Battle Brothers Review
Forgottenlor checked out Battle Brothers and learned that he enjoyed it quite a bit.
» Continue reading the article...
Balrum was released almost a year ago, so with no further delay, here is our review.
» Read the article
Sure, let's have it.
I don't care
Pillars of Eternity II - Update 39 by Wisdom
Mass Effect: Andromeda - Single Player Support Canceled by crpgnut
Bard's Tale - Remastered for PS4 & Vita by you
Gamescom - Question Time by Moriendor
The Tavern - Released
Moral Anxiety Studio released their RPG/Visual Novel mix The Tavern:
The Tavern is a dark fantasy adventure standing between Visual Novels and RPGs. It merges complex, text-heavy plot and interactive gameplay. Talk to NPC-s, explore your surroundings, gather clues and make dozens of minor and major choices to discover the game's mysteries.loading...
You play as mercenary named Nalia - a single mother who tries to earn enough coins to survive the winter. Your children need you to come back, but how are you going to act seeing the cruelty and rottenness of the outside world?
After all, the monsters, dark magic and barbarians from Southern Tribes are nothing in comparison with the human iniquity.
Your story begins when you approach a weird, isolated tavern…
- Immersive, complex dialogues filled with player's decisions;
- Narrative battles;
- Multiple endings;
- Unique, personal story;
- Non-linear, elastic plot;
- Estimated playtime - between 1.5 and 3 hours with branching, hidden parts of the story.
The TavernSP/MP: Single-player
Grimoire - Released
After loads of missed launch dates, today is a date where the game is launched. Grimoire is available on Steam with a 10% discount, which still makes it an expensive game.
The game is live on the Steam Store now. Time to rest for a couple of minutes before going to work on my next game. I'm going to take a 30 minute break, get a Whopper and come back. I am thinking of some kind of Japanese romancing sim that takes place in a boarding school with girls who are disfigured but have great inner beauty. I actually wanted to start on that game in 1994 but I got sidetracked onto this Grimwhatchamacallit thingy.
Release: In development
Project Resurgence - Cancelled
Project Resurgence is no more as the developer Nectar Game Studios has run out of money and is effectively dissolved.
NGS Dissolved & Future of Resurgence
Hello again my fellow Nectarines,
Rob here, with a heavy heart and somber news. In this update you'll find:
- Why Nectar has been dissolved
- What's next for the team
- Future of Resurgence
- Why no refunds
- Core demo links
It has been extremely difficult for me to write this update. I've tried, and I just couldn't get the words to come out. Emotionally, I've fallen into one of the darkest places in my life, and I'm just now digging myself out and starting to feel ok again. As the title states, we've run out of money and been forced to dissolve Nectar and put Resurgence on indefinite hiatus.
I apologize if this comes as a shock to you. It certainly was a shock to us. But I will try to explain the situation as best I can, and what that means for all of you and our beloved game.
What the Hell Happened?!
When you gave us your money and your faith a year and a half ago, we were convinced we had a solid plan and team to get the job done. But as development progressed, and the schedule started to slip, we found out how far off the mark we truly were. I'm not going to call it "indie-itis" because I find that to be a flippant and condescending term for small plucky teams taking a shot, and falling short of the mark. If you've never developed a game, it's easy to discount the thousands of man-hours, physical and mental energy, personal sacrifice, and plain luck it takes to succeed. And always remember Murphy's Law. Things go wrong, bugs happen, features need to be redesigned or cut, and teammates' life circumstances change. I'm going to go more in-depth with a full postmortem in a later update, covering what exactly went right and wrong, but in a nutshell, we discovered that we were easily making a half-million dollar game on less than half of that budget.
When the Kickstarter closed, we knew that money was only going to be enough to keep the core team going for a year of full-time paid development. That meant scaling down our 50 some volunteers to just 15 people, all getting paid a meager $9.50 per hour (the highest minimum wage in America at the time) to cover our basic living expenses and let us focus on development. We still managed to stretch the funds an extra six months, but as our original release date of January 2017 was looming we knew we had to make some tough decisions. If you're familiar with the Project Management Triangle, we chose to stick with Quality and Low Cost, which also meant abandoning Speed. So our path became clear. To continue development we didn't need to raise an insane amount of money, but we still needed more. And the best option there was to find a publisher.
We began the search for a publisher back in January. Any startup will tell you fundraising generally takes about 3-6 months with the CEO totally focused on that. I tried my best, but unfortunately, I wasn't able to dedicate all my time to that effort. As a small team, I still had to juggle my Creative Director responsibilities to keep the rest of the team moving forward. I'm not an experienced business guy, I'm a designer and producer, so I've had to learn to be an entrepreneur as I went. I needed help, and I asked Cohh to step up as my co-founder, but he just couldn't find the time with his streaming schedule. In March, I brought on an entrepreneur friend and game developer, Branden Middendorf, to help with the fundraising effort. Together, we contacted over 50 publishers, knowing they were our best shot for a "lead investor." In order to deliver on the vision of Resurgence we promised, we set out to raise a $500K seed round from a combination of publishers, angel investors, incubators, and venture capitalists. While a huge number (more than double our Kickstarter goal), that's pretty much the minimum to be taken seriously in the startup investment world. That amount would let us expand the team (finally hiring more programmers and artists), and fund another year of development. Getting a publisher deal was the first step that would have allowed all the other pieces to start falling into place, and we were so close.
