Monster's Den: Godfall
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...
Farflame interviewed Matej Zajačik about Vaporum
» Read the article
No, keep it as it is
Oh yes, I'll show you...
I want Little Ponies
I don't care
Ambition: A Minuet in Power - Final Day by Silver
Eidos Montreal - Will Focus on Online by Wisdom
Julian Gollop - The good, the bad, and the ugly of RNG by Silver
Burden of Command - Dev Blog #5 by Silver
Forum WatchArakion: Book One by Lavidimus
Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG by Hastar
Ash of Gods by Wisdom
Brigand: Oaxaca by blancaster45
Hand of Fate 2 - Review @ KGK
KGK has reviewed Hand of Fate 2:
Hand of Fate 2 - The KGK Review!
Having not played the previous installment in the series, Hand of Fate, as I’m not a fan of card based games, I decided to give the sequel, Hand of Fate 2 a chance. May as well keep an open mind and see what all the hype is about. It’s also worth noting, that I don’t board the hype train these days, as I can guarantee that they will derail for me in some way or another. So it’s with caution that I installed, then booted up Hand of Fate 2 wondering what lay ahead for me.
After the game had loaded, and shown me that I’d be face to face with a mysterious card dealer and story teller, who is fully voiced and covered in wraps to hide his identity, I realised that this was taking place in a dark, wooden caravan. The table at which you sit, is where the cards are placed, and this is where your adventure begins, and it was far from what I expected. Cards are taken from a deck and placed down in front of your where a small character to represent you will move along one card at a time. Seems reasonable enough and even though it’s not something I’d have ever imagined myself playing, considering something like this boring, I was entranced. Each card had a diﬀerent eﬀect on me, and the world around me. Would I ﬁnd treasure, a place to stay on my journey, a troop of ne’er do wells to hand out justice too? I was genuinely intrigued, and wanted to ﬁnd out more about the world around me.
Overall, Hand of Fate 2 is a game unlike any other on Xbox One. There’s plenty of exploring to get yourself involved in, plenty of equipment to discover and unlock, and a mysterious man who doesn’t seem to have picked a side, and instead guides you gently further towards your end goal. I couldn’t recommend it more, even to those who wouldn’t normally consider purchasing a game like this. The price isn’t to be sniﬀed at either, and it’s a worthwhile investment. You will get your value for money, and once is all said and done, you won’t regret it.
Overall Score 9/10
Mount & Blade II - Sturgia
The latest from Mount & Blade II explores the Sturgia faction.
Dev Blog 14/12/17
Greetings warriors of Calradia!
The Sturgian forests are forbidding and cold, but great wealth lies within. Wild honey can be found, and bog iron, but the real prize has always been fur. For centuries, brave traders ventured there to buy the pelts of fox, rabbit and ermine from the tribes of the woods. As the empire expanded eastward, that trickle of traders became a flood. Great towns sprung up on the rivers. Fortune-seekers came from the coast, from the steppes, and most of all from the Nordlands. Tribal elders made alliances with the newcomers, sealed by wedding vows, and with their share of the trading profits hired mercenaries to subdue other tribes. Sturgia became a collection of principalities, then a kingdom, the great powerhouse of the north.
The Sturgians are based on the federation of city-states known as Kievan Rus, located in today's Russia, Belarus and Ukraine. Like many boomtowns, the Rus river cities attracted people from faraway lands. Predominantly Slavic communities were forming into states at a breakneck pace and borrowing institutions, religions, and ways of trade and war from their neighbours. Greek missionaries, Finnic foresters, Turkic and Iranian steppe tribes, and most famously the Varangian Norse all left their mark on the aesthetics of Russian art, arms and armour. We think the motifs and styles of Sturgian equipment – gilded and peaked helmets, furs and gold brocade, runes and gripping beasts and folk embroidery and Arabesques -- will make it some of the most spectacular in the game.
As with other factions, we let history be our inspiration for Sturgia's politics. The chroniclers weren't shy about expressing their opinions about the different princes. Some rulers, like Vladimir the Great or Yaroslav the Wise, have come down to us as far-sighted rulers. Others, like Sviatopolk "the Accursed," accused of murdering his brothers, or Vseslav, the sorcerer-king of Pskov, were depicted as some of the more colourful tyrants in medieval Europe. Raganvad, the current Sturgian prince, is cut out of the latter mould: he knows how to punish but not how to reward, and he'll put to the test the old dictum that it is better to be feared than loved.
Mount & Blade IISP/MP: Single + MP
Release: In development
ATOM RPG - Preview @ Cliqist
The Cliqist checked out the ATOM RPG:
Nostalgia Bait Sucks, Except When Atom RPG Brings Back The Real Fallout
If there’s two things I hate in the gaming industry today that everyone else loves, it’s Bethesda and nostalgia. Bethesda has a long record of suing indie developers over spurious copyright claims while pretending to be the victim. Meanwhile they’ve been ruining Fallout and The Elder Scrolls with bland, boring, and two dimensional gameplay and have somehow convinced people they’re still great. And let’s not forget their refusal to work with video game critics, refusing to send out review copies ahead of time so that pre-orderers don’t cancel when critics rake their games of the coals.
