Victor Vran Review
Our forum member Greywolf00 checked out Victor Vran for us
» Continue reading the article...
Expeditions: Viking Preview
Aries100 visited The Nordic Game Convention in Malmö to check out Expeditions: Viking
» Read the article
For the most part
Really don't know
Maybe a bit
Forum WatchCivcraft - a new sandbox game by ArikHelman
Himeko Sutori, 100+ unique characters in your army, all fighting at once by Nathaniel3W
Zunyrook – A Scifi Turn-Based RPG [WIP] by Atsiitech
Serpents in the Staglands - more Drakensang than D&D? by Archangel
Battle Brothers - Wardogs, Armor and Visual Makeover
In a new development blog for Battle Brothers we are informed that wardogs are being added to the game and the armor mechanics changed. In addition a makeover of many of the older assets in the game are being worked on.
That’s right, wardogs have made their way into the game and you can soon have them in your mercenary company. These dogs are of a large and aggressive breed and they come with their own name and one of several different looks. But what is their purpose?
Goblins will rely heavily on ranged combat and kiting their opponents, so Battle Brothers need a new trick up their sleeves as well. And while the recently introduced feature of retreating enemies does alleviate the issue of having to catch the last remaining enemies, we want to go further. Wardogs are a tool for the player to chase down any enemy and hold them in place until Battle Brothers arrive, as well as to find any enemies hidden in the fog of war. It’s a tool that makes a lot of sense in a medieval fantasy world, and at the same time is something to have fun with and get invested in. Afterall, who doesn’t like dogs?
Wardogs are not individual characters in your party but are treated like an item – at least outside of combat. They can be bought in settlements and then assigned to a character before combat. Ever noticed that empty slot in the top left of your characters’ paper doll? That’s the accessory slot, and that’s where wardogs go, among other things.
In combat the character handling a dog has a unique skill called ‘Unleash Wardog’. The unleashed dog will spawn on an adjacent free tile and will act immediately after the handler has finished his turn. The dog is not controlled by the player but by the AI following a distinct behavior – it will straight up charge for the next free opponent and engage him in melee all while doing a lot of barking. Wardogs don’t actually do that much damage, at least not against armored opponents, but they are very useful in pinning down archers or other elusive targets in the opponent’s backline for your Battle Brothers to follow up. What’s more, they can track down hidden enemies. If you don’t know where the last few enemies are hiding on the map, unleash a dog and he will find them for you.
Battle BrothersSP/MP: Single-player
Sketch Tales - To Early Access
Sketch Tales, the RPG you draw yourself, is coming to Steam Early Access in September with a $9.99 price tag.
Friends, it’s just about four weeks before summer sings its farewell song. You (as much as we) are counting days for Sketch Tales Early Access to come out. But what if you get stuck in this stunning living world, fascinated by your drawings coming to life? You might completely forget about the beach, cocktails and the fading summer. That’s way too much risk! Therefore we decided to postpone the Early Access till September.
Jokes aside, we value quality as highly as creativity. We want to have you immersed in an incredible adventure which will leave a ton of positive impressions. For that we’d still need to polish things here and there, tweak things a bit and add a few surprises on top.
So, keep your brushes peeled: the drawing adventure will start in September!
And now, the announcement that many of you have been waiting for. We are ready to name the price of the game. Early Access which will get upgraded to the full version will cost $9.99.
Here is a song from the game
And some screens.
Sketch TalesSP/MP: Single + MP
Release: In development
Project: Gorgon - A Fluent First Look Video
In this 39-minute video, I take a look at an early alpha version of the Kickstarter MMORPG, Project: Gorgon! The video is a bit long and I don't use a script, so feel free to grab some popcorn and watch the fun unfold!
The game is an MMORPG in the vein of early MMORPGs, such as Asheron's Call and Everquest 1 & 2.
Hey everyone! In this exciting video I take a look at the upcoming MMORPG, Project: Gorgon.
Okay, you read that it's an MMO and want to stop reading. Well, don't! This is a true sandbox/open-world MMO that we haven't seen since the likes of Asheron's Call many years back! This is not your typical WoW clone or anything even close to that. This is a true explorer's dream game, so watch the video and see how unique and fantastic this fascinating MMORPG really is!
