Corven - Path of Redemption
Corwin reached out to the Corven folks to ask them some questions on what the game is about.
» Continue reading the article...
ATOM RPG: Post-apocalyptic indie game
ATOM RPG Review
Forgottenlor checked out if ATOM RPG was worth his time and found out it was.
» Read the article
I really play less
It is about the same
I definitely play more
I stopped playing
Genshin Impact - Closed Beta Impressions @ C4G by Telstar
Opinion - Are Western and Japanese RPGs so Different? by Nereida
Assassin's Creed Valhalla - Hands-on Preview by largh
Persona 4 Golden - 500,000 Players on PC! by ElderGnome
Forum WatchWild Terra 2: New Lands. Open World multiplayer life simulator in medieval world by rootstereo
The Darkness Below: a retro CRPG in the making by vlzvl
Exoplanet by Soulo
Warsim: The Realm of Aslona (Procedurally generated kingdom management RPG) by Wastelanderr
Mount & Blade II - Preview
Bluesuit checked out the Early Access version of Mount & Blade II: Bannerlord:
Mount & Blade II: Bannerlord (2020) - Early Access Reviewloading...
Good Day! Today we're review my favorite game of 2020 so far Mount & Blade II: Bannerlord. It's not for everyone, but if you do end up picking up this grand conquest RPG, there's a ton of value and lots of things to do.
Mount & Blade IISP/MP: Single + MP
Release: In development
Wasteland 3 - Beta Improvements & Mac/Linux Delay
A new Fig update for Wasteland 3 talks about beta improvements, like animal companions attacking in combat. Also Mac and Linux versions are confirmed to come later.
Wasteland 3 Beta Improvements + Mac & Linux Delay
Knights of the Chalice II - Post-Kickstarter Update
The Kickstarter campaign was a success - here's some more Knight of the Chalice II info:
Update #33: Emails Sent, Will Fix Bugs ASAP, Will Handle Complaints!
Hello everyone! :-)
Okay I feel I need to make a small update to answer all concerns.
First of all, if you're wondering why I haven't been very present replying to comments on Kickstarter, or on Discord, or on my forums, or on RPG Codex, or approving messages on my forum, or replying elsewhere.
The reason is this: I'm just a human being, and since the end of the campaign, all my time was spent sending out emails and answering emails from people who haven't got their email, or who are late to the campaign but want to join, or who pledged but could not process their payment, or who have already tried the game but it's not working for them on their system.
On top of that I have a long-planned flight tonight and tomorrow which I had to prepare, too. So, with all of this taken into account, I just can't keep up with dozens of new Kickstarter comments / forum messages / Discord comments each day. Apologies for this! It doesn't mean I'm ignoring your concerns, quite the contrary.
I have sent emails with download details to nearly everyone. If you haven't got your email, please email me at [email protected] or through a Kickstarter private message and I will give you your details soon.
Now, on to the bugs. Obviously, by now I have been made very aware that the game has important bugs and stability issues, and a 64-bit Mac version for Mac Catalina OS needs to be made. I hear you guys and I apologise sincerely for the bugs. Yes, I will fix the bugs as soon as possible. And I will work on a 64-bit Mac version as soon as possible. This will be my priority from 8 July. I won't be working on any DLC or any extra content while there are important bugs in the game.
So please rest assured that the bugs will be fixed. I should be able to have a software update on or before 14 July. I've been working on this game for so long; obviously I want it to be bug-free. It's not a problem for me to remove bugs. In fact it is something I like to do. My process with KotC 1 was similar. There were about 36 updates for KotC 1. The game had many bugs in the beginning, now it's bug-free.
Now, on to expectations and accusations. Okay, I hear the complaint that I should have presented the current version of the game as a beta version, not as a finished version or as a full game. All right. I accept that and I apologise for it.
The reason why I have always presented it as a full game is because, for me at least, it was stable when I played through it and I did play through it from start to finish. So if it's stable for me, why should I present it as a beta version? Think about it, how could I even record all these combat videos if the game wasn't working for me or wasn't stable for me? Yes, you can say that I should have gone through a big testing phase prior to the campaign, and in hindsight yes I should have done that. I'm not perfect so I did not see this at the time.
