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Corven - Path of Redemption

2020-06-22

Corven Interview

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

2020-03-30

ATOM RPG Review

Forgottenlor checked out if ATOM RPG was worth his time and found out it was.
» Read the article

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August

Wasteland 3 - Final Countdown

by Silver, Tuesday - August 18, 2020 23:17

An update for Wasteland 3 reveals more improvements such as the implementation of crouch and a better user interface.

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Looks like we made it! Here we are in the final stretch before Wasteland 3’s release on August 28. It’s been a long haul since our introduction of Wasteland 3’s Fig campaign back in 2016, all the way up through this year.

2020 has not been without its challenges, not the least of which for us was the introduction of working from home and a subsequent delay from our previous release date. It was a daunting prospect filled with unknowns, but the team rallied, and we quickly adapted to these new complexities. The extension on release also offered us more time to consider the feedback from the Beta and to implement much needed polish, general refinements, and focus on additional elements. We shared some of those in our last update, and we have a few more for you.

Let's get down to it.

Tactical Combat Option: Crouch


You asked for it. We did it. Feedback from the Beta overwhelmingly called out that the absence of crouch made players feel less in control of the tactical options they expected in isometric turn-based combat. In addition to the tactical abilities that characters had control over in the Beta, they will now be able to improve their hit chance, evasion, and detection time when crouching.

Wasteland 3 already had a deep combat system that we think players will be learning to master for quite some time, but we were happy to act on Beta feedback and get this feature in before launch. Crouch is always accessible from the action bar.

UI & You and I

In our previously mentioned update we teased some of the newly-minted options in the UI, including the ability to toggle custom armor visuals, as well as the addition of the much coveted ‘sell junk’ option. Along with those, we’re happy to announce that the merchant interface has also been overhauled and improved. Each individual character will now be able to be selected while you’re browsing a store’s wares, to make for easier comparison and identification of necessary gear.

inventory


We’ve also implemented a minimap to help you locate nearby points of interest and vendors. This won’t take the place of the existing map, but will give you an always-available means of identifying where you’re at in the world. For those who prefer less clutter in their lives and on their screen, there’s an option to disable the minimap if you so desire.

Posthumous Permadeath

A few of the more hardcore among you have asked us for permadeath in Wasteland 3. We actually went back and forth quite a bit on this as an option, mainly because we knew the amount of development work it would need. When you can welcome story critical NPCs into your party, and approach the game content in essentially any order, and those critical story NPCs can permanently die from anywhere in the story… it’s a lot to account for. So, we are working on permadeath, but because of the additional effort, this is going to be a post-launch feature we’ll patch in for the hardcore among you for your second or third playthroughs.

The Final Countdown

As you’ve no doubt seen, the Wasteland 3 Collector’s Edition was finally released into the wild. In particular, we were very fortunate to see CohhCarnage spend some time digging into this delectably radioactive treat (not actually radioactive).

We’ve really enjoyed seeing everyone’s reactions on social media when they realize how much we upgraded the Collector’s Edition (thank you Microsoft!) from what our original backer page had promised. It was a labor of love, and serves as a huge thanks to you, our backers, as we would not be where we are without you.

[...]

Wasteland 3

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Black Geyser - Preview @ Gamebanshee

by Hiddenx, Saturday - August 15, 2020 15:03

Gamebanshee checked out the beta of Black Geyser: Couriers of Darkness:

Black Geyser: Couriers of Darkness Beta Preview

Introduction

Black Geyser: Couriers of Darkness is an isometric, party-based, real-time with pause RPG from GrapeOcean Technologies that was successfully Kickstarted back in 2018. A quick glance at any of the game’s screenshots makes it obvious that it draws its inspirations from the old Infinity Engine games, but also Obsidian Entertainment’s fairly recent Pillars of Eternity series.

Right now, the game is expected to launch before the end of 2020. And with that in mind, we decided to check out Black Geyser’s recently released Backer Beta and report our findings to you.

