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Dungeons of Chaos

2018-02-08

Dungeons of Chaos Review

Forgottenlor reviews a game that takes us back in time to the good old days.
» Continue reading the article...

Battles of Norghan

2017-12-21

Battles of Norghan Review

Forgottenlor fights his way through the tournaments in Battles of Norghan, but can he win the cup?
» Read the article

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Picture Watch

Hero-U: Rogue to Redemption
Box Art

Poll Watch

Are you excited about the 2018 games?
Absolutely not
2.08%

Not really
25%

Somewhat excited
33.33%

Oh yes!
39.58%

Vote

January

Stardew Valley - Has Sold 3.5 Million on PC

by Silver, Monday - January 22, 2018 12:57

DSOGaming reports that Stardew Valley has sold 3.5 million copies on Steam.

Now while Superdata did not reveal the exact number of sold copies, we can take a look at Steamspy in order to get an idea of how many the PC sales actually are. And according to Steamspy’s data, the Steam version has sold 3.5 million copies.

[...]

Stardew Valley

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

Details

Wolcen: Lords of Mayhem - 2018 Roadmap

by Hiddenx, Friday - January 19, 2018 20:37

Henriquejr spottet the 2018 Roadmap for Wolcen: Lords of Mayhem:

2018 Roadmap for Wolcen

Hello everyone !

The last year has been significantly important for the development and the evolution of Wolcen. From version 0.3.5 to 0.5.0.4a we released a dozen patches and pushes at least as many hotfixes. 2017 was about giving our players substance to start enjoying the content of the game and the core features of Wolcen and we worked hard to update the game twice every month.
[...]

2018, the year of Rebirth

We’re putting a lot of hopes in 2018 and made the proper arrangement to make these hopes come true. We are still in the process of planning the additions to the game and calculating the time and efforts needed to achieve our goals, but we plan to sweat a great deal this year. And not only because we’re on the French Riviera.

Updates status
With the team growing and the development reaching a critical point for the future of the game, we plan to apply updates every 2-3 months with major and quality content addition. The pace we had didn’t allow us to optimize the game and reduce significantly the amount of crashes as well as making the proper testing. We want to provide more quality to Wolcen, we heard the need for more optimization, content, and less crashes despite the Alpha status of the game and we want to improve on that. This will lead the next patch to be pushed in March.

Linux version status
Wolcen has proven to be a very challenging game to make and maintain, and we’re all highly motivated to lead it to its release and even more. Despite that passion, we’re facing the real problem of time required by all the corrections and additions we must make to make this game great. Knowing that, having a second version of the game for created content as well as maintenance would present a very high difficulty with our current staff, specially without penalizing the PC version itself. As much as we would like to provide the Alpha and Beta version to Linux users, we must face the fact that this will be more time consuming than productive for the game. Therefore we have decided that the Alpha and Beta version will not be implemented on Linux.

Scenario

The last month was very productive and we anchored the core elements of the 5 acts storyline. Regarding the way we’re going to tell the story, we want to innovate on the narrative style, and we hope that you will enjoy what we plan. We will also use the social networks to introduce the main characters, villains, and areas, without spoiling too much of course ! Wolcen Studio now has a hero fully dedicated to that side of the development and we’re confident things will move forward much faster thanks to him.

Gameplay
There will be a lot of improvements in the Gameplay as well. Here is a non-exhaustive list of what we plan for this year:

  • Shrines
  • Crafting
  • Multiplayer
  • New act I and more !
  • Minions
  • New PST sections
  • New skills in active skill tree
  • New spells
  • New monsters, bosses, and AI behaviors
  • New NPCs
  • New item types including weapons (bows!), armors and trinkets
  • More new music and sounds
  • Combo improvements
  • Apocalyptic form !

We will also internally work on the future content of the game’s scenario but so far we don’t plan to release it for the Alpha or the Beta to provide a testing environment for spoiler sensitive players.

Animation & FX
Addition to the team will allow us to improve the animations, characters and FX in the game to make it even more epic and enjoyable. We want to keep the same visual quality for Wolcen and even improve it if we can. We also plan to work on the player's characters, both male and female, to improve their looks and behaviors, as well as providing cool options to personalize your experience of the game.

Environment
With the development of the scenario, we plan to create a lot of new environments that will support the story of the game and allow players to explore the world of Wolcen, including new areas for the Republic faction and new corrupted zones, as well as other new areas we prefer to keep silent at the moment to avoid spoiling.

Audio
We plan to add voices in the game to improve the game experience and the immersion. They will not be implemented until we’ve finalized the content, but they are planned. New musics are also in the pipes.

In conclusion
The 2018 calendar for Wolcen is very fraught with content. We will continue to focus on the gameplay content more than the scenario release. The gameplay elements need much more testing than the story, and we don't want players to refrain from testing because they're worried of being spoiled. We will then focus on the endgame content to allow player to have fun while testing the game and its features. Patches applied less often will allow us to add more content in a more stable environment so our Community can enjoy the game while testing it.
Don't forget your feedbacks will always help us to make the game even better so do not hesitate to provide them to us, it’s really important for us to know how you feel when you play Wolcen: Lords of Mayhem.

Of course, we didn’t cover everything you should know regarding this year, but we will continue to update you on the status of our team, so you will know soon enough :)

Once more, thank you all for your support. This means a LOT to all of us.

The Wolcen Team

Wolcen: Lords of Mayhem

SP/MP: Single + MP
Setting: Fantasy
Genre: Hack & Slash
Platform: PC
Release: In development

Details

Nantucket - Preview @ Rock Paper Shotgun

by Hiddenx, Friday - January 19, 2018 01:47

Rock Paper Shotgun checked out Nantucket:

Wot I Think: Nantucket

My rotten sloop is wheezing into port, the decks slick with blubber and blood, and still it isn’t enough. The sea teems with life and before this day is done, I swear I will silence all of it. From our home port to the distant shores of Europe and Africa, the water will run red.