If you'd like to support their Kickstarter to make this game even better, you can go here and support them! - https://www.kickstarter.com/projects/projectgorgon/project-gorgon-pc-mmo
You can also join the forums and find more information about their game here - http://projectgorgon.com/
Please support them! Check out the game yourself and see if this is something you would like. =)
Project: GorgonSP/MP: Massive
Release: In development
Hand of Fate - Review @ Ninja Blues
A Hand of Fate review in a 'let's play' style at Ninja Blues:
Luckily, functionally-alright-if-sloppy-combat isn’t the only thing Hand Of Fate has to offer. I find that what drew me in wasn’t so much the brawling, it was the storytelling.
What makes Hand Of Fate’s narrative particularly neat is that it’s multi-layered. On the surface, the story that is going on is the ‘duel’ between you and the Nameless Card Master. The Card Master (who does all the talking) makes frequent references to the ‘stake’ and ‘the cost of losing’, and guesses at your reasons for playing the game. The surface narrative is that of a man gambling away something important — His soul? Nah, that seems too cliché — for the promise of undefined power. The Card Master, on his end, has a history of his own: he was a player of this game before he was a dealer, and the game is as it is now thanks to him — but not only him.
But beneath the surface of this ruling narrative, the cards themselves tell stories of their own. It’s outright mentioned several times that these cards are drawn from ‘your’ memories, that they represent significant events and places in your life that you are revisiting through the medium of the game. And Hand Of Fate cleverly handles these mini-stories, drawing them out over multiple cards and multiple play sessions by way of its deckbuilding and token mechanics.
Hand of FateSP/MP: Single-player
Genre: Card-Based RPG
Mount & Blade II - Debut at Gamescom 2015 @ NicheGamer
Mount & Blade II: Bannerlord will be revealed at the Gamescom 2015 in Cologne:
TaleWorlds Entertainment will be revealing Mount & Blade II: Bannerlord for the first time at Gamescom 2015 in Cologne. Media will be invited to attend private viewing sessions of live gameplay from the game in its current state. Video and additional information about the game will be released to the general public concurrently, satiating some of the massive player demand for information on the new entry to the franchise.
The series, which has until now accumulated over 6 million unit sales, is a favourite among players, much loved for its refreshing sandbox gameplay that centres around player freedom. This next instalment takes place 200 years before Warband but brings the series forward by greatly expanding gameplay in all areas and offering much improved visuals.
Mount & Blade IISP/MP: Single + MP
Release: In development
Edge Of EternitySP/MP: Single-player
Release: In development
The Mandate - Production Update
A lengthy update for The Mandate showed up on their Kickstarter page, providing information on the stage they are in with development and offering a range of new screenshots an animation preview and a 8 minute preview of the 2 hour soundtrack.
Before we continue, we want to address the subject of Alpha and Feature Beta. Back when we announced the deal with Eurovideo in Kickstarter update #45 last year, our plan was to roll out Alpha in early third quarter. We are in third quarter but our Alpha version is not ready yet. Now what do we mean by that? Well, we want to deliver a top notch quality product so that you can enjoy the Alpha and provide valuable feedback. We also want to have the capacity to respond to the feedback and make a better game. We are not yet feature complete, and from both a stability, usability and performance point of view we still have work to do. Our current focus is the Gamescom demo preparations and we will share gameplay footage from this demo soon. As for when you can expect the Alpha, we will get back to you as soon as we know more.
...Shifting focus to the art budget we can say that since space combat and boarding combat are two of our main game modes it follows that a large part of our art budget is allocated to those two modes. Ships, ship interiors, character armours and animations make up the bulk of the art budget.
...Next we have the character armours which are important for boarding combat. Again we are aiming for the same eight factions as with the ships. For each faction we are producing four sets of armour: a duty suit (jump suit), light, medium and heavy armour. So far we have produced the Grand Fleet, Black Eagle and Romanov armour sets. The Arkwright armours are currently in production. Our production rate is approximately 1 faction or 4 armours per month and we expect all armours to be completed by end of December.
The MandateSP/MP: Single + MP
Release: In development
Guild of Dungeoneering - Review @ TechRaptor
Xavier Mendel (TechRaptor) has reviewed Guild of Dungeoneering:
Guild of Dungeoneering is a game by Gambrinous, purchasable here at GOG for $15 or from other outlets seen on their website. It’s a turn based dungeon crawler that gets its originality by building the dungeon around the hero rather than by playing as the hero directly. Each turn you can play three cards, of which there are rooms, monsters, and loot. You progress through the dungeons and reach objectives by adding rooms and monsters, getting loot, and leveling up. At the end of each dungeon the hero resets, but the money gained from the adventure can be used to upgrade your guild for better rewards, new classes, and boons that can be applied selectively. [...]