Story and Systems

By the looks of it, this beta represents a vertical slice of the actual game and not some standalone adventure. It lets you control a small group of premade characters and engage in diplomacy in a hostile city that’s being ravaged by a bunch of misfortunes. A plague, a rebellion, mysterious disappearances, cultists trying to summon all sorts of unpleasant things. Even the local mines are running out.

Speaking of the latter, you would think that a game inspired by Baldur’s Gate, a game that itself abbreviates into BG, would at least have the decency to not copy the basic premise of the Bhaalspawn saga. You see, while most of it takes place before the beta starts, based on some conversations and the quick manual bundled with the beta, I’ve managed to piece together what happens during Black Geyser’s intro.

[...]

Thanks Old Grognard!

Black Geyser

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Wasteland 3 - Brian Fargo Interview

by Hiddenx, Saturday - August 15, 2020 14:56

Post Apocalyptic Media has interviewed Brian Fargo:

Wasteland 3’s Brian Fargo Talks Beta Feedback, DLC Plans, and Wasteland 4

The Wasteland franchise runs strong in my blood. The original game was my entire life in 1988 and as I look forward to Wasteland 3’s launch on August 28th, I can’t help but get a major case of nostalgia fever.

So I took this opportunity to reach out to original Wasteland game director, developer, and co-founder of Interplay Entertainment, Brian Fargo, to talk about how Wasteland 3 will advance the series and what we can expect from the future of Wasteland.

It’s important to note that one thing I really enjoyed about 2014’s sequel, Wasteland 2, was the way it catered so heavily to fans of the original game. I took this as one big inside joke at first — one that I was giddy to be in on, but Fargo points out that this was never really the intention. “We take the same philosophy to any sequels, prequels, or games set in the same world. We never demand knowledge of the prior games, so any new player can jump in and fully enjoy and appreciate the world. However, we want to reward players by making nods to the older games, delivering inside jokes, and giving more detail on characters and places they’re familiar with. Players who are familiar with Wasteland 1 and 2 will appreciate the throwbacks, and it’s a reminder of the heritage.”

[...]

But immediately after the release of that remastered original game, a little something called COVID-19 rocked the entire world. Wasteland 3 was originally supposed to launch around that time, but the team at inXile had to further postpone release until August 28th. Fargo reassures me that precautions were immediate and the overall effect on development was minimal.

    “I think it’s a great history lesson on how far the medium has come and it’s a chance for new fans to understand where Wasteland and Fallout were born.” – Brian Fargo

“We were technologically set up quite well due to us having offices in both Orange County (California) and New Orleans (Louisiana), as our infrastructure was already set up for not being in the same office together. However it was a very abrupt move that we made. I started reading the scientific reports and we decided within 48 hours to immediately send folks home on March 12th. Lots of packing up needed to be done, we needed to make sure the computers were set up properly, and we needed to establish new ways to communicate.

[...]

Thanks Old Grognard!

Wasteland 3

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Vaporum: Lockdown - Short Alpha Teaser and Gameplay Video

by Silver, Friday - August 14, 2020 23:10

A new update for Vaporum: Lockdown shows off some gameplay.

Hey, guys and gals!

We'd like to apologize for the radio silence in the past weeks. We've spent all that time working hard to finish the game. Right now, we're polishing the levels, adding last-minute details, balancing combat, and doing a lot of playtesting. As they say, the last 10% of the development takes 90% of the time. But we're getting there!

We'll be able to announce the release date in the coming weeks. We're very careful with picking the best date to avoid releasing the game on or between days shadowed by much bigger mainstream titles, which have moved their dates to September. For such a small studio and such a niche game, it's critical to choose the optimal release date for media coverage.

To whet your appetite, here's a short alpha video showing small snippets of what you can expect in the game:

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For those of you speaking German, here's another video of an interview which we did for GameStar, including alpha gameplay footage:

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We're also considering doing a commented stream of the game where we would answer your questions. So if you'd like to ask questions, please get in touch with us via Discord or other social media!