This is Nantucket, a strategic-RPG about the golden age of whaling. I’m hunting for Moby Dick but it’s a long voyage from lowly captain to vengeance and fate personified. Mostly, my time is spent stabbing tiny baby whales until they turn into piles of money and food.

To help me in my quest to vanquish the all-destroying but unconquering whale, I’m going to bring my friends from the band Mastodon into the room. Let’s see how their version of events, as told in the song Blood & Thunder from Moby Dick concept album Leviathan, matches with my experiences.
[...]
Sid Meier’s Pirates! Is the closest thing to Nantucket that I’ve played. Both games involve moving from port to port trying to gather riches. Both have you dividing your takings among your crew. Both have an open-ended nature and can sometimes lack focus.
[...]

Thanks henriquejr!

 

Nantucket

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

Details

Nantucket - Released

by Hiddenx, Thursday - January 18, 2018 19:47

The Naval Sim/Strategy RPG Nantucket has been released today:

Nantucket

Chase after Moby Dick, and live through the Golden Age of American whaling in this seafaring strategy game. Set sail around the world, manage your ship and crew, and live Ishmael's story, the sole survivor of the Pequod, a few years after the events narrated by Herman Melville in his masterpiece.

Features:

Set sail and explore the seas
Set sail around the world, visit cities, and increase your prestige by hunting whales, landing jobs, and searching for new adventures.

Be the captain you want to be

Develop your character in true RPG fashion, by increasing your stats, choosing your reactions, and developing your seafaring skills.

Manage your ship and crew

Hire and manage your crew, give them tasks on your ship, and improve your ship with new compartments, expanding your ship's capabilities.

Experience the Golden Age of whaling
Experience more than a thousand unique events tailored around your choices—and face the results of your actions.

Hunt whales and fight pirates
Discover new whaling areas, hunt whales for blubber, and protect your ship from pirates using a turn-based combat system.

Chase after Moby Dick
Follow an original story line and complete quests to unveil the secrets behind Moby Dick and dissolve Ahab’s curse.

Nantucket

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

Details

Stygian - Trailer and a Demo

by Silver, Thursday - January 18, 2018 07:54

Stygian: Reign of the Old Ones has a new trailer and a demo.

loading...

Public demo is out on Steam! You can now download Stygian and join the cast of desperate souls that are forsaken to walk the streets of our doom-struck town!

Stygian

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

Details

Hand of Fate 2 - Review

by Hiddenx, Monday - January 15, 2018 21:08

The Xbox Hub has reviewed Hand of Fate 2:

Hand of Fate 2 Review

When the original Hand of Fate dropped onto the Xbox One almost three years ago, it came out of nowhere. The intriguing concept of being an action-RPG/card game hybrid was enough to draw me in, and seemingly many others were drawn in too as its success has lead to a sequel. Even though Hand of Fate is a good game, there’s plenty of room for improvement and Hand of Fate 2 hopes to build upon that. Have Defiant Development dealt us a better hand in Hand of Fate 2, or will we be hoping for a redraw?
[...]
So overall, the surprise success has spawned a fitting sequel in Hand of Fate 2, with deeper RPG elements, interesting lore and some really great challenges which all feel different. The tabletop side and the new action elements blend together well to keep the excitement levels high, as do the new mini-games to test your nerve, skill and luck. The only things holding it back are the lame character customisation options, the annoying Dealer, and the amount of luck needed to succeed. It could also do with some additional enemy types thrown into the mix.

That still hasn’t stopped me going back for one more hand though, because I’ll show this mystical bloke that I am the master of my own fate. You should take the plunge and purchase Hand of Fate 2; it’s your destiny.

Score: 4/5

Hand of Fate 2

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

Details

Star Traders: Frontiers - Trackless Space

by Silver, Monday - January 15, 2018 12:17

A new major update for Star Traders: Frontiers.

Update #23: Trackless Space

15 JANUARY - TRESE BROTHERS

The relentless march down our dev roadmap carries on with tonight's major update. Over the last few updates, we've been putting cracks in the wall that is the starport rebuild, but this update knocks a serious hole through it. We're not done by far, but we've made the first major strides toward completing this dev roadmap item on the v2.1.x family.

As we round the corner to Update #23, we're excited to continue to tune balance, connect more systems, and improve the layering of politics, conflicts, reputation and all the rest.

Starport Revamp
The improved starport upgrade experience follows the same flow as before but allows you to compare components during replace, see the active list of filters on your list of components, get an exact price for the component you are trading in, as well as seeing the individual sources of discounts (Talents / Contacts) listed out.

In addition, we've rebuilt the display for ship components in generally, which you'll see in the starport and main status. Every modifier, bonus and stats for ship components is visible and listed and we've swapped a lot of the displays over to icon pairs to make them easier to scan quickly.

There is a lot more coming in this area before we can knock this officially off the dev roadmap, but we're on our way.

Encounter and Conflict Improvements
This release includes the first update to ship encounters -- changing the XP amounts granted for all types of ship encounters to clearly mark the incentives down the chain of options -- from victory as the best down to surrendering as the lowest.

We've also upped the Reputation granted by Solar and Trade Wars in ship victory to further reward chasing these conflicts and throwing your strength behind one Faction or the other.

Railguns were the only weapon sporting both Void and Radiation Damage, and we've simplified the weapon type down to just Void.

Mission Navigation
This release continues the work from last release including buttons to navigate and set waypoints for missions and the next mission steps quickly and easily as you move through them. You can now complete missions potentially without ever opening the Mission List which helps move things along and reduce overall clicks.