Of the publishers we contacted, we had the best luck with the small indie ones. We had several rounds of interviews with Devolver Digital, Raw Fury, Versus Evil, Humble, and Team 17, but ultimately they all passed. Those interviews seemed to go so well, and we were so hopeful that we'd get an offer from at least one of them. Just $100K from a respected publisher would have given us our "lead investor" (the hardest part of fundraising), plus all the benefits a good publisher offers to developers and started the snowball of other investment deals. It's a lot like Kickstarter actually, no one wants to be attached to a project with no momentum, but people come out of the woodwork for one that looks like a sure thing.
Anyway, by June we had just enough money left in the bank for that month of payroll, and remaining bills. We had just released the new Explore demo and were hopeful that would convince the last couple publishers he hadn't heard from yet that we were worth a shot. But soon enough, they too said no. When the final rejection email came in, that was a crushing blow. I spiraled, as I saw the finality of my dream crumbling around me. We were out of time, money, and options. There was no other choice but to close up shop.
That's when I had an emergency meeting with Cohh, and he made an announcement on Twitch a few days later.
Future of Nectar
With no more runway, we came to the harsh realization that, like many other startups, our first venture had failed. I am deeply sorry it took so long to write this update (since many of you only follow us through these backer updates), but it was just too fresh of a wound. It felt like a death in the family, and I had to process my grief first. Then came the task of finalizing the paperwork, paying off our debts, and any other lingering issues. And since Nectar was the main source of income for most of us, we had to immediately set to finding new jobs. Many of us have had to take temporary work to keep the bills paid, but we are still looking for work in games. If you hear about any opportunities for passionate and dedicated cRPG enthusiasts (especially remote), we'd be most appreciative.
Despite the dissolving of Nectar Game Studios as a legal entity, the team itself still wants to keep working together in some way. We've all bonded a lot over the last 5 years working on this project, so there's a good chance we'll keep working together on something in our spare time once again. As soon as we figure out what that is, we'll start looking for volunteers again to join the team. This new phoenix team, rising from the ashes, will no longer be Nectar but we're going to keep the branding we've established for the short term. So anything new going on with the team will still go out on our existing social media platforms and website.
Refunds - One of the big questions we've seen so far is regarding refunds. As much as we'd love to refund all the backer pledges, that's simply just not possible. All that money has been spent on development, to get us this far. It's all gone. The only thing we can do is cancel all the pending add-ons and pre-orders in BackerKit. No one has been charged in BackerKit yet (unless you opted for Paypal), so we will still cancel those payments. Perhaps you've received a refund from a failed project in the past, but there's really no way to do that without someone else footing the bill. The only way I can see that happening is if another studio wanted to purchase the IP, assets, and codebase (a long shot to say the least). And to avoid any confusion, Kickstarter is not a store and pledges are not pre-orders (Kickstarter FAQ: Accountability). Pledges are legally considered donations or gifts so backing a project is essentially taking a gamble on something you'd like to see happen, but there are no guarantees. I'm just sorry we couldn't be one of those projects that are able to deliver.
Project ResurgenceSP/MP: Unknown
Sunless Skies - Early Access on August 30
The Adventure RPG Sunless Skies, successor of Sunless Seas, will be available as Early Access version at the end of August:
Enriching the Reach: JANSKY
Our JANSKY sprint leads us to a very special announcement—Sunless Skies is coming to Steam Early Access and GOG Games in Development the 30th of August! With that in mind, all teams have of course been working on buffing, polishing and bug fixing the Reach, our initial area for Early Access / Games in Development.
Sunless SkiesSP/MP: Single-player
Release: In development
Battle Brothers - Review @ TechRaptor
TechRaptor has reviewed the tactical RPG Battle Brothers:
Battle Brothers Review - A Proper Challenge
Tactical RPGs are often hard to come by nowadays, mostly because they are difficult games to master by design. Some (like the Fire Emblem games) are deceptively simple. For the most part, the glut of mechanics and options found in a tactical game is often a major turnoff for players. The indie gaming market has its own share of tactical games, but very few seem to really hit that sweet spot of being challenging without compromising its own mechanics. Thankfully, a game like Battle Brothers, the first major title from the small German indie team Overhype Studios, is an exception to that rule.
Battle Brothers is a tactical RPG where the player is put in charge of a fledgling mercenary company. The world is based on German folklore with a gritty and dark fantasy twist, but the game is all about building up your ragtag team of mercenaries to take on bigger and better contracts for piles of gold. What will ensue is a campaign that ends when you decide. A campaign where your men’s steel will clash with insurmountable odds as you hopefully lead them to fame and fortune.
Overall, Battle Brothers is a solid, exhilarating experience that might turn away some players due to its difficulty, but attract others because of its challenge. The strategic options and statistics are complex, the gameplay is tough but not overly difficult. At its heart, the game provides a deep, tactical experience that is both challenging and rewarding for players to enjoy.
