Forgottenlor helped kickstart Armello and send in this review after playing it.
» Continue reading the article...
Ruzar: The Life Stone
Ruzar: The Life Stone interview
Couchpotato interviews the developer of Ruzar: The Life Stone
» Read the article
Our names in the game
A RPGWatch quest
I don't care
I propose something else
Fallout 4 - Good Game, bad RPG @ PC Gamer by lackblogger
Deus Ex: MD - Should We Be Worried by suibhne
Night Dive Studios - First Screen Shots from System Shock 1 by azarhal
XCOM 2 - A Small Town by Myrthos
Forum WatchSkullstone - an indie 3d dungeon crawler by Anna Bury
Thea The Awakening by Caddy
[Greenlight] The Fall of the Dungeon Guardians by manutoo
Battle Brothers - a turn based strategy RPG mix for PC, Mac and Linux. by rune_74
After Reset - Money and a Patch
In two post-Kickstarter updates for After Reset, we learn that money is an issue in a backer only update, which shows that with the 95K$ that was raised in the Kickstarter the cost has risen to $122K. The difference is paid by the owner of Black Cloud Studios and from the income of their After Reset novel The Fall of Geyes, which is almost ready to be released and the adaptation into an app.
The update also lists the issues they faced:
1. Personal tragedy with a key team member
2. Personel issues, with programmers leaving
4. legal issues
And there is another update on the latest patch #112515 with the following changes:
• Added sounds to pick/drop/equip inventory actions.
• Added descriptions for all highlighted items/objects/creatures/containers on Special Facility & Science Facility level(s).
• Created a laser pistol for the UG MP.
• Added description system for highlighted items/objects/creatures/containers.
• Added item & creature identification mechanics.
• Added an XP gain for the successful use any character skill.
• Added mechanics for broken items.
And there is a lot more info as well when following the link.
After ResetSP/MP: Single-player
Release: In development
Mount & Blade: WarbandSP/MP: Single + MP
Rebel Galaxy - Review @ VGBlogger
VGBlogger have a positive review of Rebel Galaxy.
Rebel Galaxy is a visually stunning game. Flying at warp speed through star systems rich with junk and ice and asteroid belts is truly a sight to behold. Flying too close to a planet and having the gravitational friction heat and blur the screen is another wondrous touch. Volleys of missiles and streams of lasers aiming with deadly accuracy at your spacecraft is a feast for the eyes. Hell even the size and scope of ships is truly mesmerizing. The initial ship players begin with pales in comparison to the massive size of a Dreadnaught class ship. Underneath the gorgeous hood, every ship has different turret loadouts and carrying capacities, and the speed and handling for each craft feels markedly different (and that’s a good thing).
One final item that can’t be overlooked is the music. Rebel Galaxy has a fantastic rockabilly sentiment that is highly reminiscent of the TV show Firefly. It’s a sort of twangy trucker rock ‘n roll that adds a wonderful layer to the game’s atmosphere. However, for players who grow tired of the same tracks playing over again and again, the developers offer an option to load custom music when the game launches, which is a nice touch.
Currently Rebel Galaxy is available only on PC/Mac, but Double Damage has plans to launch the game on PlayStation 4 and Xbox One at some point in the future, so console gamers have great things to look forward to. Players who enjoy a good story will not be disappointed. Players who love tactical combat will not be disappointed. Players who love visually stunning space battles and exploration will not be disappointed. In other words, Rebel Galaxy is a gem of game that should not be missed.
Rebel GalaxySP/MP: Single-player
Coffee Pot Terrarium - A Tactical RPG
Another RPG in development that was spotted by Eye is Coffee Pot Terrarium. A tactical tiurn-based RPG using tiles.
Brothers Flint, a studio comprising two brothers, has revealed its upcoming tactical RPG Coffee Pot Terrarium. It’s coming to Windows, Mac, Linux, as well as iOS and Android, and possibly consoles.
It’s a turn-based game that takes place on a tile-based world in which you play a marooned cosmic explorer fighting their way towards the secrets of an unknown celestial body.
“Manipulate monoliths to create new pathways or remove rows of tiles, eliminating your enemies in a game that’s part tactical RPG, part puzzle game, with a result that is uniquely its own,” reads the description.
Coffee Pot Terrarium will have over 25 levels across seven different environments and will feature controller support. You can vote for it on Steam Greenlight and find out more about it on its website.