What I mean to say is that it's never been my intention to deceive people. With that in mind, if you feel strongly that you have been lied to or that you were misled, and you don't trust me to fix the issues in a reasonable amount of time, please email me at [email protected] (or through the Kickstarter private messages) before 14 July and we will definitely find a solution.
I don't want anyone to feel bad about KotC 2 or have such strong negative feelings against me. Doing a Kickstarter is difficult enough with happy people but it's a hundred times harder with unhappy ones. So, please just contact me and everyone will be happy.
I hear a complaint that the game is too linear. I did mention here and there, most recently in the Q&A with Shane, that Augury of Chaos lacked the non-linear feeling of an open world and that you're mostly exploring underground levels, and that I wanted to create more of a non-linear feeling in upcoming adventures.
So, while I can totally accept criticism for the game having many bugs, I can't accept accusations of deception based on the game being linear. The adventure is what it is and I never claimed that it was a non-linear open-world adventure. All I said was that you have a number of ways to resolve situations, and that is true in many cases.
So, please be reasonable with your expectations and criticism of the game's content. I already feel enormous pressure to provide download links to the people who haven't got them already and to fix the game's major bugs ASAP, so please don't pile even more pressure on me for things like non-linearity. About the difficulty, we can adjust that later on.
Those are the main things I wanted to say today. The main points are: please be patient and I will fix the bugs ASAP and if you're really unhappy, please just contact me before 14 July. Please don't worry if you don't receive a reply before 8 July, I will definitely reply.
Thank you everyone and I hope that you will keep supporting the development of KotC 2! :-)
Black GeyserSP/MP: Single-player
Release: In development
Gedonia - Preview @ C4G
C4G checked out Gedonia:
Gedonia - New Open World RPG (Preview 2020)loading...
Gedonia is a new open world action rpg. It's a really ambitious one-man project, and there has been some major changes since the last time I covered this game.
Release: In development
Battle Brothers - Blazing Deserts Available August 13th
The latest expansion for Battle Brothers, Blazing Deserts, will release August 13th.
The largest and most ambitious DLC for Battle Brothers yet is almost ready. We’re happy to announce that the ‘Blazing Deserts’ DLC for Battle Brothers will be released on August 13th for the price of $14.99 or your regional equivalent. You can already find and wishlist it right here.
The artwork above can also be downloaded as a wallpaper here.
The 'Blazing Deserts' DLC for Battle Brothers expands the game with new lands of burning deserts and lush oases to the south. Visit independent city states, fight in the arena, face desert raiders and southern beasts in battle. Wear new gear inspired by Arabian and Persian cultures of the medieval ages, employ alchemical contraptions and primitive firearms, and forge your own path when the fires of religious turmoil threaten to engulf the world in a new late game crisis.
- New Lands - Visit new lands to the south with independent city-states that have their own lore, equipment and services, as well as entirely new character backgrounds to recruit.
- Retinue - Hire non-combat followers for your retinue to customize your campaign experience to fit your playstyle. Hire a drill sergeant to train your men. Never lose shields again with a blacksmith that can repair gear no matter how damaged. Buy carts for additional inventory space.
- Arena - Fight in front of cheering spectators to earn coin, experience and unique rewards as an alternative to mercenary work.
- New Crisis - Survive a new late game crisis that tests the mettle of your company in the fires of religious turmoil.
- New Opponents - Face new factions of city state soldiers and desert raiders, complete with their own gear and unique mechanics. Hunt down and get hunted by desert beasts.
- New Origins - Play using one of three new southern-themed origins, each with special rules that shape your campaign into a different experience from beginning to end.
- New Banners and Gear - Dress in style with a collection of new banners, shields, helmets and armors inspired by Arabic and Persian culture. Use new weapons, alchemical contraptions and primitive firearms.
- Legendary Location - Visit a new legendary location and fight a new boss in a quest that leads to a legendary reward.
- New Location Environments - Fight amidst southern ruins and nomad tents on the tactical combat map, in addition to graveyards and encampments by brigands, orcs and goblins that come with a free update to the base game.