Battle BrothersSP/MP: Single-player
Wolcen: Lords of Mayhem - Update 0.5.0.1
A new update for Wolcen: Lords of mayhem is now availabe on Steam EA. It brings a new targeting system, a redesign of the elemental storms and some more stuff.
Update 0.5.0.1 will improve many aspects of the game, including a new targeting and player input system.
You can now lock onto enemies, easily move through hordes and more. The game should feel more responsive now!
With the new input system, auto-attack when holding the mouse button ans switching targets is now deactivated by default, but you can still turn it on in the game settings.
Elemental storms have been redesigned too, for a result that is far closer to the initial idea of elemental interaction. The old elemental storms will be turned into powerful area-of-effect spells that will add to the arsenal of elemental mages. ;)
In addition to that, we drastically reduced the size and complexity of the pithus caves. Going through them should be a far more pleasant experience (when it comes to exploring spider-infested caves at least).
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Just One Line - Early Access Version released
The Early Access version of the CYOA-RPG Just One Line has been released:
Just One Line is a fantasy RPG gamebook-like indie game heavily focused on choices and their consequences, in which you may compete with other players in an interactive online leaderboard.
Create different adventurers by choosing their races and backgrounds and embark on a variety of epic quests: each adventurer will progress by increasing his/her renown and relations with the factions of the Kingdom thus unlocking new races and backgrounds for your next playthroughs.
Even though the core game experience is a text-adventure 2.0, anyone, of any age, who likes fantasy RPGs or books should give it a try. In fact, Just One Line has many great features appealing to a broader audience:
- CHOICES MATTER: A lot of games say so, but a few truly mean it. Most of the quests in Just One Line are linked together and have different story paths according to your race, background, attributes and, more importantly, choices made in previous quests.
- ENDLESS GAME EXPERIENCE: The video game itself is a framework upon which countless quests may be created and played. By exploiting user generated content and partnering with writers, Just One Line could potentially provide ever-growing contents!
- YOUR ADVENTURER, YOUR STORY: Create your adventurers as you see fit. Start by choosing a race and a background, follow up with some aesthetic customization and finally shape him/her into a valorous hero or a ruthless villain. Their morality and honor changes according to your in-game choices.
- WILL YOU BE THE BEST?: When you resign your adventurer you can compete with other players in the online leaderboard to be the most renowned/good/evil/rich(/whatever!) adventurer of the Kingdom!
- HIGH REPLAY VALUE: Each quest has choices, or even entire story paths, only available after certain conditions are met and/or depending on previous quests’ choices! Every time you play with different adventurers, the story changes.
- ALL ABOUT IMMERSION: We feature a unique set of locations with a fancy toon graphics and a mesmerizing OST to aid your imagination when embarking on epic quests. You will be amazed!
- SHORT STORIES, DEEP STORIES: We believe that wall of texts are not needed for engaging desktop players. Quest telling is rich and thrilling yet not too darn long.
- INNOVATIVE YET CONSERVATIVE: The concept of our game is a breath of fresh air! However, you can expect everything a role-playing gamer has come to know and love: races, classes, skills, magic, powerful weapons and armors… Oh! And dragons, zombies and pirates too!
Just One LineSP/MP: Single-player
Release: In development
Unsung Story - In New Hands
Playdek have handed development over to Little Orbit for their Kickstarter game Unsung Story.
To All Unsung Story Backers,
Thank you for the support you have shown to make this project happen. Through the trials we have had as a company over the last few years, Playdek has strived to keep the project alive, as we believe in the game and the story that Yasumi Matsuno designed to set it in. To that, we want to let you know that the project is going to continue forward, but our involvement is coming to an end.
Effective immediately publisher/developer Little Orbit has taken over all the rights and assets to Unsung Story from Playdek, and is now the project creator. They believe strongly the game can be an amazing Tactics RPG, and they are excited to carry on and bring Matsuno’s story to life. They will be bringing you project news from this point on to update everyone on their plans for the game.
Again, we want to thank you for your support of this project, and though we are sorry that we were unable to complete it for you, we believe the project is in good hands, with people who have the same passion for the game. Please send all questions concerning the project, backer inquiries and development discussions to email@example.com. Thank you.
Unsung StorySP/MP: Single + MP
Release: In development
Stardew Valley - Multiplayer News
@stardewvalley There is some news on how the planned for multiplayer in Stardew Valley will play.
Stardew Valley Multiplayer News
Hi everyone! I'm the Chucklefish dev who has been coordinating with Eric on localisation, porting and multiplayer for Stardew Valley over the last year. I've previously worked on Starbound (the procedural quest generator was my baby), and I'm also developing Lenna's Inception, another Chucklefish project, on the side.
I'm here with an update for those of you who have been waiting so patiently for news on multiplayer! Now that we've pinned down the main technical issues, we know enough to feel confident describing the gameplay you can expect from it.
Shortly after you begin the game, Robin will offer to build up to 3 cabins on your farm. Each cabin will house a farmhand, controlled by one of your friends.
Farmhands can do almost anything the main player can do. They can farm, mine, fight, fish, forage, marry NPCs and take part in festivals. Each player has their own inventory. When a farmhand is not connected, their inventory can be managed through a chest in their cabin.