Orange Moon - Demo Available
Eye spotted on RPS that the action-roguelike-RPG Orange Moon has a demo that you can download and try out. The paid version of the game is the same as the demo, with the difference that this version will be updated over time.
Orange Moon [official site] is a 2D platformer that’s part action, part RPG, and part roguelikelike. As an inquisitive astronaut-cum-explorer, you set out for the titular Orange Moon in search of new life and natural resources. As these things tend to go, you’re met with a far harsher environment than first expected (seriously, does any planning go into these expeditions?) with threatening native life, perilous terrain, and shit-loads of traps and contraptions to overcome. Take a look for yourself below:
Dungeon Kingdom - Previews
Colonel RPG shares his impressions of Dungeon Kingdom in below video.
And Indie Retro News, does it in text.
Character progression is fully automatic, and the stats and class level of your characters improve automatically based on your actions. A character has four level types. Warrior, Ninja, Priest and Wizard. Repeated use of melee weapons increase the warrior level, while using ranged weapons increases the Ninja level and so forth. This makes sense for large open world games like Skyrim where you have tons of skills and abilities, but in games like Dungeon Kingdom I really prefer to have the classic levelling with point allocation system.
Currently the game lacks an auto-mapping feature. While I prefer to do my own mapping on paper, I see that this is something a lot of people will want to have. I've been told that this is being considered for a future update, so let's cross our fingers for that :)
Dungeon Kingdom suffers a bit from being Early Access, as you would expect. There are quite a few bugs and glitches at this point, and some features appear to be a little rough around the edges. The developers are very helpful and quick to respond to user requests. I've already seen changes and improvements made based on community feedback. I am confident that the developers will mold and nurture Dungeon Kingdom to be a game retro dungeon crawler fans should not be without.
Age of Fear 2: The Chaos Lord - Update 2.7.0: Units with Morale Value
Age of Fear 2 update 2.7.0 adds a morale value to your units:
this is the BIG UPDATE - we have implemented lots of new features:
- MORALE - units have morale value - they will panic, get bonuses from high morale, etc.
It's quite complex feature and we did not add Tutorial section yet.
For more details see this thread.
- HAND mouse pointers - just to add flavor to game. Now cursors look like skeleton hand, orc hand, etc. Old cursors (arrows) are still available from Configuration menu.
- OBSERVER mode - to watch AI playing vs AI. Previously used for testing, but here you have.
- BACKSTAB ATTACKS - unit will get -2 Defence penalty id attacked from behind. Perfect for slaughtering those retreating units!
- RALLY skill for Hero - some heroes can stop retreating units and add morale to your troops.
- NEW BUGS! - implementing all those features introduced a bunch of bugs and maybe de-balanced armies. Please let us know ASAP so we can fix them.
Age of Fear 2: The Chaos LordSP/MP: Single + MP
Templar Battleforce - Big Update
A lot of new game features are coming with Templar Battleforce version 1.2.3:
We've got another big one for you as we roll into the end of November.
New Levels: Kaldun Factory Hive
If you haven't been there, you'll someday visit Rychart Prime. Lovely place, dusty desert world. When you're there, you'll hear about a tragedy in Kaldun, . . . now you can go investigate! We've added a short, hard deploy into the Rychart Prime arc, featuring nasty close corridor combat.
New Weapons: Engineers in the Spotlight
The progression of Engineering revolvers got extended and slightly re-organized in this release, adding weapons all the way up to Gear Level 9 with the Scoped Revolver and a new Engineer RQ level, the Master Engineer.
This spotlight is going to make the rounds and there will be some new, higher GL weapons to fill gaps and smooth out progressions in following releases for other classes.
New Changes: Berserk Fury
We've reduced the Berserk SP cost to 500. Bring these champions of melee onto the battlefield faster and easier!
New Heat Rules: Benefits of Heavy Armor
Those armor, gear, and buffs that grant -MP penalties now also increase your heat dissipation. You now get guaranteed Heat dissipation for the points you've lost to -MP.
