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Monster's Den: Godfall

2017-11-15

Monster's Den : Godfall Review

Forgottenlor crawls through the dungeons of Godfall to find out that there are some downsides to them
» Continue reading the article...

Vaporum

2017-09-28

Vaporum Interview

Farflame interviewed Matej Zajačik about Vaporum
» Read the article

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November

Hand of Fate 2 - Reviews

by Hiddenx, Monday - November 20, 2017 20:23

TSA and Gamezone have reviewed Hand of Fate 2:

TSA:

If the combat were just a touch more dynamic, Hand of Fate 2 would be essential. As it stands, it’s still a great sequel and perfect for anyone wanting the thrills of an RPG without feeling loss. Defiant constantly prod players into the unknown and the results are always fun and rewarding.

Score: 8/10

Gamezone:

Hand of Fate 2 is a game that rewards skillful selection of cards to be put into a luck-of-the-draw situation. Set up good situations and hope that they play out the way you plan.

Score: 8.5/10

Hand of Fate 2

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

Details

Unknown Realm - Kickstarter Update

by Hiddenx, Sunday - November 19, 2017 12:09

Screeg spotted the November Kickstarter news for the C64-RPG Unknown Realm: The Siege Perilous (Chris Huelsbeck has agreed to do the full soundtrack for Unknown Realm!):

Unknown Realm November Update

Greetings from the Stirring Dragon Lair!

It’s been awhile since our last update and we know at least some of you have been craving an update about Unknown Realm! We had hoped to post this sooner, but there were a number of details that we needed to finalize before sharing some of the news items in this update. It’s been an interesting few months with a lot of ups and downs. We’re pretty much in full crunch mode around here, so if you don’t see us, it’s only because we’re focusing our efforts where they're most productive to making this game a reality.

State of the Realm
Production on the game has been going strong. Here are some highlights about our progress and some of the challenges we’ve been facing as we work to bring you Unknown Realm.

Music news
Music development for Unknown Realm has its own set of unique challenges, partly because nothing quite like this hybrid in-game soundtrack has been done before. For every track in the game, we have to have multiple arrangements of each song to accommodate the PC and C64 versions of the game as well as the final soundtrack version. Working with outside contractors adds a new layer of complications including tool support, documentation and communication that takes a lot of extra time. The development on the music has been slower than we planned, but we’re making good progress. One member of the Unknown Realm backer community has stepped up in a big way by writing a tool to streamline the music conversion process. This was a huge help! It’s so cool to have the support of backers who are passionate about the project and want to be part of the effort to bring this game to life.

And here’s some really great news: Despite the fact that we did not quite make our soundtrack stretch goal during our campaign, we’re excited to tell you that Chris Huelsbeck has agreed to do the full soundtrack for Unknown Realm! We’re working with Chris to make a one-of-a-kind soundtrack that will be a treat for both Chris Huelsbeck and RPG fans alike. This sound track will feature 8-bit chiptune  versions of songs found in the game, as well as their modern arrangements.

Backer Content
Over the last few months, we’ve been chasing down all of our in-game content from backers. After many reminder emails, we’re still waiting on some backers…If you pledged for a reward that includes in-game content like a mercenary NPC or Tombstone and have not replied to your survey yet, pretty please, check your email and look for the survey from Stirring Dragon Games. Even though it's a little extra work on our end, it’s been a lot of fun to have backers participate in creating in-game content, especially for NPCs in the game. We love hearing the ideas our backers come up with and we're taking a lot of care to fit these ideas into the game world in a way that is respectful of the story and hopefully exciting for players to discover.

Bestiary Art
Our pen & ink artist had a lot going on this summer but he’s back to work now creating the last few illustrations for the 64 (yes, 64!) monsters that will be in the game. It’s been two and a half years since we started creating this bestiary with him and we’re excited to see this part of the project near completion.

Speaking of bestiary illustrations, here is one of our backer-designed monsters, called a Tigoth, which was designed as part of the “Create-a-Monster” reward on Megafounder. The Tigoth is a large, nocturnal, saber-toothed cat with a long, whip-like tail ending in a sharp blade of hardened bone.

Each monster illustration and their description can also be viewed in the in-game bestiary, which brings us to the Frontend (main menu) of Unknown Realm...

Frontend Sneak Peek
No respectable RPG should be without a nice frontend presentation and an authentically 8-bit RPG like Unknown Realm is no exception. Every element of this game, from our feelies to our user-interfaces has been carefully designed to keep your imagination immersed in the game from the moment you start it up.  From the beginning we put a significant effort into designing a fun, interactive, and most importantly, immersive frontend filled with various things for you to explore. It's chalk full of so much content and music that you may get lost in it for hours. ;)

Here is a sneak peek of one of the features you will find in our frontend, the  "Pixel-Ink" in-game bestiary that mirrors the beautifully illustrated pen & ink art of our physical bestiary book...

Game Production Status
At this point, we still have some outstanding assets that need to be created and integrated into the game including music and some portraits. If all goes well, we'll be on track for the game to hit an Alpha state in December.  We are looking into finding one additional pixel artist to help out. If you are a pixel artist and interested in working with us, please contact us via email.