Certain decisions can be made only by the main player: when to sleep, when to start and end festivals, and whether to side with Joja, for instance.
You won't need to set up a server to run multiplayer. Friends can be invited onto the farm through Steam. The invite mechanism for non-Steam versions is TBD, but likely to be similar in most cases.
A lot of players have requested player-to-player marriage. It's an idea we like a lot, and want to make available as a feature. Player-to-player marriage won't use the mermaid pendant, but rather an alternative method that requires a similar amount of effort to wooing an NPC. We're still working out what that will be.
Local multiplayer, split-screen and PVP are not planned at this point.
Effort so far has been focused on overcoming the biggest technical hurdle: synchronising multiple games over the Internet. Almost every source file has been touched, and 15,000 lines of code have been rewritten. Retrofitting multiplayer into a game that didn't have it originally is notoriously hard.
Anyway, that chunk of work is almost complete now and we're starting to look towards what's next:
- Implementing the farmhand cabins
- UI and menus
- Events and festivals
- Multiplayer NPC relationships
- Polish, testing and optimisation
We currently expect to be able to start a beta test at the end of the year for Steam users to help us test the game. Mod authors will be encouraged to update their mods during this beta period. Then, in early 2018 we will release it as the 1.3 patch on Windows, Mac and Linux.
Consoles will get the patch too, starting with Nintendo Switch. This will be a bigger patch than usual, so be aware that it will take a while to roll out to each platform.
Stardew ValleySP/MP: Single-player
Silicon Void - Kickstarter starts today
Silicon Void, a sci-fi dungeon crawl RPG for Windows & Mac, will be launching on Kickstarter today. The anticipated release date is September 2019:
Silicon Void - Demo v0.2.0 Update Trailer
Downlad the demo here.
Silicon VoidSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Madman - Released on Steam
The old-school fantasy RPG Dr. Dungeon's MADMAN! is now available on Steam, too:
Dr. Dungeon's MADMAN! A classic role-playing experience with a twist on typical conventions. As the madman or woman, you must travel through a charming yet strange land in an attempt to restore your sense of lost honor. A hugely interactive game world with all the features we like to see, and many new ones we haven't.
From combat to magic and crafting and a host of zany NPC's, you'll experience a style quite unique to this genre. Engrossing, dramatic, and just the right amount of campiness!
- Create a lone wolf character from a large range of classes, as a man or a woman. Each class can evolve as you venture forth to develop new abilities. Select from a range of carefully crafted portraits and character icons.
- Turn-based tactical combat with plenty of unique sounds and graphic effects make combat both engaging and fun.
- Explore a large open world in which you can interact with almost anything in the land. Craft various potions from plants and make weapons from ore mined in the dungeons.
- Interact with a wide variety of interesting characters, from the stern lessons of an arcane master to the crazy ramblings of the local merchants. Go on quests from the silly to the bizarre. You can even join in a whacky outdoor party!
- Dr. Dungeon's MADMAN! promises an ending you will never forget.
Stellar Tactics - Patch 0.094
Stellar Tactics got a new movement system:
Updated movement system - Patch 0.094
Another update - this time the game movement system has been completely revised. The old system was written a long time ago and I've never been happy with it. I've been tinkering with this new system for a while now and decided to release it.loading...
The old system had quite a few problems:
- The team did not move as a squad and this caused problems when entering combat. Specifically you had to burn a lot of AP to get into position
- Squad facing was not available. You had to use additional AP to rotate them into position after arriving at your destination.
- In single movement mode you could not select another team member and move them while the last character was moving to a position.
- Single movement did not allow you to set a destination facing.
The new system:
- You can now move as a squad and arrive at your destination in formation.
- Team members no longer lag behind
- You can set the direction your squad will face when they reach their destination by dragging the mouse while the right mouse button is held down.
- In combat you can now set a facing when moving team members. When they arrive at their destination, they will rotate to face the selected direction set by the movement cursor.
- Team members can move independently when out of combat in single movement mode. You can select a destination for a team member and then select another team member and move them simultaneously.
- Single/Group mode can be toggled using the [SPACE BAR] when out of combat. In combat, the [SPACE BAR] ends the selected team members turn as it always has.
- Movement speed has been improved
- You can zoom out a bit further now
I think overall, this is a much better system and gives you flexibility, alleviating wasted AP when entering combat. I have future plans for additional quality of life improvements like box selection and formations.
A few additional bug fixes:
FIXED: A long standing bug where some armor would not display on your team members. Remove the armor and re-equip it to display the correct armor graphic.
FIXED: Phestus could end up in a state where he would not load his inventory when trading with him.
FIXED: Animation transitions into combat and from idle to attack.
I hope you will give the new system a try and post feedback on the forums. Thanks as always for supporting Stellar Tactics!
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Indie RPGs - Noita Revealed
@IndieRetroNews Noita is a magical action rogue-lite where every pixel is simulated.
