Battle Chasers: Nightwar
Battle Chasers: Nightwar Review
Forgottenlor dives into a beautiful animated world and finds out if it was a worth while experience
» Continue reading the article...
Hero-U: Rogue to Redemption
Hero-U: Rogue to Redemption Review
Corwin checked if Hero-U has some Quest for Glory vibe
» Read the article
Forum WatchMagic & Mercenaries: Curse of Eternal Darkness by ProphetSword
Galaxy Squad - Turn-based tactical RPG inspired by XCOM and FTL by OlegKazakov
Das Geisterschiff, a Turn-Based Adventure (in development) by zwanzig_zwoelf
Arpago - retro 3D dungeon crawler | RPG-lite by Paszq
Realms Beyond - NPC Voucher Giveaway
We have received 10 vouchers for Realms Beyond with which we can have 10 NPCs in the game who will be in our own RPGWatch club house / guild house.
You have a chance to win one of these vouchers as long as you fulfill the requirements below:
- You are a member of RPGWatch, registered before November 1, 2018
- You need to be a more or less active member, so you need a minimum of 10 posts, with a minimum of 5 posts in 2018
- You need to have a pledge in the Realms Beyond Kickstarter campaign, at the level of the Digital Edition or higher.
- You need to respond to this post with the information that you want to participate
Everyone who fulfills the above requirements gets 1 ticket into this giveaway. Depending on your RPGWatch membership, you can increase the number of tickets you participate with in this giveaway
- If you have a ticket, for every year that you are registered at RPGWatch you get one additional ticket.
- If you have a ticket then for every 500 posts you have (at the end of this giveaway), you get one additional ticket.
You have the chance to win one voucher. With that voucher you get to name your NPC. Further details will be provided at a later stage.
Realms Beyond - Interview @ Enklawa
EN: Let's talk a bit about main character from narrative perspective. Who is he/she? What does drive him/her through the story of Realms Beyond?
PO: Actually, we don't have a main character. There is no single hero - in our game - the whole party is the protagonist.
The player will enter a world that has been plagued by a global catastrophe about fifty years ago. This so-called cataclysm is of unknown origin and devastated many parts of the world. The player needs to find out what actually happened and to achieve that, he or she needs to travel the whole world.
EN: Speaking of factions, how many of them can we encounter/join? Is it possible to become a master of all factions or joining one of them can shut the door of the other(s)?
PO: There will be plenty of factions in the game, some of which are mutually exclusive. Becoming the master of a faction is very rare, while some factions will allow you to rise high in the ranks, it's a bit unrealistic for someone who just joined the guild to become its leader in just a few months time! You might become the right hand of the faction leader, but not the leader himself. In most regions of our world there will also be political factions with opposing goals, for example the Wildlands where three pretender kings are fighting over who gets to rule. Of course you can only help one of them to become king, so there is plenty of replay value in the game with mutually exclusive paths.
Rain of Reflections - Gameplay Trailer
A new gameplay video for Rain of Reflections.
Gameplay trailer of cyberpunk story-driven adventure/RPG with combat system. Legal notice: I don't own anything. All rights belong to their respective owners.
Rain of ReflectionsSP/MP: Single-player
Release: In development
HellSign - Gameplay Previews
HellSign was released onto Steam Early Access recently and a couple of sites have previewed it.
Hunting missions are where HellSign really shines. They’re lethally dangerous for an unprepared hunter, and they require you to really make use of all the extra bits and pieces you can purchase. As you uncover clues in these areas, you’ll learn more about what you’re facing and what its weaknesses are, and thus you’ll figure out whether you need to set up UV lights to weaken it, or propane tanks for massive explosive trauma. Will silver bullets be effective, or incendiary rounds? And while you’re figuring this out, you can expect tentacles to slither out from the ground or doors to grow mouths.
Here is a look at HellSign gameplay from the PC version after some hours playing and getting to grips with the systems on offer. This is an action role playing game with paranormal elements and investigations. Releases on Steam Early Access November 9th 2018.
Realms Beyond - Pub Games & Voice Sets
Realms Beyond shares what they have been working on regarding pub games and voice sets. There are three days remaining in the Kickstarter.
Pub Games and Voice Sets
At sunset, you and your companions finally arrive in Bridgewater, a famous hub of trade and other, less honest forms of business. Milling amongst the crowds of merchants and citizens, beggars and cut-throats, you slowly wander through the town's narrow alleyways towards the Merry Hangman Inn, in a district of town known for its pleasures – many of them illicit. You enter the tavern in search for a hearty meal, a warm hearth, and some merry entertainment to lift up your spirits.
As anticipated, you find the place is bursting with laughter, singing and cheer as you enter. The smell of good food and beer, and the sound of merry fiddles and happy folk songs out of tune, quickly overwhelm your senses. As some of your companions proceed directly to their rooms in the second floor, longing for a good bed after the strenuous journey, you manage to spot a small empty table in the far corner. When you finally make your way through the crowd of drunken patrons, the tavern maid brings you a battered pewter mug, and asks you with a smile: “Care for a Game?”
Games to spend your hard-earned coin on
Every adventurer needs some time to relax after a long day, and Realms Beyond offers you plenty of games to pass the time with when you return to town after an exhausting adventure. Cards, dice, pit-fighting and axe-throwing are just some of the many activities your adventurers can take part in, trying their luck or skill against NPCs and even wagering some money on their success.
Click for high-res version
If you’re on good terms with some tavernkeepers or have some coin to spare, who knows… they might even let you prove what you're made of in their underground fighting clubs (no arms, no armor, no spells – only fists and the cheering roars of the crowd).
But be careful with your money – many an adventurer has lost the riches he gained during the day in the games of dice he chose to play at night. If you are clever, though, success at gambling is not only a matter of luck. A character with a high skill at bluffing will be an excellent card player, while a dexterous rogue with sleight of hand can attempt to cheat at dice. But beware! If caught cheating, you might be dragged into a fistfight, and once the guards arrive the cheater is the one who has to pay the fine.
You may even catch goblins playing a game of dice in the dungeon, and if you don’t attack them right away, you may even join in! They are, after all, not the smartest creatures nor the most vigilant guards.
You have already heard the triumphant laughter of a wizard as he fries a horde of goblins with his fireball, but there will be many more occasions when your characters show their emotions or make a comment regarding the current events. Like in many other classic RPGs - Baldur's Gate, Planescape Torment, Jagged Alliance 2, Wizardry 8, to mention just a few examples - you can pick one of many different voicesets for your character, covering a vast array of personalities.
Whether your character is a lawful paladin or a chaotic barbarian, you can select the voice that fits him the best and hear him commenting on certain situations throughout the game. From a simple laugh, cough, or scoff to exclamations like "Bah, elves..." or "What a nice lady!", your characters will comment on combat events, conversations, or item interactions when appropriate.