- New Contracts and Events - Earn your stay in the south by taking on new contracts. Immerse yourself in leading a mercenary company with even more illustrated events.
- New Music - Several new music tracks set the mood on your adventures.
- New Achievements - Challenge yourself with new achievements.
Please note: You'll be able to continue your current campaign with the DLC, but you won't have access to all of the new content until you start a new campaign. Starting a new campaign is very much recommended.
Battle BrothersSP/MP: Single-player
Wolcen: Lords of Mayhem - Team Status Update
Couchpotato spotted a team update of the Wolcen: Lords of Mayhem devs:
Team Status Update
What's up and what's coming?
We know that you’ve been expecting some news from the status of the team and our progress on future content, and we would like to share a bit more about the upcoming plans for Wolcen.
Our team is currently working on two fronts: the final Second Dawn patch(18.104.22.168) with its bug fixing and balancing review, which will be delivered in late July, and the first Chronicle(1.1.0) for which we’re currently aiming for Autumn 2020.
The Chronicle will bring additional content, gameplay changes, performance improvements, and we will start to communicate in more detail about it around early September. Stay tuned though, we might start to tease a bit about it sooner than that through various social media ;)
We’re now making our final touches to the Second Dawn bug fixing patch, our Communication and QA teams are currently in contact with various players of Wolcen to gather their opinion on bug fixing, QoL improvements, and balancing changes. This feedback will allow us to refine some of our priorities for Second Dawn and future Chronicles.
In other news, Wolcen Studio is growing. Almost 10 new talented members have joined our team since the release, and we’re still recruiting for a lot of positions. We’re all progressively coming back to the office following the pandemic, but we’re now almost 50 and our current office is getting a bit crowded. Therefore, we also plan to move to new offices by the end of the year to be able to welcome everyone on-site if the circumstances allow it, and we will do our best to make sure that it doesn’t affect our schedule for the second Chronicle.
Finally, we will soon add a Support page on our website to facilitate contact with our Customer Support team. Instead of going through the Contact web form, you’ll now have a dedicated page to contact our Support team, who will answer your requests as soon as possible.
Thank you for your continued support!
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Black Geyser - Backer Beta on July 3
The Backer Beta for Black Geyser: Couriers of Darkness begins on July 3:
The Backer Beta has been ready for several days, and it’s bigger than we initially planned!
Having said that, as with every beta, it contains bugs – some of which we don't know about and you will hopefully help us to find. Also, it lacks several features, refinements and performance optimizations that didn’t make it to the beta but will be present in the final game.
Getting the Beta on Steam and GOG store pages takes much longer than the official information we received about it before. Therefore, we decided today that we will be shipping the Backer Beta directly to the eligible backers (those of you who pledged at the Early Access reward tier and above, or chose the Backer Beta add-on).
Regarding Steam and GOG, everything seems to be on the right track, so the Beta will eventually be available on GOG and Steam as well (depending on whether you have specified a GOG or a Steam key in BackerKit). In the meantime, however, we will ship the Backer Beta as a direct download.
This process will begin on the 3rd of July at the latest and will take a couple of days. We will notify every backer whose reward tier included the Backer Beta via email with instructions on how to receive the installer. If you don't receive such an email until 6th July, please send us a message on Kickstarter or via our contact forms.
Black GeyserSP/MP: Single-player
Release: In development
Vagrus: The Riven Realms - Early Access Version: July 22
Vagrus: The Riven Realms will enter Early Access on GOG and Steam on July 22:
Vagrus enters Early Access on Steam and GOG.com on July 22
We promised that we would bring Vagrus - The Riven Reams to you in Early Access on Steam and GOG.com when we felt the game was ready for it. Today we are proud and exhilarated to announce that the time has come, and now we know the exact date.
Vagrus - The Riven Realms enters Early Access on Steam and GOG.com simultaneously on July 22, 2020.loading...
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Dungeon of Naheulbeuk - Release Date: Aug. 27
The Dungeon of Naheulbeuk will be released on August 27:
The Dungeon Of Naheulbeuk: The Amulet Of Chaos
Are you ready to dive into a tactical RPG chock-full of charm, humor and crazy characters?!
