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Dex

2015-05-21

Dex - RPGWatch Review

Aubrielle hits the streets with Dex, the brand new sidescrolling cyberpunk adventure from Dreadlocks.
» Continue reading the article...

Victor Vran

2015-05-18

Victor Vran Interview

We interviewed Haemimont games about their action RPG Victor Vran.
» Read the article

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May

One Samurai: Dusk - Announced

by Hiddenx, Saturday - May 23, 2015 12:17

The first part of the One Samurai: Dusk was announed at Flaming Eye studios. Trailer:

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OneSamurai: Dusk is a turn based tactical RPG set in the Kamakura Era of Feudal Japan. Experience a choice based narrative In the Shogunate of Kamakura, quarrelling clans war against one another and on the silk road the eyes of Kublai Khan and his Mongol Empire turn east.

Story
The year is 1274 and the Kamakura Shogunate is celebrating the 82nd year since its establishment by Minamoto no Yoritomo. The current shogun Prince Koreyasu is also celebrating his 10th birthday under the regency of Hojo Tokimune. But all is not as stable as it seems. Only 16 years earlier the ruling Goryeo dynasty of Korea was forced to swear fealty to Kublai Khan the grandson of Genghis Khan and his Mongol Horde. Kublai Khan has aspirations to conquer from the coast of the Atlantic to the coast of the Pacific and his gaze may soon fall east. Inside Japan’s borders itself many different clans vow for land, power and strength and some for the chance to eventually rule the land of the rising sun for themselves. You start as a single man with no clan, land, power or strength but in end may have the potential to divert the course of Japanese history.

Features
  • Turn based tactical combat.
  • Stats based levelling.
  • Open world with over 50 unique villages, towns, cities and castles.
  • Over 150 quests covering events of Kamakura shogunate and clan quarrels.
  • Over 30 Different Clans who you can both help and oppose.
  • Different classes with different play styles.
  • 3 different companions with different play styles to complement your own or oppose it.
  • Decisions system which can change the outcome of the final game.
  • Ability to import character from this game to next.
  • Chance to help clans in territorial conflict and increase their personal strength.

You can help the indie studio with a GreenLight vote on Steam.

One Samurai: Dusk

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

Details

Telepath Tactics - New Patch 1.032

by Gorath, Friday - May 22, 2015 20:55

And the second new patch for Telepath Tactics:

Telepath Tactics v. 1.032 Patch

Hey folks! I just pushed another quick (but important) update:

  • fixed a bug that I accidentally introduced in version 1.031 where the game would not save changes to your characters–or their equipment–in between battles. (For players starting new games, this manifested in the form of Emma being back to level 1 with 0 experience and not having her swords available at the start of the fight with Zash and Red.)
  • new script action: GetCharsDist. Finds the distance in spaces between two named characters, sets the custom value _Dist to that number. Two parameters: the name of the first character, and the name of the second character.
  • new script action: GetCharSpaceDist. Finds the distance in spaces between a named character and a given space on the battlefield, then sets the custom value _Dist to that number. Three parameters: the name of the character, the space’s y coordinate, and the space’s x coordinate.
  • added a script to the training battle with Emma and Silithis so that if the _Dist between them is 1, it skips the instruction “To attack, move Emma right next to Silithis.”
  • added documentation of all the new array script actions to the manual.

Sorry for making you update again so soon! Now, it’s back to work on performance improvements and Mac compatibility stuff.

Telepath Tactics

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

Details

Telepath Tactics - Patch 1.031 Released

by Gorath, Friday - May 22, 2015 20:53

Sinister Design released two new patches for Telepath Tactics. The patch log for v1.031 says:

Telepath Tactics v. 1.031 Patch

Hey folks! Telepath Tactics was selected for the indie expo in Power of Play this weekend, so I was out there showing off the game. This cut into bug-fixing time somewhat, but I still managed to squeeze in a cluster of bug fixes and improvements for a new update:

  • newly spawned reinforcements can no longer attack on the same turn they spawn (though they can still move around).
  • you can now increase the size of the font that appears in those little pop-up info boxes when mousing over characters, objects and interface buttons.
  • info boxes now dynamically resize vertically (they already did that horizontally) to accommodate the larger supported font sizes.
  • increased the font size in the detailed character screen from 11 to 12.
  • the game now ties changes made to character inventories in the reserve supplies screen to the individual characters’ names rather than saving them numerically by character slot. (This is me taking another stab at killing the inventory swapping bug–hopefully this was of the “fatal backstab” variety.)
  • fixed a bug in which changes made in the reserve supplies during battle would be saved even if were in the middle of a battle, long after you finished deploying characters.
  • fixed some more edge cases where it could end up glitching out the game if an enemy was killed by wandering into a trap.
  • fixed a bug in which Louise could show up in the ending even if she died or left the group earlier on.
  • fixed the scripting in the chat immediately preceding the caravan battle so characters who may have died at Adelbrae don’t show up and talk.
  • you can now right-click the portraits of characters who’ve been recruited but haven’t appeared on the battlefield yet (like Meridian right after you rescue her) during deployment / in the common inventory.
  • pulling the lever on the ground-floor Coria Dogs battle now spawns a chest with special loot inside.
  • expanded the range on psy user buff abilities (blinding cloak, frost armor, etc.) from 1 to 0-2.
  • added a new legendary weapon to the game: the bow Lyrio. Strength 11, Accuracy +100, gives Range +1 to all ranged attacks. Can only be found as a rare spawn in chests / in the crypt mission.
  • added flails to late-game stores.
  • added a sound effect for Hover.
  • the game now supports a new type of custom variable: arrays! This is big news for modders who want to script more complex content.
  • There are a bunch of new script actions relating to the creation, pruning, and general usage of arrays: SetArr, GetArr, DelArr, ShuffleArr and ForArr. More info on how to use those here and here!
  • changed ITEMVAL format from -ITEMVAL:X- to ITEMVAL[X] to make it easier to nest the -STR:- and -ARR:- special characters inside it.
  • created a store with randomized item selection inside it in the Recruitable Chars stub campaign using custom arrays; feel free to steal it!

That’s all for now. More bug fixes and improvements are in the wings, so stay tuned!

Telepath Tactics

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

Details

Indie RPGs - Bedlam Bundle

by Icefire, Friday - May 22, 2015 17:18

Indiegalas' latest Bedlam Bundle has a few rpg's for those who may be interested in them. One is a jrpg called "Darkend" & a match 3 puzzle/rpg called "Gunspell." Also included is N.P.P.D. Rush, Pixel Puzzles, Pressured, Gold Rush ( an old DOS game that comes with dosbox to run on newer systems),  Bedlam & an older RTS called "Z", which has some of the funniest cut scenes ever. 

Indie RPGs

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

Details

Invisible, Inc - More Reviews

by Hexprone, Friday - May 22, 2015 02:58

It's not getting a lot of attention, but reviews for this little stealth game have remained very good.

Destructoid: 10/10

All the systems are at odds with each other and it is exhilarating. You want to find the exit quickly, before things get too difficult to handle, yet the whole point of your infiltration to to quickly prepare for a big standoff, which means it's better to steal all the credits and gear that you can, to explore every room ... But not doing enough, not filching everything, feels like it will do you in in the long run, too. Credits buy you new gear ... It's elegant as hell. A commensurate arms race. 

Game Planet: 9/10

By lifting and mixing the best parts of SyndicateSplinter Cell, and XCOM, Klei has managed to create something familiar yet totally unique with this stealth-focused isometric strategy game. 

As with every Klei game, Invisible Inc. is beautiful. ... The cartoonish cyber-noir aesthetic is some of the art team’s best work to date.

IGN: 8.5/10

It’s all tied together by a loose story of rebellion against a corporate-dominated world, but it’s disappointing that the fiction is so static in a game that’s meant to be repeated. ... while I love the sleek cartoon art style, that makes up most of Invisible Inc’s personality. 

But I did keep replaying, because I know every run through will throw some new combination of obstacles at me, and ask me to overcome them with a different set of tools.

PC Gamer: 80/100

It all feels too effortless, at first, as your agents trade off turns with the enemy guards. And then a momentary lapse forces your hand and you kill a guard, which raises the alarm level, which activates a new camera, which catches one of your characters dead to rights, which calls in heavier armored guards right next to your first character, who just used their last bullet to kill that first guard, and you know what? Let’s just hit the rewind button before this gets really out of hand.

Game Revolution: 3.5/5

The start of each campaign comes with a warning: “You will fail. Repeatedly.” 

Even on the most mundane missions I was constantly on edge while guards patrolled surrounding areas. It doesn't feel like a complete experience in some specific areas, but the combination of challenge and stealth gameplay provides a refreshing change of pace for the beloved genre.