Whenever you recruit an officer from a Contact, they now recruit with Rank 1 in their primary Job, which gives you all the freedom to assign the rest of their ranks as you please.

v2.0.61 - 1/13/2018
- Improved Starport Upgrade experience -- compare components, see active filters, see trade-in price, discount sources
- Improved ship component display on all screens -- engines, weapons, skill bonuses, component damage
- More Starport and component upgrades coming!
- Officer recruits from Contacts only starts with 1 Rank in primary Job -- increased freedom to assign Jobs
- Rebalanced Experience rewards for all results in ship encounters -- Victory, Draw, Defeat, Surrender
- Balanced Reputation gained by defeating enemy ship in Solar or Trade Wars
- Mission Summary now offers an immediate Navigate Now button under valid step
- Mission completion now offers a Waypoint option for the next mission step
- Slight increase in Intel Record counts from Spying to help Trait / Talent / Component % bonuses make impact
- Fixed issues with Officer skill bonuses (Tactics / Command) in ship combat
- Increased cooldown for Makeshift Repairs to match Port Maintenance, clarified log message
- Fixed issue where ship combat was not correctly ending after striking down enemy Captain while boarding
- Fixed issue where some orbital missions were ghosting after completion
- Fixed issues where victory in ship combat from damage over time effects was delayed by 1 turn
- Removed redundant Radiation Damage from Railguns
- Prevented running Exploration with less than 6 crew
- Prevented running Orbital operations with less than 6 crew

Star Traders: Frontiers

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

Details

Low Magic Age - 40% off Sale

by Silver, Monday - January 15, 2018 03:41

The latest update for Low Magic Age is Adventure Preview #10 which explains some features of the yet to be released Adventure campaign. Low Magic Age is currently 40% off until January 28th.

Adventure Preview #10

27 December, 2017 - Low Magic Studios
Advanced Facilities in Cities

Unlike small villages that are sparsely populated and slow growing, adventurers can do much more in prosperous big cities: more formal adventure gear stores, more exciting wondrous item shops, and temples that selling various potions and scrolls.

Low Magic? High Magic?
As the name implies, the main story of Low Magic Age occurs in a low-magic world, at least in the early and middle stages of the adventure. But this does not mean that we must forbid the use of potions, scrolls and other relatively high-magic items. Especially the Potion of Heal and Scroll of Resurrect, they are essential for a smooth adventure. So, in normal and easy game difficulty, we'll allow players to obtain and use these items relatively easily.

This is a typical example of balancing reality and gameplay. Of course, in the meanwhile we will provide more challenging difficulty options that limit the use of these items to bring different adventure experience.

Carrying Capacity and Trading Goods

In the Arena mode, players only need to think about the load condition of the character himself. In the Adventure mode, we added two additional concepts about the load:

1. Carrying capacity of party backpack: All the unused equipment and other adventure gears are stored in the public party backpack. The carrying capacity of party backpack is the sum of party members' carrying capacity.

2. Carrying capacity of trading goods storage: The trading goods storage is an independent space for storing and delivering trading goods. Different from common retail items, trading goods are for wholesaling only. The total weight of goods is often unexpected. So the carrying capacity of trading goods storage must be considered carefully.

Every adventure party is initially equipped with the default trading goods delivery method that provides the carrying capacity usually ten times the base carrying capacity of party. With the adventure goes on, the party can obtain or upgrade to bigger storage and supporting delivery methods.

Low Magic Age

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

Details

Death Trash - Preview @ PC Gamer

by Hiddenx, Sunday - January 14, 2018 17:28

PC Gamer checked out the post-apocalyptic pixel art RPG Death Trash:

Death Trash is a post-apocalyptic RPG filled with profanity, gore, and puke

The pixel art is seriously impressive.

Death Trash promises to be a lot of things, most of them unpleasant. It's a post-apocalyptic, cyberpunk RPG filled with, in its own words, "large flesh beasts, grotesque, sexual references and trash-talking unlike anything seen before". Your character can even puke on demand, if you give them the right ability. But despite all that, it's the art that's really caught my eye.

[...]

Death Trash

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

Details

Mount & Blade II - The Aserei

by Hiddenx, Sunday - January 14, 2018 17:22

Learn more about the Aserei inthe newest Mount & Blade II: Bannerlord dev blog:

Dev Blog 11/01/18

Greetings warriors of Calradia!

To the south of the imperial heartland lies the Nahasa, the Bronze Desert, ringed by mountains, hammered by the sun. A traveller coming over the passes from greener lands would first see fields of dunes broken by gravel plains and volcanic outcrops, shimmering under the heat haze. But there is water to be found underground, trapped in depressions or beneath the wadis where the occasional flash flood rumbles by. And in these oases people have settled. They are divided into dozens of clans and sub-clans, each with its elaborate genealogy, but are collectively known as the Banu Asera or the Aserai after the legendary patriarch Asera, whom they all claim as an ancestor.

The Empire even at its heights preferred not to send its legions into the army-devouring wastes. Instead, it projected its power into the Nahasa by cultivating clients and allies among the clans, who competed in an endless dance of power. Those clans that could secure a hold on the oases won an imperial subsidy to protect passing caravans and grew rich. Those who could not were pushed into the desert, left to raise goats and camels and raid caravans until they could plot a comeback. Today, with the waning of the empire offering new opportunities and new risks, the Aserai have agreed to form a confederacy under a sultan chosen from richest of the clans, the Banu Hulyan. But everyone knows that the dance has only temporarily been stopped, and at the right moment it will begin again.

The Aserai are based on the Arab tribes just before the great Islamic conquests of the seventh century, which created a diverse tri-continental caliphate whose scale and institutions don't really fit Bannerlord's political system. In the centuries before, the Arabs formed a series of confederations and kingdoms inside and on the margins of the Arabian and Syrian deserts. Many think of the entire Middle East as arid wastes, even though most of the more famous battles, especially during the Crusades, were fought in coastal Mediterranean regions or the highland steppe of Anatolia. The Arab heartland however really is mostly desert. Our landscapes reflect the harsh beauty of dunes, craggy mountains, and oases, along with the less glamorous stretches of wasteland in between, like scrubland and dry wadis.