Thank you for all the support you give us, whether it's the messages on our Discord server or other social media, or sharing our videos and posts.

Wishlist the game now on Steam!

Vaporum: Lockdown

SP/MP: Single-player
Setting: Steampunk
Genre: Dungeon Crawler
Platform: PC
Release: Released

Details

Edge Of Eternity - Beta Release Trailer

by Silver, Wednesday - August 12, 2020 21:51

The beta release trailer for Edge of Eternity.

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Edge Of Eternity is entering its Beta phase! This new update brings a huge amount of polish to the existing game, from fixing bugs to cleaning-up animation and optimizing UI.

Here are some (but not all!) improvements we made to the game:
*The Battlecam was revamped to make the fights more understandable and immersive, with the help of occluding and both a cinematic and strategic camera.
*Cutscenes were improved upon, regarding lipsync, emotions and lighting in particular.
*Character models were reworked.
*Dynamic events were added to make the world feel more alive, along with new landmarks.
*The crafting system was reshaped, including recipes and material gathering.

Edge Of Eternity

SP/MP: Single-player
Setting: Sci-Fi
Genre: J-RPG
Platform: PC
Release: In development

Details

Graywalkers - Content Update August 21st

by Silver, Tuesday - August 11, 2020 22:22

New content for Graywalkers Purgatory will release August 21st. Screenshots at the link.

We wanted to announce that we are moving the release of the new Content Update #1 for Graywalkers Purgatory to August 21, 2020. We felt that we needed to do a bit more testing, balancing and polishing before we get the update in your hands.

Despite the delay though, we are excited to get the game in your hands when it does. The introduction of the Overwatch feature in the game is pretty good and we've even improved it beyond other Overwatch features from other games. Characters can now get abilities that improve their capabilities with regards to overwatch. By default, overwatch triggers when any movement or attack is made by an opponent within range. The new abilities now affect how well you function with or against Overwatch.

Also, we're just polishing and testing the missions we have. We will be including about 10-12 missions with the content update but we have much more ready to follow in the months to come. We are hoping to release 1-2 new missions every month at the minimum after the content update. This brings the mission count to at least 20 missions in the game

In addition, the extra time will allow us to introduce a few more nice small features like an improved Inventory system, highlighting for interactive objects, and some minor improvements that we did not get to mention but have already included.

So we apologize for this delay but we promise it will be worth the wait. Thank you again to all the Graywalkers out there who bought the game and continue to support us.

[...]

Thanks Farflame!

Graywalkers

SP/MP: Single-player
Setting: Post-Apoc
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Battle Brothers - Blazing Deserts Trailer

by Hiddenx, Tuesday - August 11, 2020 20:35

The Battle Brothers: Blazing Deserts DLC will be released on August 13 - here's the trailer:

Blazing Deserts Trailer - A Battle Brothers DLC

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Battle Brothers

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: Released

Details

Spell Master: The Saga - Build Your Own Magic School

by Myrthos, Saturday - August 08, 2020 21:55

Spellmaster: The Saga has been announced. It is an open world RPG, made by Russian developers, who like the Gothic games a lot. In the game you play a mage who roams the land and builds a magic school to educate followers.

1C Entertainment takes aboard SpellMaster: The Saga, a new open world fantasy RPG

Prague, Czech Republic – August 7, 2020 – 1C Entertainment is proud to announce their collaboration with developer Spellbook Creations on their upcoming project, SpellMaster: The Saga, an open world fantasy RPG where you take the role of a wizard set on founding his own Magic Academy and protect the world of Allyon from the impending catastrophe. The game is currently scheduled to be released via the Steam Early Access program during Q1 2021.
 
SpellMaster: The Saga is an open world role-playing game set in an epic fantasy universe filled with magic, monsters and mysteries. Take the role of an ambitious wizard who is looking for a way to improve and share his powerful knowledge. In the ruins of a forgotten land, where monsters prowl and robbers hide in the shadows, you will build your own Magic Academy, where you can develop your magic skills, create and manage new faculties and train powerful wizards.
 