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Technobabylon - Review & Interview @ TechRaptor

by Hiddenx, Thursday - May 21, 2015 20:41

Cyberpunk comes back. Don Parsons from TechRaptor reviewed the excellent Point&Click Adventure Technobabylon. A snippet:

I’ve taken my time getting to gameplay because there isn’t a ton to talk about here. It is mostly traditional point and click adventure game play with some time sensitive events (not traditional QTEs as you can just wait and try again for the right pattern spot). The puzzles in Technobabylon are a breath of fresh air. They are challenging at times but logical in almost all instances. There were one or two that had me feeling it stretched logic some, but by and large the puzzles in this game were of very good design, logically proceeding from the story and fitting into it, rather than puzzles for puzzles sake, or puzzles that make no sense. A lot of the puzzles even have multiple solutions to them, which also helps mitigate a  traditional adventure puzzle flaw where if you aren’t thinking exactly the same way as the developer, you can’t solve it.

The inventory interface is clean and works well, and in more modern traditions it gets rid of items that you won’t need for future puzzles. That makes it easier to know what your options are, which means that even if you get stuck, you can probably eventually brute force your way through the situation. The game wouldn’t hurt with a bit more feedback at times during puzzles, but it does pretty well most of the time with the world around you having hints on occasion.

He interviewed developer James Dearden, too:

TechRaptor: Technobabylon was originally released as freeware, what was the hope in revisiting and updating it to release as a commercial product?

James: Way back in 2010, I’d started making Technobabylon as a practice attempt at making adventure games. Before that, all I’d done were a couple of simple puzzle and strategy games, and I wanted to get better before tackling a longer narrative. However, Technobabylon turned out to be more popular than I’d expected, so as the narrative grew, I thought it might benefit from being all together as one large project, rather than a series of episodes with sharp quality changes.

I’d seen the success that other commercial projects like Gemini Rue had had with Wadjet Eye, so I thought it’d be worth a chance by showing Dave the demo at AdventureX in 2012. Apparently my pitch succeeded, so this is my opportunity to turn indie games into something more than just a hobby for me!

There's a demo on Steam to test the game.

Technobabylon

SP/MP: Single-player
Setting: Sci-Fi
Genre: Adventure-RPG
Platform: PC
Release: Released

Details

RPGWatch - Dex Review

by Myrthos, Thursday - May 21, 2015 12:14

Aubrielle checks out Dex, the sidescrolling cyberpunk adventure from Dreadlocks, resulting in a review of the game.

The leveling system is also simple and straightforward.  Your health bar at the upper left will tell you when you've leveled.  Go back into the pause menu, select 'character', and take a look.  Every level gives you a single point to upgrade something with.  Leveling your charisma will give you more options in dialogue.  Leveling hacking makes you able to stay in cyberspace longer and be more effective there.  Putting points in firearms allows you to shoot more bullets per attack.  One slight problem is that in the beginning of the game, you're not faced with tons of problems requiring different skills.  Early on, the lockpicking skill is really useful, and it's one of the only skills you'll find yourself in need of.  So the game doesn't cause you agony over choosing what to put your points into for a little while.  Soon, though, the game will branch out and you'll find yourself in need of other skills, so this forces you to think ahead a little without necessarily knowing what you need.  Whether this is a good thing or a bad thing depends on what kind of player you are.  Do you like being in the dark, having to think ahead and live with your choices?  Then it's right up your alley.  As of writing this, I haven't been able to find any evidence of items that allow you to refund skill points.  It's possible they'll add it in a later update.

Dex

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

Details

Lords of Xulima - 50% Off On Steam

by Myrthos, Thursday - May 21, 2015 12:10

Lords of Xulima is available at Steam now with a 50% discount.

Lords of Xulima

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

Details

Umbra - Meet the Boss

by Myrthos, Thursday - May 21, 2015 12:07

The Kickstarter page for Umbra is providing an update on one of the bosses in the game.

Today, we are making a special update about an early concept of a boss from Umbra: The mighty and Dreadful Lambach ! It will be a good way for you to discover some of our unrevealed gameplay elements, and learn a bit more about the lore of the game.

Lambach used to be an ambitious human scientist of the Republic, but his limited understanding of the world lead him to explore the land of the occult. His main interest was the secrets of life and the human body. By reading a tome of ancient knowledge and forgotten religion, he slowly discovered forbidden secrets that humans should have never been aware of.

He tried to enter in contact with unearthly entities, but he failed at every try. He pushed his research more and more, visiting the most cursed places in the world, digging into graveyards and exploring forgotten crypts to harness infernal books and artifacts.

Umbra

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

Details

Battle Brothers - Early Access Impressions @ AttackoftheFanboy

by Hiddenx, Wednesday - May 20, 2015 19:25

Emily Speight from AttackoftheFanboy.com gives you some Early Access impressions on the game Battle Brothers:

A word of warning: Battle Brothers is NOT for casual players - like Emily said:

Battle Brothers rewards careful planning. Its AI adapts effectively to changes in battle — even skirmishes that outwardly appear to be easy can result in the loss of life without careful planning. Sometimes, even that is not enough to save your men.