Historians have left vivid portraits of the chieftains, kings, and occasional ruling queens of Palmyra, Kinda, Hirah, and other principalities of the deserts. Some were morally complex characters, managing their domains with a mixture of cajoling, threats, bribes, skulduggery, bravery, and shameless nepotism. The Aserai sultan, Unqid, is cut from this mould. Their task was not made easier by warrior-poets like Imru al-Qais, Antara, and Tarafa. These untameable mavericks wrote lyric verse about the transitory nature of human experience, their memories of liaisons with their beloved in a now-deserted campsite slowly erased by wind and flood, then used it to segue into a string of boasts about the battles they won and the steeds they've ridden. We're using Bannerlord's new events system to create a backstory of grudges and feuds that will test an aspiring sultan's ability to placate and lead.

Mideastern armies are popularly associated with horse archers, but in fact those only became prevalent about two centuries after the founding of Islam with the influx of Turks. The Arabs fought with short sword, long spear, and foot bow. Warriors prided themselves on their flexibility, fighting as light mounted lancers or heavy foot, in formed ranks or as individual champions. Javelins, a favourite weapon of the Berbers, made their appearance in Islamic armies fairly early, and we have the Aserai use them as well. All in all it's a mix of good troops, pretty well balanced across cavalry and infantry. The Arabs were famously proud of their horses, and the Aserai breeds - produced by pastures in Aserai lands - will have unique characteristics. Middle Eastern warriors wore a mix of armours, often under richly embroidered textiles. Bannerlord's physics model gives us new options in bringing the pageantry of these armies to life, with banners, horsetails and robes fluttering in the desert breeze.

The Aserai, like all Bannerlord cultures, will have minor factions. The Jawwal are Bedouin nomads, like those who plagued caliphs, sultans and kings throughout Islamic history. And though our reference point is late antiquity and the very early medieval era, we've also introduced some institutions that thrived under the caliphs. The Ghilman, a brotherhood of slave-warriors, represent the forerunners to the Mamluks who fought for and later came to dominate the caliphate. Aserai towns meanwhile will be dominated by the back-alley mafias who feature in tales of urban Middle Eastern life, from The Thousand and One Nights to the novels of Naguib Mahfouz. The desert of the south will be hard to rule and dangerous to traverse, but the other realms ignore it at their peril, lest it suddenly throw forth a host capable of bringing empires to their knees.

In next week’s blog we will be speaking with Writer and Designer, Steve Negus. If you have any questions you would like to ask him, please leave a reply in the comments section and we will pick one out for him to answer!

Mount & Blade II

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

Details

Bevontule - Kickstarter Launch: January 29

by Hiddenx, Friday - January 12, 2018 20:55

Rjshae spotted on ModDB that the Kickstarter for Bevontule will be launched on January 29:

Kickstarter Announcement!

News article describing Bevontule's upcoming Kickstarter launch.

Hi all! Today we wanted to formally announce that we will be launching a Kickstarter campaign on January 29th!

Bevontule has been in development for over two years, primarily by just two people and while we have made an incredible amount of progress and wouldn’t trade it for anything, it’s come at a price that we could have never anticipated.

But after five pre-alpha demos, several conferences, thousands of positive comments and ten thousand hours of development, we’re confident that we’re in a place where we can put ourselves out there—and with what we’ve accomplished, I firmly believe that not only will we raise the necessary capital, but we’ll absolutely shatter our fundraising goal!

With your help and support, come January 29th, we’ll be embarking on the largest, most difficult, and potentially most rewarding leg of our journey and we hope to see you all there!

And once again, a big thanks to friends, family, and fans for your continued support!

 

Bevontule

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

Details

Avernum 3: Ruined World - Release Date: January 31

by Hiddenx, Friday - January 12, 2018 20:32

The Exile 3/Avernum 3 remake Avernum 3: Ruined World will be released on January 31:

Avernum 3: Ruined World

The conclusion to our hit indie fantasy trilogy! Avernum 3: Ruined World is an epic, indie fantasy role-playing adventure with many hours of gameplay. Explore an enormous world that evolves as time passes. Towns are destroyed. Refugees flee. Disasters happen.

Your people long to escape from their underworld prison, but the surface world is being destroyed. Fight plagues of bizarre monsters and win your freedom. Enjoy an intricate tactical battle system with multitudes of abilities, character traits, and unique magical artifacts.

Features:

  • Epic fantasy adventure with over 60 hours of gameplay. Explore an enormous underworld and a huge surface continent.
  • Rich game system with over 60 spells and battle disciplines and a multitude of beneficial character traits to choose from.
  • Well over 100 towns and dungeons, which change as time passes. Cities crumble as the monster plagues advance.
  • Fight to save the world. Or don’t! Do odd jobs. Be a bounty hunter or merchant. Buy a house.
  • Unique races and settings make Avernum different from any adventure out there.
  • Over 100 side quests and hundreds of magical artifacts.
The story of Avernum 3 is self-contained, and previous experience with Avernum games isn't required.

Avernum 3: Ruined World

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

Details

Depth of Extinction - Build 37

by Hiddenx, Thursday - January 11, 2018 21:14

The strategy RPG Depth of Extinction will be released in February - here's the DevLog for build 37:

Build 37 - Platform Environments and Pirates! Arrrgh!

Depth of Extinction First Access » Devlog

Finally! Build 37 is here. Save files *should* be compatible but for best experience, i would start a new game.

The biggest (and maybe most interesting change) are the new “Platform” environments.  These battles take place on the surface of the ocean on top of the remains of some ruined facilities. These should make for some different combat situations as the levels are laid out in a completely different way than the current interior levels and will require different tactics in order to succeed.

Platform missions are on the remains of old and ruined facilities that have been retrofitted as homes. Some may have secrets to find!

Camera controls have also been tweaked, especially the right click and drag camera movement (try it or reverse it in settings!). We also reversed the drag direction since I am assured that the old “reverse” drag is what most people consider the regular drag. I guess I’m not most people. I also realized that screen shake had been disabled prior to this build, so that’s back and improved (from before?). Also, a bug that did not actually give full control of the camera to the player when the “manual control” setting was enables has now been fixed. I hope.