To achieve the best quality for these voice sets, we’re cooperating with professional voice actors like Stephen Chatfield. Stephen is not only a highly versatile and exceptionally talented voice actor but also a huge fan of table-top and computer role-playing games. We’re happy that he will contribute not only one but a handful of character voices for Realms Beyond. Exclusively for this update, Stephen recorded two samples of very different character voices to demonstrate the idea.
You’ll listen to a character with a lawful good mindset followed by a chaotic character, in different in-game situations.
If you want to know more about Stephen's work, please visit his website.
Battle Brothers - Psychology and Resilience
A new update for Battle Brothers focuses on psychology and resilience.
The ‘Beasts & Exploration’ DLC is set to release on the 29th of this month and by now it’s essentially feature-complete. We’ve moved on to thoroughly test, balance and polish everything, but there’s still so many interesting smaller things we haven’t even talked about yet. Let’s shine a light on some more of these this week!
A mercenary’s life isn’t easy, and seeing the man to the left split in two by an orc and the man to the right mauled by an unhold does put a strain on the psyche. People react differently to this, and so we’re introducing several new traits that characters can gain and lose over the course of a campaign depending on how their time with the company goes, what their background is and what other traits they have.
For example, a devastating loss against orcs may result in a character starting to fear greenskins and having less resolve when in battle against them. A sentiment that most people who played Battle Brothers can sympathize with. But as he grows in experience and is hardened by battle, he will eventually overcome his fear and lose the trait again. At the same time, another character may handle the loss quite differently, become more determined and start to hate greenskins instead, gaining a bonus to resolve when fighting against them. All in all, the number of new character traits has now climbed to be 16 – good, bad, and combinations of the two. Most of them have event interactions, some unlock additional options in events, and many of them can be gained or lost by events.
Speaking of events, we’re currently at 52 new ones for the game. There’s still time left until release, so it’ll likely end up to be even more in the end. Alongside these events we’re also adding a lot of new illustrations and updating a couple of older ones with more high quality artwork.
As you may have guessed, that illustration on the left is related to one of the upcoming legendary locations.
As part of the free update accompanying the upcoming ‘Beasts & Exploration’ DLC, we’re doing a balance pass on all of the character perks. The objective isn’t to make the game any easier or harder, but to further improve build variety, especially in the late game. You’ll find a list of all perk changes in the changelog once the update is live, but there’s two perks, one old and one new, which we want to talk about in more detail.
The ‘Hold Out’ perk stands out as the least-picked perk in the game currently; it benefits you only in a specific situation you want to avoid as much as possible, while at the same time you can pick other perks instead that actually help you to avoid getting into that situation in the first place. We’re going to entirely replace the ‘Hold Out’ perk with a new perk called ‘Resilient’. If you’re one of the few people that liked to pick the old ‘Hold Out’ perk, fret not, for you can now get the same effect without having to spend a perk point for it by drinking an ‘Iron Will Potion’ which can be crafted at the taxidermist from relatively common ingredients.
The new ‘Resilient’ perk reduces the duration of any negative status effect with a finite duration by one turn, up to a minimum of one turn. For example, the ‘Bleeding’ or ‘Poisoned’ status effects both have a duration of two turns, which get reduced to one turn. Of course, with a shorter duration, those two effects will also inflict less damage to a character. And quite importantly, some new status effects, like being ‘Charmed’ by a Hexe, also get their duration reduced by one turn. It’s not necessary to have the perk in order to beat the Hexe at all, but it is one possible counter and can be quite helpful if you otherwise struggle against opponents which rely on negative status effects to make your life hell.
More Proactive Garrisons
And speaking of making your life hell, enemy bases are more proactive now in sending out parties to intercept anyone that threatens them and that they can realistically take on. Camping right next to a bandit hideout to wait for morning may not be the best idea anymore, and even locations infested by undead may send out parties come night. On the bright side, if a base sends out a party to intercept enemies, their garrison will be weakened, and in some cases only a skeleton crew will remain. You can use it to your advantage by splitting a large enemy force in two, or even attack while a third party is luring part of a garrison away!
Join us again next week for some moving pictures. Our very own Jaysen will start a new Let’s Play series with the ‘Beasts & Exploration’ DLC and explain all of the new features and content as he encounters them.
Kynseed - Early Access Release
The sandbox RPG Kynseed is available as Early Access version on Steam:
Kynseed is a sandbox life sim RPG brought to you by developers who worked on the Fable series for Lionhead Studios.
Live your life in a quirky world where everyone ages and dies, including your pets! Take control of the mystical Kynseed and grow your family legacy over generations as you pass your skills and powers down to your children.
In Kynseed, live your lives the way you choose in a lovingly handcrafted 2D open world.
- Run a business such as a blacksmith, tavern, apothecary, or goods store.
- Go adventuring in dangerous regions and battle dark faery tale creatures.
- Farm your land to create various ingredients that you'll come to rely on.
- Develop relationships with NPC’s who have their own lives and who will remember your deeds, actions, and pranks!
- Find proverbs to unlock the secrets of this mysterious dark faery tale world.
- Gather materials to create items, craft beers, or mix cures for a range of bizarre maladies.
- Buy strange artifacts from the mysterious Mr Fairweather - items which can aid your chores, help you in combat, or just let you mess with the world. But be warned of his life tax, for each item must be paid with years from your life!
Release: In development
Vagrus: The Riven Realms - Character Design
The devs explain the character-art-design of Vagrus: The Riven Realms:
Character Design - Part 3
In the last part of our character design series, we talked about what goes into conceptualizing and designing characters and touched upon how Bazsó came up with distinct the art style for characters and how Szonja raised the bar when working with the majority of them.
Now it's time to discuss what actually happens after the initial phase of concepts and moodboards. Mind you, this will probably have information that is well-known by any graphic designers who work on 2D character art; yet others may find it intriguing.
Often - but not always - Geri prepares sketches for the individual phases of a character. Other times we take photos where one of us poses as the character and these can be used as references. The sketch or photo is then taken by Szonja who makes several improved sketches and concepts before she gets down a primary that we decide to roll with.
Working in Photoshop, Szonja does the linework for the 'idle' position of the character. There are usually several iterations of this until everyone is happy with all the aspects of the sprite. This is also the phase when a lot of detail gets placed and parts get more definition.
Coloring and Shading
The idle phase image then goes through coloring. This is usually not something we iterate much, as most of the time the color scheme is already set during the concept phase. This is where a lot of surfaces get details, like textiles. Everything is done with hard brushes, no texture brushes are used.
Shading is the last step, following the guidelines set by Bazsó in his initial character art direction to achieve that specific comic-book look. This involves applying a shadow layer first and then subtracting parts of it being hit by directional light. Finally, contact shadows and highlights are added.
This above process is then repeated 4-7 times (once for each pose), depending on the number of poses. Short review rounds are between each phase before the poses are accepted. After all that, the character's base art assets are done. Except...
Once the images are finalized, they are exported to .png format and are plugged right into Unity, where pivot points are set, placements are tweaked, and effects/decals are added, which is a whole, complex process in and of itself.