There are a lot of other details we want to share with you about this journey, but in the interest of saving time, we’re reserving a lot of those for the Making-Of book. Rest assured, the book will have a healthy dose of behind the scenes drama – everything from technical challenges, dealing with troublemakers, lessons learned the hard way, unexpected life issues and of course, the hazards of going into business with your spouse. ;-)


The Road Ahead
By this point, you have probably figured out that our release plans need to change somewhat from our initial estimated delivery dates and schedule. What we originally hoped to do was release the physical and digital editions concurrently. However, because of the nature of the project and the exhaustive testing required to ensure a bug-free game on cartridge, we're shifting our focus slightly in favor of a conventional digital-first release. This will not be an early access/beta release. Testing of the cartridge version will be going on concurrently with the digital release. Since we cannot patch or re-flash the cartridge once it's shipped, the digital release will give us one last opportunity to weed out any missed bugs or potential balance issues before we finalize the cartridge ROM. It's an extra precaution we feel we need to take to get this project right.

Our current plan is to release the game digitally in Spring 2018 and we anticipate shipping out physical rewards a few months after that. We considered trying to ship PC physical rewards separately to align with the digital release, but due to the high number of rewards shipping internationally, the freight costs for shipping C64 and PC separately would not be feasible for our budget. This was a really hard choice for us to make because it's not in line with what we originally wanted for this game, but sometimes compromises are necessary to make the product better.

As frustrating as it is to miss our original estimates, it would be so much worse to release a game that wasn’t ready to live up to the experience we’ve promised you. The important thing is that we will continue to put everything we have into developing this game and making it the game we all want to play.

That said, adjusting our schedule isn't all bad, we are taking advantage of the extra time to make your rewards even better than we originally planned. Which brings us to...
Old School RPGs Need Epic Traditional Art

We searched high and low to find an artist who could bring the Unknown Realm cover art to life in a manner worthy of its old school roots and now we’re thrilled to announce we are working with one of the best traditional fantasy art painters around to make this happen! Ted Nasmith is a world-renowned illustrator and traditional artist who has created illustrations for projects associated with The Hobbit, Lord of the Rings, and Game of Thrones.

We are so excited to have him paint the Unknown Realm cover art for you guys because his unique style and dedication to the craft of traditional art are perfectly suited to bringing back all of those old school RPG feelings. This cover art will be used across all our digital formats and appear on the physical editions of Unknown Realm. Every backer ($19+) will be receiving a digital wallpaper version of the cover art and we’ll have posters available in the future as well.

Final Thoughts
Bringing back the authentic 8-bit RPG experience takes time, persistence and a lot of optimism in the face of tough odds. It wouldn’t be possible without you and we’re eternally grateful to each of our backers for your support, encouragement, understanding, and patience too!

Special thanks to those of you who’ve taken the time to comment with your support and understanding: you guys brighten our day and help us push through challenges (and fatigue). :-)  We see how much you care about this game being done the right way and it means a lot to us! We’ve backed close to 50 Kickstarter projects ourselves over the years, so we’ve been in your shoes and we appreciate your understanding. We're excited to be making this game for you, and we’ll keep fighting with all we have to make it worth the wait!

If you ever have questions or want to get in touch, the best way to reach us is directly via email at [email protected]

Until next time!
-Laura & Bruce

Unknown Realm

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

Details

Star Traders: Frontiers - EA Version released

by Hiddenx, Saturday - November 18, 2017 09:56

The Early Access version of Star Traders: Frontiers (formerly known as Star Traders 2) has been released:

Star Traders: Frontiers

Command your ship and crew as a space pirate, merchant, bounty hunter, and more in Star Traders: Frontiers – an epic space RPG from Trese Brothers Games. Venture forth into a massive open universe, rich with adventure and the lore of the Star Traders. Choose your path by assembling and commanding your custom crew and spaceship in a constantly evolving galaxy torn by internal strife, political intrigue, and alien threats. Will you fly as a pirate terrorizing shipping lanes, join the solar wars as a military captain, or track targets across the stars as a fearsome bounty hunter?

Key Features

  • Explore a rich, open universe: Discover endless procedurally-generated galactic maps, meet unique characters, and take on enemies to conquer the galaxy!
  • Become an intergalactic captain: Take on the role of a spy, smuggler, explorer, pirate, merchant, bounty hunter, and more (21 jobs total)!
  • Customize your own spaceship: Choose from more than 300 upgrades and build your very own vessel to venture across the vast reaches of space.
  • Assemble and tailor a loyal crew: Assign talents and equip specialized gear for every spaceship crew member.
  • Experience an ever-changing narrative: Decide to make friends or foes with other factions and influence political, economic, and personal vendettas.

Lore
First there was the Exodus – when survivors of a great war left the ruins of the Galactic Core behind in search of a new home in the stars. Scattered worlds were claimed on the fringe of the galaxy. Each pocket of survivors held on to an isolated set of worlds while trying to rebuild under the great law of Shalun. Three centuries later, technology has brought them back together again. Discovery of the hyperwarp has bridged what was once an unimaginable distance between far-flung colonies, long-lost families, and political factions.

With that reunification has come great economic prosperity. The hyperwarp reestablished the transportation of cargo, goods, and technologies between the quadrants – but it has also brought great strife. Political rivalries have been rekindled, blood has been shed in age-old feuds, and the fires of war have been stoked. Amidst the political infighting, a ruthless revolution is rising – and the fervent explorers of the hyperwarp have awoken something that was better left asleep.

Trese Bros
Our very first game, Star Traders RPG, took hundreds of thousands of gamers on an interstellar adventure. Star Traders’ success and overwhelmingly positive reception helped to launch Trese Brothers Games. It was the adventures of our community’s star-crossed captains that put us on a trajectory to share more of our worlds, ideas, and dreams.