A new faction makes an appearance in this build: Pirate! Argh! Avast! Swashbuckle! You’ll have sub to sub combat when things go south in a Pirate encounter. These should be a fun change of pace as they are short and only require you to eliminate the enemies for now. We have some more things planned for pirates in a future build.

Pirate missions are short and sweet

“Mini Boss” missions will now appear on your map and give you a bit of an extra challenge (if you want it). These missions (and the regular Boss missions) now take place in a special Arena style map that is not procedurally generated and has no Fog of War. Just beat the boss and get the heck out of there.

Some “cinematic” style text has been added to the beginning of the Boss and Pirate missions. Our long term plan is to replace all the spoken dialog in the game with this style of text. It just makes more sense from a budget perspective than voice over. We’ve got a lot of plans to make this a nice system to help develop the characters and give each one a specific personality.

Smaller Changes in Build 37:

  • Refactored how missions get created/allocated to make them less random such that you won’t see a lot of the same mission type in a given area.
  • Each interior station you visit will now have a more distinct theme related to the original purpose that the creators gave it. We call this the “facility” type. Some facilities we have in this build are the Computing Station, Medical Facility and the Robot Assembly area.
  • The cover that you see in facilities now has some connection to the enemy faction living there
  • UI work to update the loading screen and some of the modals to have a better style and more cohesion between them

[...]

Depth of Extinction

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

Details

Consortium: The Tower - Sweet Talk Terrorists

by Silver, Thursday - January 11, 2018 08:29

PCGamesN look at Consortium: The Tower and explore its reactivity.

[...]
Want to murder everyone as news drones buzz overhead? You can. Want to sneak through and incapacitate them all with electric shocks? Go ahead. Prefer to have a nice chat? Sure. Time goes on even if you do not do anything in Consortium, and every action you take is judged by your superiors who monitor your performance constantly, berating and praising you as you go. Occasionally, characters address you as well - yes, you, dear reader - breaking the fourth wall. It is a refreshing setting, and one that evokes the ‘One City Block RPG’ envisioned by immersive sim grandfather Warren Spector. 

The first time I drop onto the tower, I walk up to the first terrorist I see and speak to him, all friendly. He tells me his boss is an idiot and that nobody on the tower is allowed to attack me unless I shoot first. Nice. This gives me free reign to stroll around chatting to these gun-toting goons. Eventually, I voluntarily surrender and am locked up, before being freed from a cell by some unknown, interdimensional ally.

[...]

Consortium: The Tower

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

Details

Graywalkers - Nearly ready for Early Access

by Hiddenx, Tuesday - January 09, 2018 20:41

Project Indie reports that the tactical RPG Graywalkers: Purgatory will be released as Early Access game, soon:

Walk the Line Between Darkness and Light in Graywalkers: Purgatory

It has been a long journey for Graywalkers: Purgatory by indie developers Dreamlords Digital. Since its successful Kickstarter campaign back in 2014, the developers have been improving and honing all aspects of the game and it is now nearly ready to launch into Early Access on Steam. The developers define the Graywalkers: Purgatory as an emergent, strategic, and tactical turn-based role-playing game set in a stylish supernatural post-apocalyptic world and it is set to be the first in a series of games. It has been inspired by tactical games such as X-COM, strategic elements of Jagged Alliance and RPG elements of games such as Fallout and Wasteland.

[...]

Graywalkers

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

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Stellar Tactics - Load Time Improvements & Bug Fixes

by Silver, Monday - January 08, 2018 01:48

The latest patch for Stellar Tactics addresses load time improvements and fixes a number of issues.

Patch 0.113 - Load time improvements and bug fixes

8 JANUARY - STELLAR TACTICS

Well, I'm back at it after the holidays. Hope you have all had a great start to your New Year.

First - load times between levels have improved in all areas - about double what they were before on average. Areas like the trade station have improved but need more work. Load times are of course dependent on your system specs. I still have work to do in this area including loading from saves and a few other optimizations.

I've added new border highlights throughout the game for objects in the world environment.

I've consolidated a lot of the game data so patch sizes can be much smaller going forward.

Here are the notes:

FIXED - You can no longer equip a heavy turret to a light turret slot. If you currently have a heavy turret equipped to a light turret slot, you will only be able to equip a light turret to that slot going forward.
FIXED: Typo on new game creation screen.
FIXED: A crash when creating a new game - caused when clicking or dragging the mouse while the starting in-game cinematic was loading.
FIXED: Universe generation random seed can no longer exceed 8 digits in the entry field.
FIXED: When exiting video tutorials from the help menu, the game is no longer left in a paused state.
FIXED: Heavy turrets and missiles can no longer be placed in light turret slots. If you have a ship where you have equipped a heavy turret in a light turret mount point, it will still be there, however, you will only be able to equip a light turret there going forward.
FIXED: Hacking exploit fixed.
FIXED: Speak to Scarby mission now completes and is removed when speaking with Scarby.
FIXED: Travel to Achmedius Trade Port mission now completes. Just head towards the Cantina area on the trade port to auto-complete the mission.
FIXED: Capped afterburner speed while in combat so ships equipped with high quality warp drives cannot exceed the speed of combat projectiles.
FIXED: If a team member is blocked when walking towards or trying to use a object, they will no longer stop and then perform the action on next move or action.
FIXED: When entering a gravity well from micro-warp, occasionally you would lose keyboard control for thrust and rotatation - you would need to click in space to restore keyboard control of your ship.
UPDATED: The Pharris Mace AK-7 is now available on the ship merchant.
UPDATED: Updated the way characters interact with objects in the environment so animations do not delay interaction and block clicks.
UPDATED: Ship missile speed increased
UPDATED: The game now uses border highlights for interactive objects in world exploration mode. Old highlighting methods have been removed.
UPDATED: Ranged weapons (Pistols, SMG's and Rifles) that drop from enemies or purchased from vendors have had their maximum ammo capacity increased. This change is not retroactive and does not affect equipment you currently have in your inventory.
UPDATED: Nano's can now be equipped to all weapon types. There are a total of three ranged and three melee specific mods. Nano's are now global.
UPDATED: Tutorial videos are now higher resolution - some will be revised in future updates.