Please leave a review to help spread the word about Templar Battleforce and encourage more updates!
v1.2.3 - 11/21/2015
- Added Kaldun Scittering Hive: New 2 level Deploy from Rychart Desert Command
- Added New Engineer Weaponry - Architect Revolver, Cannon Revolver, Scoped Revolver, new Master Engineer Req Level
- Reduced Berserker SP cost to 500
- Armor / Buffs that reduce MP increase Heat dissipation proportionate to amount of -MP
- Clearly marked Relics that are in use by other Templars and therefore cannot be equipped
- Clearly marked which Ordnance require proximity to a Tact Point to use
- Fixed SFX for Captain's Commander Cripping Orders
- Fixed bug with disappearing Nyra on Righteous Fallen Secure Zones
- Improved Meditech Ordnance by reducing randomness of healing
- Simplified dialg in Rychart Desert Command to find next assignments
Templar BattleforceSP/MP: Single-player
Genre: Tactical RPG
Death Trash - November Progress Update
Eye spotted a progress update for Death Trash, a modern post-apocalyptic roleplaying game with influences of cyberpunk, science fiction, horror and trash talking:
Progress, the friction of concept and reality, and a new tool.
The first Death Trash prototype becomes more playable from week to week, but as this game consists of many subsystems and I am only one person working on this, it might still take some time until they interlock and the real fun emerges. But it's time that I tell you a bit about the current state and progress.
In the last weeks I added a basic merchant, a crafting system, equipping and using abilities, a rudimentary quest system and many other small features. The visual aspect of combat got improved quite a bit, although the gameplay part of that is still lacking some "fun". The local co-op still works great, meaning a second player can join and leave anytime, controls can be Mouse/Gamepad or Gamepad/Gamepad and sides/characters can also be switched as long as both characters are alive.
An example of a small feature that takes some time to implement but is not special enough to show: Dialogue could be cancelled since early in the project. But now dialogue gets resumed from the last state, in case the player accidently left the dialogue and returns to the same NPC. And of course there is an internal check if the state of conversation is still valid. Coding this takes time, and there is even the chance that this "resume" feature gets kicked out again if it does not feel right, but still, it's not time wasted, because how dialogue is handled is integral to this project.
I continue to work on the concept of the world, but as the other development work is so intense at the moment, I keep this loose and not very concrete. Fleshing out areas (gets another meaning with this game) is postponed until the gameplay state of the prototype is more advanced and I know with more surety what type of areas are possible and make sense. There's of course something to be said for designing first and then implementing, but for now it helps me keeping focus by working on the programming itself, so that the gamplay can be "felt and touched" instead of only thought about.
Death TrashSP/MP: Single + MP
Release: In development
Celestial Tear - Released
The first episode of the tactical turn-based J-RPG Celestial Tear: Demon's Revenge has been released on Steam:
Celestial Tear: Demon's Revenge is now live on Steam!
Welcome to our official release!
We had a bit of a bumpy road getting here, but we made it! We put a lot of love and hard work into this project and we really hope you enjoy what we brought to the table. Being able to present this game to you all on this platform is a dream come true and we have much more to come in the coming episodes. Have fun. Let us know what you think and we will be sure to take all your feedback into consideration. Thank you all for your interest in our project and we hope to hear from you soon.
Celestial TearSP/MP: Single-player
Dungeon Kingdom - Steam Early Access is live
Dungeon Kingdom: Sign of the Moon has been released on Steam in Early Access:
Dungeon Kingdom: Sign of the Moon is a modern real-time dungeon crawling RPG. Immerse yourself in a fantastic adventure in the lands of Pohe Fakesys and investigate the cause of the returning chaos and darkness.
Arcadian Atlas - New isometric tactical RPG in the making
Twin Otter Studios is working on a new isometric tactical RPG: Arcadian Atlas
Description:Arcadian Atlas is a 2D isometric tactical RPG set in the richly detailed pixel art world of Arcadia. Watch your footing & mind the elevations as you traverse the maps -- A turned back or tumble on the battlefield could cost you a friend's life. Let the moody jazz soundtrack carry you through a thought provoking & ruthless story of love, deceit, murder, companionship & war. Meant to be a modern go at the Tactics Ogre / Final Fantasy Tactics game style, Arcadian Atlas was designed from the ground up to incorporate more challenging battle strategies, new & balanced job classes, and darker subject matter for a more mature audience.
Featuring innovative job classes, character driven narratives that leave you invested & intrigued, strategic grid-based battles and a jazz infused soundtrack, Arcadian Atlas is a lushly handcrafted 2D isometric tactical RPG that takes the rich history of the genre and makes it modern.