We set out to capture the loneliness, bravery, and camaraderie of people living together in a spaceship sailing across the stars. It is with great pride that after releasing four other games in the Star Traders universe, we’ve created a sequel to the original Star Traders RPG.

Step onto the bridge of your starship, take to the stars, and create your own story in Star Traders: Frontiers.

Star Traders: Frontiers

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

Details

Stellar Tactics - Progress Update

by Silver, Saturday - November 18, 2017 09:06

The latest update for Stellar Tactics.

loading...

This weeks progress update. Directional shields, chaff, planetary material updates and targeting micro-menu. Please excuse the framerate - video was captured in the debugger. See the full article here -

Stellar Tactics

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

Details

Mount & Blade II - November Dev Blogs

by Hiddenx, Wednesday - November 15, 2017 22:28

Farflame spotted two Mount & Blade: Bannerlord dev-blogs:

Weapon Physics - part 1

Khuzait Khanate

Mount & Blade II

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

Details

Stardew Valley - More Singleplayer

by Silver, Wednesday - November 15, 2017 21:58

Eurogamer reports that Stardew Valley will get more single player content.

The game has a big multiplayer update on the horizon which will add co-operative play within the same town. But, beyond that? Sadly, it felt like Barone was finally finished tinkering with his masterpiece.

Well, that's no longer the case. In a post to Twitter last night, Barone revealed he was once more back working on single-player Stardew stuff, and teased what it might be:

Stardew Valley

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

Details

RPGWatch Feature - Monster's Den: Godfall Review

by Myrthos, Wednesday - November 15, 2017 09:56

In 2015 Monster's Den: Godfall was Kickstarted by 761 people. Now the results of the labor of a single man is available and Forgottenlor crawled through its dungeons to see how good a dungeon crawler it is and surfaced again with some reservations.

Excellent combat, varied loot, and interesting character building are essential parts of a successful dungeon crawler. But those factors alone don't make a great dungeon crawler. The dungeon itself is an important part of the equation. Great dungeon crawlers take players to mysterious and unusual places, where its never clear what is around the next corner. They also offer the player a break now and again from combat. Whether its clever puzzles, enviormental hazards, scrolls full of lore, strange fountains to drink from, a story of sorts (though this is never central to a dungeon crawler), or varied locations, it is essential that a dungeon crawler mixes things up to keep combat from becoming too repetitive. Monster's Den: Godfall is an impressive one man project. Its also a fairly low priced indie dungeon crawler, and while it does many things well, in the end it forgets the “dungeon” in “dungeon crawler.”

Monster's Den: Godfall

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

Details

The Iron Oath - November Update

by Silver, Monday - November 13, 2017 20:34

The latest update for The Iron Lore explains animation changes and other stuff.

...

Hey, Chris here. I have been tackling a lot of small tasks since the Kickstarter, focusing on polishing things that got left to the wayside in the wake of getting the Kickstarter up and running. Much of that dealing with the flow of combat and bugs. The biggest task I delved into was the start of implementing the logic that governs how the world plays out as time advances forward. I prototyped how the different Houses in game will have children, choose heirs, vie for the throne, manage their resources, etc. There is still much work left to do on that front but it is coming along nicely.

As Nik mentioned, the focus now is getting a build ready (primarily combat focused) for Otronicon in January. Otronicon isn't really a purely gaming focused event but it's a local show I wanted to participate in along with the rest of the indie game scene in Orlando, FL. We have a couple phases of builds we're working towards with each one getting us closer to our beta build that will be sent to backers late next year.

Some other tasks I worked on included:

  • implementing keys for locked doors/chests
  • updated internal tools for creating dynamic events and dialogue
  • updated character abilities to be more inline with their designs
  • tweaking general pace of combat (an ongoing process)
  • worked on equipping gear and looting from chests
  • added consumable items (e.g. health potions)
  • implemented stores to purchase items from various vendors
  • skinned/implemented some pre-mission UI screen
  • various bug fixing

The Iron Oath

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

Details

Hand of Fate 2 - Review @ PushSquare

by Hiddenx, Sunday - November 12, 2017 11:56

PushSquare has reviewed Hand of Fate 2:

Review: Hand of Fate 2 (PS4)

A mysterious dealer sits in a rickety wagon, casting your fate across the table in an ominous game of cards. He offers cryptic insight into the game itself while dictating your destiny as if it were preordained.

This is the basic premise of Hand Of Fate, Defiant Development’s brawler cum tabletop RPG. The dealer presents your hero's journey as a cosmic sequence of chance; familiar fantasy tropes, dice rolls, branching decisions, and random encounters litter your quest through series of increasingly fiendish levels. An ornate map in the corner of wagon contains 22 challenges, each of which forms a level of multi-tiered card mazes to traverse.
[...]

Conclusion

Your fate is decided by a scattering of cards across a table; dice rolls mean death or fortune and your next step could warp you to an insurmountable brawl. Hand Of Fate’s mix of strategic planning, random chance, and meaty combat is both rewarding and addictive. Fighting lacks complexity and doesn't quite stand up to the eventual repetition, but this game within a game is still well worth your time overall.

Score: 8/10

Hand of Fate 2

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

Details

Super Dungeon Master - Released

by Hiddenx, Sunday - November 12, 2017 11:08

A free top-down version of the classic dungeon crawler Dungeon Master has been released on Steam:

Super Dungeon Master

You were not the chosen one.