And nostalgia. Nostalgia has become a crutch for modern indie game development. Can’t art? Don’t hire an artist, just draw some squares and call it pixel art! Can’t music? Just bang some pots and pans together, record it with a dollar store microphone, and call it classic 8-bit music! Don’t know how to gameplay? Just make a 2D platformer and call it a fan-made, spiritual successor to Boogerman and people won’t be able to pay you fast enough.
Humph, I say.
Jupiter Hell - Year One Update
The Year 1 update for Jupiter Hell.
Year 1 update!
It has been one year since you Kickstarted Jupiter Hell! 12 months ago our Kickstarter completed at 117% of our target amount, and since then we’ve been hard at work to turn your generosity into a fantastic game :)
There have been some delays along the way, but we’re at a really good point right now. Some developments of late:
- We’ve expanded our team to 10 people, including 2 new programmers
- Our custom engine is working great, with Linux builds, optimised physics and light systems, and of course the unique adaptive animation system that makes the game so fluid to play
- We now have 6 separate environment tilesets, each with color schemes and varied amounts of decorative elements, so we’ll have diverse and interesting levels to explore
- Jupiter Hell is now populated with several new enemies, including the imp, fat demon, clawed demon, combat drone and summoner, with others in the production queue (these are all placeholder names, incidentally)
- Base gameplay mechanics are integrated, with the code for deeper elements already in place and ready for rapid expansion
- ASCII mode!
Our next Inner Circle build is expected by the turn of the year. This will be a meaty build for our IC fans, and we expect a big amount of adjustments based on that.
We then plan to release Jupiter Hell’s first alpha build to our Alpha backers in March! Our roadmap to alpha includes a number of key games features:
- Full game UI (though still mostly text-based placeholder)
- Character creation and character advancement (xp, leveling, etc)
- Inventory system, loot and ‘loot boxes’ (the fun kind!)
- Initial FX system, for cool explosions, shot effects and more polish on the visuals
- Many other fixes and polishing on technical features and quality of life improvements to make the game feel more playable and fun
Once we have the alpha released we’ll publish our roadmap to beta!
Jupiter HellSP/MP: Single-player
Release: In development
Star Traders: Frontiers - Silent Void Update
A new update for Star Traders: Frontiers called Silent Void seems like a big one.
As we're roaring into the weekend, we are excited to drop the Silent Void update -- its a mixed bag of great things. What's maybe most important is that it is a really big bag. Personally, I am excited at how many times the word "added" or "new" appears in this update! While we are still digging out from under bugs, story fixes and UI improvements -- our engines are starting to burn with a new light -- expansion! To the frontiers, Captains! Let's go!
New Contacts and Recruits
Across the quadrants, you'll now meet Prospectors and Academy Doctors both -- who will make it easier to gain access to Doctor recruits and now make Explorers recruitable for the first time. In order to make Pirates easier to find and recruit, the Warlord contact has switched over to recruiting these space corsairs instead of spies.
Story "Log Jam"
Some of your games may be suffering from a bug we are calling the "log jam" where one or two errant story events could cause a lot of other story events to get hung up. After this update, you MIGHT see a bunch of story events fire back to back as the jam clears. It maybe feel a bit crazy, but it will pass quickly.
Emergency Hyperwarp Behind Enemy Lines
Too many Captains have come to the sad end of being stuck in a hostile quadrant with a damaged hyperwarp. Without any local starports willing to repair the damage, you have been forced to resort to Patrol and Explore in desperate hope to make amends or get lucky with repairs. Even rich and powerful Captains could suffer this fate!
Now, you can make an emergency jump to escape the Quadrant. Watch out -- this is not good. Things will go boom! But, you can get clear of enemy territory and gain a chance to repair, refuel and recoup at a friendly port.
On the other side of this coin, hostile starports once again correctly implement the -30 Rep limit to stop selling you Water-Fuel. A bug crept in that made them generous. Their generosity has been revoked!
Many of our Captains have been lobbing out great ideas for new Talents. We love it! And here they come! The Spy can now steal intel records when boarding an enemy vessel with Unauthorized Access. Crew Dogs got a Blockading Talent to match their Patrol Talent with Hawkish Siege. And the Zealot has gained Summary Execution to put an end to a mutiny with a ruthless execution of a low Morale mutineer.
UI and Tooltip War
We've improved the Atlas significantly as well as adding services, tooltips and more. There is more awesome coming in regards to trading and such, but for now -- check out the new awesome.