They are clumsy, inexperienced and feisty but...they’ll have to endure each other’s company to get the dungeon’s treasure.
However, a feeling of deja-vu quickly arises...
Guide this team of unlikely heroes in an adventure full of humor and chaos!
The Naheulbeuk universe is an original creation by French author John Lang. It started as a very popular audio comedy series parodying role-playing games and heroic fantasy tropes. Now the story is available in English and as a video game for the first time!loading...
A ... less than ideal ... team of heroes
- Play with seven classic role-playing game characters complementing each other’s skills as you level them up: the Ranger, the Elf, the Dwarf, the Magician, the Ogre and the Thief!
- Every member of the team has their own skill tree to upgrade their abilities and equipment.
- Choose one of three additional companions to join the team on their adventure!
- Exciting turn-based battles, with creative support mechanics between team members.
- An adaptive difficulty system: from an accessible and fun story mode with simplified combat to the “nightmare mode” where the smallest tactical errors will doom you!
- An expansive bestiary (more than 100 enemies!) pushing you to think more tactically with every fight.
- Epic boss battles where you’ll have to muster both strength and smarts to emerge victorious!
- Hidden and destructive objects (including beer kegs) with surprising status effects will turn the tide of battle for the better...or worse!
A dreadful dungeon
- Explore a huge and surprising dungeon from the cave up to the luxury quarters of the evil lord Zangdar, passing through the goblin iceskating park and even an extremely lively tavern!
- Escape traps and solve deadly puzzles to unlock the most impressive treasures!
- Bizarre conversations, absurd situations and unusual encounters await!
- Experience an exciting main storyline and many side quests for your heroes
Dungeon of NaheulbeukSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Hylics 2 - Released
The surreal RPG Hylics 2 has been released:
The tyrant Gibby’s minions seek to reconstitute their long-presumed-annihilated master. It’s up to our crescent headed protagonist Wayne to assemble a crew and put a stop to that sort of thing.loading...
- A mesmerizing visual style incorporating stop-motion animation, 3D-scanned clay models, and pixel art.
- Engage in turn-based RPG combat against over 25 adversaries, each with unique capabilities and behaviors.
- Gather Wayne's crew and explore 3D environments. Use air-dashing, rolling, and gliding to find hidden treasures or evade enemies. Consult the world's inhabitants for hints, lore, and musings.
- Find TVs throughout the world to learn exciting new battle abilities like Poromer Bleb and Soul Crisper.
- Optional side content including a diverting platformer minigame and a first-person-view dungeon-crawler.
- The followup to 2015's Hylics. Hylics 2 uses motifs from its predecessor, but players unfamiliar with Hylics may still fully enjoy Hylics 2.
Hylics 2SP/MP: Single-player
Dauntless - Review
TSA checked out Dauntless:
Having launched in early access before arriving on consoles just over a year ago, Dauntless has continued to grow with developer Phoenix Labs rolling out fresh content while refining its addictive Behemoth slaying gameplay. We’ve been playing Dauntless since day one and wanted to deliver an up-to-date review of this fantastic free-to-play game.
Although hardly original in its premise, Dauntless offers an extremely fun and accessible take on the monster-hunting roleplaying game. It wastes no time in throwing you straight into the action and while easy to pick up there’s plenty of depth there for fans of the genre. What’s more Dauntless is completely free to play, gracefully sidestepping those annoying monetisation pitfalls we’re so used to seeing.
DauntlessSP/MP: Single + MP
Edge Of Eternity - Summer Update
The Summer Update for Edge of Eternity adds difficulty and immersion settings while fixing some bugs.