No prophecy foresaw the unleashed chaos and many died.
You are a ghost, a lost soul wrought from your body.
And yet, the man who captured your soul saved your life too - as you too will soon save others.

Many years ago, the lands turned dark around Mount Anaias as a maestrom of chaos was summoned there; towns were destroyed, cities were besieged and chaos ruled the land.
Many were called to defeat this terrible evil as an enraged beast-army rampaged the lands. Champions arrived with powerful weapons, magickal artefacts, chosen prophets, powerful charms, big axes, tiny time prisms, a dragon companion, even working close enough to Lord Chaos so as to betray them - they all failed.
For years after, there was nothing but desolation as the kingdom collapsed and the people and beasts disbanded into tribes.

You are Theron, student to the departed Grey Lord. At the time of the cataclysm, the Grey Lord protected your soul, even though he could not save your body. Only now has he been able to approach you and offer you the power to embark on an epic quest.
Granted with the power to raise four lost champions, your assembled team must find the fabled Firestaff deep inside the Dungeons of Mount Anaias to defeat Lord Chaos. On the way, you will learn as much of the Champions as you will of the Dungeon Master.

Seek balance. Bring the world back to life. Win.

Features:

  • all 14 levels of the original 1987 classic dungeon-crawler
  • many secret areas and hidden levels!
  • incredible soundtrack from many contemporary game musicians
  • all 24 original characters from the Dungeon Master game
  • 7 additional brand new playable characters
  • all new artwork, replicating the original game-world
  • tutorial to showcase all features
  • 9 extra quests to discover atop Oracle Mountain!
  • detailed world-map illustrating origin of champions
  • original backstories to all original game characters
  • discover the secret of Lord Chaos
  • ...why did the beasts join Lord Chaos?
  • ...why didn't Lord Chaos have the Firestaff?
  • ...why is Gothmog so mysterious?
  • ...and why is Tiggy so outrageous?
Learn all the secrets to know all the answers...

Beat it once in three hours,
become Dungeon Master in a week.

Super Dungeon Master

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

Details

Low Magic Age - Patch v085.12 released

by Hiddenx, Sunday - November 12, 2017 10:29

Patch v085.12 for the Early Access turn based D&D game Low Magic Age is out:

v0.85.12 Patch Notes

  • New item type - Potion. Added 12 kinds of potions:

       - Heal Potion
       - Remove Fear Potion
       - Shield Of Faith Potion
       - Mage Armor Potion
       - Bull's Strength Potion
       - Cat's Grace Potion
       - Bear's Endurance Potion
       - Fox's Cunning Potion
       - Owl's Wisdom Potion
       - Eagle's Splendor Potion
       - Aid Potion
       - Heroism Potion

    • Added Heal Potion x2 to player party's starting assets
    • Have a chance to obtain various potions after winning new challenges
    • Have a chance to purchase various potions in Shop
    • New standard action: Use Item
    • Boots of Levitation functions correctly now (thanks orensatov)
      - Treats all difficult terrains, including caused by spells or creatures, as normal terrains
      - Immune to Web, Grease
    • When Helpless, treat Str score as 0 in Combat Maneuver Defense formula (thanks tudou684)
    • When Helpless or Grappled, doesn't provoke opportunity attacks by Irresistible Dance
    • More serious conditions (Helpless, Paralyzed, Irresistible Dance, etc.) cancel Defending and Grappling (thanks tudou684)
    • Removed incorrect Full Attack bonus for Irresistible Dance, Power Word Stun, Power Word Kill (thanks zyzy66)
    • Adjusted temporary HP provided by Aid, False Life, Death Knell, Divine Power, and Greater Heroism
    • Backup saves automatically before load and convert old version saves
    • Optimized rewards UI

    Low Magic Age

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

    Details

    Ash of Gods - Steam Page Live

    by Silver, Friday - November 10, 2017 22:56

    Ash of Gods now has a Steam page.

    About This Game

    Ash of Gods: Redemption is a turn-based RPG that combines tactical combat, CCG elements, and a constantly evolving story in which no one is safe from death, including the main characters.

    GAMEPLAY

    Ash of Gods is the story of three separate protagonists rising in response to a centuries-old menace once thought to be mere folklore.

    Ash of Gods' storyline is constantly evolving in response to players' choices, sometimes even resulting in death. But, the death of a character is not game over. Instead, the story moves forward with the death of that character and previous choices continuing to impact future events.

    Combat in Ash of Gods is a blend of both traditional turn-based strategy and CCG gameplay. While individual tactics will depend upon the skills and classes of your characters, you will unlock and accumulate cards that have the power to unleash powerful abilities, sometimes altering the course of an entire battle.

    [...]

    Ash of Gods

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

    Details

    Vigilantes - Version 21 Released

    by Silver, Wednesday - November 08, 2017 20:44

    The latest version of Vigilantes has been released which comes with some new features.

    loading...

    Features

    • Gang lieutenants can set up ambushes for the player
    • Fuel barrels and gas canisters as objects can be activated to set an area on fire or explode
    • Characters with 2 or more adjacent enemies gain the surrounded status effect. Being surrounded causes them to pay less attention to active threats, and are easier to score hits against
    • Night missions now impose a 5% penalty to ranged CTH and cover is more effective at night... could be a good time to hit the survivalists
    • When fighting indoors, assault and precision rifles suffer a 5% CTH penalty due to being used in an enclosed space

    [...]

