a half of development and changing. As you see the game is an experimental one which means both technical approach and designing approach are not matured. During the development, we experienced coming up with a new idea, implementing it, testing it and abandoning it almost everyday. This is not the best approach, a dangerous one, but our only choice which I believe gradually led the game off track. Another note is that the we did make a demo prototype during the kickstarter campaign.

That demo was only for the purpose of recording videos so it has absolutely no game mechanism in it whatsoever. What I can do in that demo is, I can walk, shoot and drive and of course we made the graphic look as good as possible(It is very easy to make the graphic look good if you don't have to worry about performance). And combined with video editing we made the original video look like the game that we are going to produce. However, we later found that we are unable to make the real game look like the video, especially in terms of graphics. Here is an example why.

In the demo version, there is no dynamic daylight cycle and weather system, so we used the baked global illumination lighting which has much better performance and rendering quality. However in the real game, we have to use dynamic lighting for the daylight/weather system(sunrise, nightfall, raining...) which is much slower and has worse graphical looking than baked global illumination(this is probably why open world games(skyrim) often have worse graphics than level based games(battlefield 3)). This could be one of the many reasons why you feel the game looks different now, the technical approach in reality doesn't match that in prototype. This is especially likely to happen on experimental projects which the technology has not been established yet.

How we spent our 121k? Brief breakdown,

60% for hiring(all staff, including composer fees)

20% for renting and equipment (We move to China for cheap labor cost so we have to get some whole new sets of equipment and an office)

15% preserved for rewards.

5% preserved for emergency. (such as legal actions)

The only reason why we could last this long is probably because we were in China, much cheaper labor rate and rent than NYC. And man, I didn't enjoy the polluted air in Beijing.

I agree that please don't stop supporting experimental indie projects just because one or two failed. Without that trying and failure there shall be no success whatsoever. And we indie developers are the pioneers who want to take the challenge. Your $15 bucks is much more than getting a product, it is supporting the progress of the gaming industry.

And a fun fact, at the end of the day no matter how bad your game is, there will still be people who enjoys it. So there is no good reason to stop making games:D

Information about

Forsaken Fortress

SP/MP: Single-player
Setting: Post-apoc
Genre: Strategy-RPG
Platform: PC
Release: Released

Details

Starpoint Gemini 2 - Steam Workshop

by Couchpotato, Thursday - April 24, 2014 04:28

Iceberg Interactive sent a new press release with information that Early Access buyers of Starpoint Gemini 2 can now use Steam Workshop for mods.

STEAM WORKSHOP INTEGRATED IN EARLY ACCESS SPACE SIM STARPOINT GEMINI 2

All New Stunning Oculus Rift® Screenshots Revealed

Haarlem, The Netherlands – April 23, 2014 – Iceberg Interactive and developer Little Green Men Games announced today the integration of Steam Workshop into its popular space sim Starpoint Gemini 2 (PC), currently available on Steam’s Early Access program. With the Steam Workshop, the game’s community can create individualized Starpoint Gemini 2 content and make it available as a downloadable addition to the base game.

Oculus Rift® support will be available at Starpoint Gemini 2’s official launch.

“Modding is at the heart of Starpoint Gemini 2 and we have done, and will continue to do, everything possible to open up SPG2 and allow virtually anything to be changed, tweaked, and improved by the community,” said Danijel Mihokovic, CTO at Little Green Men Games. “Regardless if a Mod is a simple change of a weapon effect or a full-blown total conversion, SPG2 makes everything possible.”

The Steam Workshop Beta update is available now and includes the addition of junkyards to the game world, plus tweaks and improvements to improve overall gameplay. For a full list of changes or to purchase Starpoint Gemini 2 on the Steam Early Access program at $24.99, please visit store.steampowered.com/app/236150/.

Information about

Starpoint Gemini 2

SP/MP: Single + MP
Setting: Sci-fi
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Cosmic Star Heroine - Post-Funding Update #29

by Couchpotato, Thursday - April 24, 2014 04:17

Zeboyd Games posts information about the game length, side quests, and E3 in the latest post-funding kickstarter update for Cosmic Star Heroine.