Ship combat display has been updated to show the Engine health at all times to help avoid surprise defeats. We are working on balancing out ship combat more, so thanks to everyone's patience while we improve!
The war of the tooltips continues. We've added another 40+ tooltips across the game, annotating Faction flags everywhere and hitting up icons that are feeling lonely and jealous of other better icons that got tooltips first. We won't stop until ever widget, icon and shiny thing in the game is annotated.
Please leave a review to help drive updates and improvements of the game! And tell a friend
v2.0.27 - 11/8/2017
- Added 2 new Contact types: Prospector and Academy Doctor
- Prospector offers Explorer recruits, Academy Doctor offers Doctor recruits
- Warlord Contact now offers Pirate for recruits instead of Spy
- Added new Spy Talent at level 5 "Unauthorized Access" steals Intel Records after boarding enemy ship
- Added new Crew Dog Talent at level 5 "Hawkish Siege" rerolls a card in Blockade
- Added new Zealot Talent at level 8 "Summary Execution" kills lowest Morale crew in mutiny to reset Morale
- Added Engine health for both ships to Ship Combat HUD to avoid unexpected defeat
- May now make Emergency Hyperwarp Jump even if HW Drive is severely damaged
- Combat crew selection and placement remembered and automatically assigned at next combat
- Fixed story "log jam" which was preventing new stories not to start in games
- Fixed bugs with correct resolution to Valencia Faen's storyline, Calagan now responds to resolution
- Improved Talent icons for all card games (Explorer, Black Market, Spy, Patrol, Blockade) to be clearer
- Exploration correctly blocks repeat explore when the territory is temporarily scoured
- Starport correctly blocks refueling when Rep is below -30
- Fixed issues with Retrain cost being properly displayed and charged
- Fixed issue with Sharp Counter Swordsman Talent being used from any rank
- Prevented missions from showing $0 summary even when steps hidden
- Fixed issue with odd waypoint to Arbiter personal objective
- Added 40 new mouse hovers for rules, Faction flags and icons
- Improved "Star Atlas" rendering and information presentation (more awesome coming soon)
Star Traders: FrontiersSP/MP: Single-player
Release: In development
Stardew Valley - Multiplayer Beta 2018
PCGamer reports that Stardew Valley will go into beta for its multiplayer sometime in 2018. Also an underwater area has been teased.
The previous teaser image showed a boat with, Andy reports, some lights, boxes and barrels. The room in the latest image is a little more revealing. Its metal structure and aquatic backdrop could hint at underwater farms or other undersea content, which fits with the boat. The machine tucked away to the left, which looks to have some sort of gauge measuring either air or water pressure, also supports the idea.
In more concrete news, an accompanying blog post from Chucklefish confirmed that the beta for Stardew Valley multiplayer, once planned for this year, has been pushed back to early 2018. The post also touches on inter-player marriage and expanded festivals, both of which are said to be coming along.
Stardew ValleySP/MP: Single-player
Underrail - Experimental Branch
Underrail is releasing a major update for testing via the experimental branch according to the latest update.
Experimental Branch with Version 18.104.22.168
Thursday, 07 December 2017 13:21
Hi guys, we are releasing a new major update of the base game on the experimental branch. If everything goes as planned, we'll be releasing it to the main branch as well soon.
To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.
We have new creatures, items and feats.
- Added the global map
- Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
- Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
- Removed cooldown for arming traps
- Removed cooldowns from lockpicking and hacking
- Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
- Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
- Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
- Ground fire will now remove cryogas
- Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
- Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
- You can now unload chemical pistols
- As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
- Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
- Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
- You can now root turrets (which makes them susceptible to acidic entanglement)
- On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
- Improved NPC pathfinding slightly
- Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
- On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
- Reduced the ranged weapon precision reduction from low light slightly
- Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
- Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
- Reduced the alpha on energy shields
- Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
- You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
- Turrets will now drop aggro faster
- Getting additional burning damage will reset the burning debuff remaining time
- New combat taunts for military personnel
Cosmic Star Heroine - Review @HardcoreGaming101
Cosmic Star Heroine has been reviewed at Hardcore Gaming 101 by our own GabrielMP_19.
Developed by Zeboyd Games, the same team behind JRPG-styled indie games like Cthullu Saves the World and the later Penny Arcade: On The Rainslick Precipice of Darkness games, Cosmic Star Heroine tells the story of Alissa L’Salle, a notorious agent of the Agency of Peace and Intelligence (API), an intergalactic anti-terrorist force. The game is heavily inspired by the likes of Phantasy Star (particularly with its sci-fi setting and female protagonist) but also Square SNES RPGs like Chrono Trigger. More than just being one of the many RPG Maker clones on the indie scenes, it also seeks to expand on what a classic JRPG can be like.