    Vigilantes

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

    Details

    Unsung Story - Design Update

    by Myrthos, Wednesday - November 08, 2017 10:54

    In a new design update for Unsung Story, Little Orbit has checked out what the original design ideas were and what Playdeck made of them, noting that the original deisgn was for a mobile game and that many changes were made by Playdeck to transfer it to a PC game. Little Orbit wants to focus more on the original design ideas, without it becoming a mobile game only.

    I don’t feel comfortable sharing the actual initial design without Matsuno’s permission, but I think it is important to understand the main focus, because that has formed an important starting point for us. The key note is that his first design was for a mobile game. So many of his decisions were based on simplicity to match that platform. It wasn’t until the Kickstarter that Playdek massively increased the scope of the game to the spiritual successor of Final Fantasy Tactics. At that point, we see lots of changes that attempt to retrofit the original ideas into a larger framework.

    Here is an overview of Matusno’s original design goals:

    • A traditional epic fantasy theme 
    • Original notes talk about a war with an invading “demonic” force 
    • The story is focused through Story Characters and Chapters 
    • The player controls “Unsung Heroes” who are the true heroes but lost to history
    • Instead of using a main map or any concept of linear time, the player chooses to play key battles during the war that they could replay at any time 
    • Unsung units have classes like Knight, Archer, Priest, Wizard, and Pioneer 
    • More classes for the Unsung units unlock based on leveling up that give new abilities and slightly modify power or speed
    • Players can switch classes from the base class to new classes as they unlock
    • Use group-based skill points to level up or improve skills
    • Height and incline affect movement speed and attack
    • No complicated stats

    We agreed internally that we needed to focus on a couple goals to help focus Unsung Story:

    • Preserve most of Matsuno’s original design and narrative 
    • Combine those ideas with the scope of what backer’s paid for in Kickstarter
    • Combine those ideas with the extra features added by Playdek if possible

    With this base, we spent some time analyzing how to meet these goals.

    And they found out the following:

    1. PLAYDEK'S WORLD LACKS MANY OF MATSUNO'S IDEAS

    2. PLAYDEK'S LINEAGE, CLASS, AND PROFESSION SYSTEM IS OVERLY COMPLEX

    3. MAGIC IS NOT DESIGNED

    4. PROBLEMATIC PROGRESSION FOR UNITS

    Which are things that Little Orbit is planning to change in the game. I wonder if Little Orbit knew what they were getting themselves in to.

    Unsung Story

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

    Details

    Hand of Fate 2 - First Reviews

    by Hiddenx, Monday - November 06, 2017 20:14

    Hand of Fate 2 will be released tomorrow - here are two pre-release reviews:

    Gameplanet:

    Hand of Fate 2 improves on its solid predecessor, but it's a couple of cards from a royal flush.

    Score: 7/10 "Draw"

    Finder:

    Defiant Development has proven that the first Hand of Fate was far from a fluke. Hand of Fate 2 one-ups its predecessor in every way, delivering a unique and enthralling role-playing adventure that easily sits among the best games this country has produced.

    Score: 9/10 "Amazing"

    Hand of Fate 2

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

    Details

    Stellar Tactics - Ship Vendors Update

    by Silver, Sunday - November 05, 2017 10:26

    Stellar Tactics latest update focuses on ship vendors.

    Progress update - 11/3/17

    This week was all about ship vendors. Still have a little work to do on swapping ships and a bit of cleanup work on the UI. See the video below for details. Please excuse my monotone - I need to catch up on some sleep - coffee and Red Bull's aren't doing it anymore...

    loading...

    Ship vendors can be found throughout the universe and they all carry fixed sets of ships that they sell. Purchasing a new ship requires that you either store your current ship or trade in your current ship for a cash credit towards the price of your new ship.

    One issue is that your equipment, because it is ship specific, cannot be swapped between different ships. To make things easier, the merchant gives you credit for each item currently equipped on your ship during the trade in. The value generated is the current market value of your equipment + the current trade in value of your ship which is credited towards your purchase. Your charisma affects the trade in value of all items.

    If you choose to store your current ship, it will remain on the station until with all of it's current equipment until you come back for it. I'll make sure there is an easy way to see where all your current ships are stored. The ship storage menu in the video is still a work in progress. There will be more information available that is visible anywhere, anytime. For example, the ship list will provide two lists - the first is a list of all ships and their locations in the universe and a second list displaying the ships currently on the station you are visiting.

    Regarding cargo - if you have more cargo in your cargo hold than the new ship will fit, you will need to sell your cargo before purchasing the new ship. The hamsters in the cargo bays will go on strike and the ship vendor will reject the purchase. The rule is that the cargo in the cargo bay of your current ship needs to be less than or equal to the maximum available cargo on your new ship.

    As you explore, you will loot ship specific equipment. If you plan in advance, you can horde items for that future ship upgrade and after purchasing your new ship, slot those items into your ship.

    One last note: On the ship info screen you can see an area for "MISSILE MANAGEMENT". This will eventually bring up a menu that lets you fit various payloads on your missiles and tweak their subsystems for range, avoidance and a few other things. Missiles come in one main variant and you can adjust them for various purposes and damage types.

    That's it for this week. Thanks everyone!