Estimated Length, Better Sidequests, More Variety, and E3

Based on our current plans for the game's main story & sidequests and our previous experience on our other games, we're guessing that Cosmic Star Heroine will be in the 15-25 hour range (depending on difficulty chosen, playstyle, and how much optional content you complete) making it our longest game ever. Of course, this is just a guess and we'll have a better idea when the game is nearly done but we think it'll fall somewhere around there.

In particular, we've really been focusing on improving the optional content in the game. Many of our optional quests in our previous games could scarcely be called that and consisted primarily of bonus caves filled with a few enemies and treasure chest. We definitely want to avoid that so we're making sure that all of the sidequests in the game have a story and/or character significance and aren't just a way to get extra loot. 

In both the main story & the sidequests, we want to avoid the game just being a series of town, dungeon, boss, repeat, and will have more interesting scenarios. In particular, Final Fantasy VI is a big inspiration as situations like Defending Narshe, the Opera House, the Raft Escape, frequently changing party lineups, and more helped to add a lot of variety to the traditional RPG format. And yes, we're planning on having at least one multi-party dungeon as well as a turn-based hacking mini-game. :)

Finally, we just wanted to let everyone know that we're planning on sharing some gameplay footage for the game during E3. Please be excited.

Information about

Cosmic Star Heroine

SP/MP: Single-player
Setting: Sci-fi
Genre: J-RPG
Platform: PC
Release: In development

Details

Pixel Noir - Update#3, Reward Tiers

by Couchpotato, Wednesday - April 23, 2014 05:46

SWDTech Games talks about the new reward tiers, and talk about what's coming next in third kickstarter update for Pixel Noir. As for funfing the game still needs $78,000.

Reward Tiers & What's Coming

Before we kick off this update, I just want to thank everybody who pledged, commented, liked, shared, upvoted, blogged or did anything else to support Pixel Noir! You guys are awesome--thanks for your continued support!

What's Coming

As promised, here are the topics we’ll be tackling throughout the rest of the Kickstarter campaign. Stick with us, we've got some very cool things that we can't wait to talk about and show off!

We also need everyone to share the Kickstarter EVERYWHERE! Post it on your Facebook, talk about it on reddit, Tweet about it to friends and people you think might be interested. We’ve already gotten some great media coverage, but every little bit helps! If you know somebody in the video game press, tell them about Pixel Noir!

Information about

Pixel Noir

SP/MP: Single-player
Setting: Modern
Genre: RPG
Platform: PC
Release: In development

Details

Temple of the Abyssal Winds - A New Indie RPG

by Couchpotato, Wednesday - April 23, 2014 05:01

Merry Prankster Games sent us an email about their new RPG called Temple of the Abyssal Winds. Here is a video, and a short description of the game.

Temple of the Abyssal Winds

Twenty years ago, the demoness Urgoroth rose to power from the depths of the Temple of the Abyssal Winds. She was defeated, but your parents were lost in the conflict. Your aunt and uncle have raised you in the small village of Tomm's Crossing, where life has been mostly peaceful. Until now…

So begins the classic-style role-playing game Temple of the Abyssal Winds. Features:

  •     Epic fantasy adventure.
  •     Single player, controlling a band of adventurers.
  •     Real-time pauseable combat for realism and control.
  •     A combination of open-ended exploration and strong story driven plot.
  •     Tactically challenging encounters featuring many different strategies.
  •     Deep, complex role-playing system, inspired by popular paper-and-pencil role playing games.
  •     Dozens of quests, enemies, and monsters to tackle.
  •     Build the character you want to - dozens of skills and powers, and hundreds of spells and items.

Try the first chapter for free, which includes a full adventure and conclusion. If you like what you see, continue on to the following five chapters. Merry Prankster Games invites you into the world of Temple of the Abyssal Winds!

Information about

Indie RPGs

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

The Meridian Shard - Post-Funding Update #18

by Couchpotato, Wednesday - April 23, 2014 04:48

Ultimate Fantasy has a new update for their funded RPG The Meridian Shard that shares information on the games development from the end of the kickstarter to now.

Spring Update

Happy Easter and Happy Sunday to all of you! I hope you got a glimpse of the Easter Bunny last night. Better the devil you know...