Welcome to ' Noita ' by NollaGames, a rather special game created by the same team behind Crayon Physics Deluxe, The Swapper and Environmental Station Alpha. This magical action rogue-lite, set in a world where every pixel is physically simulated using the developers in house Falling Everything Engine.Will put you in control of a powerful character that can explore and fight through a procedurally generated world using spells you've created which can melt, burn, freeze and even evaporate the pixelated landscape around you.loading...
Indie RPGsSP/MP: Unknown
Release: In development
Bloom - July Development Update
The demo for Bloom is still on schedule, so it should be just a few weeks more before it is available. The team is also looking for extra help in order to get them to be able to release the game in the not too far future. To get the funding for that they have started a Patreon page and will be doing another Kickstarter campaign in parallel to the release of the demo.
Futhermore they have also made a video available, which is a parody showing their journey so far using footage from Lord of the Rings.
Release: In development
Mount & Blade II - Preview @ OnlySP
OnlySP checked out Mount & Blade II: Bannerlord:
Mount & Blade II: Bannerlord Preview | Beware the Limitations
Alongside Kingdom Come: Deliverance, another game in a medieval setting is making its way to players everywhere. Mount & Blade II: Bannerlord is an action role-playing game developed and published by TaleWorlds Entertainment, and the prequel to 2010’s Mount & Blade: Warband. However, while Kingdom Come: Deliverance follows the tale of a particular, preset character, Mount & Blade II: Bannerlord allows players to create their own character and form individual stories. Gamers may become whoever they wish, including a lord, mercenary, merchant, or anything in-between. OnlySP took the opportunity to preview TaleWorlds Entertainment’s current five-year project, and the experience was nothing, if not unique.
In a demo offering a taste of four different battle options (two of which are the same battle on different difficulties), Mount & Blade II’s current state depicts a game ripe with unprecedented sandbox potential. Brandishing mostly-realistic gameplay (down to some of the most minute details), TaleWorlds has something special on its hands. Playing through the first battle—where gamers take control of a captain responsible for leading a unit of cavalry within a lord’s army—awakens within the user a deep sense of wariness. Limited to a long spear and a shield, players must follow their lord’s orders and lead their cavalry in a charge that accomplishes specific objectives, such as protecting allied infantry from enemy cavalry or breaking the enemy’s lines to soften them up for friendly troops’ charges. However, this battle merely serves as a stage on which Mount & Blade II’s features are unveiled.
So far, 2017 has been filled with blockbuster announcements, such as Assassin’s Creed: Origins, Call of Duty: WWII, Star Wars: Battlefront II, and Far Cry 5. Meanwhile, promising games are overshadowed by the popstars of the video game industry. Mount & Blade II: Bannerlord is proof that a company does not have to be as popular as the most well-known AAA producers to develop a unique, quality product. Still in development, TaleWorlds Entertainment’s innovative game offers mostly-superior graphics, outstanding audio, and gameplay mechanics that are riveting and challenging. Hopefully, TaleWorlds will improve upon the current design and fix the minor flaws present within the title between now and the game’s unannounced release date. If the polishes are made, Mount & Blade II could sneak up on the industry’s standouts and compete with the best.
Mount & Blade IISP/MP: Single + MP
Release: In development
Ghost of a Tale - Hands On Preview
The XBoxHub checked out the Early Access game Ghost of a Tale:
Ghost of a Tale Hands-on Preview
As for the gameplay, the current build of the game is roughly representative of about a third of the overall game. Nevertheless, there is still enough on show to get a general feel of things. Unfortunately, the feeling it gives off is one of hope that the full release won’t be full of as many fetch quests as the current preview build. To find your wife, you need to escape the prison, and this is done by avoiding guards and completing a vast amount of fetch quests, none of which are particularly difficult… with only a couple bringing any type of puzzle into play and nothing which delivers any really engaging difference to the experience.
My time with Ghost of a Tale had me playing through the Jail, Courtyard and Sewer areas, which, as I mentioned before, make up about a third of the overall game. Whilst they may have you going backwards and forwards, completing quests and avoiding the rather foolish guards at present, it must be said that each area looks incredible. The level of detail present is enough to give off a true feeling of the area represented and it goes without saying that when final release rolls round, this is certainly going to be an impressive aspect of the game.
Ghost of a TaleSP/MP: Single-player
Release: In development
Pillars of History - Interview & Kickstarter
Mrozie interviewed the devs of Pillars of History - a historical RPG with an early medieval Balkans setting. The game is on Kickstarter right now:
An action-RPG adventure on Balkans in 8th century. Creators of the Pillars of History answers our questions
For the first time I heard about Pillars of History a few months ago. A Bulgarian developer called Tritan Studios caught my attention with a concept of action RPG based in times of First Bugarian State, which puts a lot of pressure on historical accuracy and education of history. Currently Pillars of Eternity is trying to raise funds on Kickstarter, so it's a great time to learn more about this promising game. Bozhidar Bakev, one of co-founders of Tritan Studios, agreed to answer some questions about this promising game.
Michal Mroz: As of now Pillars of History is fairly unknown to our readers. For a smooth start, can you describe your game in a few sentences?
Bozhidar Bakev: Pillars of History is a RPG game, based on the early Medieval History of Europe and the Balkans in the 8th century. The game is a next-generation type of hybrid between entertainment and education. While enjoying the game, the player will learn a lot of interesting historical facts. Of course the action, that is a major feature of every RPG will be strongly represented.