History:Twin Otter Studios is an independent game developer started in 2015 by siblings Taylor & Becca Bair. After ranking in various game jams, creating their 5 hour indie RPG "Genesis" together & working professionally in the gaming industry as a writer & freelance artist (respectively), the brother/sister duo decided to make their work official with an LLC & logo.
Our goal is to craft lovingly handmade games with a fusion of modern elements & classic aesthetics that we ourselves would want to play. We have brought together some of the freshest & most innovative talent in the industry to bring you unforgettable gaming experiences.
- Hand-painted character art & a pixel perfect world designed by artist Becca Bair (Vidar, Dreamblazers). A labor of love!
- Detailed battle system provides limitless strategy & challenges.
- Epic storyline and 3-dimensional characters fleshed out by writer Taylor Bair (Business of Indie, Planet Destiny) will leave you intrigued & attached.
- Grid-based tactics play style hits all the right nostalgia chords
- Retro-style sound effects & modern, chilled out jazz tunes by Moritz P.G. Katz (Fort Meow, German Wahnsinn) bridge the gap between yesterday & today.
- Innovative job classes with zero filler skills will keep you chasing that AP.
- Marries tried & tested classic tactical RPG gameplay with new customizations & exciting mechanics that help innovate the genre.
In the world of Arcadian Atlas, nothing is more brutal than love. And when a kingdom is at stake, love will rip itself to shreds. Now two people are finding themselves engulfed in a civil war they never wanted, and when sides must be chosen, will they find themselves still standing together - or will love leave anything standing at all?
Arcadian AtlasSP/MP: Single-player
Release: In development
Stellar Wanderer - A Space Action RPG
Crescent Moon Games announced in a tweet that next year a 3D space action RPG, named Stellar Wanderer, will be available. There is little to no other information available, besides that you are controlling a ship in this game.
Dungeon Kingdom - Preparing for Steam Release
After a successful Early Access phase Dungeon Kingdom will be released on Steam:
Greetings brave dungeon explorers!
During the last few weeks, we have been sending out the Early Access build of Dungeon Kingdom: Sign of the Moon to some of our Indiegogo backers!
The feedback has been great and the players have done a great job in testing the game.
Thanks to you, we are now preparing for the release on Steam!
The next announcement will be about the availability of DK to the public, on Steam store and on this site! Stay tuned!
Until then, have look at this new screenshot featuring the new UI!
Clandestine - Co-op Playthrough
A playthrough for Clandestine's co-op mode has been done by Supervinh47, which was done before the recent patch of the game.
Clandestine is a unique stealth/hacking hybrid of a spy game, developed by Logic Artists! Played either single player or via online cooperative play, gamers take on the roles of two former support agents who are thrust into becoming field agent! Clandestine is defined by its hybrid role system: Katya is the boots on the ground, standard stealth spy game character, whereas her partner, Martin, is more of the hacker type sitting back in the command van. Players who control Katya DEPEND on Martin for hacking doors, controlling cameras, and keeping track of security. Players who control Martin need Katya to hook in wireless modems to PCs and extract intel.
Did I mention that this is all set in the 90s?
ClandestineSP/MP: Single + MP
Rebel Galaxy - Review and Background Info
Malaysian Gamer has reviewed the Space RPG Rebel Galaxy:
There aren't many games out there like Rebel Galaxy. Sure, it's in space, you fly around a ship, you can fight or trade. But at its core, Rebel Galaxy is a very different style of space game. There are similarities here to an action RPG... but it's not really an action RPG. Read on for my review of Rebel Galaxy.
There's so much more to Rebel Galaxy. You can be a bounty hunter, a smuggler that trades illegal stuff, a pirate preying on traders. It’s a massive game that you can jump in, do your money making run, and hop out. There’s certainly an element of grind and repetition that might throw off some people, but if you get into the whole amass wealth to get the biggest ship this side of the galaxy and be a space cowboy, you’ll love it. Rebel Galaxy is best played in spurts rather than one long session. It’s a surprisingly great first title for a new indie studio with great price too.
Gamasutra with some interesting background info:
How 2 Torchlight devs used new tricks to build an old-school space game
Game development has changed significantly in the last twenty years, and as many developers push through a daunting discoverability problem it's worth taking a moment to study how others have adapted to thrive in the midst of that ol' "indiepocalypse."
Erich Schaefer and Travis Baldree are a prime example. The pair went indie last year, forming the two-man studio Double Damage Games, and last month they released their debut game: Rebel Galaxy, a sprawling Elite-esque space game that quickly climbed into Steam's top charts.