I have been hard at work, adding some new features and focusing heavily on the style and presentation of The Meridian Shard. Some of the things I've wanted to update were the cover, the menu screens, and the main title screen. When I started this campaign, there was no title screen for the game and there were no custom menus beyond a blank background with some text. Now, text is fine, but I wanted to give it my own artistic touch and create something out of the hundreds of images I have stockpiled over the years.

Information about

The Meridian Shard

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Invisible, Inc - Preview Roundup

by Couchpotato, Wednesday - April 23, 2014 04:44

Here are two more previews from Pax East 2014 for Invisible, Inc.

TwoDashStash

Overall Invisible Inc. was one of my favorites games at PAX East and left me wanting more. The final version of the game will feature additional characters and numerous other features that were not shown during the demo. Invisible Inc. can be pre-ordered now via the games micro-site. The pre-order will get you access to the Alpha, future Beta, and of course the final game once it is released.

Front Towards Gamer

My overall impression of Invisible Inc: I’m going to lose days to this game! Everything about this game appeals to my speed-running, high score gathering, zero-detection, and tactical sides. Concentrating on one style each time would offer the best results, and each run is procedurally generated so you’ll never know what to expect beyond some minor standards. Once again, Klei has mashed multiple genres together to create a uniquely “Klei-style” Frankenstein and I can’t wait to dance “Puttin’ on the Ritz” (that’s a Young Frankenstein reference for you kids).

Information about

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Forsaken Fortress - Released to Backers

by Couchpotato, Tuesday - April 22, 2014 06:02

Photon Productions has a new forum post with information Forsaken Fortress has been released for backers, and will be available later for non-backers.

NEWS ABOUT THE RELEASE !!!!!! Fresh update !!!!!!!

These words are directly quoted from the Chief Dev Haoran, (i did not include all the stuff about him almost dying because of lack of sleep and food) :P

"I am uploading v1.0 right now, it will take 5 hours so tomorrow morning it will be up there. This release is only for backers. And all backers will receive a link via email they registered, just like how they received their betas.

Linux and mac will come about a week after windows release. And all the rewards will be sent later, which is our next focus, digital and physical rewards.

I have already included at least half of the digital reward in this build, including most customizable backer characters....future digital rewards will be included in patches."

UPDATE!!!!!!!

Everybody will get their download-link, backers first today, then all others today or tomorrow........ You can also check out the new kickstarter-update for backers only, right here : www.kickstarter.com/projects/1317934609/forsaken-fortress/posts/817033

Information about

Forsaken Fortress

SP/MP: Single-player
Setting: Post-apoc
Genre: Strategy-RPG
Platform: PC
Release: Released

Details

Skullforge: The Hunt - On Steam Greenlight

by Couchpotato, Tuesday - April 22, 2014 05:05

OMC Games has posted a short update with news their ARPG Skullforge: The Hunt is now on Steam Greenlight. So don't forget to vote if you're interested.

We're on Steam Greenlight.

Good afternoon!  Today I wanted to make an announcement that we are now on Steam Greenlight.  Took me a while to get it all setup, but I think it turned out pretty well. Vote for us at the link below.

Information about

Skullforge: The Hunt

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

RPGWatch - Skullforge: The Hunt Q&A

by Couchpotato, Monday - April 21, 2014 06:00

Skullforge: The Hunt is a new kickstarter from OMC Games. The game is asking for a modest fee of $20,000, but funding has been slow.

Here is a brief description for readers who missed the previous news-bits.

Skullforge: The Hunt is a single player action RPG set in a medieval fantasy world.  The combat will be fast, interesting, and most of all fun.  Players will take the role of Desinarious "Desi" Cornerstone as she tracks down one of her enslavers.  This game is made for those who like action RPGs with a good mix of fun storytelling, action, exploration, and the ability to make interesting choices along the way.

This game is what you get when you take the action of great games like Secret of Evermore, Secret of Mana, Soul Blazer and even modern RPGs like Kingdoms of Amalur and Darksiders with the survival aspects of the cult classic Alternate Reality.  These games were our inspiration when laying down what Skullforge is and we know everyone who likes RPGs will be happy with the result.

In an effort to spread the word about the game I reached out to OMC Games James Garvin. Hopefully the following Q&A helps the game get more pledges.