A note about sidearm range. The average range of sidarms was doubled in the last patch (Space Combat Patch). This bonus is applied when starting a new game to all starter weapons and to any new weapons you find. The change is not retroactive - so sidearms looted before the space combat patch still have the lower range - I won't be modifying them. Any loot drops or weapons found on merchants going forward will have the new range adjustments applied to them.

This patch adjusts maximum ammo up for rifles and sidearms. This can of course be adjusted by applying mods to higher quality items.

In Stellar Tactics, your ranged weapons have a falloff factor to chance to hit (accuracy) and bonuses applied based on your skill, stats and other factors with that weapon class. Here is how CTH and range penalties are calculated:

1) Your base CTH is calculated based on the weapons maximum range and the range to your target - a range penalty
2) A crouch bonus is calculated if you are crouched
3) A weapon skill bonus is calculated and applied. The higher your skill the more accuracy bonus is applied to the weapon. When you start the game, you have only a few points of skill in whatever your weapon choice was when you created your character. As you increase in skill, you will noticed that your CTH goes up - at higher levels you will rarely miss.
4) A STAT bonus is calculated (PER, DEX etc)
5) A weapon tier bonus is calculated ( Basic, Exceptional, Rare etc)
6) A weapon wear panalty is calculated (this is disabled for now until crafting and repair go in the game)
7) Your adjusted BASE CTH is calculated based on the information above.
8) A penalty for Burst and Full-Auto fire modes are applied if applicable (these will be adjusted when I work on the ground combat system)
9) A body target penalty is applied to the CTH calculation - smaller body parts are harder to hit - like a head shots.
10) And finally an equipped mod bonus is applied to the calculation if applicable
11) Some weapons recieve a CTH bonus factored by range applied to the final calculation.

As I mentioned, sidearms have seen a bit of attention doubling their range. I am listening to the feedback your are posting and I'll start working on a good number of changes and additions to the combat system starting next week. These include the addition of a few new options in combat, adjustments to the movement and blocking system, burst and full-auto damage and effects and the removal of a number of general gameplay annoyances that are on my list to fix. I'll keep you all posted as I make progress on this.

Thank you all for the feedback.

Stellar Tactics

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

Details

Realms Beyond - Progress Updates

by Silver, Monday - January 08, 2018 00:37

Realms Beyond has had a number of updates about its progress since the new year. January 1st saw an update about exploring the world then January 5th saw an update on sound design with some music samples.

Sound Design #2: Attentive music matters

On the technical side, modern computer game development, especially in the field of roleplaying games, it appears, is very heavily focused on the visual presentation. Eye candy sells, there can be no doubt. Many will argue that music and the sound design are somehow important, too, but for the most part, it is the graphics that draw players in.

Back in the early days of computer games, computer RPGs never really considered graphics as their key focus. A large part of the reason was that hardware limitations kept things in check and so, game designers turned to music and sound effects to create the proper atmosphere. Nowadays, we have come to think that a bunch of hyperrealistic graphics with some epic music underneath make for great atmosphere, but you really couldn’t be more wrong.

Music offers very subliminal ways to manipulate the player’s mood. Especially in computer games it can affect the mood in so many different ways. And that’s the reason why we care not only about adequate graphics but also about precisely-tailored music (and sound effects, as you already know). To achieve this goal, we pay a lot of attention to the creation of the music for Realms Beyond.

We are currently working on the different combat themes. To achieve a dense atmosphere, we decided that we needed not only one but several separate themes. The driving force behind this decision was that e felt it was important to underscore different types of combat situations with different types of music. A small skirmish has a very different feel than an epic battle and the music needs to reflect that appropriately.

But it goes beyond that. Skeletons, for example, are very different from human knights. Not only do they look different or fight differently, no, they also have to have a different sound design. It is our job to create different types of atmospheres for different kinds of encounters because after meeting the skeletons, an encounter with goblins or a diabolic demon should also have a different sonic quality.

By the time it is all said and done, every type of enemy will have it’s own rhythm, harmony or motif and, perhaps, even it’s own signature instrumentation. This will be in addition to the original Realms Beyond instrument setup, consisting of a string sextet, some large o-Daiko Drums and several other instruments that have very unique sound qualities to fit in with the dark and gloomy mood of our game.

But I get it, talk is cheap. You want to hear something. Alright. Let’s take a look at the Undead. If you get tangled up in combat with these guys, aside from the standard string sextet, you will also hear a scary-sounding Indian dilruba, along with the sounds of anklungs, which always remind me of rattling bones.

To illustrate this, here are three sound samples for you to listen to. Each one represents a different type of enemy. But please keep in mind, we have slightly reduced the quality of these MP3s to conserve bandwidth here on the web. In the final game, you will be able to enjoy music and sound effects in much higher quality, of course. I should also point out that music is still a work in progress and that what you hear is not a final piece of the game.

[...]

Realms Beyond

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

Details

Dark Quest 2 - Last Quest now Available

by Silver, Friday - January 05, 2018 12:11

Dark Quest 2 has added the final quest into the game for version 1.0 meaning you can kill the evil sorceror and claim victory.

v1.0.0 - Last quest is now available, test perception to dodge trap, last monster drops a pot!