Final Score: 9/10 Amazing
Summary : Guild of Dungeoneering is a fun roguelike that adds guild management, card battles, and other interesting mechanics into one package to create an awesome game.
Victor Vran - Release trailer
Victor Vran has been released today and that comes with a release trailer.
The new demon hunting action-RPG Victor Vran officially releases today. After just five months in Early Access, Victor Vran is released with amazing 94% user approval from the Steam Community. The game won the hearts of the players with its action packed combat dynamics, where dodging and jumping mean the difference between life and death.
Victor Vran features four player coop gameplay, a class-less gear-based character progression system, dozens of secrets, over 400 different challenges and dynamic difficulty personalization. The game was created with replayability in mind and promises many hours of pure fun on top of the 20-hour story campaign.
Ghost of a Tale - Development Update & Interviews
Seith provides a new development update for Ghost of a Tale, in which he also mentions an early release on Steam happening in the not too far future.
Just a couple of development news: Paul has been hard at work on writing the game’s dialogs and it’s all shaping up very nicely. I’ve even added queries into the time-of-day system so NPCs can greet you while mentioning the proper time of day (ie: “Good afternoon!”).
I’ve done a pass on optimizing the UI and that paid off; I was able to shave off a handful of frames-per-second by reworking the entire system and separating each canvas into its own prefab.
Incidentally the UI system (inventory, dialogs, main interface, etc…) is starting to come into its own and feels more and more consistent.
So things are moving forward at a steady pace! The amount of work left to do is still rather daunting though. I think that within a few weeks I should be able to accurately assess the situation with regard to an early release.
Of course release plans have not been finalized by a long stretch yet but it is looking more and more like we’re going to do an early release of the game on Steam. In any case I will post many more details about that in an upcoming update!
The game runs on the Unity engine. I feel very lucky that I started using Unity when it took a turn towards better visual fidelity. I had heard of the engine before and was very far from convinced (based on the quite outdated visuals). But within two years it became an excellent engine capable of outputting AAA graphics.
I love the simplicity of development; it’s mostly based on individual components/scripts which is (in my opinion) a very flexible approach. I know hard-core coders usually prefer C++ but I’m primarily an artist (although I do have experience coding tools using Python). So I learned C# in order to code in Unity and I never looked back. Unity is not perfect of course (no engine is) but in my opinion it’s getting freaking close! I believe the thing that still hinders Unity is based on the fact that it’s not quite yet used by many AAA studios. But as things evolve I think it will continue improving and add features that are really useful for larger, more technically demanding games.
One such feature I’m waiting for is a robust way to manipulate multiple scenes at once, which would be useful for games like Ghost of a Tale which rely on streaming parts of the world to keep things smooth.
Ghost of a TaleSP/MP: Single-player
Release: In development
RPGWatch - Victor Vran Review
Yesterday we had a roundup of Victor Vran reviews and today we have our own. Our forum member Greywolf00 reviewed the game for us.
Character building is definitely different than the usual skill tree approach seen in the genre. The game presents your class choice when you're deciding between three different outfits. The outfit changes the look of the Vran doll used in talks and also decides how you gain Overdrive. Overdrive controls your demonic powers, basically a magic system. You start with one demonic power and slot and unlock another slot at level 14. Other powers are found as drops. One outfit builds overdrive as you fight ensuring you have your magic available in combat heavy situations. Another changes it so you only gain overdrive passively overtime regardless of combat creating a situation where you can always have your magic for the start of tough battles, provided you're willing to wait for it to fill if needed. The final outfit creates a situation where you only gain overdrive after landing a critical strike. At level 15 you're granted a choice between 3 outfits granting you an additional "class" to change to or use when it may be beneficial to do so. For my choices I was presented with the 2 starters I didn't originally pick and one that boosted HP, but made no mention of overdrive changes on the tooltip. It also sounds like outfits are offered several other times as a leveling benefit since there's an achievement for having 6 of them. At first glance this is a disappointingly simple system, but it meshes nicely with others like the destiny cards.
Telepath Tactics - Brass Tacks and Sales Stats #2
Craig Stern with part #2 of his very interesting in depth-look in the finance-books:
Initial sales numbers
With that in mind, how is Telepath Tactics doing so far? Three months after release, I have sold approximately 3,000 copies total across all platforms, with gross sales revenue upwards of $36,660.