- Added difficulty and immersion settings (experimental)
- Played character will now be clipped when the camera is close
- Reworked ambiance and colors of the “Elon Village” scene
- Modified VFX of multiple spells and actions in battle
- Reworked terrain biome transitions
- Added “war” background elements on the “Battlefield” scene
- Disabled texture streaming on main characters to ensure that their texture is always in high resolution
- Added NNAO for lower spec configurations ambient occlusion
- Improvement of the horizon and sky in the open world
- Improvements to the herelsor plain area
- Improvements of the beach area on the openworld
- Improvements of composition, shoting and sequencing to chapter 0 & 1 cutscenes
- Improved animations of chapter 0
- New lisync on the chapter 0 cutscenes
- Added ATB feedback on out of screen combat target locators
- Added Turn of indicator on battle status UI (enemies and allies)
- Added new difficulty and interface settings (ingame and when a new game is started)
- New design for textbox
- Added artworks to auto cutscenes conversations
- Removed quest UI from the full map UI (was not much used and was very early)
- Fixed a few audio transition issues where the volume of SFX could stay at 0 after a cutscene transition
- New sound Fxs for the Camp scene (Intro 1st chapter)
- New sound Fxs for the scene before Robot Fight on Battle field (1st Chapter)
- Better Default loudness balance between Music/Sound FX/Voices
- New Dynamic System Music on areas : Herelsor Plain (Chapter 1) / Elysian Fields (Chapter 5)
- Fallon’s Battle fight Theme Improved
- General Improvement of Battle field Sound Ambiance
- Footsteps added in some Chapter0 cutscenes
- Reverb Added in the team basement (Chapter0)
Gameplay and balance:
- Modified the maximum number of battle objectives during normal battles to 1
- Balanced rewards of combats and battle objectives
- You can now open chests while mounting Nekaroo
- Ysoris Moves cost less energy
- New Monsters Dodile and Dilu
Edge Of EternitySP/MP: Single-player
Release: In development
The Iron Oath - Preview @The Escapist
The Escapist previewed The Iron Oath demo and noted the use of timed elements.
During exploration, time works against your party, offering debuffs and perks based upon how long you take to finish any given scenario. For example, as I was escorting refugees out of the mountains, my party became restless, meaning that upon entering combat, one of my characters would begin the encounter sleeping. This randomization invites further playthroughs and piqued my curiosity for what other status effects may exist in the full game.
The demo for The Iron Oath gives players the chance to complete a mission and see the overworld of the game, and that’s it for now. Curious Panda Games describes the game’s core features as including consequential decisions, contracts that take place over centuries, and an in-depth management system. Unfortunately, none of these elements are present within the demo. It does, however, clearly communicate the tone and base gameplay effectively to make you eager for more.
The Iron OathSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Urtuk: The Desolation - Impressions
The TurnBasedLovers checked out Urtuk: The Desolation:
Urtuk: The Desolation Hands-on
THE IMPORTANCE OF BEING URTUK
One thing is certain: Urtuk is not a lucky guy. Why?
Let’s start from the beginning.
I don’t think we need to say something about his name… “Urtuk” is one of the ugliest name you can imagine for a person, a name that even a minor demon should consider offensive. With a name like that his childhood can’t have been easy…
But, as I said above, the name is just the beginning (well, probably not the best one…), because the rest of the story is even worse.
Indeed we know that, at the beginning of the game, our dear Urtuk is imprisoned without a reason and not in a “model prison”, but in a gloomy, dirty a stinking cell.
Enough? Absolutely not, because someone decides to do some sort of evil and obscure experiment with Urtuk’s poor body and, mind you, we aren’t talking about the “good old torture”; no way, I mean that kind of experiments that make you wish for death!
But, exactly when all seems lost and his death seems near, here comes a little light of hopes in the form of an unexpected help: an old friend breaks in the prison and free Urtuk!
Finally a bit of luck, are you wondering?
Not exactly, I have to give you one last bad news: in the world of Urtuk there are no women…
Urtuk: The DesolationSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Wasteland 3 - Vehicular Combat Interview
inXile was interviewed by Game Informer, who asked how the vehicular combat works in Wasteland 3.
On vehicle uses during combat:
“You can move this vehicle around in combat. It has a lot of offensive capabilities. You can use it as cover. It can smash through things. And, of course, it has guns. We felt that we should go ahead and make the vehicle fun to use. Development would have been a lot easier if we didn't have all that – if we just had the vehicle take you from point A to point B, but using it in combat was so much fun. So we zeroed in on that, and then we built upgrades and progression elements and all these other systems to support that.”