Battle Brothers

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

Details

Dead State - Review @RPS

by Gorath, Wednesday - May 20, 2015 15:23

Although Alec Meer criticises a lot of game systems in Dead State: Reanimated, he pays his respect at the end of his review for Rock, Paper, Shotgun:

I do like it, though. Quite a lot more so than this piece probably suggests, and that’s because it’s a game which is far more successful in theme and tone (harder to convey in text) than it is in features. Getting through another day feels meaningful despite the barrage of numbers and the parroted lines. Fights are chilling, flexible and unpredictable rather than perfunctory. Error is a result of your choices rather than an enforced event. The wider world is a sinister, uncharted mystery, with your never quite knowing what’s out there until you encounter it. Decisions are painful. People are problematic. Murder feels bad. The downbeat prettiness of its world is littered with small details, hints of the communities that once were and the fearful squatters that have replaced them.

In terms of recreating the second act of an … of the Dead or 28 x Later film, that point where the world has fallen, scattered survivors have found shared refuge and now they need to take risks to maintain it, Dead State is probably as close as we get. I would say that Dead State probably has too many parts and doesn’t quite know how to fit them all together cleanly, but it just about manages to be more than the sum of them.

Dead State

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

Details

Expeditions: Viking - Sequel to Conquistador Announced

by Myrthos, Wednesday - May 20, 2015 10:02

Logic Artists announced today that Expeditions: Viking will be the sequel to Expeditions: Conquistador.

Expeditions: Viking Announced - Sequel to Historical RPG Expeditions: Conquistador

Copenhagen, Denmark -- May 20th, 2015 -- Danish indie developer Logic Artists today announced they have begun development on the second installment in their historical RPG Expeditions series, Expeditions: Viking. Set in the late 700’s A.D., Expeditions: Viking is a tactical RPG where players inherit the leadership of their clan and are charged with elevating their clan’s status by adventuring in far away lands and defending their home from their enemies both foreign and domestic. 

With the announcement, Logic Artists has also revealed some details about the game. Building from the original designs of their first game Expeditions: Conquistador the Logic Artists team have also taken player suggestions to heart.  Announcing that the Expeditions Sequel will have an upgradable player village which they must return to between expeditionary raids to build and protect.  Over-land travel and combat will now exist as part of the same layer.  Transitioning from unrestricted exploratory movement to turn-based combat smoothly.  Additionally players will see their player character manifested in the game world not just as a Role-playing character for conversations and decision making (As was in the first of the Expeditions Series), but also visibly represented in travel and combat as a custom character.  

“We are very excited to return to our roots in the RPG genre, and as developers from the Nordic region, to make a game in a setting that is a lot closer to home than anything we've done before”, said Jonas Wæver, Creative Director for Logic Artists.“We're improving on the Conquistador formula with deeper and more dynamic systems for character progression, combat abilities, role-playing, choice and consequence, and expanding on our favorite part of Conquistador: camping and wilderness survival”.

Expeditions: Viking is a Historically-themed RPG set in the Viking Age.  As the new leader of a humble clan of farmers and fighters players must adventure into the unknown lands to the west to raid and/or trade their way to wealth, fame and glory.  Will you rewrite history as a peaceful and benevolent trader? Or pave your road to Valhalla with the treasures and bones of your fallen enemies?  Experience choice and consequence as never before in the much awaited addition to the Expeditions Series, Expeditions: Viking.

We have some artwork of the game in our gallery.

 

And the announcement trailer:

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Expeditions: Viking

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

Details

Umbra - Environment and Gameplay

by Myrthos, Tuesday - May 19, 2015 12:25

In the second Kickstarter update for Umbra, they talk about reaching the $100K milestone in just 4 days and share more details on the environment and gameplay.

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They also explain that you get two keys at the Warrior level and up.

Many backers have asked about the Steam copy of the game and the DRM-free copy of the game. How will it work, is that 2 different copies, and will the armors, weapons and pet skins be available for each copy? 

We discussed internally about that – initially, we wanted them to be unique for the backer – and finally thought that it would be much better for us to build a community around the game, as well as to show our support for those of you who believe in us.

So yes, Kickstarter backers will get two digital copies of the game, and depending on the tier at which each of you are backing, the armor sets, pet skins, etc. will apply to all the copies of the game you're getting. This means you can gift one of the copies of Umbra to a friend (yay!) because what we want is to finish our game and to get as many people as possible to play it.