Right from the start, Cosmic Star Heroine clearly wants to tell an epic story. The games opens with Alyssa climbing up a building while fighting enemies and busting terrorists to save a city. These scenes set up Alyssa as a hero that will do anything in her power to save people, a notion that will be her driving force right after her second mission, in which she and her friends Dave and Chahn recover old artifacts that have the power of controlling the minds of people. When they arrive back to the API, they discover that one of their superiors wants to use them to control the world. Who can she trust? Only a few friends.
Cosmic Star HeroineSP/MP: Single-player
Wolcen: Lords of Mayhem - Kickstarter Update
Henriquejr spotted some Kickstarter news for Wolcen: Lords of Mayhem:
Attributes refactor and new Character Sheet
Hello everyone !
First, I would like to make an IMPORTANT REMINDER FOR OUR KICKSTARTER BACKERS. It came to our attention that some of you didn't receive their mail with their Steam key. If you didn't receive your Steam key, please contact us so we can send it back to you. You can send us a direct message via Kickstarter or send us an email to [email protected] with your name and email linked to your Kickstarter account. As a reminder, all backers supporting us starting from 9 US$ are eligible for a Steam key.
Now, let's introduce our new features ;)
As you well know, Wolcen allows you to be totally free in the development of your character and doesn't make you chose between predefined classes. We want to keep that philosophy, and expand the interest of every attribute no matter the playstyle you chose.
Since we weren't satisfied with the current way attributes has an effect on stats, we devised a non-linear complex formula that can determine the effect of an attribute on a stat, based on that attribute's value compared to the level of an element. This will allow our players to shape their character's core attributes. We want you to be able to have viable specialized profiles from level 1 (like a crit-based build), explore interesting builds adapted to your playstyle, and allow you a huge buildup of attributes in endgame without blowing damage numbers up.
Attributes were renamed to reflect all their values. For instance, we wanted strength to mean more than "big muscles", so we renamed it Ferocity to reflect more aggressiveness and mightiness. It's easier then to imagine a mage being ferocious or a warrior having a strong willpower.
Here is the list of attributes effects and what they affect:
- Defense Ability (compared to armor level)
- Attack Speed (compared to weapon level)
- Melee Damage (compared to monster level)
- Critical Hit Damage (compared to monster level)
- Dodge chance (compared to monster level)
- Ranged damage (compared to monster level)
- Critical Hit Chance (compared to monster level)
- Move speed
- Spell damage (compared to monster level)
- Ailment chance (compared to monster level)
- Health regeneration
- Spell resistance (compared to monster level)
- All resistances (compared to monster level)
- Stamina Regeneration
- Defense Regeneration
- Maximum Health
We will provide the details on the formula later should anyone feel interested ;)
NEW CHARACTER SHEET
The UI for the character sheet has been modified accordingly and expanded to allow players to see exactly what their characters can do. We wanted a character sheet that would present relevant information to the players in their main window and allow them to see the total effect of their attributes without worrying about the formula.
The exhaustive list of stats can be consulted on the side window of the character sheet. We also revamped those, by removing old obsolete stats and adding new relevant ones.
That is all for today, see you next week for our new devblog ! And as always, thank you all for supporting us :)
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Vaporum - Stop Time Mode
The latest patch for Vaporum introduces a stop time mode for people with disabilities.
We have a major update for you today! Yesterday (December 3rd) was the International Day of Persons with Disabilities, and we wish to address some of the issues people with disabilities may have while playing Vaporum and other games. One of the reasons why we took this stance is this article written by Olivia Falk at GameSpew. Olivia pointed out several in-game situations where Vaporum fails to fully allow people with various forms of disabilities a full gaming experience.
In the past patches, we were adding quality of life improvements and some changes to make the game more accessible to people with motion sickness and hearing deficiencies. Today, we're introducing a Stop Time Mode.loading...
You can turn this mode on and off at any time by pressing CapsLock (default key). When the mode is active, it automatically stops time whenever you are taking no action. This can be very useful in difficult combat situations where you need time to plan the best attack, or retreat for that matter. While you're taking an action, time goes by as normal. But the moment you stop doing anything, time stops again, giving you the opportunity to plan the next move. Sometimes, the best course of action is to wait. You can hold Shift (default key) to advance time. You can make time tick while holding a weapon attack button too (LMB or RMB).
The Stop Time Mode can also be used in puzzles and hazards that require perfect timing, obstacles you may find too difficult to beat in real time. Using the Shift key, you can time your movement down to the millisecond. Please note that this is not meant as some sort of turn-based combat mode, but rather a more tactical approach to combat that is available in the game. We thought it would be interesting for people who like to play games at a slower pace, or people with physical difficulties, to give them plenty of time to reason about their moves.
We're also adding an on-screen directional keypad for people who can only play with a mouse or only via touch. Or for those who love the old-school feel! 🙂
As usual, here are patch notes:
- Added a Stop Time Mode.
- Added an on-screen directional keypad.
- Added item comparison tooltips.