    Stellar Tactics

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

    Details

    Ebony Spire: Heresy - Game Mechanics

    by Hiddenx, Sunday - November 05, 2017 09:22

    Game designer Constantin Bacioiu explains some game mechanics of his recently released dungeon crawler Ebony Spire: Heresy at Gamasutra:

     

    Ebony Spire: Heresy

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

    Details

    Dungeons of Chaos - Update 2.1.010

    by Hiddenx, Sunday - November 05, 2017 08:38

    Update 2.1.010 for Dungeons of Chaos is now live:

    BIG UPDATE INCOMING !

    v2.1.010 is now live and brings the following:

    • after you have finished the game, a new game mode will appear when you start a new game; you can try the game with a preset party, preset difficulty and sometimes cap to achievement xp. Succeeding with any of these trigger new related achievements.
    • new boss: draco lich. and in-fight minions and surrounding undead minotaurs. all in new map: crumbling minotaur keep. new boss is the biggest yet and has nasty tactics
    • reduced the array of armor and shields that BA/BE can use. they should bash and kill, not tank and block like a knight.
    • added some new shields, will soon be added as unique loot or arena rewards
    • lifted str/dex requirements for some powerful armor.
    • added a new armor, will soon be added as unique loot or arena reward
    • changed both BA and BE level rotation bonus to "str","hp","armor +8","str","resist elem +3”,"hp","str"
    • fixed an issue where offhand weapons were deemed in use when fighting unarmed (fists or cestus/knuckles)
    • the rogue in the chapter 1 smuggler village now sells some basic offhand items
    • added RAGE to the skills the berserkers train
    • fixes speed bonus on juvenator staff

    Dungeons of Chaos

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

    Details

    Brigand: Oaxaca - Version 2.0 released

    by Hiddenx, Saturday - November 04, 2017 10:28

    Version 2.0 of the challenging FPS/RPG Brigand: Oaxaca has been released:

    Version 2.0

    I finally got the new version up and everything seems to be working. I would back up your save file if you have one, though, as the sub-directories have all changed to accommodate for multiple story files. It's probably fine, but better to be safe.

    Included is a save converter, so if you want to continue your character from version 1, run that program first on the launch menu, select your character, and wait a few seconds.

    Major changes include a new World Editor launch option. The world editor could still use some work, but you can play around with it and start creating your own stories. I still have to implement a way to upload files, but it will probably be a while before any content is ready anyway. I was planning to have a free example DLC story with this release, but that will have to wait a week or so. It will be a single-map defense challenge.

    As for bug fixes, the upside-down texture bug is no more. The solution was so simple that I now spit at my reflection in the mirror every morning for not fixing it earlier. I also increased the max objects per map from 2000 to 5000, so feel free to hoard as many guns and beers as you want on any map -- it won't crash the game.

    There's a whole lot of other fixes, too. Check the Brigand Updates text file in the game folder to see everything that's been updated.

    Brigand: Oaxaca

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

    Details

    Expeditions: Viking - Patch 1.07

    by Hiddenx, Thursday - November 02, 2017 20:46

    The last major patch for Expeditions: Viking has been released:

    Version 1.0.7: Iron Man Mode, Workshop Integration, New Game Settings

    Hello everyone. Today we have released update 1.0.7.1 for Expeditions: Viking. This version contains some major new things, which is why it has been in open beta for almost a month. The most important new feature is the Iron Man mode, but we also have Steam Workshop integration now, as well as a bunch of quality-of-life improvements.

    This is going to be the last major update for Expeditions: Viking. We still have a few things we're hoping Unity will get back to us on, so we may release another small patch or two down the line. Same goes if any new major bugs are discovered. The game appears to be in a pretty good shape now though, so we'll be turning our attention towards the next installment.

    From the bottom of our hearts, thanks so much for sticking with us so far, and for giving the game another chance despite the rocky launch :)

    [...]

    Expeditions: Viking

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

    Details

    Banner Saga - Worldbuilding and Consequential Storytelling

    by Hiddenx, Thursday - November 02, 2017 20:34

    The Stoic Team recently gave a BAFTA Masterclass:

    Worldbuilding and Consequential Storytelling

    loading...

    The session was recorded live from Austin, TX, and included:

    Arnie - Art Director
    John - Technical Director
    Alex - Writer
    Zeb - Producer

    Thanks Farflame!

    Banner Saga

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

    Details

    Vaporum - New Patch

    by Hiddenx, Thursday - November 02, 2017 20:22

    Farflame spotted a new patch for the steampunk dungeon crawler Vaporum:

    Localization Finally Here! (Patch #2)

    Hey guys!

    We know it took a lot more time than it should have, for which we are sorry, but it’s finally here! In today’s patch (Patch #2), we bring you 9 new languages: Chinese (simplified), Czech, French, German, Japanese, Polish, Russian, Slovak, and Spanish.

    Apart from these official languages, we also bring you the ability to write your own localization! Go to Vaporum/Localization and read the ReadMe.txt for info on how to start. We appreciate any feedback on the localization so if you find a typo, incorrect wording, or anything, feel free to tell us, and we will fix it for the next patch. In the coming days, we will also enable Steam Workshop so you will be able to upload and download localization files easily.