Embark on an amazing adventure in the world of Allyon, explore unknown lands, ancient temples, caves and tombs. Search for ancient artifacts, create new spells, finish countless quests and most importantly - gather a group of faithful magicians like yourself and bring peace to the world of Allyon once again!
 
SpellMaster: The Saga will be available via Steam Early Access in Q1 2021. Find more information about the development of SpellMaster: The Saga via Steam.

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Spell Master: The Saga

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

Details

Vagrus: The Riven Realms - Companion Healing

by Hiddenx, Wednesday - August 05, 2020 17:25

In devlog #35 for Vagrus: The Riven Realms you can learn more about companion healing:

Devlog #35 | Companion Healing

We have always planned a fairly elaborate system of healing mechanics but when creating 'Pilgrims of the Wasteland', we first focused on getting the main features ready and implemented a more streamlined, placeholder set of healing rules.

Out with the Old

The PotW system simply had you use a relatively valuable resource - medical supplies - to fully heal one Companion at a time during camp. This is not only too 'gamey' but also very obtuse and not what we intended for the game or the setting.

The old healing system did have hidden statuses, however they were not used for anything really:

  • Hurt: Received after losing 50% Vitality, limits Maximum VIT to 80% until removed.
  • Wounded: Received after Downed, limits Maximum VIT to 60% until removed.
  • Mortally Wounded: Received after falling Out of Action, limits Maximum VIT to 30% until removed.

In spite of these elaborate statuses, healing remained the same: the use of a medical supplies item healed Companions up to their Maximum VIT right away.

In with the New

When Crew Combat was added, we implemented an elaborate system that was used to heal up your wounded Crew and Companions at the end of each skirmish. It was based on rolls stemming from the Healing Perk. Now that we decided to rework Companion healing, we basically use the same principles for natural healing.

During camping, you roll for natural healing for each Companion that is not at Maximum VIT. The heal roll chance comes together from the following factors:

  • Major impact from Heal Perk levels (from Companions, the vagrus, gear, etc.)
  • Minor impact from Herb Lore Perk levels
  • Major impact from settlement accommodation if any (second or third Rest tiers only)
  • Major impact from taking it slow with the comitatus (spending less MPs before camping)
  • And most importantly: from medical supplies (item) if you choose to use them

Even without many impacting factors, Companions recover VIT more often than not, except if the natural healing roll is a Critical Failure and in that case can even lose VIT but only until it reaches 1, so Companions can not die but their condition can worsen.

The statuses from the old system still exist, and if a Companion reaches the temporary limit (for example, 60% of Maximum VIT when Wounded), a successful natural healing roll removes the current status and applies the next 'higher' one (for example, a Wounded Companion then becomes Hurt). A Critical Success results in a two-stage jump.

Medical Supplies

Using Medical supplies provides a huge advantage, as it removes the status even if the Companion has not reached the associated temporary VIT limit. It also increases the chance of status improvement and VIT recovery greatly.

Previously, one full healing required one medical supplies item with a 100% result. Now, there is a chance on the result and hence these healing items can be lost or retained based on a chance with each usage. Normally, this depends on the roll, like treating a Wounded with a success roll has a 10% chance to use up the item, while rolling a fail increases that chance to 20%, and so on.

We implemented the natural healing part already but left the Event heal option in too for the time being, at least until the changes on the Camp UI can be implemented, allowing the players to decide on the usage of medical supplies each time they strike camp. This new system is much better-suited to what we were planning from the beginning, and is also more fair, although healing will be slower and so you'll have to think twice before jumping into combat too soon.

The Lost Pilgrims Team

Vagrus: The Riven Realms

SP/MP: Single-player
Setting: Post-Apoc
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Mount & Blade II - UI and Multiplayer Update Video

by Silver, Sunday - August 02, 2020 23:57

A new development update video for Mount & Blade II: Bannerlord which focuses on UI and multiplayer.