Pillars of History offers a realistic journey through the lands of the Eastern Roman Empire (known as the Byzantine Empire), the First Bulgarian State, The Avar Khaganate and numerous Slavic Tribes in the flesh of a full-scale RPG game.
The player will be able to embark on a fascinating journey by choosing one of the four unique characters, or he/she may create his/her own character. Each of the starting 4 characters has its own storyline, so the players are presented with plenty of replayability options.
Pillars of Historyloading...
Welcome to 8th century Eastern Europe. A time of endless turmoil, diplomatic trickery and bloody wars. The great Byzantine Empire is forced to repel the Arab hordes, who managed to lay siege to the mighty city of Constantinople. Along the Danube River the incoming Bulgars formed an alliance with the Slavic tribes and established a new state. The raiding Avars were pillaging the lands, while the diminishing numbers of Illyrians were struggling to keep their identity.
You are blessed or cursed to be born in that hostile and yet amusing world. Your journey begins in the rural areas of the Balkan peninsula as you bear the heavy burden of proving your valor before your people and fighting for your survival. Your heart is brave and your mind is clear, and you can’t stand the sloth of all the people around you who are confined in their daily chores.
You crave more! You desire adventures, perils and unknown lands. The blood of your proud ancestors runs through your veins, so you pick up the family sword and while you put it in its sheath you can hear the terrified screams and sense the blood dropping on your hands.
You have to cross the vast lands of the Balkans looking for your fortune, while absorbing the historical knowledge gathered for centuries, and if you fail to do so you will be doomed. If you fail to learn the lessons taught by history, you will die in vain.
Armed with a sword, a couple of waterskins and some pieces of dried meat, you set off, not knowing what’s ahead. Pay attention to every act of yours, because history honors only the brave. Heed the call of history!
Thanks for the Info Mrozie and Farflame!
Pillars of HistorySP/MP: Single-player
Release: In development
Vigilantes - Version 18
Version 18 of the tactical RPG Vigilantes has been released - here's the Kickstarter update:
Update 28: Version 18 Released!
Hope you're having a nice weekend! Version 18 of Vigilantes is now available for download. Version 18 represents one big, final push to deliver a number of features we felt would substantially benefit Vigilantes.
The emphasis has been on features which enhance the game's tactical depth. Now you can set ambushes with overwatch, delay your turn to outmaneuver opponents, and punish enemies attempting to disengage with attacks of opportunity. Furthermore, characters can now sustain injuries, which reduce stats, and can be healed by time, by Doc, or D.I.Y. healthcare.
An ally relationship system has been added, which provides stat bonuses to allies who approve of your actions, along with a reputation system, which, depending on how much chaos you cause, will determine how some NPCs react to you, and the ultimate outcome of your crusade against crime in Reiker City. Finally, we've added hand drawn portraits for most of Vigilantes' characters, 2 new maps, and fixed a number of bugs.
It's been a busy, intense 3 weeks and 6 days. If you'd like to get more detail on the additions and improvements, you can find out more in the below development video:loading...
Version 18 is the final version in which features will be the key focus. That's not to say we absolutely won't add any more features, but rather, that in order to deliver the best experience possible, we need to shift the focus to balancing, tweaking existing features, adding content (weapons, perks, characters and maps), improving the level of polish and fixing bugs.
As always, if you'd like to chat about any aspect of Vigilantes, I'd be happy to.
All the best,
Genre: Tactical RPG
Release: In development
Zavix Tower - Review @ CN
Complete Nonsense Reviews checked out the dungeon crawler Zavix Tower:
Zavix Tower Review - First-person Dungeon Crawler cRPG
Zavix Tower is a first-person real-time role-playing dungeon crawler with turn-based combat, built around the idea of a magical tower with an infinite number of floors that requires constant cleansing by a party of adventurers.
Zavix TowerSP/MP: Single-player
Genre: Dungeon Crawler
Bevontule - Making Progress
Bevontule continues to make progress with its visual and skill tree elements.
Finished implementing the skills and visual effects for one of our many optional 'superbosses!' Pretty pleased with how this turned out, (especially the "Storm Surge" skill) but might make another quick pass to clean everything up! Would love to hear your feedback :)
Skill Tree Updatesloading...
We've spent a lot of time fleshing out the 'front-end' for our skill system and I think we're starting to get somewhere! This is still a work-in-progress and we're open to any feedback or suggestions on how we can improve the user experience and presentation. (Sound effects are, by no means, final)
Release: In development
Jotun - Review @ Bleeding Cool
Bleeding Cool has reviewed the action adventure Jotun:
Jotun Review: A Broody, Atmospheric Treasure Of A Game
With Thunder Lotus Games’ Jotun being free to own this weekend, we decided to go ahead and give it a review, even though it’s been out since September of 2015. The free part makes it kind of newsworthy, right? OK, fine, so we’re just trying to clear a backlog of games and this weekend was as good a time as any.