Information about

Skullforge: The Hunt

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Unsung Story - Post-Funding Update #30

by Couchpotato, Monday - April 21, 2014 05:57

Playdex has posted the next post-funding update for Unsung Story: Tale of the Guardians with an interview with Story Artist Sacha Roberts.

Interview with one of the Unsung Story Artists

Hello everyone!

We hope you all have had a great week!

We are still working behind the scenes on preparing a few things for you, so for this week we wanted to share with you a community spotlight for one of the artists working on Unsung Story. Most of the concept work you have seen for this game has been created by Sacha Roberts.

Sacha has been involved in the gaming industry for the last 4 years and joined the Playdek team not too long ago. Since joining the team he has been busy at work developing artwork for Unsung Story: Tale of the Guardians.

Without further ado, here is the interview with Sacha Roberts!

Information about

Unsung Story

SP/MP: Single + MP
Setting: Fantasy
Genre: J-RPG
Platform: PC
Release: In development

Details

The Banner Saga - Contest Winners Announced

by Couchpotato, Monday - April 21, 2014 05:50

Stoic announces the winners of the design your own Banner contest.

Banner Contest – Winners Announced

A heartfelt thanks to everyone who submitted a design for The Banner Saga’s “Creating the Banner” art contest.  We were very impressed and humbled by the effort everyone made coming up with their designs to show support for the game and some of the results were fantastic.

Congratulations to the artists who’s designs were selected for the final community created banner. Over the next few days we will be highlighting the winning designs plus a few of the designs that didn’t make it onto the final community banner but that the team felt deserved honorable mentions.

Information about

The Banner Saga

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: Released

Details

Graywalkers - Greenlit & Relaunch Postponed

by Couchpotato, Monday - April 21, 2014 05:47

Dreamlords Digital shares news on the games kickstarter comment section about Graywalkers: Purgatory being greenlit on Steam.

Great news everyone! Graywalkers Purgatory has just been Greenlit on Steam! Thank you everybody for the support

They also announce the Kickstarter relaunch is delayed for a few more weeks.

As for the relaunch, we will need to delay again for 1-2 weeks but this is the final push back. We're almost ready to go. The only thing that isn't finished is the demo and we wanted that when we relaunched, we would have the demo. Also, being greenlit changes a bit of our strategy. Hope you all understand.

Information about

Graywalkers

SP/MP: Single + MP
Setting: Post-apoc
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Transistor - Interview @ Dual Shockers

by Couchpotato, Monday - April 21, 2014 05:32

Supergiant Games Creative Director Greg Kasavin is interviewed by Dual Shockerer in a new video from Pax East 2014 to talk about Transistor.

PAX East 2014 featured plenty of heavy hitters and big upcoming games, with titles like EvolveWatch Dogs, and The Evil Within present to show off plenty of what the new generation of consoles has to offer.

However, one of the big focuses of PAX East is the thriving indie community both in and outside of Boston, and on the top of this year’s Indie Megabooth was Supergiant Games showing off their upcoming title for PC and PS4, Transistor. Releasing three years after the studio made an impressive debut with their first title, Bastion, DualShockers took a peek at the title with a demo of Transistor, and spoke straight from the show floor with Supergiant Games’ Creative Director, Greg Kasavin, about what to expect from their next effort.

Information about

Transistor

SP/MP: Single-player
Setting: Sci-fi
Genre: Action-RPG
Platform: PC
Release: In development

Details

Fight The Dragon - Preview @ Strategy Informer

by Couchpotato, Monday - April 21, 2014 05:29

Strategy Informer reviews the Early Access version of Fight The Dragon.

If there’s a single upside to the recent deluge of unfinished titles flooding Steam’s Early Access, it’s getting the chance to see a game flourish and change its form under the weight of community feedback and fluctuating developer aspirations. It’s a peek under the hood that we rarely get to see on this side of the fence, with titles as diverse as Prison Architect, Project CARS and even the much-maligned Peter Molyneux joint GODUS all benefiting to various extents from pre-release attention.

Fight the Dragon is hoping to ride a similar wave. The developer is billing it as a small-scale hack-and-slash 3D action game played from a rotatable Gauntlet-style overhead perspective, with the main twist coming in the form of a suite of creation tools that should allow end-users to create their own worlds and adventures, eventually releasing them to an in-game content library that everybody can access. A LittleBigPlanet for the Diablo world then - although hopefully filled with fewer virtual dongs.