Currently, the most challenging parts of this process are encountered when a character - due to variations in apparel and paraphernalia like the elemental shamans or tribesmen - has to have overlapping layers in the source files, matching perfectly with the other layers.
The other source of considerable headache is that the idle poses have to be ready to be skeleton-framed and animated later, so we have to think about that and draw 'behind' the future moving parts.
In the last part of our character design series, we'll talk about how we design character stats and combat roles, as well as how we implement them. Be sure to check that out, too!
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Realms Beyond - Tools Preview
A preview of the tools used for Realms Beyond. The Kickstarter has 5 days remaining and is close to funding.
Tools Preview, First Social Goal reached, Italian Version
In today's update we will show you a little preview video of our editing tools, which will be shipped along with the game as mod tools, so you can create your own scenarios and campaigns.
Our map editor allows you to texture and modify the landscape, place objects and effects, set the lighting and place creatures and NPCs on the map. It's a powerful editor which gives you a lot of options, but the map building process is quick and easy to learn.
The dialogue editor is just as easy to use and just as powerful. Easily write different conversation nodes and connect them with a click of your mouse. Add conditions to the different dialogue options, making them only available to certain classes or races. Or make them dependent on the player character's gender, or a certain skill or stat. With the dialog editor's script calls, you can implement a large variety of condition checks, and you can have NPCs react in different ways to the player's dialogue choices.
We use AngelScript as a scripting language, which is an object-oriented language based on the syntax of C++. This allows you to create all kinds of interesting scripts to spice up your campaign with the custom scenes you want it to have.
Realms Beyond provides you with powerful modding tools that are easy to learn and allow for quick and efficient mapping and dialogue scripting once you are familiar with them.
Have a look:loading...
Social Goal reached
We have reached our first social goal! 506 people now follow our Facebook page and the fourth beer mug has been unlocked! We want to thank all our backers by including the Digital Art Book with many high res concept artworks of the game as a bonus.
We're overwhelmed by the interest of the Italian RPG community and the support of our Italian backers is tremendous. Therefore, we are happy to announce that we can finally confirm the Italian version of the game!
Once again, thanks to everyone supporting us! Stay tuned for new updates!
Edge Of Eternity - Early Access December 5th
The Early Access of Edge of Eternity is delayed with a week to December 5th, according to the information we received:
Previously planned for launch on 29th November, the team at Midgar Studio have shifted the date back a week to allow them time to add final polish before the Early Access launch.
The Steam page says the following:
Not much time left before the Early Access. Our hearts are pounding with excitement - with a few ectopic beat here and there - at the perspective of the release.
But before we get ahead of ourselves, let's take a few moments to go back in time. Let us drop that controller down, take a hot cup of cocoa... and reminisce.
It was February, 15th 2015. That day, we launched a successful Kickstarter campaign to raise additional funds for Edge of Eternity - the feedback and participation of our 4,045 backers was nothing short of amazing.
We were already determined to make Edge of Eternity awesome, but the Kickstarter community kicked up our ambitions even higher. This wasn't just "a J-RPG made by a few fans of the genre" anymore: thanks to the resonating success of this crowdfunding, it became something greater.
It was a love letter to the genre, yes, but also much more. It was not just "our" project anymore, it became something... else, something bigger than what we envisioned. The funds were a big help, of course, but the support we got, the kind words, the remarks, and the interest were what pushed us forward the most.
So we began working on it, iterating, improving the game, the gameplay, the story...
And pretty much everything.
When we look back at it, the amount of work accomplished is daunting. If we had been confronted with the final product several years back, we don't know if (and how) we could’ve pull it off.
But this is not about patting ourselves on the back: we're not there yet. And there is still a lot of work to do. It's been almost four years since the Kickstarter, and now we will begin the Early Access period. We are confident that, with the help of the community, we will be able to improve the game to new heights - more than we did during these past years.
It will be a new stage of development, one that will be made hand-in-hand with the players - and this is probably what we're looking forward the most.
On more down-to-earth news, we must also announce that we are postponing the Early Access date to December the 5th. We are going through the last stretch of polishing and want to insure that the game - even though it is still in EA - will be as enjoyable as it can be.
Edge Of EternitySP/MP: Single-player
Release: In development
HellSign - Available in Early Access
HellSign is available no in Early Access on Steam.
Research. Remove. Repeat. Supernatural RPG HellSign Out Now on Steam Early Access
AUSTRALIA -- November 9, 2018 - Bust out your Cryptonomicon, because hardcore supernatural RPG, HellSign, is available now on Steam Early Access! Blending in-depth location-based investigation and research, with nail-biting paranormal hunting action, experience the tension of stepping into the unknown, collecting clues, trying to figure out what you're up against and eliminating it before it takes you out.
Geists lurking in the shadows? Giant, toothy, door mimics? Massive man-eating spiders? Drawing influence from a wide range of paranormal monster of the week TV shows and spine-tingling survival horror games, HellSign features a diverse and horrifying cast of creatures to research and hunt down across procedurally generated locales that'll leave you questioning whether you should have grabbed a flare or spectral projector.
Sporting a feature-complete gameplay experience, HellSign's Early Access launch represents the first of three distinct chapters to Ballistic Interactive's supernatural story. In addition to releasing the game's final two chapters over time as they move towards a full launch in late 2019, the team at Ballistic are committed to working with the community as they lock and load for an experience that'll leave you feeling like a bonafide Winchester or member of the Scooby Squad.
For more information about what's available now and what will be available come the full launch, take a look at below:
Early Access Launch Features:
Story mode - Chapter 1 of 3
3 bosses and 13 creatures to hunt
10-12 hours of gameplay
Full Game Launch Features:
Story mode told over three chapters
12+ bosses and 25+ creatures to hunt
3+ job locations to investigate
Enhancements and tweaks to core gameplay
40 hours of gameplay
HellSign is available now on Steam Early Access (PC), retailing for $14.99 USD. For more information on the game and updates on it's journey to 1.0, be sure to check it out on Steam, follow Ballistic Interactive on Twitter and Facebook, and check out the official website!
Use Your Tools - From shotguns and booby traps, to silver nitrate rounds and high tech gadgets - there are many tools in your arsenal to help you fight the darkness. Choosing what to bring with you, and when to use it can be the difference between victory and a grizzly defeat.
Tricks Of The Trade - Start your journey with a flickering torch, rusty gun and a whole lot of guts. Complete jobs to develop your skills and learn more about the monsters that haunt the night. Develop your character and build your arsenal through a detailed RPG and job system. Become an elite hunter and get your revenge.
Choose Your Contracts - There are all manner of creatures prowling the streets, from ghosts to hellhounds, monstrous spiders to demons. Which order you take on contracts is up to you, but each monster you slay brings you closer to unearthing the dark truth that's been stalking you.
Hunt, Or Be Hunted - How you clear the town is up to you. Go in guns blazing and let your shotgun do the talking, or plan and research your targets to use their weaknesses against them.
Study Your Prey - As a hunter, knowledge is one of your greatest weapons. Read your environment and uncover the weaknesses of the creatures you're hunting, to make it a little easier to slay them. The Cryptonomicon is your hunter guidebook, tracking the creatures you've slain and the signs you've collected.