Net sales revenue, which accounts for the cut taken by the various distribution platforms, is a good deal lower than the gross–note that net is the amount I actually receive. Valve prohibits developers from disclosing data regarding sales made on Steam, so I cannot reveal my net revenue or otherwise break down my total sales by distribution channel. Ultimately, however, the breakdown doesn’t really matter for my purposes: regardless of what the distribution is, I (1) succeeded in fully recouping my out-of-pocket expenses, (2) made a small profit, and (3) failed to make enough money at launch to support myself making a game full-time over the next two years.
Is that good?
In a word: no. SteamSpy estimates that the average RPG on Steam alone has more than 10 times that number of owners. But more importantly, these sales numbers don’t meet my ultimate goal of allowing me to move into game development as a sustainable full-time job.
Someone unfamiliar with the games industry might think that $36,660 is pretty good for just the first three months of a game’s life span–and it would be, if I were a developer who was able to pump out games every 6 months, or even every year. But Telepath Tactics began development in 2009–$36,660 is not anything close to a sustainable amount of revenue for a game with such a lengthy development cycle.
And unfortunately, the fact that it’s only been 3 months since release isn’t a reason to expect much more in the way of sales revenue. Games mostly behave like movies opening in theaters, with launch week analogous to a movie’s opening weekend: traditionally, the bulk of a game’s profits are made at (and shortly after) launch, with a mere drip-feed of sales following from that point onward.
True to form, sales of Telepath Tactics have thus far followed this “L” trajectory. The vast majority of all money made by the game was made in its first week, before the game dropped too far off of Steam and GOG’s respective “new releases” charts for prospective buyers to easily find it. Telepath Tactics is now in what is traditionally referred to as “the long tail”–the flat, horizontal part of the “L.”
Telepath TacticsSP/MP: Single + MP
Victor Vran - Review Roundup
Here is a collection of Victor Vran reviews, a game that is scheduled to be released tihs Friday, but is currently already on Early Access.
Overall I found this game to be an absolute joy to play, it of course has similarities with Diablo 3 however I found that I lost interest with Diablo whereas with Victor Vran I thoroughly enjoyed it and find myself itching to play some more. This can be attributed to the customisation of the character, the hilarious movie quotes (Monty Python and the Holy Grail and Star Wars to name but two) and other equally hilarious abuse received from "The Voice (inside your head)" or perhaps it's the hilarity that ensued from meeting the "Gangnam Style" dancing skeletons. Sufficive to say this new direction for Haemimont Games paid off with dividends, and I for one can't wait to see both what additions they make to the game and of course the next game they work on.
Victor Vran is far from a complete game. Despite the presence of magic it is no Elder Scrolls or Final Fantasy, lacking the freedom to explore, story and diversity of these titles. Where the game excels is in its fast, frantic combat and the continual growth of skills, weapon upgrades and magical powers which make the battles increasingly diverse and rewarding. If you enjoy melee action you will enjoy Victor Vran. I certainly did.
Without the Sarcasm (4/5):
A few of the game mechanics were also a bit lacking. There’s just one class in Victor Vran, with no skill trees or anything of that nature. Although there are several different weapon types, all weapons of a given type have the same attack style. This means there’s not a lot of diversity in the combat. It seemed like ranged attacks were very advantageous, so I found myself using the same couple of weapon types throughout the game. This is balanced somewhat through other systems – like challenges, destiny cards, and so forth – which can shake up the gameplay enough to keep it feeling new, but it’s still something that veteran aRPG’ers will likely see as a drawback.
If you’re an action RPG fan, don’t hesitate to give Victor Vran a try, especially at its $19.99 price point. There’s certainly deals to be had considering the game is on Steam, but we highly recommend it at its retail price.
The leveling up system is typical, but introduces – what I enjoyed a lot – the destiny cards. These cards add a passive bonus to your character, including: Healing auras, Freezing auras, critical hit boosts, and so forth. I found them to really level the playing field when the game’s difficulty scaled up. Leveling up also introduced an opportunity to collect “treasure chests” instead of an instant upgrade in order to save up for a better item. I felt that focus lead me to find Victor Vran a very cleverly designed Isometric Shooter.
Guild of Dungeoneering - (P)Review Roundup
Here is an overview of Reviews, first looks and other looks at Guild of Dungeoneering.