Information about

Fight The Dragon

SP/MP: Single + MP
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Always Sometimes Monsters - Interview @ RPG Slayer

by Couchpotato, Monday - April 21, 2014 05:06

RPG Slayer interviewed Vagabond Dog’s Justin Amirkhani at Pax Prime 2014 to ask a few questions about his RPG Always Sometimes Monsters.

RPG Slayer: What were some of the inspirations for Always Sometimes Monsters?

Justin: The core idea of the game came about during a nearly year-long backpacking trek across North America to meet video game developers. That journey took me high and low while having all sorts of adventures, meeting incredible people, and learning a lot about life in the process. While out there, I saw that the line that separates the people I had called good or bad, worthy or unworthy, pure or unclean – it was far thinner than I had ever imagined and I had been stepping back and forth across it my entire life, all while believing absolutely that my position in the narrative of my life and the role I played in the larger story of humanity was a fixed point.

Looking back on my life before that awareness, it’s almost embarrassing how juvenile my worldview had been, but crossing the threshold of that revelation is what brought about the idea for the game. The dissolution of absolutism is part of growing up. It’s something we all experience at some point in our lives as part of the transition from adolescence, but it was particularly profound for me at the time and inspired the idea for a game that would take players on a similar journey of self-doubt and discovery.

When I returned home, I partnered with my old friend Jake Reardon and we set out to make it a reality. Nearly a year and a half later, we’re getting share it with the world.

RPG Slayer: The title alone is what drew me to the game and made me want to learn more, even before I saw a screenshot. Was such an intriguing title an accident, or is there a deeper meaning to it?

Justin: The juxtaposition between the absolute “always” and the ambiguous “sometimes” kind of sums up the wishy-washy way in which the game handles morality. As mentioned previously, this is a game partially about dissolving the concept of absolutes and so throwing those adverbs together just kinda does the trick. However, the title came about almost by accident in the 11th hour before we debut the game at PAX Prime last year.

We had been operating under the title Save The Date, which some may recognize as the title of Paper Dino’s IGF Nuovo Award Nominee. Faced with having to come up with a new name for the game with little time left we ran through dozens of choices before one night (while drunk) Always Sometimes Monsters happened upon us while I was trying to come up with something to describe what the game was about.

RPG Slayer: I feel that the omission of combat in Always Sometimes Monsters is a perfect choice, and will instill a greater sense of realism. Do you have any concerns that players will be turned off by this?

Justin: There are far greater things to be afraid of when releasing your first game. However, even if there was a tinge of worry in our hearts over whether or not combat was necessary to make a successful game, we don’t need to look far to find examples of wildly popular games and franchises completely devoid of violence. There are more than enough people playing games now for there to be a range of tastes wide enough to make a game like ours survive.

Information about

Always Sometimes Monsters

SP/MP: Single-player
Setting: Modern
Genre: RPG
Platform: PC
Release: In development

Details

Invisible, Inc - Interview @ Indie Game Insider

by Couchpotato, Sunday - April 20, 2014 05:54

Game Designer Jason Dreger is interviewed by Indie Game Insider about his game Invisible, Inc. Some of the topics include the games name change, and stealth tactics.

Can you tell me a little bit about the basic premise of the game and what has changed since showing Invisible, Inc. at PAX Prime?

So when we started it we knew we wanted to make a stealth game, like a stealth tactics game — tactical espionage as we call it. It’s really easy to put a lot of combat features into a tactical game, even if you mean it to be stealth; I feel like it is probably overdone. So we’ve been spending a few months trying to really double down on stealth. The current build that we are working on is even more extreme in the stealth aspect [than the playable build at PAX East]. Things like there is no more health, one hit and you are down. We are really focusing in on that and seeing if we can push it that far.

Last time I saw the game it was known as Incognita. Now it is Invisible, Inc. Can you tell me about the rebranding of the game?

Sure, so whenever we would talk about it with our friends and media 80% of the time they would forget what the name was. They’d be like, “What is it that you’re working in?” and we’d have to remind them. The other 20% that would remember would say something like “Incognito” or something similar so it was just too much trouble that we were dealing with in marketing to get that straight. Coming up with a name that was easier for people to remember was important for us.