On Kodiak upgrades:
“As you play through the game, you have choices and make mutually exclusive decisions about how to improve your vehicle. I think that's gonna lead to some really interesting party styles. You can upgrade its chassis, its engine, its armor. There's a lot of different stuff you can upgrade all the way to hood ornaments on the front that you collect from different factions, so it's like a drivable trophy. Those ornaments are cosmetic, but everything else affects the vehicle stats. You can adjust how fast your vehicle moves, both when you're driving around the world map and in combat. You can get an ability to launch orders offscreen to bombard an area. You can give your vehicle new turrets, which have a range of different abilities, so depending on what you're up against, you may want to adjust your turret type. There are different defensive things you can get, like armor upgrades, too. The Kodiak doesn't go through a leveling system like your player characters, but you will be upgrading it consistently throughout the game.”
Knights of the Chalice II - Q&A with Pierre Begue of Heroic Fantasy Games
How long have you been working on Knights of the Chalice 2?
I’ve been working on KotC 2 for about ten years, from 2010 to 2020. I worked on the game for about seven years on a part-time basis and for about three years on a full-time basis in the period since 2018.
What is different between Knights of the Chalice 1 and 2?
There are many differences between KotC 1 and KotC 2. The most obvious difference is that KotC 2 has 22 fully-fledged character classes, while KotC 1 only has three classes. KotC 2 also has ten interesting player races and 36 player subraces, while KotC 1 only has three player races. Moreover, Clerics and Bishops in KotC 2 have access to 41 exciting Cleric Domains.
KotC 2 comes with a powerful integrated editor, while KotC 1 does not. KotC 2 is also very flexible in the sense that I can add new feats, new items or new spells easily. That’s not the case with KotC 1. Moreover, the AI of enemy creatures now depends on their Intelligence score in KotC 2.
KotC 1 uses pixel-art graphics similar to Ultima VI, while KotC 2 uses high-resolution graphics. Adventure maps are tile-based in KotC 1. Now they’re based on a large PNG or JPG image. KotC 2 will have both top-down adventure maps and isometric maps and it will allow the player to choose between token-based graphics and sprite-based graphics. Also, KotC 2 uses OGG music files, while KotC 1 uses MIDI music files.
While KotC 1 allows you to create four party members, KotC 2 Augury of Chaos allows you to create six characters. KotC 2 also allows you to recruit endearing companions. Including companions, your party in Augury of Chaos may comprise up to eight or nine active party members. Your characters can move through squares occupied by allied creatures in KotC 2.
Wasteland 3 - How Co-Op Works [interview]
Game Informer asked inXile about how co-op will work in Wasteland 3.
What about crossplay? Can you play Wasteland 3 with other players on different systems?
Unfortunately, no. Wasteland 3 doesn’t support crossplay between platforms. However, players who buy the game through different stores on PC will be able to play together. For example, if you own the game through Steam and your friend buys a copy through GOG, you’ll still be able to play together as long as you both own the game on PC.
How will players manage their inventory in multiplayer?
“We've tried different ways of managing inventory in multiplayer, scrapped them, and re-implemented it a couple of different ways,” Campbell says. “We've gone from individual character-based inventories to player-based inventories. I think what we have now is really convenient for players. It's a shared inventory. As both players are looting and getting items, that stuff goes into the same inventory. It would be as if you're playing in single-player, but it's two people playing it with the same pool, which means you don't have the hassle of trading items. And, the first person who loots isn't stealing the loot for themselves and griefing the second player.”
Knights of the Chalice II - Kickstarter: Eight Days to go
Knights of the Chalice 2
Knights of the Chalice 2 is a party-based epic computer role-playing game with turn-based combat and 2D hand-drawn graphics for Windows and Mac OS. KotC 2 is inspired by Baldur's Gate 2, Neverwinter Nights 2, Temple of Elemental Evil and Planescape: Torment.
Just like the first game, KotC 2 is based on the OGL 3.5, the ruleset at the root of Dungeons & Dragons 3.5.
The Kickstarter campaign will support the creation of at least three new KotC 2 adventure modules: The Dark Arena, Forces of Chaos and Heart of Evil. The campaign will also be used to improve the game's graphics, add new high-resolution sprites and implement many new and exciting features.