Stygian - The UI Design of Stygian
The latest update from Stygian: Reign of the Old Ones explains their approach to UI design and shows some examples.
Structure in Madness: The UI Design of Stygian
Greetings fellow inmate,
Yes, we are completely aware of the fact that what you had to go through was not a fabrication of your mind. On the contrary, my dear, it was as real as the air you breathe or our darkening sun that fails to warm your soul as it used to...
Let them believe in their petty, fragile reality and try to cure you like it will make any difference in the upcoming times. Oh, don't you worry, the Black Day is nigh my dear...
Until our time comes, let me further educate you in our ways. They may call us mad but there is a structure even in madness... Let me introduce an old friend to you...
Hey backers, I’m Mehmet Reha Tugcu, the UI designer of Stygian and I’m here to talk a bit about our user interface. Our primary goal while designing the UI was to preserve the aesthetic of the game while maintaining the user friendliness of modern games.
A segment of character creation screen
Much like the RPGs of old, our HUDs are highly decorative and textured. Even though our UI is a homage to the godfathers of the genre, we’ve tried to avoid their flaws like cluttered elements and confusing players with information overload. Hopefully older players will feel right at home using the interface while newer players won’t be overwhelmed by the depth of the game.
Release: In development
Imperium Omni - RPG Retro Game Coming to Kickstarter
On Renderosity Magazine news is presented about an upcoming Kickstarter campaign for a retro RPG, named Imperium Omni.
An emerging game studio, Storytellers Entertainment, is hoping to spark a new generation of fantasy based retro gaming with the development of “Imperium Omni,” a four-part serialized solo-RPG set in the vast fictional world of Aeris Pri. The game is to be released on PC with future expansion to Xbox and PS4 console platforms.
The company, established by fantasy fiction writer and veteran game designer, Matthew Thomas and award-winning Hollywood SFX expert Bill Munns, will cater to fans of retro-styled, fantasy based, solo-RPGs following a surge in interest in retro gaming in recent years.
Storytellers Entertainment’s first planned release, Imperium Omni, a four-part solo-RPG is based on a full-length fantasy novel written by Mr. Thomas. The game and novel start with Shadow, a half-Elf from the Kingdom of Sashire graduating from The Explorer’s Academy who sets out on a series of military campaigns rising through the ranks until at last challenging Empress Illissa, the powerful protagonist in the series.
Bloom - Labyrinth is Coming
As we reported before Bloom: Memories has been put on the backburner to work on a smaller game first, named Labyrinth, in order to get some cashflow in. The most recent update shows us a trailer.
Furthermore if you don't belief that Bloom is going to happen anymore, you can get Labyrinth for your pledge instead.
Backers wise I'm not tooo sure what to do with Labyrinth. I think I'll probably send out copies to those at higher tiers? But the lower end tier (like the 10$) I think still pretty fair just getting Memories. Even though that is taking a lot longer than expected, it is also a lot bigger than first expected (aiming for a 30$ price point now).
Though if anyone doesn't think that Memories is going to come (or just tired of waiting), and just wants to take Labyrinth and Faucet instead, I'd have no problem with that (Labyrinth is going for $20 price point...unless I get cold feet in the last moments and go down to $15....how brave do I feel? :P).
It's an opportunity for anyone to pull the ripcord if they just are frustrated with how things are going. (I'd completely understand, the way this has gone has not been ...ideal....)
Anyhow, let me know in a private message and I'll get you a key and mark it down on my end :) Physical stuff will have to wait till Memories though (since I'll be producing them at once and shipping them at once). I'll remind everyone of this in a few (hopefully) days once I the game goes live also.
Release: In development
Realms Beyond - A Glimpse of Our World, Part 3
This Realms Beyond update focuses on The Wildlands area and explores the legacy of Virduris.
The Wildlands are one of the most turbulent and unstable areas in Argea. It is a region of numerous different cultures, as humans from all corners of the world came to settle there after the local kingdoms had collapsed and fallen. A land of opportunity, with the riches of the past and abundant natural resources rife for the taking. After centuries of conflict, collaboration, and consolidation, the Wildlands had become a relatively stable region attracting merchants, adventurers and researchers from all across Argea.
But the Great Cataclysm changed everything. Even though the region was spared from volcanic activity, massive earthquakes leveled the major cities and left the survivors with half-collapsed piles of rubble to live in. A large part of the population returned to the lands their ancestors had come from, leaving their ruined homes behind. But those who stayed were not left to rebuild in peace: from the south, orcish hordes pushed into the Wildlands, forcing the humans to take up arms and defend themselves.
This common threat could have united the people of the Wildlands, but instead the vacuum of power left by the collapse caused by the Great Cataclysm led to the rise of three pretender kings fighting over who gets to rule what’s left of this once-prosperous region. Amidst this chaos, the chieftains of the tribes of Pshent, who fled from the destruction of their homeland, have sworn to stay neutral. A difficult stance in a region consumed by a war with so many different sides.
To the southwest, at the border between the Wildlands and what used to be Pshent, only the city of Khuft remains as the last remnant of a once great kingdom. Threatened by the hordes of undead that overran their homeland, more and more Pshentians leave Khuft to seek a better fortune in the Wildlands. Yet all they do is trade one threat against another.Needless to say, adventurers and mercenaries will find many opportunities for employment in this region. Will you support one of the three pretender kings, help the tribes of Pshent protect their independence, or even join the orcish raiding parties as they push deeper into human lands?
Kalgerth is the strongest of the three pretenders, or at least that’s what he likes to claim. He is seated in the city of Antir, the only city in the Wildlands whose walls are still mostly intact. Holding it gives him more legitimacy than his rivals, but his claims to be the de-facto ruler of the Wildlands are just that – claims. He doesn’t even unite half the population under his rule, and he is too indecisive a ruler to bring more villages under his control. He may have the most solid base for kingship among all three pretenders, but unless he adopts a more bold strategy, his opponents may soon outmaneuver him.
What Marek lacks in territory, he makes up for with a fierce army and ruthless command. He may not control as many villages as Kalgerth or Naraya, nor does he have a city as strong as Antir as the seat of his power, but he has plenty of swords and knows how to use them. He wages a ruthless guerrilla war against Kalgerth, ambushing patrols of his soldiers, and occupies villages so their population has no choice but to accept him as their rightful king. His methods may be effective, but they do not win him much support among the common populace.
Naraya is known for being an eccentric ruler who cares little about warfare and stays mostly out of the conflict between Kalgerth and Marek. Once, she had invited a cobbler from far Pyrrhenia to fashion sandals like Mirvala’s for her, but sent him away again when he didn’t bring her flowers as a gift. She considered it disrespectful of him to not arrive with a gift, and what better gift for a queen of her beauty than a beautiful bouquet of blooming flowers? Despite her eccentricity, her territory is prosperous, as neither Kalgerth nor Marek consider her a serious contender to their kingship. And yet she is far from weak, with well-equipped troops guarding her borders.