Review at PCGamesN, 8/10:
I didn’t realise quite how elegantly designed Dungeoneering was until I sat down to describe how all the parts fit together. You sometimes hear about developers blocking out their games on the tabletop first to make sure the systems are robust - the excellent Atom Zombie Smasher among them - and Dungeoneering feels like one of those.
Once your intrepid ward does bump into a baddy, combat initiates: a separate turn-based system in which your opponent draws a card, and you find a way to counter it using a move in your hand - blocking, healing, or dealing damage of your own. Hearthstone players will recognise the constant toss-up between pain mitigation and sticking the blade in; a handful of hearts is the only thing saving you from beginning the dungeon anew.
Another review at Gamespot:
There may not be much more to the game than the constant adventures, but it's tailor-made for short, easily-digestible chunks of gameplay. It would've been right at home as a 3DS or mobile title, but it has an honest shot at displacing Minesweeper as a go-to timewaster whenever there's 5 minutes to kill, and you feel the need to slay a rampaging hellbeast with a fork. If that's not a need you've ever had, don't worry. After a few go-arounds with the Guild, it will be.
Also Forbes has one (7/10):
Would I like more depth? Would I like better graphics and animations? Could it be more than it is?
Sure it could. But what it does bring to the table is fun and clever. The little rhymes that accompany new dungeoneers coming to the guild are adorable. It’s a neat little game with a nice little price-tag. It’s not a perfect game and it probably won’t hold my attention for a very long time, but I like its simplicity. I like accessible card games like this or Hearthstone.
And here is one at The Escapist (4/5):
When your adventurer lands on the same tile as a monster, it's time to fight. Fortunately, you do have control of how your hero squares off against the enemy, so you don't have to rely on the deliberately-obtuse AI that controls their movement. Combat is a CCG-style affair, where each combatant has a deck of cards that they draw from and play to try to kill the other with damage, while staying alive themselves. There are only physical and magic damage types, so the card game combat isn't as complex as you've seen from Hearthstone or Magic, but it's delightfully well implemented here, with a surprising eye on balance. You'll find that an impressive portion of your fights will result in you barely eking out a win, or dying as you strike the killing blow.
RPS takes a very short look:
I spent half an hour with GoD last night. It’s an odd game and there are certain concepts that I failed to grasp immediately, which hindered my enjoyment somewhat. The most notable is the lack of individual characters. Each trip to the dungeons is a self-contained incident and none of the equipment/skills that a hero gathers during a quest stay with that hero. That’s because the heroes are simply representatives of each class that you’ve unlocked, so they can’t die, level up or change in any way.
And Eurogamer a longer one:
This grindiness, and an inevitable sense of repetition that sets in, is largely offset by a lovely Biro-and-paper artstyle that invokes the kind of rough-and-ready RPGs that were played in the back of an exercise book during maths class, and by that central concept that sees you leading an adventurer not so much through a dungeon as through the upwards trajectory of becoming a hero. Many RPGs allow you to balance the levelling curve in some way, of course, even if it just comes down to fleeing a pack of goblins you aren't ready to cut to pieces just yet, but Guild of Dungeoneering takes it all one step further, mingling the lineage of Hero Quest, say, with something that feels like Katamari Damacy. This is a knockabout tale of escalation, endlessly retold.
If you don't like reading that much, here are some videos:
Aavak has a first taste of the game.
Northernlion takes a look.
As does Total Biscuit:
Dead State - Review @ TechRaptor
Mark Richard (TechRaptor) has reviewed Dead State. Some snippets:
Dead State took a long time to grace the virtual PC shelves on a five year development cycle and eventually went to Kickstarter to charm us with promises of building an outpost amidst a zombie apocalypse while tackling all the complex choices such an endeavour brings. When the game officially released at the end of 2014, it was a sadly underwhelming experience that felt unfinished. Now a big update has been released called Dead State Reanimated, and while there’s still a lot of work to do, I dare say Dead State is well on the way to becoming a great RPG.
As the survivor of a plane crash, the player awakens to find themselves in a Texas school surrounded by a disorganized group of individuals struggling to cope with the gravity of their dire situation. They need a leader, someone to take charge, make the hard decisions, and do whatever it takes to ensure their survival. In short they need Liam Neeson, but you’ll have to do. [...]