Rebel GalaxySP/MP: Single-player
ADOM - Is Coming to Steam: November 16
The rogue-like ADOM (Ancient Domains Of Mystery) will be released on Steam tomorrow:
ABOUT ADOMADOM (Ancient Domains Of Mystery) is one of the most successful roguelike games ever created, boasting a brilliant mix of story, RPG, exploration, and intensely strategic and flexible combat. The Steam version adds various Deluxe features like achievements, difficulty level customization and various play modes (e.g. a story mode allowing to save and restore games, a weekly challenge game, an exploration mode and more). ADOM has been in development since 1994. In 2012 its development was revitalized with an immensely successful crowdfunding campaign on Indiegogo, now allowing us to offer ADOM both with ASCII and graphical modes enabling you to choose freely.
ADOM is primarily known for being the first roguelike to include vibrant towns, NPC dialog, and quests, but it offers more than just a rich story line in a complex fantasy world:
- a huge game world with hundreds of locations such as towns, randomized dungeons, elemental temples, graveyards, ancient ruins, towers and other secrets
- loads of races (dwarves, drakelings, mist elves, hurthlings, orcs, trolls, ratlings and many others) and even more classes (fighters, elementalists, assassins, chaos knights, duelists and much more) allowing for infinite play styles
- hundreds of monsters and items, many with enhanced random features
- a corruption system forcing you to balance lust for power with fear of damnation (corruptions slowly transform you into a vile monster but at the same time grant inhuman benefits - most of the time)
- spells, prayers, mindcraft, alchemy, crafting and more
- dozens of quests and branching story lines
- numerous wildly different endings that might alter reality itself (simply drive Chaos away or slay a god or even become an immortal yourself, and others more)!
- various game modes (story mode to be able to load and save games, challenge mode to face peculiar weekly challenges, exploration mode for a free wand of wishing and more)
- various customization options (turning hunger off, turning corruption off, modifying monster difficulty or treasure rates)
Lords of Xulima - Workshop, Update and Mods announced
Great news: Numantian Games announced a Steam Workshop, LoX 2.0 and three new mods:
Welcome to Lords of Xulima V.2.0!To celebrate the first anniversary of Lords of Xulima, we have released a major update with a lot of new things.
Finally, the Workshop is available. With the Workshop, you can create your own mods for the game in which you can change the rule set system to create a unique experience or simply to improve the original game to your taste.
We have created a specific application, the Lox Editor. With this tool, you can change the global parameters of the game, the encounters, monsters, skill, classes, treasures... in a very easy way. Then you can publish your mods so other users can try your version of LoX.
Players can easily manage the mods and activate them from inside the main game menu. First, subscribe to the ones you like in the Workshop page of LoX and then you can activate them directly from the game.
You now have three Mods available: "No Random Encounters Edition" (created by the Team), "The Deepest Dark" by the user Celerity and the "Streamlined Edition" by Valadurs Erbe. Hope you enjoy them!
Lords of XulimaSP/MP: Single-player
Age of Decadence - Review Collection
Gamebanshee has collected some reviews for Age of Decadence:
Considering The Age of Decadence is a low-profile indie game that is directed at a niche within a niche, I'm not surprised to see that many publications have opted to avoid reviewing it, when they didn't ignore its release altogether. That said, we've managed to find a few reviews, and they point to a positive reception for Iron Tower Studio's uncompromisingly brutal turn-based RPG. [...]
Age of DecadenceSP/MP: Single-player
Jotun - Review @ PowerupGaming
In their review of Jotun, Powerupgaming sums it up as: Great scale despite its sluggishness and award it with an 8.
Unfortunately, the concept of being an underdog doesn’t always translate well into Jotun’s actual gameplay. While the first half of the game is challenging and fun, the latter half abandons the idea of fairness and often becomes a frustrating affair, resulting in death again and again. Despite having found the vast majority of the power-ups and health upgrades available in each zone, I often found myself dying from only two hits. In fact, boss battles are typically boiled down to slashing repeatedly at a given enemy in order to chip away at his or her health bar.
Despite its lack of story, large difficulty spikes and sluggish pacing, Jotun provides a compelling 5 to 6 hour campaign filled with breathtaking scenery and bosses that would give many AAA games a run for their money. For those that have a hankering for games of epic proportions, give Jotun a try. Just be prepared to die quite a bit before the end credits roll.