    Along with the languages, we also updated the game. Here are the patch notes:

    • Added 9 official languages: Slovak, Czech, Russian, Polish, German, Spanish, French, Japanese, and Chinese (simplified).
    • Added the ability to write community localizations. Head to the Localization folder and read the help file for more info.
    • Improved organic hit sounds to sound more meaty and impactful.
    • Added difficulty change prompt when you die a lot in a short time.
    • Tweaked: Emergency Braces module will now also activate when you’re below the threshold when it comes off cooldown. Previously, this only activated when taking damage.
    • Tweaked: Drainer gadgets now heal you for a portion of your max integrity, with a hard cap, instead of flat heal. Previously, you could abuse the system to get a lot more healing. Check this post for more info. Thanks motorbit!
    • Fixed: In some cases, the automap may remain disabled even after returning from the teleport chambers in the Arx Vaporum level.
    • Fixed: In rare cases, in the last room of Creepy Little Things, when you teleport back, the door remains closed and you cannot go back.
    • Fixed: The chest with coal on platform in Boiling Point sometimes glitches, falling down.
    • Lots of other small fixes.

    Thank you!

    Vaporum

    SP/MP: Single-player
    Setting: Steampunk
    Genre: Dungeon Crawler
    Platform: PC
    Release: Released

    Details

    Ebony Spire: Heresy - Released

    by Hiddenx, Thursday - November 02, 2017 20:04

    The dungeon crawler Ebony Spire: Heresy has been released:

    Ebony Spire: Heresy

    Ebony Spire: Heresy is a love letter to dungeon crawlers of old with a twist: It's been signed with the blood of many roguelike games that have been experienced by the writer. Crawl, throw, summon and smash your way through 25 levels of pure mishap in this first person turn based dungeon crawling game. Experience a back-to-the-basics computer role playing game where items play a central role. Pick up, throw, use, equip and drink your way up the tower to slay the fervent goddess. 

    Items range from equippable swords and armors to drinkable potions and artifacts that can summon, teleport or annihilate your enemies. Trinkets can be wield to increase your stats and everything can be thrown around to trigger their effects or just crush your opponents underneath their weight.

    KEY FEATURES

    • All items can be used by and against the player. Enemies have access to the same abilities as you do
    • Character development revolves around the items that can be obtained. There are no classic stats or XP grinding
    • Turn-based combat in a very roguelike fashion
    • Portals that will lead you outside the tower for a quick item hunting session: Cities, Harbors, Dungeons and Arenas can be explored

    Make the game your own

    The source code for the game is available under the MIT license. Feel free to use it to create your own adventure. And since the code is easily accessible you can mod it, add items, enemies and levels to your hearts content.

    Ebony Spire: Heresy

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

    Details

    October

    Questr - Released

    by Hiddenx, Tuesday - October 31, 2017 08:57

    The Indie-RPG Questr has been released on Steam:

    Questr

    Manage a party of personalities on epic (and goofy) quests. Swipe right on who you like. Swipe left on who you don't. Watch out for liars and be careful how you spend your gold! Of course there's plenty of exciting encounters along the way. Can you keep everyone happy while turning a nice profit?

    loading...


    Swipe right for Adventure...
    Using a Tinder like mechanic, manage a party of personalities on epic (and goofy) quests. Swipe right on who you like. Swipe left on who you don't. Watch out for liars and be careful how you spend your gold! Of course there's plenty of exciting encounters along the way. Can you keep everyone happy while turning a nice profit? Make a name for yourself, in Questr!

    Epic quests need Heroes who need each other...
    Personality driven gameplay - Each randomly generated character is created out of over twenty different personality types, six different races, six different occupations, and three different alignments. Some personalities get along. Some don't. It's up to you to manage all this craziness and guide your party towards then end of your chosen story path.

    Choose your map...
    Three full 3D maps to choose from, with more on the way. Lush forests, dusty deserts, and icy valleys await!

    Choose your Quest...
    Nine complete story paths to choose from, with more on the way. Each map holds three different story paths to choose from: "Homesick Dragons" to "Real Dead Redemption"...

    Hilarious encounters...
    Over thirty unique encounters. Each personality wants to deal with each encounter in a different way. Choose wisely and group morale increases. Choose poorly and, well...

    Questr

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

    Details

    Bloom - Demo Update

    by Myrthos, Tuesday - October 31, 2017 08:56

    With the demo for Bloom being released a short while ago, it is time to look back to how it went and it certainly did not exceed the developers' expectations.

    Hey everyone, now that the demo has been out there a bit....I figured it was a good time for a progress report on where everything stands.

    Note: About a week after we put out the demo, we did an update fixing some problems and adding a map while taking out some mechanics like hunger.

    Anyhow, the total analytics for the demo were a bit depressing -

    • 1350 views
    • 210 downloads

    For some reason we didn't have much luck getting media attention on the demo, so the amount we could reach was pretty limited (I suspect most of the downloads were by press).

    Obviously this also means the crowd fund attempt with Patreon didn't do so well either.

    The biggest question I have from the poor performance is what it indicates. Obviously the demo is still pretty rough (and the entire getting lost in the forest isn't the same structure as the core game, as well as the main character and abilities)....but it still might be an indication that the project itself is under-performing in terms of design and execution.

    If I just failed at getting the word out, it is still a problem...but less of one. Since trying to get attention for a demo during this point in the year is difficult (especially one so rough still). 

    Or it could simply be that trying to release off of steam was what killed it (itch.io isn't as popular, by far...and perhaps media didn't give it much attention being hosted on a site like that?). 

    Since it all bombed anyhow, I might go ahead and put it up on steam at some point just to see if there is more traction there.....but from what I hear from other devs, the organic reach on steam isn't really there anymore anyway....so, who knows.

    There is also an update on where they want to go from here, which mainly is about the lack of money and how to fund the development next year.