What is the background and lore behind Invisible, Inc. right now?

So Incognita is still in the game. It’s this artificial intelligence. It’s this dystopian, corporate future and you’re working for an agency that is investigating the corporations, and it’s been really hard to get in. You get this message that’s from the inside; someone has information they want to give you. So you bust in and you rescue them, but it turns out it’s this hard drive, this AI, and you install it and it takes over your base computer. It’s sort of holding you hostage and telling you it knows how to deal with the corporations and it is sending you on these missions to complete its main mission. That is the start of the game.

Information about

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Hyper Light Drifter - Preview @ Games Abyss

by Couchpotato, Sunday - April 20, 2014 05:32

Games Abyss has posted a preview of Hyper Light Drifter from a Pax Prime demo, and they call it a pixel-lover's paradise if you're a fan of these type of games.

My time with Hyper Light Drifter, while brief, was enough to remind me why I backed the project to begin with and why it has been on the receiving end of such high praise.  From the simple graphics to its minimalist soundtrack (care of Fez's Disasterpeace), Hyper Light Drifter was one of the best experiences of PAX East 2014. It does not rely on my strong emotional ties to the 8/16-Bit era to achieve its level of greatness. Instead, it plays out like a tribute to all I loved as a young gamer and elevates it to places I never thought possible.

Information about

Hyper Light Drifter

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Transistor - Hands-On Preview @ Dual Shockers

by Couchpotato, Sunday - April 20, 2014 05:09

Dual Shocks had the chance to play a demo of Transistor from Pax Prime 2014, and wrote a new hands-on preview for all of us to read.

Coming off the high anticipation from Bastion, fans of Supergiant Games can rest easy knowing that even from just a brief excursion through the world of Transistor, I already can’t wait to take a more extended trip. Coming off the demo from this weekend’s PAX East 2014, the game already shows exceptional polish, style, combat, and most of all, dedication to new ideas and a world that’s just waiting to be explored through the eyes of Red. Luckily, with the game officially set to release on May 20th, it won’t be too much longer for us to wait until we can hop back into Transistor‘s tech-infused world with Red – and the wait will be worth every second.

Information about

Transistor

SP/MP: Single-player
Setting: Sci-fi
Genre: Action-RPG
Platform: PC
Release: In development

Details

Skullforge: The Hunt - Kickstarter Updates# 5 & 6

by Couchpotato, Saturday - April 19, 2014 06:00

OMC Games has released two more updates for Skullforge: The Hunt. The game has only managed to get $930 of the $20,000 goal. If you're interested please think about backing, or help spread the word.

Update #5 - Skullforge: The Hunt is Coming to Linux!

Good morning everyone.  I hope you've had a good day.  Looks like recent changes have been positively received and that's encouraging.

Originally, I was worried that converting over to Linux systems would be a bit more trouble, but after some investigation it seems that it won't be so hard to get it done.  In light of that, we'll be adding a Linux version to the funding goal.  That's right, no stretch goal required.

Ultimately, the goal is to get the game on as many systems as possible.  We just have to be careful as our manpower is limited.  I don't want to promise something we can't deliver.

Update #6 Podcast #1 Exploring the Island of Sorova

Welcome to the first Skullforge: The Hunt podcast.  In this episode, Heather and I will be talking about exploring the world and what you can expect in your journey through the island.  We hope you enjoy it.

Information about

Skullforge: The Hunt

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Battle Brothers - Combat Demo Released

by Couchpotato, Saturday - April 19, 2014 05:16

Overhype Studios announces you can now download the combat demo of their SRPG  game Battle Brothers. Here are the detailS on how to download, and play the demo.

Combat Demo Released!

It’s done. Finally! Get out your party hats as it’s time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers. You can download it here!

Just keep a few points in mind when you give it a spin:

  • It’s pre-alpha, meaning it is an early release of a product still in development. Everything in the game right now can be improved and most probably will for the final game.
  • It’s a combat demo. It only reflects part of what the final game will be about and doesn’t cover the strategy part at all. The final game will not consist of a few scenarios but have an open worldmap. Read more about it here in our dev blog article on the worldmap.
  • The demo can be hard. This is intentional. Every scenario can be consistently beat with the right strategy. That said, the game isn’t properly balanced and if you find something clearly out of balance or plain stupid, let us know.