Therefore, the higher you pledge the more stuff you get!

Umbra

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

Details

RPGWatch - Victor Vran Interview

by Myrthos, Monday - May 18, 2015 12:39

We interviewed Boian Spasov from Haemimont games about their action RPG Victor Vran, which is currently in Early Access.

RPGWatch: Victor Vran feels like quite a change of direction for Haemimont. What made you decide to go this way instead of developing another Tropico game?

Boian: The game industry has this way of forcing you as a developer into a particular niche. Once you create a successful, say, city-builder title, it is almost expected that you will continue to make city-building games for as long as you exist.
As gamers we enjoy many and varied games, and we don't want to constrain ourselves to a single genre as developers. The perspective and experience we've gained from making our very different previous titles have proved invaluable for the development of Victor Vran.
For example, we've learned much about creating a dynamic combat system from our old action-adventure title The First Templar. Real-time strategies told us much about creating interesting enemies with varied combat behavior.
We aimed to create a fresh and different action-RPG experience and all those life lessons from previous projects really helped us do so.

Victor Vran

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

Details

Chroma Squad - Review @RPS

by Gorath, Sunday - May 17, 2015 23:05

Rock, Paper, Shotgun gave their opinion on Chroma Squad. It seems to be a mighty interesting game, but not without problems.

Which all means Chroma Squad is a bit like candyfloss – awfully sweet, and nice to eat, but ultimately insubstantial. That doesn’t make it a bad game, and how Chroma Squad was made explains why. This exists because the developers kickstarted a Power Rangers-inspired strategy game, got funded, and you have to say they delivered exactly what the backers wanted: as a fan of turn-based tactics I have reservations, but as a super sentai fan’s dream game it’s brilliant. Crammed with in-jokes, cool costumes and giant mech customisation options, it’s the best Power Rangers game we never got. And that is surely the point.

Chroma Squad

SP/MP: Single-player
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Fallen: A2P Protocol - Hotfix for Update #2

by Gorath, Sunday - May 17, 2015 23:01

A small hotfix for the latest Fallen: A2P Protocol update has been released.

Fallen: A2P Protocol

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Eador: Genesis - New Horizons Mod released

by Hiddenx, Sunday - May 17, 2015 17:43

Watcher bavarian kid informed us about the new major english mod release New Horizons v.150427 ENG for Eador: Genesis - thank you!

In the release-thread you can read the impressive change-log and find some download links, too.

Here's a brief overview of all the features and improvements that have been created and implemented since its very first steps over 2 years ago:

  1. Unit promotions (all castle units, except for the T4 units have a chance to be upgraded to stronger and better ones, all the promotions are within one tier only)
  2. Tactical improvements, since there are a lot of new abilities, spells and units the AI will surprise you with new combinations of challenging enemies.
  3. All mercenaries are now T1.5 units (T1 promotions), so you have a choice to either buy a powerful and costly unit or an army of weaker ones.
  4. Balance changes to hero skills and hero class.
  5. 150+ new units (including castle units, all kinds of monsters and powerful bosses)
  6.  200+ new spells (including all kinds of blessings and curses, damaging spells, AoE spells and even instant kill spells if you are lucky enough to find them)
  7. 250+ new items (including weapons, armor, jewellery and artefacts to summon powerful monsters and contracts to hire new units)
  8. 20+ new item sets (giving all kinds of cool bonuses if you are able to obtain them )
  9. Various new races plus expanded and improved existing ones (no more Goblins and Orcs together, all of them have their own melee, spellcasting and ranged units)
  10. Various new buildings (including epic tier shops and a casino) and new rituals.
  11. Several hundred new encounters and events
  12. Hundreds of new images, graphics, sounds and visual improvements, including the models for all the hero subclasses.
  13. New music pack from the composer of the original Eador.
  14. Nearly a hundred new neutral armies, suited for different playing styles.
  15. Nearly every alliance quest reworked for consistency.
  16. Countless new combat abilities for units old and new.
  17. Numerous improvements to game balance.
  18. Huge amount of improvements to game lore and universe logic.
  19. Campaign balance and flow much improved.

 

Eador: Genesis

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

Details

Dungeons Of Aledorn - Development Update May & June 2015

by Hiddenx, Sunday - May 17, 2015 08:20

Ladislav Štojdl talks about the future plans in DoA development after the game's successful funding:

Greetings friends,

DoA´s KS campaign has taken a great deal of our strength so we needed to take a few weeks off to catch our breath and to assess our options and next moves. We´re glad to announce that the work on our game is once again in a full speed and we´re already thrilled about implementing the new ideas that came from you, our backers, and some game media as well. We´ll definitely try to stay in contact with both groups for the whole duration of the development, so that you´ll be able to see where your generous contributions went. If everything goes according to our current plans, we´ll be bringing you news in about a monthly intervals.