The tribes of Pshent have declared their neutrality in the conflict, but chieftess Duniba knows it cannot last. She wants to unite the different tribes under one banner to defend their independence against the pretender kings, who want to win them over to their cause and involve them in pointless fighting. But the tribes are too reluctant, too adamant in their neutrality. She fears it may need a catastrophe to convince the other tribes of joining her cause, but she still hopes the people of Pshent will realize the need for a strong leadership before it is too late. Of course, she only wishes to lead for the good of her people, not for personal ambitions…
The Legacy of Virduris
As war-torn and chaotic as the Wildlands are today, they used to be home to one of the greatest civilizations of Argea in the past. The wizard-kings of Virduris, most prominently the legendary queen Mirvala, once ruled over a powerful kingdom that occupied the territory now known as the Wildlands. But their empire has fallen long ago, and now nothing but ruins and legends remain. Even the language of Virduris is lost to time. The many inscriptions left behind by the Virdurian people are nothing more but strange symbols on the walls to those who look at them today, the meaning behind them long forgotten.
The many ruins left by the old Virdurians offer plenty of opportunity for adventurers to find valuable relics of the past. Before the Great Cataclysm, researchers from Cormac, Pyrrhenia and Sabag-Hirar had excavated ancient Virdurian sites, but in their current unstable situation, the Wildlands are too dangerous for most scholars. Many Virdurian cities known from legends still haven’t been found, their secrets still buried deep underground.
The Wildlands offer countless opportunities for adventurers. Between the conflict of the pretender kings, the orcish incursions and the ancient Virdurian ruins, those who are brave enough to face the dangers of the Wildlands have plenty of choices.
Realms Beyond - Camping and Survival
The latest from Realms Beyond looks at camping and survival.
Travelling the World: Camping and Survival
The world of Argea is vast and full of wonders. While exploring the world map, your group of companions will travel through lush forests, climb magnificent mountain ranges, trek through arid deserts and treacherous swamps, and even sail to long forgotten isles. Your adventures will carry you far and wide, either on the soles of your feet or on horse’s back.
But travel is not an easy task: your adventurers will get tired, hungry, thirsty, and fed up with the monotony of the road during a long journey. Your wizard will have to rest to restore his magical power, your cleric will have to meditate upon his faith; and most of all, after a long day of traveling your entire party wants to take off their sweaty clothes and heavy armor, sit down around the campfire, enjoy a hearty meal and end the day with a game of dice or cards while listening to their musically skilled companion play his lute.
When you’re exhausted after days of travel but still far away from the nearest inn, when you’re lost in the freezing north and need to warm your cold limbs, when the heat of the desert makes you want to wait until nightfall to continue – you set up camp and allow your party to have some well-deserved rest. A campsite can be put up anywhere in the wilderness, but not every location offers the same comforts.Aside from the elementary feature of resting to recover spells and heal wounds, in Realms Beyond your party members will be able to use the camping time to cook and eat, chat and play games to relax, go hunting and fishing, forage for berries, mushrooms and herbs, treat their wounds, craft potions or identify items, scribe scrolls, and even make music around the campfire. The chances of a successful hunt or finding ingredients in the wilderness depend on the environment, however – you won’t find many plants in the desert, and wildlife is more abundant in woodlands than on the plains.
Camping isn’t without its dangers, either. Hostile groups or natural predators might assault your camp while you sleep, and if you are ill-prepared for the weather, your characters might catch a cold or worse. But camping in the hostile wilderness is a necessary risk to take, because the longer you travel the more it tires out your characters and the more it consumes your adventuring supplies. Eventually, your party will become exhausted, your supplies will run out and you’ll risk starvation and dehydration. Camping lets you rest and take some time to gather food and water from your surroundings.
In order to make your camp a little safer and more comfortable, you can stock up on camping equipment in town before you set out into the wilderness. A kettle for cooking, blankets to keep you warm while you sleep, a boardgame and a musical instrument to serve as entertainment. Camping in Realms Beyond is a game of resource management: you have to weigh the dangers of resting in an unknown area (and risking an ambush, or worse) against the downsides of forcing your party to press on. It adds just one more issue to the list of things you will need to consider before leaving town and setting off to unknown territory.
The equipment and supplies you need to bring with you largely depend on the area you want to journey through. Proper footwear, warm cloaks and a couple of blankets are almost a necessity in the frozen wilderness of the north, and taking additional firewood along isn’t a bad idea, either. In the desert, you should take a few additional waterskins along, as water is scarce and the heat is parching. When and where to rest is always an important decision, too: in the desert, it might make more sense to rest during the day and travel during the night, when it is cooler. If your party is already tired but you know there’s a river a few miles ahead that would be perfect for fishing, it might make sense to press on to get a reliable opportunity to stock up your supplies.
Sometimes, however, you might also wish to rest while you’re exploring a dungeon. Your casters have spent all their magical energy and have no spell slots left, your fighters are wounded and you doubt you could make it through another fight. But resting in a hallway patrolled by monsters isn’t the best idea. Within dungeons, you can only rest at pre-determined resting spots placed in sensible locations by our level designers. These work in a similar way to Dark Sun: Shattered Lands and Knights of the Chalice. Some dungeons might not offer you a resting spot at all, forcing you to carefully manage your limited resources until you get through them. Others might offer you a resting spot close to the entrance, so you can rest before every encounter. This system of resting in dungeons allows us to craft varied and diverse dungeon experiences that all play differently.
Copper Dreams - Alpha Testing Starting Now
A new update for Copper Dreams announces the start of Alpha testing.
We wanted to let you know that your builds in Steam have been updated with the first alpha version for testing!
Do expect bugginess. This is a work in progress. Consider this access to feature additions and our bi-nightly builds of squashing all the bugs you'll see.
After designing the tick/tile system with the microtiles, we threw everything we could into it that was part of the original design of the game. Now that it's all in, or at least the fundamentals, it's time to start cleaning it all up on our end and get feedback from yours. The gameplay bugs need a lot more passes while we prep it for the beta (the actual start of the game) release, but if you'd like to follow along with the remainder of fixing things up and provide any feedback now's the time!
We had pushed this out earlier yesterday, but have done a small patch since which fixed an ongoing issue with the gameplay around picking up and arranging items.
The alpha map is a small example map just to test some mechanics. You’ll start over on death to make that simple, or can retry upon success. Some of these early test maps like this we had done were a little more wild in terms of structure placement and navigation, so expect a little clunkiness getting around. The next map and mission for the alpha we put up will be a variation of newer ones, which are more blocky and fit more rigidly to the microtiles for easier horizontal and vertical navigation. Expect that 1.02 update Monday.
These have been the primary goals we've been working toward making play nicely together since we launched the Kickstarter. We created a micro-turn based global world simulation with the ticks&tiles system, resulting in a much more concise, less abstract way to utilize a turn based roleplaying model. It's pretty groovy and we're very proud of what it is and what it can become — this alpha should hopefully show the fundamentals at work, if anything.