In KotC 2: Augury of Chaos, your Heroic Party confronts a group of Evil Fanatics allied with various Demons and Fiendish Dragons! Blast your enemies with more than 700 spells, bull-rush them into spike pits, trick them with your superior guile, or crush them with your enchanted greatsword! See them driven before you and hear the lamentations of their women, as your valiant party progresses all the way from level 1 to level 21!
Following the Kickstarter, the game is planned to be released on the developer's website, http://www.heroicfantasygames.com, and on Steam / GOG after a relatively short period of time dedicated to the improvement of the game.
KotC 2 Features:
- Turn-based, party-based tactical combat similar to that found in the RPG Dark Sun Shattered Lands made by SSI and in Troika's Temple of Elemental Evil.
- User-friendly interface. Launch a charge, full-attack or coup-de-grace with a single click - the computer will automatically look for the best option available. Out of combat, move the party with a single click or by keeping the mouse button pushed. Also see the KotC 1 How to Play webpage for more information.
- A well-developed emergent Artificial Intelligence. Enemies act as a group and support each other. They can use special actions like Grapple, Trip, Disarm, Sunder, Feint, Bull Rush, Ready Versus Spell or Swallow Whole and other tactics like taking a Five-Foot step before casting Maximised Fireball. They might use a Wind spell to dissipate the player's Acid Fog or Incendiary Cloud.
- Omnipresent help files and clear in-game feedback (a feature also found in Temple of Elemental Evil) on the results of each dice roll, saving throw, attack roll, modifiers and so on.
- More than 700 Spells and Psionic Powers (see the list of Wizard spells). The game also features 22 Classes, 10 Races, 36 Subraces, 478 Feats, 41 Cleric Domains, 71 Weapon enchantments and 51 Armour and Shield enchantments. Click here for more information about the Classes, Feats and other topics.
- With the right materials and sufficient gold and experience points, craft your own weapons and armour and apply enchantments like Vorpal, Life Stealing, Wounding, Swift, Dispelling or Flaming Burst (see the complete list).
- Multiple-choice dialogue options offering real choices and real in-game consequences to the player. Use your party's unique skills and consider your own preferences and playing style in order to resolve situations in the most suitable manner.
- Enjoy a variety of engrossing puzzles and riddles. Use your intuition and logical thinking to decrypt mysterious coded messages. The game's cryptography interface, inspired by Broken Sword Shadow of the Templars, makes decoding a captivating activity. Do not worry about the difficulty of puzzles and riddles though, as the game frequently provides Hints designed to help you resolve this type of challenge.
- KotC 2 Augury of Chaos allows you to create your level-1 characters and take them all the way to level 21 or so. There is no limit on character level.
- Use the powerful integrated toolset to create new modules and campaigns easily. Easily swap monster tokens and sprites or create new ones. Create new monsters, new dialogues and new maps easily. The best modules may also generate an income stream for you.
- Enjoy fast Saved-Game loading and saving and various game options designed to accelerate gameplay. Enjoy various convenience features, such as the Saved-Game preview image display, Tab key press to highlight objects that may be interacted with, or the Inventory Screen highlighting of spell scrolls that may be learned by a character.
RPGWatch Feature - Corven: Path of Redemption Interview
Corwin reached out to the Corven: Path of Redemption folks to ask them some questions and as their new Kickstarter went live today, this provides you with an opportunity to learn a bit more about the game.
RPGWatch : Why were you keen to make a game in the style of the old Ultima series?
Florian: Because I absolutely love Ultima and we still to this day did not get a new game like it. Some came close, but in my opinion none of them managed to capture the soul of those games.
In my opinion, Ultima, especially my favorites V, VI, VII, SI and in parts VIII, were all about interesting storylines and NPCs in a beautiful, interactive world. While Ultima never had long dialogues rivalling books in length like for example Planescape Torment, it managed to tell fascinating stories through interesting NPCs. In many newer games NPCs seem like robotic story machines and even newest technology with fancy facial animations cannot make them feel alive. Those pixel people from the aforementioned Ultimas had way more soul. In part it's because Garriott and his team gave them background stories the player could find out if he or she wanted to. There were relationships, rivalries, drama, friendships, ... and most of the time it was told through just a few lines of text and it had nothing to do with the main quest-line. It made you feel like you are part of a living breathing world.