The demo requires an OpenGL 3.0 compatible video card and Windows XP, 7 or 8. If the game refuses to run on your rig and gives you a shader error, update your video drivers!

We’ll take the easter weekend off to recover a bit and lose the crunchtime-related rings around our eyes. Come monday we’ll be back and look forward to your feedback and the inevitable myriad of technical problems. Let us know in our forums how you feel about the game, about any ideas you have and about any bugs you encountered. Thank you guys for your support, and enjoy the game!

Information about

Battle Brothers

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

The Mandate - Post-Funding Update #37

by Myrthos, Friday - April 18, 2014 22:28

Update number 37 of The Mandate brings us news on mod support, the Osmani action and community designs.

First things first, back when we ran the Kickstarter we announced a series of mini-stretch goals. We had one each at $550k, $650k and $750k and are happy to report that we have now passed the $750k threshold. This means that everybody who backed minimum $25 or more will also get the digital add-ons strategy guide, art bible and character pack #3 at no additional cost! 

Furthermore, since we fully expect to hit the $800k stretch goal (extended mod support) during 2014, we decided to go ahead as if this stretch goal was already met. Having more powerful mod tools will be useful not only to modders after launch but also help developers before launch since we invest in more robust tools that save us time. We have a lot of respect for the time and effort put in by mod communities to extend the lifespan of games like Mount&Blade, Elder Scrolls/Fallout, Total War, X3, Torchlight and many others. We look forward to seeing what kind of mods will pop up for The Mandate as well as total conversion projects for <insert your favourite sci-fi universe>.

Information about

The Mandate

SP/MP: Single + MP
Setting: Sci-fi
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Hyper Light Drifter - Interview @ Destructoid

by Couchpotato, Friday - April 18, 2014 01:34

Destructoid had the chance to interview Alex Preston of Heart Machine at Pax East 2014 to talk about his upcoming ARPG Hyper Light Drifter.

Information about

Hyper Light Drifter

SP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: In development

Details

Dex - Preview @ Strategy Informer

by Couchpotato, Friday - April 18, 2014 01:01

Strategy Informer has posted a new preview of Dex based on a pre-alpha build at EGX Rezzed 2014 to go along with the interview they posted yesterday.

There was much to see in the version of DEX we played, but not much to do. Nevertheless, the message was clear – DEX will present a well crafted world made by those with a passion, love and understanding of classic cyberpunk themes – and we can't wait to see more.

Information about

Dex

SP/MP: Single-player
Setting: Sci-fi
Genre: Adventure-RPG
Platform: PC
Release: In development

Details

Underrail - Version 0.1.11.0 Released

by Couchpotato, Thursday - April 17, 2014 02:03

Styg has released a new update for Underrail with new about a new version available for download. As usual you can ask him any question on our forums.

Version 0.1.11.0 released

The new version is here. It took a bit longer to release than planned, but I think you guys will be pleased with the amount of content added. The game now features two more urban areas (one major and one minor) and lot more Lower Underrail and cave areas. We also reworked some of the starting quests to make the early difficulty curve smoother. For the full list of changes see the text below as well as two previous dev logs.

We will initially be releasing the new update only on Steam until the version stabilizes (we fix any glaring issues you guys find that we missed) after which we'll deploy it to other platforms as well. I'm sorry for the inconvenience this might cause to some, but it's just way too much overhead to deploy hotfixes on multiple platforms.

Aside from new areas and quests, we also added the following since the last dev log:
  • Item
    • Added new metal type for crafting
    • Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers
  • Tweaks
    • Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength).
    • Carrier vests made more common as loot/merchandise.
    • Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required.
    • Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode.
  • Interface
    • Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container.
  • Bugs
    • Fixed the bug with certain secret monoliths not recognizing character's psi empathy
    • Increased the bear trap triggering radius so characters cannot pass in between two adjacent traps
We put a lot of effort in improving the narrative, quest hub area quality and game world cohesion, which I believe were up to this point the weaker aspects of the game. I hope you guys enjoy the update. Let us know what you think.

Information about

Underrail

SP/MP: Single-player
Setting: Sci-fi
Genre: RPG
Platform: PC
Release: In development

Details