Working on Movement
Right now we're still smoothening out how things move on the tiles, and you'll notice some characters sort of popping around. Originally everything acted like pawns and just snapped tile-to-tile while they moved, which was easy to make sure everything was working properly, but now they have animations to blend between those tile locations. Sometimes that visually works great, others times they can look like they are possessed. This is something that could use some work to make things clear, as weird movement and animations can really dampen the mood. We're working on that, as well as other numerous bugs for 1.1.
There is one game mode and map available, and the rest will unlock the following two weeks, starting Monday. Other alpha maps will focus on other gameplay or ruleset elements that we will be finishing the last things on and putting in for them.
We’ll be posting our short-term timeline there so you can know when to expect new modes and features to be included for testing. You'll also get to choose what feature we'll work on for a big milestone: companions or character generation. We're almost done with both of them, so once we get what we need for 2.0 we'll finish one of those up!
Things should be moving a lot quicker now, and we’re looking forward to your feedback. Thank you again for your patience and support to make something new and awesome, we always appreciate it.
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Battle Brothers - More Things
A new dev blog for Battle Brothers titled 'More Things'.
The ‘Beasts & Exploration' DLC is set to release on the 29th of this month with a bunch of cool features that you can learn about here. That's great, but there's actually even more coming than covered by this feature list. Let's take a look at some smaller things that come with the DLC and which we haven't talked about yet.
The Beast Slayer
There's a new character background in town: The Beast Slayer. Experienced in both melee and ranged combat against beastly opponents and monstrous adversaries, the beast slayer is a versatile background similar to the sellsword, but more affordable. Of course, he comes with his own events and interactions with other backgrounds, and some expert knowledge on beasts and their lore to share with you.
There's several changes incoming on how wages for characters work, so let's break them down.
First off, the base wage for a couple of backgrounds has been adjusted to be more in line with their actual worth as defined by how often they're picked by players. In addition, every individual character now has a certain idea on how much they want to get paid - there's a small random factor on the daily wage demands of all characters, and so you'll find cheaper and more expensive recruits also within the same background, and even if they don't have the ‘Greedy' trait.
Finally, the wage progression has changed. While previously you paid 2 additional crowns per character level, you'll now pay a cumulative 10% of a character's base wage for every level after the first and until the 11th, and then 5% of a character's base wage for every level afterwards. In effect, there's less wage pressure in the beginning, which gives you more leeway to actually explore the world earlier and find all those new beasts and locations. Low tier backgrounds have also become cheaper to employ in the long term, but high tier backgrounds have become significantly more expensive to keep around if they reach veteran levels, which gives you more of a reason to diversify your company composition in long campaigns.
New Named Weapons
As you've previously learned, the DLC will introduce a bunch of new weapons. People have been asking about whether there'll be named variants of those weapons as well - and the answer is yes, of course. Take a look!
It's not just new weapons, it's also stylish new armor, all of which can be further customized with the new armor attachment system. We're filling some gaps in the armor progression, and we're also introducing some high tier light armor as part of a larger effort to make light and medium armor more of a viable choice for some character builds.
Join us again next week to learn about even more changes and additions of the upcoming DLC and the accompanying free update to Battle Brothers!
Realms Beyond - A Glimpse of Our World, Part 2
An update for Realms Beyond that looks at the story behind Cormac and the Cult.
The gods are dead. Peace upon their virtues.
I was present when Rethgard burned and ash suffocated all cries for help. I witnessed the fall of Caer Pedryvan, long before it fell to the besiegers’ assaults. I listened to prayers lost in the wind, until hunger forced the godsforsaken to feast on their dead. I called to freedom all those doomed souls incarcerated by fear in Eastgate’s walls, hoping the fortress’s stone would keep the disease at bay that crawled out of the Dustmoor as Midlandshire’s righteous scourge. Do you hear the wailing? And the curses of those who had faith in your virtues? The day will come on which "The Black Hand" shall tear down the decrepit fortress and tear out the throats of those who put spoiled corn and rotten meat in the bowls of their brothers and sisters. Hear the wailings arise from Eastgate, while they joyfully watch martial games in Medcaut! They feast above the corpses of those slain for the audience’s enjoyment. Hear the jubilations of those who call the swords of the faithful to swing without rest! They who forge to lively song the chains that force once-proud Tharsians into Kvenland’s bondage. Men and women they wish to break like the trunks of the proud trees they cut down in the north and then ferry down to their stark lands, so they may be fashioned into lances to be shattered against comrades’ breasts. To their grave carry the virtues!
But what weighs such trivial bloodthirst compared to the blistering boil of Waystead, rampantly growing on a mountain of bones! I saw it fester like an ulcer and surround itself with walls upon walls, which cannot manage to keep out the worm that feeds from its putrid flesh. Greed erects its own citadel on Waystead’s hill and stares down upon a city that drowns in it. Do you see the poor lost souls? They are driven through taverns into the voracious arms of the many whorehouses, and declare their love towards ever new piles of useless junk, peddled by crooks and swindlers. At night the great horn resounds to announce the closing of the gates whose hinges creak like the rusted doors within forgotten dungeons. In truth, these districts are the prisons of the destitute! Do you still believe the tale that these walls keep out the foes? They are for you! You are their prisoners! You lie and betray. You defile all who enter your abodes without restraint. And how skilled you are at murdering each other... your ingenuity finds many paths. And the bastard child of your cruelty is torture that causes pain without death, so sweet release may not come to your suffering victims. And you call yourselves the keepers of the virtues? Carry to the grave their legacy!
Originating in this rotten heart, the flood of falsehood flows northward the Greyadder to Cairn Thuath. Is it not blood that surges against the shores of the Galtan Sea, and is the fortress not a butcher whose ramparts reach into the skies as witnesses of incomparable arrogance? To how many who freeze in the cold could the mighty hall offer shelter? O Cirramón, highly vaunted ancestor who on his mighty throne sees, hewn in stone, the ages pass: what do your marble eyes see, o king of emptiness? Sunwardens did you see come and go. And next to them thousands of those damned by their hands. Do you listen with approval to the screams of those who suffocate in the smoke of the fire-wheels they are bound to, burning and choking in the name of the gods? Does no one have pity on the innocent? Is it dissonant to your ears to hear songs of feigned piety at solstice, while elsewhere they scream and scream as the flames consume their living flesh? Fortress of screams! Fortress of bones! Terrible songs of pain resound within your walls. But no pleas soften the hearts of your bloodthirsty knights, who set out on Tuachall’s order to ravage the lands while pennants of virtue stream from the tips of their bloodstained lances. Earl of Glenthearn, I call thee forth to the battlefield of your hypocrisy to submit yourself to the judgment of the slain! Come forth, so your victims may summon a sea of blood poured forth from their wounds to drown Cairn Thuath and your noble line in the consequences of your sins. Carry to the grave the burden that weighs on you!