The interactive world with its many secrets to discover did the rest. Secrets which again, mostly had nothing to do with the main quest-line and so made them feel truly special.
RPGWatch : How did you manage to get Richard Garriott (Lord British) involved with the game development and how has he helped you?
Florian: Richard and I were in contact for years off and on because I was active in the Ultima community. When I asked him if he would let us use Lord British in Corven he agreed quickly after reading the story outline. It's important to him that the character is portrayed in a way that makes sense overall and so he was very interested in the part he plays in Corven. Richard even ended up coming up with story ideas and details for Corven which were really great. After a brainstorming session we integrated his ideas in the Corven script and I think it all turned out great.
Richard offered to work more on the story with me once the Kickstarter campaign is over.
Release: In development
Corven - New Kickstarter
A new kickstarter for the spiritual Ultima successor, Corven has started today, after the previous one was canceled. They are now asking for 25,000 dollar less, which results in a goal of $20,000 and they are already halfway there.
Corven is a story-driven, open world, single player RPG inspired by our favorite old-school RPGs, especially Richard Garriott's Ultima series.
We miss Ultima and its design philosophy and so we set out to create something very similar.
Corven will let you explore an interactive open world full of secrets and surprises. Maybe even more important than that, Corven will deliver an engaging story with many interesting NPCs.
Our goal is to make you want to know "what happens next?" in the main quest. Or in side quests for example"why is the, married, mayor of this town sneaking over to this other woman's house almost every night?" :)
This is a shift from many modern RPG's in which character progression and combat are very clearly the main focus. Don't get us wrong, we love those games too, but we want to focus on what made games like Ultima V, VI and VII so great.
We are also very proud to announce that none other than Richard "Lord British" Garriott, creator of the Ultima series, likes Corven and even helped with parts of the storyline. His alter ego, Lord British, will appear in the game and make Corven feel even more like its great inspiration, Ultima.
Don't worry, Corven will also feature a fun real-time combat system which is entertaining, but won't take up most of your play time. You will learn many exciting spells and some of them will even interact. Like a fireball which does 100% critical damage on targets afflicted by your freeze spell. You get the idea.
Release: In development
The Falconeer - New Story Trailer
A new story trailer for the game with aerial combat, The Falconeer, has been made available.
Go Airborne with New Story Trailer from The Falconeer – Witness New Aerial Combat and an Opulent Oceanic Open-World
Today, publisher Wired Productions share a new story trailer for airborne ocean-world fantasy RPG The Falconeer. This trailer reveals the Seachantress (voiced by Tegen Hitchens) as the player's main guide throughout the immersive world of the Ursee, sharing some of the world's secrets. Viewers can also catch glimpses of third-person dogfighting gameplay, equipped with devastating ranged weaponry, in-game faction settlements, and the oceanic open-world landscape that players will traverse.
Soaring to release on Xbox One and PC via Steam in 2020, players can expect additional content and updates about The Falconeer's development in the coming months, as independent one man developer Tomas Sala, and publisher Wired Productions work tirelessly to deliver this beautiful oceanic fantasy to the world.
This new trailer for The Falconeer shows short cuts of raw gameplay footage from the game's first chapter where players are matched against pirates sailing fast ships in the sea, as well as agile airships. In addition, the trailer provides a deeper look at the Maw, the unnatural canyon of water that spans the length of the game's world, as well as the three warmongering rival faction settlements, which are vying for the mysterious secrets hidden at the Ursee's unfathomable depths.
The first of these settlements is the Saladmount, a place devoted to harvesting wood-like material from the giant fungal seatrees, which is used as an ultra-light building material. Next is the Shard, home to one of the most important Noble houses in the game, House Borgia, which is a place of sharp, imposing rock features. The third is the Imperial Harbour, the largest city of the Ursee and the Royal seat atop Imperial Peak.
The FalconeerSP/MP: Single-player
Release: In development