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Mount & Blade II

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

DYSMANTLE - Interview @Gamingbolt

by Silver, Saturday - August 01, 2020 22:55

Gamingbolt interviewed the developers of action RPG Dysmantle.

Dysmantle’s promises of destructible objects is an intriguing one- how much will the play into various facets of the gameplay?

This is an important part of the gameplay. The destruction yields resources which you can use to craft stuff. You can’t break all the things at start though – you must build the right tools. The destructible objects may also block your paths in some occasions, so you need to get stronger and get better tools to expand your reach.

With its post-apocalypse setting, can you tell us about Dysmantle’s approach to enemy design and variety? Can players expect to come across various different kinds of foes?

There will be an assortment of foes. They will come in different sizes and have different abilities. There will also be some boss fights. Dysmantle is not a fighting game though, so fighting is only one aspect in the game. Most of the organic (meaning non-mechanic) enemies are ex people and ex animals that have been corrupted with the root cause that led to the end of the world. It’s not as subtle as in many zombie apocalypse settings, so you will be fighting (and avoiding) all sorts of different creatures. There are also some mechanical threats, which are wielding more traditional arsenal or weapons.

How extensive are Dysmantle’s crafting and building mechanics? 

There are lots of recipes to craft and upgrade as the destroy-gather-craft loop is one of the core aspects. Some of the recipes are items (tools/weapons, special items, trinkets, headgear, outfits), and some are general feature upgrades such as the sleeping bag, which allows you to sleep at campfires. Sleeping enables you to pass time, but will also give you well-rested bonuses for a few hours.

Building is still somewhat work in progress, but it’s roughly divided into two categories: useful machines (like a material refinery) and aesthetic things (like furniture). We’re still considering how far we’re going to expand this aspect though. For example, we don’t have conveyor belts which would be used to transport materials to new locations for further processing like some more building focused games. We haven’t yet solved how to make a neat interface for building whole houses (walls, floors, doors) for example, so that feature will not likely be included, and definitely not in the Early Access version. We want it to be simpler to use than the full blown level editor we’re using.

[...]

Thanks Farflame!

DYSMANTLE

SP/MP: Single-player
Setting: Post-Apoc
Genre: Action-RPG
Platform: PC
Release: In development

Details

July

Tribulation - Announced for 2021

by Hiddenx, Sunday - July 26, 2020 07:43

Desdemona Games announced their new RPG Tribulation for 2021:

Tribulation

With the advent of Runic energy revolutionizing the world's scientific prowess and bringing technological marvels into the forefront, so too, does the nature of warfare evolve as well. Helicopters, tanks, and other advanced devices like Attunements were created as the balance of power shifted between the strongest nations in the world.

Shadowy organizations, crime lords, and corruption in political circles have arose in the wake of this technological wave. To counter these growing threats the Arbiter Squads were created. Members of these elite squads are tasked with protecting the citizenry, enforcing the laws of the land, and maintaining the honor and integrity that comes with being an Arbiter.

Enter the newly-formed Santabell City Arbiter Branch consisting of members Sharla, Indira, Kyra, and Liria. These four hand-picked women of various backgrounds and abilities must rely on one another if they are to survive the deadly machinations that lurk within Santabell City that threatens not only them, but the entire world.

Key Features

  • A story rich in depth with over 40 hours of playtime
  • Meaningful side-quests that furthers characterization of the party members and NPCs
  • Featuring a strategic ATB turn-based combat system
  • Customization of abilities with the power of Attunements
  • Build up your SP and unleash powerful X-Breaks
  • Adapt to the enemy's tactics by switching rows both during and outside of battle with the Tactics system
  • 3 difficulty levels to choose from
  • New Game+ mode
  • No random encounters

Tribulation

SP/MP: Single-player
Setting: Modern
Genre: RPG
Platform: PC
Release: In development

Details

Drox Operative 2 - Preview @ Capsule Computers

by Hiddenx, Sunday - July 26, 2020 07:29

Capsule Computers checked out the Early Access version of Drox Operative 2:

Drox Operative 2 Preview

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Drox Operative 2 offers players a chance to be a mercenary in the middle of a 4X. The game is currently in alpha on Steam Early Access and GOG.