3 JANUARY - BRAIN SEAL ENTERTAINMENT
∙ Updated the icons of the Hardcore and Talisman achievements.
∙ Fixed a bug that would not unlock the hardcore, talisman and executioner achievements.
∙ Added the final quest, you can now fight the evil sorcerer himself.
∙ Added ending video that plays after you defear the evil sorcerer.
∙ Fixed a bug with divine shield being stuck when a hero would exit the room.
∙ Replaying a quest for first time is now a little easier.
∙ Fixed a sorting bug with the steel fire holder that would make it draw in front of characters.
∙ Fixed a number of spelling mistakes throughout the game.
∙ Updated text on some tutorial screens.
∙ Level 3 detect traps or the torch now allow you to test your pereception when you accidentally steped into a trap to dodge it.
∙ Killing the last surviving monster will now drop a magic pot.
∙ Surrendering now allows you to keep your magic pots, take 50% gold and no items
∙ If you lose all heroes in a quest you get to keep nothing (no gold, no pots, no items)
∙ Fixed a bug with the barbarian when starting a new game that wouldnt show the correct number of potions he had in the alchemist.
∙ Default walk speed is now very fast.
∙ Improved color coding on several abilities.

Happy new year!!

Dark Quest 2

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

Details

Strike Team Hydra - Review @ Toucharcade

by Hiddenx, Thursday - January 04, 2018 18:26

Toucharcade reviewed the tactical RPG Strike Team Hydra last year. The game is now available for the PC as well:

'Strike Team Hydra' Review - Trading Walking Guns for Regular Guns

Wave Light Games came virtually out of nowhere with the excellent tactical RPG Demon's Rise a couple of years ago. Perhaps more impressively, the small developer updated the game frequently, responding to player feedback to hammer out many of the game's dents and rough edges. All of that work paid off when Demon's Rise 2 was able to launch last year in a much more polished form than its predecessor. Naturally, that game got more than a few updates as well. One problem that sequel faced was that the original game was updated so often, the sequel had trouble distinguishing itself, an issue that likely would have afflicted a third Demon's Rise had that been Wave Light's next project.
[...]
This particular developer seems to get a little better all the time, and Strike Team Hydra is a good example of that. It's easily the most playable and refined of Wave Light's TRPGs, and the change in theme certainly helps to freshen up even the returning elements. It's not a replacement for the soon-to-be-departed XCOM, but it's not really trying to be. It's a straightforward, well-built tactical role-playing experience, one that deserves a spot in the collection of any fan of the genre. One can only hope that two more rise in its place.

Score: 4.5/5

 

Strike Team Hydra

SP/MP: Single-player
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Strike Team Hydra - Released

by Hiddenx, Wednesday - January 03, 2018 22:00

The tactical RPG Strike Team Hydra has been released last month:

RPG Strike Team Hydra

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You are the commander of an elite Strike Team aboard the warship, HYDRA. Your first combat mission will have you leading your team in vicious ship-to-ship battles against the Sethari, a mysterious alien race whose soldiers are genetically bred for war.

In Strike Team Hydra, you lead an elite squad of futuristic soldiers in grueling, turn-based combat. Using an intuitive, action-point system, command each warrior to use cover, suppressive fire, advanced weapons and iron will to defeat the enemy. Always outnumbered, your soldiers will depend on your tactical brilliance to prevail.

  • COVER: Use barricades and barrels as cover for your soldiers. Less conventional force fields and tachyon fields can also grant a tactical edge to those that hold them.
  • SUPPRESSION: Use suppressive fire to pin enemy soldiers in place before finishing them off in close assault or with a well-placed grenade.
  • ACTION POINTS: Every action, including movement, attacks and special abilities, requires action points. Spend them wisely to achieve victory.
  • MORALE: Your soldiers and the enemy are affected by their courage and determination. If the battle goes well, they fight with grit and determination. If it goes badly, they will focus more on saving themselves than the mission at hand.
  • CHARACTERS: Build a team from 12 different character classes ranging from heavy-weapon specialists, snipers, rangers, to exotic classes such as the deadly psi-operative. Freely switch members of your team as you progress through the campaign and enlist heavy robots and other units for special missions.
Play through a campaign featuring 28 intense firefights including various mission objectives and grueling boss fights. An additional 20 combat missions are available to hone your skills.

Strike Team Hydra

SP/MP: Single-player
Setting: Sci-Fi
Genre: Tactical RPG
Platform: PC
Release: Released

Details

Age of Fear 3: The Legend - Video Review

by Hiddenx, Tuesday - January 02, 2018 19:15

James Allen checked out the Strategy RPG Age of Fear 3: The Legend:

Age of Fear 3: The Legend Gameplay Review

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I'm playing Age of Fear 3: The Legend, a turn-based fantasy strategy game by The Age of Fear Team. The game features two lengthy, challenging campaigns of scripted missions against numerous enemy units. In addition, multiplayer skirmish battles on a small number of maps (no randomized maps) are available on a LAN or against the AI; team rosters are customized before each match.
There are a lot of units to choose from scattered across several races, with many interesting abilities to take advantage of during battle. Age of Fear 3 retains the gameplay of its predecessors: turn-based on maps devoid of hexes, where units can block the movement of enemies to shield heroes and support units. The AI is strong, able to cope with the multitude of unit abilities and provide a competent opponent.
While the gameplay of Age of Fear 3: The Legend is not significantly different from the previous games in the series and the game engine has remained the same for six years, the long campaigns and huge variety of units and abilities do provide value in this new edition.

Age of Fear 3: The Legend

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

Details

Staxel - Release Date: January 23

by Hiddenx, Tuesday - January 02, 2018 12:14

The sandbox RPG Staxel will be released on January 23 on Steam:

[...]

Steam testing

A lot of you will know that we’re getting very close to releasing Staxel on Steam. Nerve-wracking as it may be, we need to knuckle down and make sure we’re ready for it, and that means fixing all the bugs and finding the ones we don’t know about.

We’ve recently started sending out Steam keys to a small number of people who’ve already purchased Staxel on the website. This has already given us invaluable information and some great feedback to work with.

If you haven’t received a Steam key yet, don’t worry! It won’t be long until you get yours when we launch on Steam. In the meantime, if you have found any bugs or issues you think we should know about, or you just fancy hanging out with us, why not come and join the Staxel Discord where we have a dedicated #testers channel to help with the cause!

[...]