    Well, obviously we is outta moneys and gotta solve that problem to finish off the next year of development (since there is quite a bit of work to do, and if I tried to part-time it....who knows what would happen). 

    Luckily there are a few options out there (sadly, bank loans aren't one, even as a personal loan, or I would have done that haha. Unless there is some super rich person out there following this? -wink wink wink wink-). 

    First up is I've gotten in touch with Nintendo and Microsoft to get the ball rolling on platform approvals (and, if we are lucky, perhaps work out some type of advance on sales for timed exclusivity with one of them....though it is a long shot). The platform we will be supporting on release in addition to mac/ pc/ linux largely depends what happens with all of that. 

    Should be hearing back from them in a week or two.

    After that, there is the option of a publisher....and after the poor performance releasing the demo and trying to get media attention that option is seeming more palatable (since obviously I'm doing something wrong in terms of getting the message out...and I probably don't have the best temperament for that as well).

    In the meantime development is still ongoing.

    Bloom

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

    Details

    Ash of Gods - Kickstarter Update

    by Hiddenx, Saturday - October 28, 2017 05:58

    The Lo Pheng storyline will be added to Ash of Gods:

    ASH OF GODS RELEASE AND LO PHENG STORYLINE

    Hey guys! We were pretty busy but we got some really important and great news for you to share. Some of you who follow us in socials already famous with some of our news, I believe. But if you don't then get yourself comfortable! And don’t forget to follow us on Facebook, Twitter and Youtube channel to keep yourself updated.
     
    RELEASE AND ADDITIONAL STORYLINE
    Let’s start with Lo Pheng storyline. As you may remember, it was a big part of our Kickstarter campaign, the highest stretch goal but we didn’t make it. Since we didn’t earn enough money for this, we actually decided to drop it. It was hard but we were ought to weigh our possibilities soberly.

    But we’ve decided to reconsider this decision at the moment. The thing is, Ash of Gods development is almost in its final stage, and we were thinking about how Lo Pheng story affects the whole world of Ash of Gods. We were thinking about it a lot during the past two months and decided to return it to the game. We so want to make Lo Pheng storyline and believe it is possible even with our limited resources. I reckon we will be able to make approximately 3-4 hours of gameplay if everything will be okay.

    But to create the game in the way it was originally designed we will definitely need more time. At the moment we discussing a possibility to postpone the release to March, 2018. This is also will give us some extra time to polish the game which is always a good thing, I believe.

    [...]

    Thanks Farflame!

    Ash of Gods

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

    Details

    Wolcen: Lords of Mayhem - Kickstarter Update

    by Hiddenx, Wednesday - October 25, 2017 20:54

    Henriquejr spotted Kickstarter update #61 for Wolcen: Lords of Mayhem:

    Work In Progress: Defense and Resistance mechanic

    Hi everyone! 

    My name is Alan and I’m the resident game designer and community manager here at Wolcen Studio. I’m the one who usually writes these articles, even though I often speak for the team as a whole. 

    Today I’d like to present two of the new features that you’ll be able to experience in update 0.5.0.3, the revamped defense and enemy resistance mechanics.
    One of the challenges of building a modern Hack and Slash game like Wolcen resides in designing mechanics that are both deep and easily understandable to players. I always felt like armor in RPGs was difficult to conceptualize due to the reliance on complex mathematical formulas, which results in arbitrarily chosen numbers for armor values. How do you tell how much armor you need? Is 56 a lot of armor points? Plus I wasn’t satisfied with the current armor formula, as it was difficult to balance and forced me to give huge amounts of hp to the player even at level one.
    The solution? Take the same basic principle of mitigation within armor range, but applied to the entire health pool once, complete with a way to visualize it.
    [...]

    Wolcen: Lords of Mayhem

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

    Details

    Ghost of a Tale - The Final Stretch

    by Myrthos, Tuesday - October 24, 2017 09:12

    Ghost of a Tale is entering it's final stretch towards release, with all content estimated to being finished this year, which should result in a release date of march 2018.

    A couple of months back I was still hoping we would be able to release the game this year. Even though to this day I’ve refused to give out a specific date out of fear of missing it I’ve been known to say publicly “2017”.

    The thing is, now that we’ve got a very clear view on the final stretch, that’s just not realistic. Well, technically the game’s content itself will be mostly done by the end of December, there’s no doubts about this.

    So I guess technically you could say “Yay, game done this year!”. But that’s not the way it works. You don’t release a game as soon as you wrote the last line of code and animated the last walk cycle.

    When all is said and done we’re going to need a few weeks (we estimate 4 to 6) just going through QA. That is intense testing and making sure there are no outstanding issues (whether it be in text display, animation, mechanics, quests, dialogs, etc…).

    After that (well, almost in parallel) we’ll have several people working on translating the 60K+ words of the game into as many languages as we can financially afford. Which is at first: French, Italian, German, and Spanish. We will also try for Portuguese, Polish and Russian eventually (depending on how much it costs). And after that Chinese and Japanese would be great.

    On that topic, some studios often go with horrendous Google translate (sometimes because of cost, sometimes because they can’t be bothered) but let me assure you that won’t be the case for Ghost of a Tale. We will make sure the translators know of context and are given the tools necessary to do a great job.

    Next to this there is also more information about lighting, character portraits, the duration of the game (15-20 hours) and a price point of $24.99, while at the moment it is $19.99 on Steam Early Access.

    Ghost of a Tale

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

    Details