Drox Operative 2

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Action-RPG
Platform: PC
Release: In development

Details

Mechajammer - New Name for Copper Dreams

by Hiddenx, Sunday - July 26, 2020 07:21

The tactical RPG Copper Dreams is now called Mechajammer:

Mechajammer. High Octane Cyberpunk Turn-Based Mayhem.

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Whalenought Studios:

Fleeing the galaxy-wide Ci-War, your party crashes onto the jungle colony Calitana, where syndicates and the gun control the streets.

Master the mayhem of simultaneous turn-based combat with a huge variety of skills and squad-based tactics for on-the-fly command of units.

Your fight for survival means arming yourself and your operatives. Navigate the oppressive regimes of the city streets and delve deep into the ruins of syndicate tombs buried under centuries of war.

There's more than one way off the colony, how will you carve your path?

The Copper Dreams project gets a new name to go with its shiny coat of paint and ruleset as we begin to complete main sections of the game. More info to come! Death-match modes now available for testing and glory.

Hope this reaches you all in good health,
Hannah & Joe

Mechajammer

SP/MP: Single-player
Setting: Modern
Genre: Tactical RPG
Platform: PC
Release: In development

Details

Vagrus: The Riven Realms - Early Access Version released

by Hiddenx, Thursday - July 23, 2020 14:45

The Early Access version of Vagrus: The Riven Realms has been released:

Vagrus - The Riven Realms enters Early Access! 

Early Access Announcement for Vagrus - The Riven Realms

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Thanks to all the insights you have shared with us during Vagrus' Open Access period, the game has grown and improved massively in the last twelve months. We are proud to share that we kick off our Early Access journey with over fifty hours of available content that we look to expand further during our EA period, which is expected to last until the eventual full release sometime in 2021.

We have come very far but if you dive in for the first time and play the current build, please keep in mind that the game is in no way finished yet - see bugs and less polished areas for what they are: potential to make the game even better. Your help by reporting those using our in-game tool (F1) and sharing your experiences on our Discord server (discord.gg/vagrus) will continue to be the key for learning about and prioritizing focus areas in our development process.

Check out our game and if you like it, spread the word, and don’t forget to leave a review on its store page!

The Lost Pilgrims Team

Vagrus: The Riven Realms

SP/MP: Single-player
Setting: Post-Apoc
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Dead Age 2 - Early Access Review

by Hiddenx, Monday - July 20, 2020 17:27

Bluesuit checked out the Early Access version of Dead Age 2:

Dead Age 2 (2020) - Early Access Review

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Today we're talking about my review of the early access RPG roguelite that is Dead Age 2! This one was a tough one because there are things that I really enjoyed and things that I really didn't. They have released two patches since the writing of this review. I hope it helps you!

Dead Age 2

SP/MP: Single-player
Setting: Apocalypse
Genre: RPG
Platform: PC
Release: In development

Details

Troubleshooter: Abandoned Children - Review @ TBL

by Hiddenx, Sunday - July 19, 2020 18:30

The Turn Based Lovers have reviewed Troubleshooter: Abandoned Children:

Review

Troubleshooter: Abandoned Children (Troubleshooter), a game by the small Korean studio Dandylion, is an ambitious game intended to be the first of a series of tactical Role-Playing Games (RPGs) set in the world of Troubleshooter. It is a game that has clearly been informed by X-Com with a heavy flavoring of Japanese RPGs (JRPGs) and with a dash of Final Fantasy Tactics (FFT): War of the Lion included in the mix. 