Right off the bat, Jotun strikes you as an incredibly gorgeous game. The levels are all hand-drawn, and include an absurd amount of gorgeous detail in the background designs. The animations are deceptively simple-looking, but work in a smooth sort of coordination. Sure, things are a little less crisp now, but this is a game from 2015, so that’s pretty understandable.
Overall, I found Jotun to be an absolute pleasure. While some will find the game’s lack of dialogue, cutscenes, and hand-holding to be boring and directionless, I really appreciate that Thunder Lotus Games have given us Jotun as is. We can go in and get what we personally want out of the game. If that’s atmosphere and art, story and theme, or just general boss killing, Jotun has a lot to offer — as long as you’re willing to give it the time. Jotun is a broody, atmospheric treasure of a game. I didn’t want to turn away from the screen, and I’m glad I didn’t.
Stellar Tactics - New Patch
The Early Access game Stellar Tactics got a new patch:
First Aid and Hacking skills to level 60 - 0.091
A new content patch today with skill perks for First Aid and Hacking to level 60. Included are a few fixes for the game, updates to damage mitigation closely tied to the perk lines and proofread text for the logs. Hope you enjoy the patch.
As always, if you find any issues, please post them on the bug forums: https://steamcommunity.com/app/465490/discussions/7/
ADDED - Perks to level 60 for the First Aid skill line. You can select various perks at any time that give you bonuses to heal. All perks provide a chance to remove effects from yourself and team members. You have a chance to remove bleeding, poison, hobbled, crippled and stun.
ADDED - Perks to level 60 for the Hacking skill line. You can select various perks at any time that give bonuses to the amount of time you get to decode digits, bonuses to the number of looted items and loot quality of the hacked chest or locker, and bonuses for critical bypass of hacking.
ADDED - Added a new ship reset feature in space. If your ship is stuck for some reason, you can now press and hold the F1 key for six seconds to reset your ship to the nearest FTL point. I'll remove this when the FTL points open up in the future. This is a fairly rare occurrence, however, I thought I should add a way to recover if it happens.
UPDATED - Mitigation for status effects for all weapon perk lines adjusted to resist based on cumulative perk selections. In general:
--First, damage is mitigated by your shields for specific damage types as long as your shields are charged and the attack type does not bypass shields. Damage is reduced.
--Second, armor mitigates the remaining damage including additional AC from perks as long as the attack type does not bypass your armor. Damage is reduced.
--Finally weapon perks that provide effect resists stack and provide a chance to bypass secondary effects like stun, hobble, cripple, toxins and bleeding. These resists do not modify damage, so the damage after shields and armor are calculated and still applied. Grenade damage cannot be resisted at this time. The newly added First Aid skill perks allow you to remove secondary effects.
UPDATED: Shaved a few seconds off loading times.
UPDATED: When rolling over portraits in the turn-order bar during combat, the info bar is now displayed at the top center of the screen. This will give you access to combatant status and detrimental effects without needing to rollover combatants.
UPDATED: All log entries proofread.
FIXED - Fixed a typo in tips related to single/crouched which should have been single/grouped.
FIXED - Fixed signs on crew deck which should have been "Cryo" not "Crio"
FIXED - Gas grenades now reset the DOT timer if combatants are in the area of effect. If you have been cured of toxins, or the DOT effect timer runs out and a combatant is still in the area of effect, your timer will be reset and you will continue to take damage.
FIXED - Grenade explosion material blending.
FIXED - Duplicate combatant selection cursors.
FIXED - Saved shadow settings are now set correctly when loading a game.
REMOVED - Removed screen lock for dual monitors. It was causing problems in cases where multiple monitors were running different resolutions. I'll look into a permanent solution in the future. For now, there are third party applications (some free) that you can download that solve the problem.
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Catacombs 1: Demon War - Released
The first part of oldschool Adventure RPG Catacombs 1: Demon War has been released:
Catacombs 1: Demon War
You have lived in the village of Glendoe your entire life. Little did you know there were evil forces at work that have cursed your family for generations, and now after your father's passing, you must discover the dark past of your home and defeat the corruption that threatens everything you hold dear.loading...
Catacombs 1: Demon War is the first of a 3-chapter odyssey that puts you into the shoes of a brave young hero, building your strength to face long-buried secrets, deception and betrayal.
Explore the world of Catacombs in this thrilling RPG/Adventure game today!
- High-res 720p (1280x720) graphics, maps, monsters and backgrounds, and customizable options menu includes lots of font and window graphic choices along with easy mouse or keyboard controls, so you can play the way you like.
- Stirring high-quality original orchestral music score and sound effects throughout the game.
- Over 300 different weapons, armor and items to find, with over 160 prefixes and suffixes for each, making for hundreds of thousands of possible combinations.
- Loot, gameflow and encounters are randomized each and every game for strong replayability. Customize your character with a point-based system. Build the character you want!
- Novel-quality writing and professional voice acting to draw you into the story.
- Easy to learn, slick combat interface gives you lots of options yet isn't overwhelming.
- Over 35 quests to complete, companions to find and join your quest, and over 60 different monsters to fight keep things varied.
Catacombs 1: Demon WarSP/MP: Single-player
Underrail - Expedition Gameplay
The latest development update for Underrail: Expedition shows off some gameplay. Spoiler Warning.