Staxel

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

Details

Star Traders: Frontiers - Update

by Hiddenx, Tuesday - January 02, 2018 12:00

Here's the New Year update for Star Traders: Frontiers:

Update #18: Political Strife

Happy New Year to all of our Captains! A new year is a great time for a new update. It will be a year of updates, new features, improvements, new story and more. We're hacking our way through the v2.1.x family of our dev roadmap and are looking forward to the next big steps.

This New Year, we are thankful for all of our captains who have told a friend, shared the game or chosen to leave a review. You keep us moving forward and hammering out updates!

Political Teeth

The benefits and consequences of your actions now flow across more political alliances.

Trade Permits up to Rank 2 are now honored by Factions in a Trade Alliance. If you hold Moklumnue Trade Permits and they are in a Trade Alliance with Rychart, you'll find your Permits honored at Rychart Exchanges.

Spy War Conflicts are now punching up the number of Intel records generated through ship victory Talents. Go hunting your Faction's enemies during a Spy War and you'll reap even larger Intel rewards.

Military Officers of Factions in Alliances flow any positive or negative Reputation changes to their allies. If Cadar is in an Alliance with De Valtos, if you encounter a Military Officer in space travel, any report or acknowledge result will end in Reputation also flowing to De Valtos, their ally.

Trade Planning
The system atlas now shows the demand and supply for every resource on the system's trading list. If you've visited a zone before, you can check its zone demand and supply based on its economic type and other factors at a distance. This quick trading guide will help you plot trades at a distance or while landed on another zone.

We've also added the number of Talents that have the same effect to the Talent screen, even when the Talents are provided by different jobs. Also, we've fixed and improved a ton of things so ... check out the full release notes! And leave a review!

v2.0.45 - 1/1/2018

  • Trade Alliance Conflicts now offer reciprocity for Faction Trade Permits up to Rank 2
  • Spy War Conflict boosts value of Intel Record extraction Talents (Ship Combat - Victory)
  • Positive and Negative Reputation changes when leaving Military Ship encounters flows through Faction Alliances
  • Added hovers for date in status to explain YYY.MM date format used by Star Traders
  • Star Atlas now displays demand level (B+, etc) for Buy/Sell icon lists
  • Displays count of similar Talents as well as specific in Talent Training Screen
  • Increased Cost of "Sensor Array" Ship Upgrades
  • Renamed "Defensive" Ship Components to "Structural"
  • Fixed issues with crew combat uniform-name mismatch in enemy generators
  • Wrote new additional Crew Barks and Event Log Results (Thanks Twitch!)
  • Fixes issues with Xeno Captains (beware Xeno Captains)
  • Fixed some rendering issues on Ship Combat Preamble screens
  • Fixed issues that caused the waypoint destination marker to be invisible
  • Fixed Ship Component Display bugs that hid bonuses like Accuracy and Shielding
  • Improved mini-game XP listing for crew grants (total, counts, -1 crew fixed)

Star Traders: Frontiers

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

Details

Witanlore: Dreamtime - Early Access Gameplay

by Silver, Monday - January 01, 2018 19:55

Avarti takes a look at Witanlore: Dreamtime.

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In this video we take a look at the early access for Witanlore: Dreamtime, a new open world fantasy RPG being developed by Druid Game Works. Bear in mind, this is early access for Witanlore: Dreamtime so many features are still in development, and the gameplay is not representative of the final game. Open World Fantasy RPG game. The game: http://store.steampowered.com/app/554570/Witanlore_Dreamtime/

Witanlore: Dreamtime

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

Details

December

Nantucket - Announced for January 18, 2018

by Hiddenx, Sunday - December 31, 2017 10:33

The seefaring strategy game Nantucket will be released on January 18, 2018. The game features strong RPG elements and continues the story of Moby Dick:

Nantucket

Chase after Moby Dick, and live through the Golden Age of American whaling in this seafaring strategy game. Set sail around the world, manage your ship and crew, and live Ishmael's story, the sole survivor of the Pequod, a few years after the events narrated by Herman Melville in his masterpiece.

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Features:

Set sail and explore the seas
Set sail around the world, visit cities, and increase your prestige by hunting whales, landing jobs, and searching for new adventures.

Be the captain you want to be

Develop your character in true RPG fashion, by increasing your stats, choosing your reactions, and developing your seafaring skills.

Manage your ship and crew

Hire and manage your crew, give them tasks on your ship, and improve your ship with new compartments, expanding your ship's capabilities.

Experience the Golden Age of whaling
Experience more than a thousand unique events tailored around your choices—and face the results of your actions.

Hunt whales and fight pirates
Discover new whaling areas, hunt whales for blubber, and protect your ship from pirates using a turn-based combat system.

Chase after Moby Dick
Follow an original story line and complete quests to unveil the secrets behind Moby Dick and dissolve Ahab’s curse.

Nantucket

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

Details

Brigand: Oaxaca - Version 2.3 released

by Hiddenx, Thursday - December 28, 2017 13:40

Version 2.3 of Brigand: Oaxaca has been released:

Version 2.3

A small but important update is up. It fixes some script bugs pointed out by Elkinda, most importantly the bug in which Voodoo Altars would not work, preventing you from sacrificing gold to cure your insanity and making Voodoo essentially useless. Some dialogue bugs have also been fixed. Finally, I also fixed a corrupt voice sound file that crashed the game, pointed out by Hedoroman1.

The next update will be out in January with more substantial improvements. I will try to improve some textures and add some more details to the maps.

There is a still a bug in which hidden object limbs sometimes reappear (like the default AKs held by thugs, which should not be visible at all). Other than this bug, I think everything else is fixed in the main game, but I'm sure the world editor still has some issues.

Brigand: Oaxaca

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

Details

ATOM RPG - Early Access Preview

by Hiddenx, Tuesday - December 26, 2017 09:41

The Cliqist tried the Early Access version of ATOM RPG:

Atom RPG | Early Access Preview

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Atom RPG hopes to rekindle what made the original Fallout games so great, but does it succeed?

ATOM RPG

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

Details