Leaving the confines of the shelter brings up the region map where players are let loose to freely explore, with travel distance limited by the mode of transportation—horses and cars can be sought out later. Map locations must be uncovered and are always in the same place, but there are well over a hundred of them excluding foraging spots, and each has a little story to tell. Unfortunately, unlike the war-torn survival game This War Of Mine, Dead State gives no indication of what resources are left at each location, meaning it may be prudent to grab a pen & paper and jot down heavy items and unexplored buildings. Also, for some reason, the player character is expected to personally lead every single expedition like a frontline general from the middle ages, so take skills to compliment that and don’t count on playing a pacifist negotiator. [...]
At the end of each day a stat screen brings up morale and resources gained/lost. Morale plays a prominent part of the shelter, the consequences of losing survivors and not coming back with enough supplies at worst can inspire full-on mutiny. It was here my game sadly ended; roughly 40 hours in with me stupidly not producing saves that went far back enough to avoid the calamity. Yes, 40 hours. If value were measured in playtime, Dead State would be a bargain reportedly clocking in at a total number of hours comparable to The Witcher 3! Whether the game is worth buying now is hard to say; any PC RPG veteran knows about gems rougher than sandpaper bedsheets such as Vampire The Masquerade: Bloodlines that are nonetheless beloved. If you aren’t already totally exhausted from bug-ridden game releases this year, consider taking the plunge.
Final Score: 6.5 Good
Rough but charming, an apocalyptic treat if you know what you’re getting into.
Dead StateSP/MP: Single-player
Clandestine - 0.7.1 Video
Clandestine, currently in Early Access, has reached version 0.7.1 a while ago and in a new video they give a rundown of the new features.
There is also a list of what is new and changed.
ClandestineSP/MP: Single + MP
Release: In development
Breach & Clear: Deadline - Available on Steam
Breach & Clear, the shooter with some RPG elements is available on Steam right now for $19.99.
Breach & Clear: DEADline Available Now on Steam
Mighty Rabbit and GUN's distinctive real-time with pause, action-strategy game combines an array of gameplay features in one incredible package -
Breach & Clear: DEADline springs from the petri dish and into PCs everywhere today as Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and forever friend Devolver Digital, release hordes of zombies for slaughter today for $19.99. Breach & Clear: DEADline masterfully blends exploration with top-down, action-based twin stick shooting and RPG-style looting, weapon modding, upgrading and leveling/progression into one hell of a zombie-fueled tactical journey.
Breach & Clear: DEADline features a new, robust co-op mode straight from the suggestions of fans in Early Access - eliminating urban parasitic infestations was never so awesome. Once you're dropped into an urban wasteland, you have one mission: Link with your squad, wipe out the source of the virus and escape with your life. Along the way, you'll be tasked with clearing out the infested and leading your squad through increasingly difficult areas using limited resources. By cleverly combining what you are able to find, you can create vicious, brutal weapons and devise clever plans to kill the infested. You'll need to develop your squad, grow their skills, as well as your own plethora of tactical talents, against the ever-mutating hordes of zombies and murderous human survivors.
Breach & Clear: DEADline features hours of replayable missions in a variety of dynamic environments - no play-through is ever the same. Get in, get out, stay alive - if you can.
Breach & Clear: DeadlineSP/MP: Single-player
Genre: Tactical RPG
Guild of Dungeoneering - Review @ Gamer Attitude
Gamer Attitude checks out Guild of Dungeoneering and walk away with a positive feeling.
Back to GoD, A guild is formed yet there is only one member, a Chump, you can personalise the name or keep the quirky and sometimes very strange default names. The aim is to start from the very beginning with nothing and become stronger, gaining more skills, equipment, trinkets and unique playable characters, as certain dungeons are accessible to the class specific. As you may have already guessed like most games in this genre you start with nothing, the levels are very basic and weens you into the game showing you hints as you progress. The game’s learning curve steepens quite quickly and you must use your head to plan out the best possible route using the pieces provided, place additional loot and monsters where you see fit. Each adventure also includes chests, fountains and bosses. Chests, as you would expect contain loot, but it isn’t as simple as it sounds. Pull up a pew and allow me to explain how items in this game work. Once you kill a monster or open a chest you will be rewarded with either 1 of 3 items. Each item may be either a bonus armour, health or damage, along with a selection of cards to add to your deck. Deck you say? I shall get to that in just a sec. It is important to pick what attire you see best fitting to the dungeon ahead, before you face the boss you must be prepared. I found out the best possible way to complete a boss is to gain as much health as possible before you face them, giving you the best chance of progressing. But that’s just me, you will work out your own tactic I’m sure.