Genre: Dungeon Crawler
Unsung Story - December Update and a Release Date
last week Little Orbit had a four day meeting with Torus, the developers of Unsung Story and this update is summarizing these four days.
Day 1 was about the story, which is like:
"Unsung Story takes place in a medieval fantasy world where spells are cast as songs, and magic can reshape reality. With the threat of such power, the original shapers created a way to stabilize the world. Since the beginning of time, History has been sung and recorded in magical schools around the world. The game opens at the end of a 77-Year War. We follows a squad of aging heroes as they are given a covert mission: to infiltrate the archive of a nearby school and cast a legendary spell that may turn the tide of the conflict."
Day 2 was about art and programming:
In the first half of Wednesday, we spent time reviewing inspirations for characters, weapons, armor, environments, UIs, animations, and VFX. Honestly I felt we were pretty well nailed down on the art design and approach, but the dev team came up with lots of good questions involving how render swappable inventory, playable races, monsters and other areas. We've got a number of new pre-production deliverables now to help us flesh those out, and we're looking forward to sharing progress soon.
Day 3 was about game mechanics and sound:
We spent the better part of the day going through the initial candidate list of 20 classes (not including the Elite classes) spread across our 4 different schools - Mana, Nature, Divine, and Technology. This game rests squarely on the classes, abilities, and spells, and it's an area I want to nail down early, so we have the maximum amount of time to integrate the game mechanics into each chapter.
Day 4 was about getting a release date:
This was our final full day of meetings for the week, and the focus was entirely on attempting to nail down a release date that we could stand behind.
The day started with going through each month and identifying all of the game's components, and we spent time going through notes from the previous days adjusting the milestone schedule.
When are we releasing Unsung Story?
This has been the #1 question asked by backers, and in light of this project's history, I felt we needed to spend a fair amount of time going through the game's scope, timeline, and deliverables, before we made any formal announcement. We are going to continue refining the project timeline through the end of the year, but at this time we will be simultaneously releasing all platforms in Q4 2019.
Unsung StorySP/MP: Single + MP
Release: In development
Banner Saga 3 - Production Update
The latest update on The Banner Saga 3.
Hey Bannerfolk! As 2018 approaches, I suppose you must be wondering how far along we are in development of Banner Saga 3! What's the status? Where's the final chapter to my epic saga? Why don't you just ship this thing already so I can know how it all ends!?! Well, I'm here to answer ALL your questions, because I'm the producer, and that's just what we do.
Banner Saga 3 is still in an Alpha state, but I'm happy to report that we are approaching the ‘Feature Complete’ milestone (where no more new game features are added and we start to iterate, bugfix and polish). These are the features and tools that our programmers (John and Drew) deliver to the designers (Matt and Alex) so they can implement content into the game (character conversations, combat abilities, and new game systems).
Speaking of the designers, Arnie’s creative team (Art and Design) are trying to get to ‘Content Complete’ so that we can consider writing and art assets to be ‘final, polished and ready to ship.’ The final pass on writing will happen this year, and the translation/localization process will soon kick off for 10+ languages. Isn't it exciting to think that the final chapter of the story is almost completely written? I totally know how it ends and I'm not even going to tell you. :o)
Our partner companies are kicking into high gear to deliver their final assets early next year:
- Powerhouse Animation is compositing our in-game cinematics at break-neck speed to meet deadlines early in 2018. (Did you guys see their work on Battle Chasers and Castlevania? These guys are KILLIN IT)
- This month we’re kicking off Quality Assurance testing to start gathering bugs to squash.
- Austin Wintory is composing and delivering scratch music tracks (placeholders made digitally to stand in for the real tracks that come after recording). He’ll be tuning up the full symphony for orchestral soundtrack recording in January.
- KPoW Audio is playing through the latest build and planning out sound effects.
- Syrland will be recording voice over for some of our cinematics early in the new year in their intimidating Nordic voices.
- Versus Evil is creating their marketing master plan, including in-person appearances for the team at many gaming shows (look for those announcements on social media in the new year!)
For those of you in our Kickstarter, many of the merchandise items have been manufactured and are on their way to our fulfillment facility - we continue to strive to beat our December 2018 deadline for those, and there should be some exciting updates in the new year.
Banner Saga 1 and 2 are also getting some love and bugfixing and we're hoping to have an exciting announcement in the new year that I'm not going to say anthing more about, because I'm the producer, and that's just what we do. -Your Truly, Zeb L. West
Banner SagaSP/MP: Single + MP
Mount & Blade II - The Vlandians
@PCGamer Mount & Blade II faction the Vlandians.
In a recent Steam community update, Taleworlds has revealed the lore behind Mount & Blade 2: Bannerlord's faction, the Vlandians. The detailed post also includes a behind-the-scene peek at how the team designed the faction's backstory, and their accompanying weapons.