Our general plans for upcoming months:
Originally, we wanted show off our work on KS in a form of a functioning playable demo version for everyone to try out. As the game grew on rules, features and new technological options, we´ve been able to bring you just the tech. demo of our combat system.

Now we´ve decided to continue where we left and our common endeavour now goes towards bringing you a complete location of a village, called Manto, with its nearest surrounding and several whole quests in a form of a bigger demo. Most of the game principles shall be involved so that we´ll get a better picture of all the bright sides and flaws of the game at the same time and it will show us which parts still need to be worked on or where we could improve even more.

A top notch state of the demo at the end is critically important for our future work as we want to build the rest of the game upon it. That means, some heavy alpha-testing and a communication with you will be welcomed.

Upcoming game design plans:
Some of you have surely noticed that we didn´t mention specific skills in our updates so far. Most of them are already written in black and white, but still need a lot of balancing before we let them out – our game designers and programmer are currently testing thoroughly all their uses and effects and hopefully we´ll be able to uncover some or all of them in our next updates.

Upcoming programming plans:
Arbiter, our lead programmer is currently working in a close cooperation with our graphics on the inventory system. Visualisation and stat changes of equipping and unequipping should soon work smoothly for all inventory objects and by all playable races and not just humans (who, for apparent reasons, were our choice number one in the testing phase).
Apart from that, we´ve already started some time ago converting the game from Unity 4 to Unity 5 and the results are simply breathtaking. We´re looking forward to showing you the new stuff in near future.

A lot of work for our graphic designers:
Our graphic designers have split into two teams. The first one will be working with the programmers on the inventory system and will be creating new humanoid playable races and also slightly improving the old ones. The other half has already started upgrading the textures, normal maps and lightning of the Manto village scenes.

In a spare time, they should do the same with the capital city, Lim. It should be one of the biggest areas in the game and we´re actually considering splitting it into more areas as you might know from the Baldur´s Gate or it´s younger brother Pillars of Eternity.

Do you like the idea of separate districts or would you prefer to have a big ( but compared to the total size of separated districts smaller and more dense) city area without transitions? Be sure to leave your opinion in the comments section. Wink

And a few last words…
We´ve been asked about the option to back us also after the KS campaign. Concerning this, we have already created a Paypal account which you may find on our website www.aledorn.com. All contributions to this account will go towards reaching our stretch goals and thus substantially improving the game.

Once more, we would like to thank you for your trust and the opportunity to bring our game into existence and we´ll continuously bring you updates about our efforts and results.

Until then, we wish you good luck in everything you do and thank you for your support,

yours

TEAM21

Dungeons Of Aledorn

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

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Invisible, Inc - Review Roundup

by Hiddenx, Saturday - May 16, 2015 21:02

The new cyberpunk game Invisible, Inc. gets some very positive reviews - some snippets:

 

Mark Brown (Pocket Gamer):

Ultimately, I think it can sometimes work even better than the traditional stealth games that inspired it, like Splinter Cell and Hitman, because you get time to think. You can plan your attack, and when your infiltration goes perfectly you feel amazing.

<no score>


Roger Hargreaves (Metro):

Regardless of its clever structure Invisible, Inc. is simply a well designed and addictive strategy game. We’re not great fans of randomly-generated levels but here they work well to ensure you never get complacent and you can’t win simply by learning the levels – even if some are more interesting than others and you do eventually get used to the basic building blocks of each. The other downside is the weak artificial intelligence for guards, who are far too mechanical in their movements and reactions and, predictably, appear to be stone deaf and severely short-sighted.

<8/10>


Rick Lane (BitGamer):

Yet even if your team is quieter than a shadow wearing plimsolls, your presence won't go entirely unnoticed. With every turn, the building's "Alarm counter" increases slightly, and at each new alarm level the game becomes slightly more difficult. New enemies are introduced, more cameras are switched on. The game gradually piles on the pressure, increasing your obstacles and reducing your resources.
This is a brilliant way of imbuing the tension of a heist movie into a turn-based game. Combined with the procedurally generated building layouts, Invisible, Inc transforms into an emergent delight. There'll be times when you're madly searching for the exit teleporter with a swarm of guards nipping at your heels. In other missions you'll find the teleporter within the first couple of turns, and then it becomes about how deep into the complex you're willing to go, how much you need to rescue that extra operative or raid those safes you pass on the way out. Invisible, Inc strikes that risk/reward balance perfectly. Playing it safe might work in the short term, but come that final mission, you might yourself lacking the necessary equipment to survive.