Knights of the Chalice II - Development Update
Blue Salamander (HeroicFantasyGames) has posted a public development update on Knights of the Chalice II:
Combat Engine, New Subraces, New Classes, New Class Features
Hello, turn-based RPG fans!
Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.
Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.
Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.
My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.
After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence. [...]
New Subraces, new Classes, Skills
Now let's talk a bit about design stuff. I've been thinking that it would not be too hard to create subraces, so I created the design for a whole lot of them, as well as the new Half-Salamander race. You can read about subraces and races in the associated web pages. The Subrace page is brand new. It also provides class recommendations for each subrace.
I have also been designing eight new classes. Most of them are hybrid classes - I did not want to create new spell books or spell systems.
A proper class illustration will be created for each new class. On that subject, I have finally uploaded to the web pages the new class illustrations from the graphic designer Roman. The illustrations include a brand new one for the Ranger, as Roman wanted to create a picture of a higher quality than the previous one.
The new classes are the following (click on the class name to open the corresponding Class web page):
Samurai - a high-BAB combatant, master of the single-sword style
Gladiator - a high-BAB combatant with blinding strike and wide weapon knowledge
Bishop - a medium-BAB cleric benefiting from additional domain powers
Warlock - a low-BAB wizard who can also use psionic powers
Psychic Healer - a low-BAB psionicist who can also use cleric spells
Champion - a high-BAB combatant who has access to cleric spells
Mage Knight - a high-BAB combatant who has access to wizard spells
Storm Warrior - a high-BAB combatant who has access to druid spells
Knights of the Chalice IISP/MP: Single-player
Release: In development
Victor Vran - Bounties and Treasure Hunts
Last week a new update for Victor Vran was made available for the game that is going to be released at the end of the week.
- New shareable items: Bounties and Treasure Hunts
- New Power Stones: Divinity and Wickedness
- New Common and Rare variants of the Wildcard
- New Wicked effect: reduce the duration of negative conditions
- Added new options to sort items in the inventory
- Legendary colorization is now visible in character and inventory pictures
- Special visual effect for Divine and Wicked cards
- Vigilante's Outfit now grants 10% critical chance
- Vanguard's Outfit now grants 40 armor penetration
- Hammer Crush attack gets 100 armor penetration when fully channeled
- Executioner destiny card made stronger
- Rebalanced the Devil Destiny Card and Wicked Destiny modifiers
- Vengeance legendary scythe - special effect made stronger
- The Cannon legendary card grants Might instead of Brutality
- Rebalanced final boss fight
- Bottomless Pit - fixed an issue with respawning in multiplayer
- More dye drops
- Better Gift Box rewards from renown levels
- Well of Worlds boss fight now properly resets on death
- Wa-Lee drops loot as intended
- Elite challenges for kills with Brutality now work properly
- Overdrive Orbs from the Dark Pact legendary scythe grant significantly more overdrive
- Essence of Plague now scales properly for high level characters
Battle Brothers - Armor and Goblins
The development blog for Battle Brothers has been updated with information on worn armor and Goblins.
So far, everyone was wearing well-crafted armor and helmets in mint condition. This always felt a bit out of place especially with the bandits who looked pretty much like regular soldiers or militia forces with their equipment. After all, they are supposed to be outlaws living in the woods and they can have a hard time getting materials to repair their gear.
To address this, we’ve made a variety of new armor and helmets with a worn-out look, gear that has been patched up many times, lost some parts or has become rusted. This gives the bandit faction a unique look and makes them stand out from other human factions. What is more, all these items have their own values for armor and fatigue penalties. In general, the worn-out and patched armors are a bit lighter, giving less fatigue penalties but also having less armor points.
Goblins are of course the major coming new feature for Battle Brothers. We’ll do a proper reveal in time and talk about their place in the world, their culture, their equipment and their individual troop types in detail. Until then, we didn’t want to leave you without a small teaser of what is to come. So here it is, an image of the Goblin Wolfrider!
Battle BrothersSP/MP: Single-player
Skyshine's BEDLAM - Preview @ GameCrate
It's impossible to play Skyshine Games' upcoming title, Skyshine's Bedlam, and not draw comparisons to Subset Games' 2012 hit, FTL. The two definitely share a lot of similarities, and, truth be told, Skyshine's Bedlam probably owes a lot to that game, as do other titles that have come along since and borrowed from its winning formula. That said, this isn't some FTL ripoff with no identity of its own. The game adds plenty of nuanced elements to the familiar formula and tosses it all into one cool post-apocalyptic setting, creating an exciting futuristic wasteland.