The Vlandians are loosely based on the feudal states of early medieval Europe and in particular the Normans, "the Norse raiders who settled in France then carved out kingdoms for themselves in the UK, Sicily, and the Holy Land".
As for the weapons themselves? "Vlandian arms and armour are based on that of Western Europe from the 9th to the early 12th centuries," writes Callum. "This was a period of relatively fast evolution, and leaves us with some balancing issues. For example, there are textual references to what appear to be two-handed swords in this period, notably as wielded by Swabian mercenaries at the 1053 battle of Civitate, but as far as we know no artistic depictions or specimens.
Mount & Blade IISP/MP: Single + MP
Release: In development
Edge Of Eternity - December Kicksarter Update
Farflame spotted the December Kickstarter update for Edge of Eternity:
Dear Kickstarter backers,
It's been awhile since our last Kickstarter update, and we felt that something had to be done about that.
Edge of Eternity is shaping up quite smoothly, new features, new monsters, new skills, new music are steadily being added to the game - and all of them are quite awesome. The project is taking resolute steps forward, but the sheer amount of content we still aim to integrate prevents us from announcing a definite release date.
Edge Of EternitySP/MP: Single-player
Release: In development
Wolcen: Lords of Mayhem - Sockets and Gems
The latest from Wolcen: Lords of Mayhem covers the work in progress on Sockets and Gems.
Work In Progress: Sockets and Gems
While work on update 0.5.0.4 is progressing at a rapid pace, many of its features are still being worked on or finalized. Today, I'd like to present a highly requested feature (and staple of the Hack and Slash genre): Socketable items and gems.
Because Wolcen is a classless game, items can roll with many kind of affixes on them, reducing the probability of getting an item that is appropriate for any given playstyle. While loot hunting can be exhilarating, especially after getting the item of your dream, it can also be frustrating if getting there takes too much time.
A Gem grants an affix to an item it is socketed into. Which affix depends on the socket type. There are three socket types: Offensive, Defensive and Support.
Items of a given type will often roll the same socket type: weapons will roll offensive sockets, armors pieces will roll defensive sockets and accessories will roll support sockets. This will not always be the case though, and you may sometimes get an armor piece with an offensive or support socket!
Gems are divided into types and tiers. The first iteration of this system will ship with 14 gem types, each divided into 5 tiers. A gem's tier will define how powerful its affixes are. As the game's level cap will be increased, we will add more gem tiers.
Some types of affixes will not randomly roll on items anymore, and will only be available by adding a gem to an item. This will lower the randomness in getting desired affixes, and will provide more control over build orientation. Some affixes will stay as random rolls but will also be available through gems, allowing players to double-down on affix-stacking. New affixes will also be added to the game.
Put a Fire gem in an offensive socket, and your weapon will inflict fire damage!
In addition to the 14 regular gem types, we are also adding unique soul gems: unique items will have one or more of their affixes pre-socketed as unique gems. You will be able to unsocket this unique gem and put it in a unique socket, granting that unique power to a different item. Soul Gems can only be socketed into dedicated sockets. Those will be quite rare on non-unique items, but unique items will always come with a unique socket.
You can put as many gems in an item as it has sockets, and their effect will stack!
Removing gems socketed into an item requires the services of the Jeweler, a new NPC. He will do it for a fee, of course :)
That's all for today! Next week, we'll cover another feature of update 0.5.0.4.
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Stellar Tactics - 3 dimensional Space Combat
The latest update for Stellar Tactics features a change to how space combat works.
You asked for it!
Well, some of you did.
Many of you have asked that I remove the constraint of flying only on a 2D plane in space. For a long time I didn't want commit to this until I had combat in and started play testing the system. I'm happy to say I woke up this morning at 5 AM with an idea that fixed a few problems I had with vector math related to space combat and decided to implement it. The combat patch will include full 3D flight for space exploration and combat.loading...
Thank you all for your feedback. As always, I'm listening!
Koruldia Heritage - Selected for Square Enix Collective Program
The indie J-RPG Koruldia Heritage has been selected for the Square Enix Collective curation program:
Koruldia Heritage (RPG Maker MV) Square Enix Collective Teaserloading...
SQUARE ENIX Collective full presentation with exclusive content here.
This teaser focuses on the overworld, this is why your sprite is a bit different (than in dungeons or battles etc), since the view is even more “stylized” on theses maps. (You can see every "walls" and better spot enemies.)
Koruldia HeritageSP/MP: Single-player
Release: In development
Signs Of Darkness - Early Access on December 14
The action RPG Signs Of Darkness will be available as Early Access version on December 14:
Signs Of Darkness
Kidnapped and thrown into the dark depths of the Undercrypt to die, you are rescued by an unknown ally. Eager to find the motive behind your abduction you set out on an unexpected journey through the Kingdom of Rosenfare. Master sorcery and swordsmanship to overcome the evil forces out to put an end to your existence.