Dungeon Guardians - After Release Update
After the release of The Fall of the Dungeon Guardians, the developer comes with this update:
fffffff… (for the last time ?)
If you follow this blog, you know that normally I publish the weekly update on Sunday or Monday.
Today is Wednesday. That says it all, no ?
No ? Ok, so let me explain..!Last Friday I released The Fall of the Dungeon Guardians on Steam.
Naively, like I always am, I thought it’d be a bit rough, with a few little bugs & fixes to do here and there, but it’d settle within 24 hours.
How wrong I was ! It took me almost 4 days to fight bugs and integrate in emergency popular requested features into the game, so everybody could enjoy the adventure nicely.
I think with the last update of this morning, it should be (nearly) ok. And I will be able to finally get some rest, before doing a bit more bug hunting (text input doesn’t work on Linux coz of an Unity3D engine bug ), and then switch to Modding support (SDK + Steam Workshops) and getting the game published in other Stores (GOG, Humble Store, Mac AppStore).
In term of sales, the game did an ok start, but nothing fancy, I’m still not on my way to buy a Porsche (or more important, finance a more ambitious sequel). But within 6 months or 1 year, I may be able to get my investment in money and time paid back.
Hopefully, it’ll catch on with Christmas season, with the help of the additional stores and maybe a bit of marketing (if I get some ideas or get lucky ).
That’s all for now, cya soon for the next weekly update !
Dungeon GuardiansSP/MP: Single-player
Genre: Dungeon Crawler
Temple of the Abyssal Winds - Chapter 4 released
Chapter 4 of the classic RPG Temple of the Abyssal Winds has been released:
Temple of the Abyssal Winds Chapter 4: The False Church
Continue your adventure into the classic-style role-playing game of Temple of the Abyssal Winds. Chapter 4: The False Church is available for purchase now: on Windows, visit the website to purchase chapter 4, and on iPad, purchase chapter 4 as an in-app purchase.
If you are new to Temple of the Abyssal Winds, chapter 1 is free to download and play for both platforms. Start there, and then move through chapters 2 through 4, with chapters 5 and 6 scheduled for release in 2015. Merry Prankster Games invites you into the world of Temple of the Abyssal Winds!
You can find more information, or download Temple of the Abyssal Winds for Windows, on the website.
- Epic fantasy adventure.
- Single player, controlling a band of adventurers.
- Real-time pauseable combat for realism and control.
- A combination of open-ended exploration and strong story driven plot.
- Tactically challenging encounters featuring many different strategies.
- Deep, complex role-playing system, inspired by popular paper-and-pencil role playing games.
- Dozens of quests, enemies, and monsters to tackle.
- Build the character you want to - dozens of skills and powers, and hundreds of spells and items.
Temple of the Abyssal WindsSP/MP: Single-player
Release: In development
Staxel - PAX Australia Roundup
Eye noticed that the Staxel team has provided an overview of what they plan to change to the game based on player feedback during Pax Australia.
3. More support for social activities!
In Staxel, you can already cook, go on picnics, hunt bugs, catch fish, and explore for secrets on the island, alone and with friends. But at PAX, the players wanted more. They wanted something extreme. They wanted… Staxel 2?!
Actually, no, they wanted beacons. And we’re happy to put those in the game! We’re thinking that each player will have a small number of beacons that recharge over time, so you can let your friends know exactly where you are on the island, no matter how far away you are. Because, hey, we don’t want to get in the way of you having fun with your friends. That’s a major part of our game design: letting you have fun, unobstructed!
There were plenty more points that players brought up at PAX, and most of them are things that we’ve either considered already or, even better, we’re working on already! It’s super exciting to know that we’re on the same path as the players with regards to game design and expectations, and it tells us that we’re doing just fine when it comes to getting this game ready for everyone to play.
StaxelSP/MP: Single + MP
Release: In development
Victor Vran - Review @ GameBanshee
GameBanshee reviewed Victor Vran. The reviewer didn't like the game but thought it was a well made game anyway.
So clearly I didn't enjoy Victor Vran very much. But I always try to separate the quality of the game versus how much I like it, and Victor Vran is a well-made game. It looks good, the voice acting is solid (particularly from Doug Cockle as Victor Vran and Andrew Wincott as the Voice), the maps are distinctive, the enemies are diverse and interesting, and I never experienced a single crash or bug. Plus it includes free DLCs, which is always a plus.