Troubleshooter is the first game for the studio and when it was first released into early access, it was intended to include a huge story with multiple chapters, multiplayer support, and an extensive amount of content and customizability.  After years in early access, it was given a full release in April, with the company honestly admitting that this was in part to generate money to allow for further development. Neither of these is a great sign for such a small studio and is frequently an indication that the game is likely to be some sort of failure. Yet despite these warning signs, Troubleshooter has very good reviews on Steam. As of right now, its overall positive review rate is categorized as “Very Positive” with a 93% rate, and its recent reviews are “Overwhelmingly Positive” with a 95% positive review rate. So the question is are these reviews accurate? Are they an indication of a good game or just a small, dedicated fan base who have found a game that fits their specific needs?

[...]

I can’t in good conscience recommend this game to someone who prefers more bite-sized experiences, prefers simpler games, or who may find the slow unveiling of features to be a turnoff, but if you do not fall into any of those categories, I can heartily recommend it. 

This is one of my favorite games, and I have already spent hundreds of hours playing it and truly expect to add at least another hundred hours to it before I am done. It is a great game and one that I truly think any true turn-based RPG fan (who does not fall into the groups noted above) will greatly enjoy.

Score: 9/10

Troubleshooter: Abandoned Children

SP/MP: Single-player
Setting: Modern
Genre: Strategy-RPG
Platform: PC
Release: Released

Details

Dead Age 2 - Early Access Version released

by Hiddenx, Thursday - July 16, 2020 18:05

The Early Access version of Dead Age 2 has been released:

Dead Age 2

Dead Age 2 is a unique combination of survival, management, Rogue-Like events, turn-based combat, classic role-playing game with tons of quests and a story in which your decisions directly affect plot progression!

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Features

  • More complex story with no knowledge of the previous storyline necessary: If you haven't played Dead Age you will still be able to follow the diverse story of Dead Age 2 without difficulty.
  • Improved combat system (Final Fantasy X meets Darkest Dungeon): with fast-paced yet strategic battles and use of up to 24 skills
  • Faction Reputation System: Increase your standing with the three major factions to reap rewards and improve trade
  • 3D Base-Management: Assign tasks to survivors, craft items and expand you camp's capabilities for improved crafting options
  • Compact Open World: Free exploration of the world map with 80 detailed locations to search for valuable resources
  • Decisions with Consequences: Your decisions directly affect the story in a much more drastic way. Dead Age 2 has six unique possible endings
  • Rogue-Like Elements: random 3D events with permadeath! If you die, you may purchase upgrades unlocked in previous runs for your next playthrough. Choose from 3 difficulty levels

 

Dead Age 2

SP/MP: Single-player
Setting: Apocalypse
Genre: RPG
Platform: PC
Release: In development

Details

Mount & Blade II - Preview

by Hiddenx, Monday - July 13, 2020 19:20

Bluesuit checked out the Early Access version of Mount & Blade II: Bannerlord:

Mount & Blade II: Bannerlord (2020) - Early Access Review

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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 II

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development

Details

Wasteland 3 - Beta Improvements & Mac/Linux Delay

by Silver, Friday - July 10, 2020 23:36

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


Greetings Rangers,

Your testing and feedback during the Beta was invaluable, and we’ve already incorporated a number of your requests—in addition to fixing bugs, improving performance, and continuing to finish up the game. We wanted to share details on a few of those with you today.

First though we have some news for our Mac and Linux players—we’ve made the difficult decision to focus Wasteland 3’s initial release on Windows 10, Xbox One, and PlayStation 4. We’re prioritizing the work for Mac and Linux post-launch, and expect it to be complete by the end of the year. This wasn’t an easy decision to make, but ultimately will result in a better overall product for Mac and Linux as well. We’re still a small studio considering the size of the games we like to make, and this allows us to keep our engineers dedicated to the core game systems.