<90%>

 

Jon Newcombe (Gamereactor)

Invisible, Inc. has earned comparisons to Xcom, a game we're very fond of here at Gamereactor, and in a lot of ways the comparison is apt. Gameplay and presentation are similar, both are isometric, turn based strategy games. Both require careful planning and inventory management. Failure is a realistic possibility in both. But where Xcom was largely about combat, Invisible, Inc. is mostly about stealth, and where Xcom required a significant investment of time, Invisible, Inc. is snappy and can be run through in a few hours per campaign.

...

Both animation and audio are impressive. The voice acting is good. The swishes of doors, electronic hums of machinery, explosions, and thuds of falling guards all contribute to well-rounded audio presentation. The soundtrack, though a bit repetitive, suits the atmosphere and bops away completely unobtrusively. Animation and aesthetic design are sharp, angular and cartoonish. It's fair to compare it with some of the better television animation of the last three decades. Unfortunately environments do look a bit too similar. At one point a character called Decker commented: "All these buildings look the same." We don't disagree.

<8/10>


Metacritic user reviews are positive as well.

 

Invisible, Inc

SP/MP: Single + MP
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: Released

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Umbra - Kickstarter Update

by Myrthos, Saturday - May 16, 2015 15:43

Things are going well at the moment for Umbra as far as their Kickstarter is concerned. They gathered $55K in just 2 days with stil 29 days to go to try and reach the requested $225K.

They now provide us some information on gamepad control, DRM and Linux. In addition there are also two video previews of the game.

We hear what you're saying, and we understand that some of you are curious to see what our stretch goals are, and what the amounts for said stretch goals will be. At this time, we're completely focused on getting the campaign funded and feel that revealing stretch goals so early in the campaign is not the way to go, but rest assured that you WILL get to see them soon.

As for gamepad support, here is the current status: There is an early implementation of pad and Xbox controller in the game. However, this implementation is not fully complete, and would require more work to fulfill. This is why pad/xbox controller support has been set as a stretch goal, we want to do things properly and not just give you a slap dash port of controls. We want it to feel right, natural if you will and this will require time to develop, especially the menu systems for spells and actions.

About DRM, yes, there will be a no-DRM version of Umbra for Kickstarter Backers! This is on top of the Steam backers you'll all get for your pledge (so don't forget to vote on our Steam Greenlight page).

Linux version? Yes we will support it!

Umbra

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

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Unsung Story - Combat , Equipment and a Map

by Myrthos, Saturday - May 16, 2015 15:36

Playdek bring us an update on Unsung Story with information on combat, requirement categories for equipment and the Rasfalia map.

During your travels through Rasfalia, you will encounter enemies that you must defeat in order to continue with your quest. When fighting in a battle, each unit will have a number of actions they will be able to perform during their turn. These actions include:

  • Move 
  • Attack 
  • Switch Weapons 
  • Use Skills 
  • End Turn 

Move and Attack are pretty self explanatory. However, Switch Weapons is a bit unique per character. Your characters will have the ability to equip up to two different weapons. During a battle you will be able to switch between the two. The importance of these weapons is that weapons have the chance to come with specific abilities bound to them. By equipping these weapons, your character will be granted access to these particular skills that may be outside their fixed skill-set as defined by their class. These weapons will be a very important feature to utilize and can drastically affect the way the battle will play out. The Use Skills ability will allow you to use skills available to your character, either from their class or granted from their weapon. And lastly, End Turn will end your turn. 

The battles will be swayed on the actions you take during your turns, so it will be important to study the enemy, find their weaknesses, and attack accordingly. 

Unsung Story

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

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Telepath Tactics - 6 reasons to pay attention to Telepath Tactics

by Hiddenx, Saturday - May 16, 2015 14:49

Craig Stern gives you 6 reasons to take a look at Telepath Tactics:

Now seems like a good time to begin a second marketing push! For this reason, I’ve written the following article–aimed at the media, but probably of interest to others as well–explaining why this game is so important.

“Important?” you might say. “Come now, Craig, aren’t you being a little pompous?” No, really! Aside from just being a solid, well-designed strategy RPG on a platform historically lacking in such titles, there are six major things that–in my honest (if not objective) opinion–make Telepath Tactics genuinely special and worthy of greater attention.

Grab the demo here.