So if you enjoy tough games, and like the idea of grinding away to improve your gear, and don't mind the idea of studying and thinking about and frequently repeating challenging battles, then Victor Vran might be for you. But if you play RPGs more for the stories, the character development, and, I don't know, the fun, then maybe not. Either way, Victor Vran is pretty reasonably priced at $20, so it's a game you could check out if you're at all curious.
Victor VranSP/MP: Single + MP
Umbra - Overview from Extra Life Stream
- The Office had unfortunately been found later than planned
- This resulted in a delay of one month
- Currently, the Solarfall Games team consists of 7 employees
- The first Alpha version is scheduled for mid-December
- The known information regarding modding, animal companions and mercenaries were clarified again
- The Stream showed the GDC 2015 prototype
- The first multiplayer mode will be available about 3 months after the Alpha release in a patch (March 2016)
- The game looks, in the current version, once again better than in the prototype version
UmbraSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Templar Battleforce - Interview @ Jeux1d100
French site Jeux1d100 interviewed Terse Brothers about their game Templar Battleforce. Fortunately the interview is in English.
What kind of review you get so far, for your last game Templar Battleforce ?
[Cory] I couldn’t be happier with the reviews so far. The game’s 99% positive review rating makes it obvious that Templar Battleforce is scratching an itch that hasn’t been scratched lately. If you like turn-based strategy games, I’d like to say that you need to check it out.
Why are you sticking with turn based games ? Are you planning to develop another kind of game later, an action game maybe ?
[Cory] I don’t think so, not at this time. I’ve always loved games that give you time to think. If you have time to think you’re able to weigh options and make more tactical decisions. We like patient games and we’re very focused on more turn-based games.
Templar Battleforce immediatly brings Space Hulk to players’s mind. Why didn’t you stick with a well known classical universe to get more attention from players and the media in general ?
[Andrew] Templar Battleforce is set in the Star Traders universe. That is a world that Cory and I have been designing and playing pen and paper RPGs in for more than a decade. Battleforce is now the 4th game released in that universe, and each one tells the overarching story from a different perspective. The next game our studio is working on is Star Traders 2. The Star Traders franches has almost 2 million downloads.
For us, we never even considered licensing someone else’s IP. We’ve been telling stories in the Star Traders universe for so many years, it is extremely deep and rich lore. Many people immediately think Space Hulk, but I think Mech Warrior and Dune were the primary influences for the world of Templar Battleforce.
Templar BattleforceSP/MP: Single-player
Genre: Tactical RPG
For the King - Production Update
In a recent production update for For the King, we learn about the progress that was made in the last weeks.
We've made a ton of progress over the last couple of weeks. After the dust of the campaign had settled, we began planning out all the additional features and systems derived from our stretch goals. We also did some house cleaning and tidying up as many things were quickly implemented immediately before and during the campaign. We're now in a great position to start adding a lot of the new features.
On the tech side we now have a basic save/load function, and awesome new in-engine spreadsheet editor (we have a TON of spreadsheets so trust me this one is huge), and a more robust way of scaling the size of our generated maps.
On the gameplay front we have more fleshed out time of day mechanics, blocked out statues in game, an improved encounter draw system, and a more finalized monster manual.For art, we've had 3 new complete sets of animations go in, and they look spectacular. Our friends at Kemojo with whom we share an office with have lent us their senior animator for a few months and he's just killing it. Thanks Kemojo! The Poison Bog received an art pass too
For the KingSP/MP: Single + MP
Release: In development
The Mandate - Development Update
In a new development update for The Mandate we learn about the process for generating deck plans and away missions, the main points from a recent milestone and a selection of Arkwright ships.
For our Gamescom demo we assembled two large decks for the heavy cruiser. This process was a manual and time consuming process. The Gamescom demo took at least six hours for each deck, and that did not include changes that had to be made as a result of playtesting. Even minor layout changes took lots of time since many small art assets had to be repositioned. The snap-to-grid function does not work perfectly for all object types which created gaps and imprecise collision (which again generated pathfinding bugs).
Therefore we decided to implement a new and faster process. This process is inspired by how we already handle away missions where level designers only need to focus on gameplay and pure level design. This required that we both rework our existing art assets and also develop a new tool, the deck designer.
The MandateSP/MP: Single + MP
Release: In development