Skyshine's Bedlam drops you in the middle of a dystopian world reminiscent of the setting seen in the Mad Max films. Resources are scarce, civilization has split up into warring factions, everyone has become a scavenger, and violence is usually the answer. How you progress depends on your personal play style, opening the door for multiple playthroughs and allowing you to approach the game in different ways to see what works best. [...]
Skyshine's BEDLAMSP/MP: Single + MP
Release: In development
Antharion - New Patch & Soundtrack
In Kickstarter update #47 Orphic Software announced the release of the Antharion soundtrack (some samples included) and patch 22.214.171.124:
We've been continuously patching AntharioN following release. We're currently at version 126.96.36.199 and here are some of the more notable patch note items:
- Additional arrows have been added to vendors.
- Various spelling and grammatical issues have been addressed.
- Trainers now train up to 50 levels each instead of 25.
- An issue preventing some displays with 1366x768 resolutions from entering full screen mode was fixed.
- A bug causing certain spells to display inaccurate to hit % cursor tooltips was resolved.
- Your chances of getting random loot from monsters was increased, resulting in more gold early in the game.
Breach & Clear: Deadline - Developer Walkthrough @ PC Gamer
On July 21 Breach & Clear: Deadline will be released. The game is already successful at EA. Like the predecessor Breach & Clear it is a tactical strategy game with RPG elements.
PC Gamer met with developer David Brossoie to play the game:
Breach & Clear: Deadline developer David Brossoie stopped by our office to give us a thorough tour of what the tactical, squad-based, zombie-shooting, RPG monstrosity is set to offer up when it officially releases on July 21st. The game has been in early access since January 21st, but has changed considerably since.
Breach & Clear: DeadlineSP/MP: Single-player
Genre: Tactical RPG
Balrum - Trying to be Greenlit
Balcony Team, the developers of Balrum, have started the process to be greenlighted on Steam.
Balrum is an old-school, hybrid turn-based, open world, RPG. Balrum features a living fantasy world with deep tactical combat and dozens of side quests next to an epic main quest. In addition to traditional RPG features Balrum has deep crafting which allows the player to craft their own custom items. Balrum also features farming your own crops, building your home, and survival mechanics complemented by the game's main features. In Balrum you control a single character, but your character will have a faithful animal companion as a pet. Your pet is fully controllable and adds greatly to the complexity of the combat.
- Real-Time world with Turn-Based Combat
- A huge Open World to explore with dozens of Dungeons
- Your Choices define your Class
- Dozens of Side Quests and an epic Main Quest
- An animal Pet as your loyal companion
- Deep Crafting Systems (Alchemy, Cooking, Weapon Crafting, Armor Crafting, Item Combining)
- Day/Night Cycle with Weather System
- Survival Mechanics
Release: In development
Secrets of Grindea - In Early Access
We have been informed that the action RPG Secrets of Andrea is now available on Steam in Early Access.
Secrets of Grindea is an old-school Action RPG with co-op support for up to 4 players. It is a tribute to and sometimes a parody of the old SNES games so many of us grew up with and loved! Journey through fantastical lands and battle tons of different enemies and bosses in your quest for truth, friendship and, above all, finding the world's rarest treasures!
- Character customization. There are no class restrictions, which gives you precise control over how your character develops! A flaming ice mage smashing faces with axes? Sure thing! On top of this, there’s a wide variety of haircuts, hats and head gears that will make your character look unique as well.
- Co-op support for up to four players! Bring your friends on the adventure by inviting them directly via Steam!
- A story filled with mystery, laughs and suspense will take you through dungeons and fields of all shapes in the rich and varied world of Grindea. A ton of side quests and hidden content will keep you busy for hours after finishing the game!
- Arcade Mode features a unique experience of procedurally generated Action RPG madness, truly putting your skills to the test. Help build the town of Arcadia by rising to the challenge of this extremely tough and replayable mode!
- A pet system that makes sure you never have to be alone, even when playing by yourself. Catch any of the cute tameable animals and have them accompany you on your adventures while also boosting your skills!
There is also a demo available.
Indie RPGsSP/MP: Unknown
Release: In development