We know that for some of you the additional wait will be frustrating, and we want everyone to feel satisfied with their experience, so we’ve taken steps to ensure we can offer refunds beyond the standard Fig and Crowd Ox refund cutoffs. We know Wasteland 3 will absolutely be worth the wait, but we respect your pledge, and we want you to be confident in continuing the journey with us. Contact us through the inXile support site if you’d like to discuss that option. Please be aware that once retail keys are distributed, and/or physical rewards are shipped, we will no longer be able to offer refunds—rewards are expected to be sent in the next few weeks.

Beta Makes It Better

Before we get to the improvements we’ve been working on since Beta, it’s important to note that this isn’t a comprehensive update on all the features, fixes, and feedback we’re working on—these are some of the things that we have fully implemented. We’re looking forward to sharing a few more as development wraps up.

Alternate Firing Modes

One of the most common requests from Beta participants was bringing back firing modes for automatic weapons. Our thought in removing them was that the types and variety of weapons we have in Wasteland 3 will more than make up for single- and multi-shot choices, but the message was well received.

That said, we couldn’t just throw it back on a few assault rifles and call it a day. Wasteland 3 (like everything else) punches it up to 11, and we’ve added additional firing modes to many weapons across the game. That’s right, no matter what weapon type you’re using, be it a shotgun, assault rifle, pistol, or sharpened road-sign, you’ll likely have access to an alternate firing mode. These are attacks that aren’t inherently better, but provide you with situational flexibility—and in the right circumstances they can be devastating. These alternate firing abilities won’t generally be found on powerful or unique items, or weapons with their own secondary effects.

Here’s a quick look at some alternate firing abilities that can be found.

 

Custom Portraits

This one wasn’t so much a Beta request as a question we get from time to time, and we can confirm that custom portraits are in, and they are spectacular. This is a PC-only feature that allows you to create, name, and once again add a custom face to each of your squad members. Might we recommend a squad made entirely of your family and friends? Or the various ingredients in a ham and cheese sandwich?

However you choose to roleplay your squad, custom portraits can help put on a finishing touch.

Custom portraits should be 420x337px as either a JPG or PNG and placed into a self-created folder named: C:\Users\[USERNAME]\Documents\My Games\Wasteland3\Custom Portraits\

Sell Junk

Yes, we will indeed have a sell junk button when visiting merchants. We’re not exactly challenging the paradigms of game design here, but it was a common Beta request/mention. Good job, you.

 

Hide Armor

We shared this on social a while back, but this is a good place to show it again—with an update! Based on Beta feedback we’ve added the ability to hide your armor, and that now also includes leg armor.

 

All Animal Companions in Combat

One of the features we’ve gotten consistently positive feedback on has been the Animal Whisperer system and bringing animals along with you in the game; however, there was a clear message we received that people would like to see more animal friends taking an active role in combat. You’ve spent the points, you’re bringing these furry friends with you, and so it only makes sense that they’d be able to assist you with claw and fang as you explore Colorado.

To that end we’ve added attacks and attack animations to all creatures in Wasteland 3, allowing all animals to join you in combat, and making this a more fulfilling skill to put your points into. We’ve also redone all the animal walk, run, and idle animations.

Here’s a short video of their attacks in action:

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As we mentioned at the top of the article, this isn’t an exhaustive list of Beta feedback-led changes and adjustments but are some of the systems that are already fully implemented.

We’re of course looking forward to continuing to share updates as we near Wasteland 3’s release on August 28!

Wasteland 3

SP/MP: Single + MP
Setting: Post-Apoc
Genre: Tactical RPG
Platform: PC
Release: Released

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Knights of the Chalice II - Post-Kickstarter Update

by Hiddenx, Tuesday - July 07, 2020 16:59

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 enquiries@heroicfantasygames.com 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 enquiries@heroicfantasygames.com (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! :-)

Knights of the Chalice II

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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Black Geyser - Gameplay

by Hiddenx, Monday - July 06, 2020 20:20

Spidey1958 checked out the Beta-version of Black Geyser: Couriers of Darkness:

Black Geyser: Couriers of Darkness

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Thanks Couchpotato!

Black Geyser

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: In development

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