Grab your gear and get ready to explore the vast Kingdom of Rosenfare. Gain experience as your character progresses through the kingdom. Advance your character by defeating the deadly enemies that await your challenge.
Make a name for yourself by completing challenging quests throughout the kingdom. Earn and gather powerful loot that advance your characters stats and abilities. Team up with companions to aid you on your journey.
Master quick action based combat to gain the upper hand in battle. Dodge, jump, slash and cast your way the dark dungeons and crypts you encounter.
While at the tavern, play the turn based multiplayer mini game BattleHex. Host your own game, join a friend's game or play single player. Note, BattleHex can only be accessed from a tavern and is not available from the start of the game.
Seek revenge, forge your own journey in the vast Kingdom of Rosenfare!
Signs Of DarknessSP/MP: Single-player
Release: In development
Bloom - A Detour for Some Funding
The further development of Bloom is hampered by a lack of funds. To remedy this, the idea that is brought forward in the latest update, is to develop a small other game in a quick way to gain some additional funds.
After the last update I sat down and considered the various options we had (of which there aren't really many). Got a few more months of runway left, but after that everything becomes a lot more tricky haha.
Anyhow, one of these options is to produce something smaller to help fund the rest of development. I've seen other developers do something similar and it seems to work fairly well (such as Starr Mazer publishing their shooter game or Mike Bithell creating a small project in a couple months with his Subsurface Circular).
Luckily I've been keeping a list of future smaller projects I'd like to do relating to Bloom. If you've been following along, you've even seen me playing around with a couple ideas now and then.
The thing is whatever project it was....it had to be relatively quick, while also moving ahead the main game (which means working with the games systems we have so we can keep improving them).
Some of you may remember the old classic arcade game Gauntlet (which was later ported around and followed up with various sequels). Even recently a modern reboot was released (though it had become more like a 3d dungeon crawler, ala Diablo).
I thought this might make a great candidate that would fit into the work we have done so far....and, since no games have really followed its claustrophobic 2d dungeon crawling for decades....it seemed like there was actually a reason for us to take it on.
Not only that, but later iterations of the game (before it went 3d) even supported a quest mode ....where your treasure could be spent for upgrades as you worked towards an overarching goal. Something I had missed when I was younger, but seemed perfect to tie the dungeon crawling adventure together.
There are some screenshots to be found at the link.
Release: In development
Vigilantes - Version 22 Interim Update
A new video has been made available showing some of the things that the next version, number 22, of Vigilantes will bring.
Work is progressing well on the new update. So far, a second subway map has been added, along with Arcadi, a new ally. Arcadi is a former army officer, and will serve as the combat leader if Sam doesn't want the job. Arcadi is geared towards leadership and ranged combat, and his unique perk (Stand Fast) allows him to prevent an ally from being incapacitated once per battle.
Leadership mechanics have also been enhanced. Now, both player and criminal squads can have leaders, and losing a leader in battle imposes the "Ronin" negative status effect on the entire team. Additionally, 4 new perks have been added, 3 of which are specific to the leadership stat, including All Out Offensive, which increases party damage by 40% for one turn at a substantial AP cost to the leader, and Tactical Delay, which allows characters to delay their turns at no AP cost.
Genre: Tactical RPG
Release: In development
Star Traders: Frontiers - Honing the Edge
The latest update for Star Traders: Frontiers sees some quality of life improvements and notably an improved HUD.
Update #7: Honing the Edge
Red, flashing, unmissable HUD warning for no fuel
Today's update is all about balance and quality of life for our Captains. We are getting so much valuable feedback every day, and we are working our way through it as fast as two brothers can ;) Update #7 delivers on a lot of the feedback we've heard right here on the forums -- so you have yourself or other Captains to thank for this great update!
We hope everyone will take a moment to leave a review on the game! Share it with a friend! Help us keep cranking out updates at a laughable pace :D
Travel Rebalance and Improved HUD
The balance of the health, component and morale damage done by traveling checks has been one of the hottest topics of conversation and consternation. We've made small adjustments with the first six updates, but this updates makes the first big change to down-balance the number of crew who can be hit in any given event. In our testing, it has had big positive impact, especially on failed tests like Electronics which could result in really big chunks of the crew taking hits.
Furthermore, we added a critical warning to the HUD to help address concerns about the "morale death spiral" while traveling. If your Ship flies without Water-Fuel, your crew will lose Morale constantly. The updated HUD is loud and insistent with a warning, flashing at the bottom of the screen in red. You can't miss it -- and you need to buy fuel quick. Operating your Ship's Void reactor without a Water-Fuel containment pool is dangerous and doing so increases the chance of severe crew damage, drains morale and forces crew members to perform dangerous reclamation exercises to keep the ship going. It's bad -- a good Captain never does it.