And also to the west Waystead carries its rotten seed. Towards Bridgewater, which is lovelier in its bloom than silverystar yet just as poisonous, where corrupt collectors take your coin even for crossing the bridges and hang from trees the poor souls who cannot pay, just for the sake of entertainment. Seek they in “The Merry Hangman“ absolvence for their sins at the bottom of a tankard? Or is reflected in the swill that fills their mugs the desperate thrashing of their victims’ limbs? But no, those whose tongues once tasted power over life and death crave to taste again the rush of taking lives, and so they giddily anticipate the next poor fool who cannot pay their extortionate fees! But I ask, when will the fat mayor Henry Fitz dangle from the rope he deserves!? Henry Fitz, who trades women like cattle and commits robbery under the guise of taxes, as long as gold flows into his hands. Who would be surprised to know that these waters, flowing from the west, have their source in Ethuvien, home of the degenerate elven vermin? Just as nightmares are caused by bad food that lies heavy in the stomach, so the land is haunted by the bad waters that flow into it. That is why bad dreams lurk in Fiarach’s dark forests, while restless shadows wander through the ruined castle of Dún Ifrenn.
Even the wilderness is not spared from the depravity. The Drywon of Ynys Dryw isle who call themselves tree-knowers, growing in the forests like wicked weeds. They cavort with vile fey and wild elves, perversions of nature they worship as her protectors. And yet the people are too blind to see their degeneracy for what it is: they harbor love and respect for the Druids and believe in their ungodly lies, worse even than the lies of Cormac’s priests. Their very being violates the rightful order of the world, and yet the elven lies that are Druidic tenets find approval in the ears of men. Like the rivers that run to Bridgewater, originating from elven lands, so the Druids’ enticing words have been told to them by elf and fey. Their little cult flourishes among men, for those who do not participate in the violence and betrayal of the cities instead participate in perverted rituals of faeries. Oh, how great is the humanity of Cormac! Carry to the grave the rotten bark of trees.
Why do you still bow your heads before false prophets and jeweled crowns of gold that have been forged with your sweat and your tears? Recognize your true nature! May the chains break that snake-tongued priests have laid around your limbs and thoughts. Rise, you children of the Inner Flame, so that your Lord may be pleased with you! For he is coming to redeem you. Oh, how he is coming! As a storm, as bolt of thunder, as a dark star. As a falling heaven and beginning of eternity. He shall arrive with fire and with night. His is Hylia’s body, whose wasting rays fashioned your shroud. From burning firmament and thundering clouds will rain down her blood and drench the lands with lust! Then become intoxicated by the setting sun, so you may feel the power of stars in your blood! Celebrate his arrival, you children of the Flame! Celebrate it with relentless destruction! Stride through the wreckage of broken oaths! Reject the bondage of regret! Shatter the idols that enslave you! Give in to your wants and desires! Whatever you crave, seize it! Satisfy all your long-proscribed cravings!
I see a new world rising from the fires of his flesh and with it the armies of the ostracized, who once lived in want like you, but now rejoice in the joyful flames of his kingdom of salvation. Rupture, Argea, for your savior is near! The virtues are dead. Peace be with the gods.
- Pamphlet of the "Cult of the Inner Flame"
This update is also available in German language.
Stellar Tactics - Gameplay and Story Videos
Some new videos for Stellar Tactics.
A Sci-Fi role-playing game featuring turn-based ground combat, space exploration, deep character customization and a massive living universe with over 160,000 star systems. Equip your ships with the best equipment you can find, gather a powerful crew of mercenaries and set out into the void!
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Realms Beyond - Halloween Update
The Halloween update for Realms Beyond offers a name game.
Halloween Update: A Demon With No Name - Yet!Click for full-size version
Only a handful of witches and warlocks have met this creature of the underworld. But even they know not its name.
But maybe one among you has been told its name? A silent whisper in the night, a cold breath of something dark and primal speaking ancient syllables into your ear. Tell us the creature's name, so the people of Cormac know what to say when they pray to their gods for protection!
Everyone can participate in this little game. Come up with a fitting name for the demonic creature that rises on the night of Sanhviun and send it to us. We will choose the one we like the most to be the name of the creature in our world. The winner will also be proclaimed - if he or she so wishes - and be listed as "Invoker of [Demon'sName]" in the credits, in addition to the normal credit listing given by the backer tier if he or she is a backer.
Please be aware: Only one submission per person! Otherwise, the demonic creature you're trying to tame will burn you alive there and then.
Suggestions can be submitted below in the comment section of this update, on Twitter, Facebook, or in the related thread in our forums. We will collect all names sent our way before the end of the deadline and then choose five of the best – and you will choose the winner by voting on the official Realms Beyond website.
The deadline is 1st November 22:00 (10PM) CET
Who knows the creature's name? Come forth, wise men and women of our realms, and tell us!
Realms Beyond - Hand-Crafted Items
The latest update from Realms Beyond focuses on the hand crafted artifacts to be found in Argea's History.
In the grand library of Galkarru, you’ve read a story about an ancient city in the middle of the desert, situated near a fertile oasis. It was once a prosperous city of tall minarets and flowering gardens, ruled by a proud sultan who decreed that everything within his city’s walls belonged to him and him alone. When he saw a priestess of Aliltu who visited the city, he was struck by her beauty and wanted to have her, so he instructed his men to take her to his palace. But when she was brought before him and realized he wanted to make her a part of his harem, she cursed the sultan and his city: she doomed all who lived in the palace to live eternal lives, their bodies preserved at this moment in time, no longer aging – and unable to leave the palace grounds. The rest of the city she cursed to turn into scorpions, as they were as deceitful as scorpions, first showing her hospitality then allowing the sultan to take her as if she were his property. And so, the legend says, the dreaded scorpion people came into the world.
The story also describes the sultan’s scepter: a precious thing, made of gold and silver and a dozen jewels, and enchanted with powerful spells that enhance the wielder’s beauty and grant him a presence inspiring to all who are near him. The story is widely believed to be a legend, the city a mere symbol and warning of what happens to those of great arrogance. And yet, you set out to search for it. And there, deep within the territory of the scorpion people, you find the ruins of an ancient city partially buried by the sand. When you enter the palace, you are attacked by armed guards, nimble harem dancers, and the sultan himself – their souls driven mad by centuries of being cursed to stay within the palace. You fight them off, your blades granting them the sweet release of death, and when you examine the body of the sultan – there, in his hand, is the legendary scepter, just as it had been described in the story.
For the King - Updates
The developers of For The King have been working on four new updates for the game and the ports to consoles. These updates are:
Update #1 - Hildebrant's Cellar
As most of you know, our first big update was Hildebrant's Cellar, an Endless Dungeon mode. This was released shortly after launch and was our first attempt at a non-standard adventure mode. It turned out really well and proved to be quite entertaining. We also developed some mechanics for this mode that made their way into other modes, not to mention several new items and enemies.