Just wanted to let you all know that, even though we've been quiet, we're working hard on getting all the content for the expansion done, now that all the new mechanics have been implemented. The good news is that the the bulk of the main quest, including all the heavy scripting, c&c, etc, is complete and functioning (for the most part, it needs further testing, of course).
For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.
Expeditions: Viking - Review @ PC PowerPlay
PC PowerPlay has reviewed Expeditions: Viking:
Review: Expeditions: Viking
Nordic by nature.
The clue’s in the name. No, not the Viking bit. Though it does accurately describe the amount of beards and longships awaiting you. It’s the other bit, the bit before the colon.
Expeditions is the name of the series which began a few years back with Expeditions: Conquistador. Both games lean heavily into ideas of travel, of trekking to new places and returning home, of time passing. This is the kind of RPG that’s less about quests and more about journeys.
From the outset your goal isn’t to embark on a quest to save the world; rather you must prove yourself a worthy leader, navigate political instability and earn the respect of your people. This journey takes you all over northern Europe, but you keep returning to your home. Every time you do, you chat to your family and friends and realise how far you’ve come.
Score: 8/10 - A deep tactical - and strategic - RPG.
Expeditions: VikingSP/MP: Single-player
Vigilantes - Upcoming Changes
A video has been made available that shows the upcoming changes in the next version of Vigilantes, like these combat changes:
- Less, relatively more powerful enemies in combat. Currently there can be up to 20 characters in combat. The result is long turns, with many enemies getting to act between your characters' turns.
- Less stat points. The current system of one stat point every level was created with quickly building test characters in mind. With less enemies, the player team must be balanced in relation to the opposing force. The ability to build stat increasing facilities will recoup some of these "lost" stat points.
- Ally skill points. You will now get some skill points to allocate for your allies, providing better control over their development.
- Less perk points, but more powerful perks. Underpowered perks is an other issue brought up by testers. We feel less perk points which unlock more powerful perks would be beneficial.
Genre: Tactical RPG
Release: In development
Brigand: Oaxaca - Released on Steam
The FPS/RPG hybrid Brigand: Oaxaca launched on Steam:
It is finally up. Please buy my game and help me support my many addictions.
I am planning to release an update in about 2 weeks that will include the world editor, higher resolution options, and hopefully any bug fixes that you report to me.
I'm confident that there are no bugs left in the core engine. However, there may be some mistakes remaining in the game scripts, but those are easy to fix as they are just text files -- it won't require a new compile and it won't require you to start a new game. Please don't hesitate to send me any bugs you find.
Brigand: Oaxaca is a highly difficult post-apocalyptic RPG/FPS set in Mexico. The story will take you from a banana plantation to dark toxic caverns, to the sprawling city of Pochutla, to the flooded coastline, to deadly demon-infested jungles, and more.
There are 14 unique skills to upgrade with skill points, ranging from agility to firearms, hacking, hardware, voodoo. Unlock up to 80 special abilities that allow you to do things such as throw your weapon, upgrade your guns, and control the weather.
Dangers include rival tribes fighting for fertile land, mutated ghouls that emerge from their caverns at night, vicious demons that hunger for your flesh, a flooded and irradiated coastline that eats away at civilization, disease, insanity, and hunger.
You will die often, and you will like it.
- Branching story with dynamic characters, dialogue trees, and multiple endings
- Total freedom of movement and action: jump from roof to roof, steal things, blow things up, or murder friendly characters (if that's your thing)
- Extensive character customization with 14 skills to upgrade and over 80 abilities to unlock, ranging from firearms to crafting, hacking, and voodoo
- Crafting system largely based on the Anarchist's Cookbook: make various grenades from empty beer cans and the proper chems, etc.
- Explore a vast region of Oaxaca, taking you from a banana plantation, into toxic caverns, bustling cities, disease-ridden jungles, and a flooded coastline
Brigand: OaxacaSP/MP: Single-player
Unknown Realm: The Siege Perilous - Kickstarter Update
Some Kickstarter news for the C64-RPG Unknown Realm: The Siege Perilous:
New in-game content items on Megafounder now!
Just a quick crowdfunding update... we mentioned we would be posting some new in-game add-ons for you on Megafounder before we wind down that campaign. We plan on closing down the Megafounder campaign on July 24, at which time we’ll finalize our numbers for production and manufacturing.
If you’ve been secretly wishing you pledged for a Ziplock Bag Edition or the Collector’s Edition Box instead of an all-digital tier, now is your last chance to remedy that problem. ;-) There are only 16 PC Collector's Edition boxes left and then these feelies will be gone for good.
The new in-game content add-on tiers are live on Megafounder now. These include Dungeon Master, Create a Monster, NPC Portrait, and Name a Mountain.(These add-ons are available exclusively for new and existing Ziplock Bag or Boxed Edition backers.)
Head on over to Megafounder now and get your add-ons before they are gone!
Thank you all for helping us bring back the classic 80's RPG experience! Please help us spread the word about this final opportunity for classic RPG fans to enjoy an old school, big box PC game the way it's meant to be!
-Bruce & Laura
Unknown Realm: The Siege PerilousSP/MP: Single-player
Release: In development