Control Scheme Improvements
First, this update has improved mouse support for the main map. Panning on the map is now controlled by your left mouse button while right clicking will move your ship. Separating move and pan has been requested by a huge number of players and we are happy to simplify the scheme for everyone and matches the control scheme of many other popular games. For our players who have put in tons of hours already, this might take a little retraining, but we know its for the best.
We've increased the speed of hovers by 100 ms so they show up faster. As more tooltips are coming with each update, this will keep helping the learning curve issues we have. Also, we've fixed the annoying bug where some hovers would get stuck on screen after a scene transition.
With feedback from players, we've started adjusting a few more Talent cooldowns and rules. Any Talent that can discover new Contacts have been set to higher cooldowns. The recruiting Talents from Commander and Military Officer have had their randomness removed -- so they simply effect the first recruit made -- so if you are using these (amazing) Talents, be sure to make your most important recruit first when you land somewhere looking for new crew.
Of course, there is so much more! Long distant missions have extended timelines. The options menu is now available without returning to the main menu. We've fixed some boarding Talent bugs. The Raptor has been moved out of the starting ships list due to the amount of feedback we got about it. More ship components have been switched over to be Faction specific.
As we start to get a handle on the long list of UI / QoL improvements, we'll be turning out attention to story and content expansion. Help us get there by sharing the game with a friend and leaving a review!
Star Traders: FrontiersSP/MP: Single-player
Release: In development
ATOM RPG - Let's Play
XerxesVault checked out ATOM RPG - this post apocalyptic RPG is now available as Early Access version:
Let's Play ATOM RPG Gameplay Part 1: Adventures in Post Apocalyptic USSRloading...
Welcome to the first episode of ATOM RPG. An early access game that dubs itself inspired by the old fallout games, deus ex or wasteland. ATOM RPG however takes place in post apocalyptic Russia.
ATOM RPG - Early Access on November 28
The ATOM RPG will be availble as Early Access version tomorrow:
ATOM RPG is a post-apocalyptic indie game, inspired by classic CRPGs: Fallout, Wasteland, System Shock, Deus Ex, Baldur's Gate and many others.
In 1986 both the Soviet Union and the Western Bloc were destroyed in mutual nuclear bombings. You are one of the survivors of the nuclear Holocaust. Your mission - to explore the wild and wondrous world of the Soviet Wasteland. To earn your place under the sun. And to investigate a shadowy conspiracy, aimed at destroying all that is left of life on Earth.
- A powerful character creation tool, aimed at making the wasteland hero you want to portray!
- A balanced roleplaying system inspired by GURPS. Each stat combination provides a unique gaming experience, unique dialogues, and new ways to solve some of the quests!
- Dozens of skills, from lockpicking to gambling!
- Many hours of gameplay on all sorts of locations. Meet the other survivors in a brave new settlement, built from the dust of the old world. Venture into the wilds, where mutated creatures and savage bandits lurk. Work out the secrets of an old military bunker. Or simply lose yourself, fishing at a scenic pond...
- Turn-based combat, inspired by Fallout 1 and 2.
- Random encounters with the dwellers of the Soviet Wasteland - both friendly and dangerous. Sometimes all at the same time...
- Many deep, multiple-choice dialogues that feel like real conversations with the unique NPCs of the game.
- Nonlinear gameplay! Dozens of quests, each with many alternative solutions. Play the game like You want to!
Depth of Extinction - Steam Page up
The turn based tactical RPG Depth of Extinction has now a Steam page:
Build 36 of Depth of Extinction is finally here!
What’s included? Glad you asked!
- New Enemy AI
- Updated weapon effects and explosions
- More work on loot drops
- Enemy spotted movement interruption
- Alert Level indicator
- Blood on environment and walls
- Removing Androids as playable characters
- Lots of bug fixes and UX improvements
Depth of Extinction Trailerloading...
Depth of ExtinctionSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Stellar Tactics - Ship AI
The latest update for Stellar Tactics focuses on ship AI.
This week ship obstacle avoidance, faction system connected to ship AI and pursuit and attack mode. You can see the full update including descriptions of various factions in the game here: http://steamcommunity.com/games/46549...
Hand of Fate 2 - Review @ Cultured Vultures
Cultured Vultures checked out Hand of Fate 2:
Hand Of Fate 2 (PS4) REVIEW
This ain't your daddy's card game.
In terms of novel ideas, Hand of Fate 2 ranks pretty highly. The original game was a dungeon crawling RPG played out as a tabletop card game. Players would work their way through a board, revealing cards as they go. Each card represented a new encounter, a chance for loot, or something else entirely.
The Dealer has returned for the second iteration of his card game, making Hand of Fate 2 a much more well-rounded and enjoyable experience. Though it’s not perfect, and the element of chance won’t be to everyone’s taste, Hand of Fate 2 is worth checking out for anyone with an interest in fantasy RPG’s.