Update #2 - Gold Rush
You're hearing it here first! Gold Rush is our next update and will go live on October 26th! With the success of the Endless Dungeon Mode, we were keen to try another new mode, so we created what we refer to as an UN-Cooperative mode. In Gold Rush you compete against 2 others to be the first to collect and return 100 gold coins to Lucky's Vault. While you can't attack each other outright, you can and must do everything in your power to screw over your "friends". Fleeing and leaving your friends all alone in combat, hoarding all the loot, stealing Sanctums, or risking it all at a gambling den are among the many ways this new mode flips the traditional mechanics upside down. It's great fun and a refreshing new way to play.
This mode will feature a new realm and several unique Lore Store items are up for grabs, but only if you pull off a win, so get your daggers out and start stabbing some backs!
Update #3 - TBA New Adventure COMING VERY SOON!
This is the big one. It's what we've been spending most of our time on. A whole new adventure, featuring a new story, multiple new realms, tons of new items and enemies, new playable characters, and some really exciting new mechanics. We can't spoil it yet, but it should be arriving late November. Some features from this new adventure may have crept into our next Gold Rush update, so be on the lookout for those as they may be a clue to what's coming! :)
Update #4 - Steam Workshop Integration
This is another huge chunk of what we've been working on. Some of you may have noticed that a while back we introduced House Rules. The ability to mod game rules was a stepping stone for a much greater project we had planned. In fact, the last 2 adventures were created with a new tool we're calling FTK Maker. What's great about this tool is that it's designed to be a standalone, fully functional adventure creator with an improved user interface. That's right. Create and share your own adventures.
While we can't fully promise if or even when this tool will be ready to use, the plan is to make an app that will allow players to create, customize, share, and play other's creations. This includes writing your own story, dialogue, and quests, creating a map layout, and customizing most of the in game mechanics.
We're very excited about this feature and we'll let you know more about it as we make more progress on it. If everything goes according to plan it might see the light of day early 2019. But again, no promises, just want to share with you what we've been up to.
For the KingSP/MP: Single + MP
Battle Brothers - The Kraken
A new dev diary for Battle Brothers releases The Kraken.
Dev Blog #109: The Kraken
27 OCTOBER - RAPSDJFF
We round off our collection of new opponents for the upcoming ‘Beasts & Exploration' DLC with the introduction of our largest enemy yet. It's a giant beast, a creature that has lived throughout the ages and is at the very top of the food chain. Unleash the Kraken!
As an attentive connoisseur of last week's release date announcement (November 29th!), something might have caught your attention: There's three fearsome boss type enemies coming. Each one is guarding a different legendary location, and as it so happens, one of them is the Kraken. We're not going to spoil the other two in dev blogs, but we're taking a closer look at the tentacled horror today as an example of what to expect.
The Kraken is a remnant of a different era. Its age numbers in millennia, and it has spent much of its life slumbering beneath the surface of the swamp it inhabits. The tentacled horror is myth and a legend that few have seen with their own eyes, and people have been born and grown old living atop a slumbering Kraken, for it awakens only every few years to feast. The Kraken has countless tentacles that stretch on forever below the surface, and each tentacle has a dim light to lure prey. Those lights are the origin of many a tale; in the thick fog of the swamp, Irrlichts, or ghost lights, promise company and a warming fire, only to lead men to their doom. Worse still, the tentacles will wrap around their prey, crush them and drag them through the muddy water into the gaping maw of the Kraken, where they will meet a gruesome end.
The Kraken is firmly situated in late game territory. It's an opponent to test your veteran party against, and quite possibly the end of many an ironman run. Most of the Kraken is below the surface when fighting it, and you can only guess as to its actual size. Individual tentacles reach all over the map, and they will disappear into the mud and water of the swamp only to appear again at another place. As the Kraken feeds, a many-toothed maw will slowly rise from below the waterline to gorge itself.
From the perspective of this giant beast, your group of tiny mercenaries is but food, and so it will start combat by moving its tentacles to wrap around your men and drag them towards its maw to feed. Being dragged through the swamp is a hellish ride, and your men better start attempting to free themselves along the way by hacking at the tentacle that holds them tight. Nearby brothers-in-arms can help as well. If you fail at freeing your men in time, and they end up next to the maw at the end of their turn, they're done for. The maw will shred them mercilessly in a single turn.
If you hurt a Kraken enough, either by destroying several of its tentacles, or by injuring the head, it will get enraged and let you know with an ear-deafening roar. The Kraken understands now that this is no longer about feeding itself, but about defending itself. The tentacles show teeth and begin to snap at everything and everyone. They continue to wrap around your men and drag them towards the maw, but they do it so tight now that they slowly crush and suffocate their victim along the way, meaning that your men will lose hitpoints at every turn they end while entrapped like this.
Should you manage to beat the Kraken, you'll not only get the treasure it guarded, but you'll be able to craft items from its remains, and you'll unlock it to appear as a regular albeit rare enemy in swamps across the wild for your epicly long campaign.
DLC Supporter Edition
Thanks to the overwhelmingly positive response to last week's release date announcement, and many people expressing their desire to support us even beyond the asking price of the ‘Beasts & Exploration' DLC, we've decided to also offer it as a special Supporter Edition. This Supporter Edition will be priced at $19.99 and include a new player banner and shields with a Kraken motif as a thank you from us to you.
Monster Sanctuary - Monster Taming Metroidvania
Monster Sanctuary is a metroidvania monster taming RPG being made by one person. It is currently on Kickstarter and already funded.
Monster Sanctuary is a monster-taming RPG with party-based combat and metroidvania-like exploration. New monsters provide additional strategic options in combat and allow you to overcome obstacles to explore new areas and find hidden treasures. The turn-based combat focuses on team synergy and combos, distinguishing Monster Sanctuary from other popular monster collecting games.
Want to try the game now? There is a demo available! Earlier this year, We published the first demo. We were happy to see that it gained a lot of popularity, generating many Let’s Plays and even some fan art! From this first demo release, We gathered feedback, improved on it and added some new features. As a special release for the Kickstarter campaign, you may now play the second demo version of Monster Sanctuary! It contains 2+ hours of story content, 15+ monsters and the Infinity Arena challenge mode.
HellSign - Preview @Worthplaying
A brief but succinct preview for HellSign from Worthplaying.
HellSign's story is being written by novelist C. Michael McGannon, co-author of the Charlie Sullivan and the Monster Hunters series of young adult novels, and is one half of the humorous, father/son duo known as The Monster Guys, mixing humor, folklore, and all manner of comedic improv to special events. His other titles include: KAOS Obsidere: The Nightmare Has Begun (Dark Waters Press); Hollow World: Escape From Limbo (vol. 1) & Hollow World: The Thief’s Sacrifice (vol. 2) (Incendia Books); and, Yokai Tales: Stories From Japan’s Grand & Mysterious Tradition of Folklore (Incendia Books).
An expert in all things “monster,” Mr. McGannon brings an “academic humor” to the subjects of folktales, urban legends, and storytelling. Michael is a fan of stories, of libraries, of books, of Japanese and British humor, and of ginger beer and dark chocolate. When not writing or attending conventions, he is usually recovering from all-night gaming excursions.