 

Source: Sinister Design

Telepath Tactics

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

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Bedlam - New Screenshots

by Myrthos, Friday - May 15, 2015 18:40

Some new screenshots for Bedlam, the post-apocalyptic RPG, have just been released.

As the world gears up for the release of a Mad Max: Fury Road this weekend (and the ongoing discussion about it next week), it’s a great reason to remind players to keep an eye out for Skyshine Games’ Bedlam, brought to you by indie publisher Versus Evil, coming soon to PC via Steam for those looking to cover post-apocalyptic video games and media.

To mark the occasion, Skyshine is releasing all-new key art, screenshots of the different factions that live in the wastelands of Bedlam with a new quote from artist John Mueller about how the Mad Max franchise inspired and influenced Bedlam:

“I saw The Road Warrior when I was 10 with my dad, it was the first rated R movie I had ever seen. I’ve watched it so many times I used to talk along with the movie…so it’s a BIG influence. Mostly our vision for the apocalypse is the fantasy ‘fun’ version that Mad Max was. The factions are crazy like Marauders, our nod to the movies, then there are Mutants, A.I, and Cyborgs. I really dislike the ‘real’ notion of an apocalypse…everything sucks, nobody wears cool outfits, or has crazy weapons. We are all about bringing the fun back to the end of civilization!”
- John Mueller, artist, Skyshine Games

 

Bedlam

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Roguelike
Platform: PC
Release: In development

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A Slime Story - Release & Trailer

by Gorath, Friday - May 15, 2015 18:20

While A Slime Story doesn't exactly fit our usual game profile, it's still a brand new RPG and the developer regularly posts his updates in our Indie forum. So let's give him some exposure. Here's the trailer for your enjoyment.

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The game is available now.

Indie RPGs

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

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Umbra - Kickstarter Launched

by Myrthos, Friday - May 15, 2015 01:03

The Kickstarter for Umbra has launched a few hours ago and they are asking for $225K, to be reached within 30 days.

An isometric view open world action-RPG taking place in a corrupted world falling apart. You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.

The game features a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!

As you can see from our video, the detailed environments, intense action and impressive effects are beautifully created thanks to the next-gen technology of the CRYENGINE.

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Umbra

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

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Windward - Two very different Reviews

by Hiddenx, Thursday - May 14, 2015 19:43

The sandbox naval Action Adventure Windward with RPG, MMO and RTS elements in the tradition of Pirates! gets very different reviews so far:

Gamespot rates the game as bad:

The opening portions of Winward have you falling asleep at your computer; later areas have you cursing angrily as every small victory you win is erased by the overzealous enemy AI (aided by utterly complacent allies content to watch town after town fall to pirates). The promise of exploring Windward's world as you see fit is a false one, and Windward never earns its sea legs.

GamersNexus gives the game an Editor's Choice award:

It’s easy to sit down and play Windward for a few minutes in between projects -- or, as we learned, spend the weekend grinding-out the map to have the best ship on the seas. Windward’s multiplayer support expands horizons so that you can conquer the high seas with your mates.

We highly recommend Windward. It’s unintimidating to learn without lacking depth and relaxing to play, somewhat similar to how Cities: Skylines feels. This one gets our Editor’s Choice award.

Steam and Metacritic user reviews are very positive so far.

Windward

SP/MP: Single + MP
Setting: Historical
Genre: Action-RPG
Platform: PC
Release: Released

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Fallen: A2P Protocol - Major Update #2

by Myrthos, Thursday - May 14, 2015 14:11

Red Katana has updated Fallen: A2P Protocol on Steam. Too much to list them all, so here are the metagame updates:

We implemented several features in the metagame and it´s all starting to come together. We still need a few more iterations, but we are happy with our progress here.

Nutcracker

We equipped the caravan with the "Nutcracker", which is an upgradable high tech drill. This drill is able to perform searches all around the map for special items and loots, such as weapons and ammo. You can also pay to hear some rumors on specific coordinates where to find special treasures and weapons. Depending the quality and level of your nutcracker you will have more or less chances to find something and it will also affect the amount of loot you will be able to collect.

Rumors

You can pay to listen to rumors on the different settlements and special locations. Right now, rumors only tell you where you can find special loot zones. But in the near future, we plan to add more, such as telling you where to find interesting weapons, ammo or caravaneers to hire + interesting side missions to earn a few extra scraps and loot. If you want to try this feature right now the only place to do it is Dramine City.

Caravan upgrades

You can now upgrade your caravan in many ways spending scraps. You can upgrade your caravans: speed, a2p cap, inventory cap, sleeping cap, nutcracker level, barter skill.

Fallen: A2P Protocol

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

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