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Black Geyser: Couriers of Darkness

2018-04-26

Black Geyser: Couriers of Darkness Interview

Farflame reached out to David Zakal to talk about Black Geyser.
» Continue reading the article...

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.
» Read the article

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Picture Watch

NieR: Automata
Box Art

Poll Watch

Are you excited about the 2018 games?
Absolutely not
1.33%

Not really
22.67%

Somewhat excited
37.33%

Oh yes!
38.67%

Vote

May

Steam Marines 2 - Alpha Launch

by Silver, Tuesday - May 01, 2018 12:10

Steam Marines 2 has launched into Alpha according to the latest developer blog.

Steam Marines 2 - Alpha Launch!

 


Marines, Marines!

It's been a long road to alpha launch. Steam Marines 2 started full time development on 24 September 2014, the day Steam Marines 1 fully released. I'd like to talk a bit about the current state of the game as well as a roadmap toward v1.0.

What is Steam Marines 2?

Like the first game, SM2 is is a single player, turn and squad based roguelike. If you object to the terminology, you can alternately think of it as a squad based procedural death generator! What that word salad means is SM2 has:

  • Permadeath,
  • Procedural Generation,
  • Turn-Based Player and AI Control,
  • and Small Unit Tactics.

Basically if you like sci-fi or steampunk aesthetics and taking control of a squad of marines fighting robots and aliens you're in good company.

The first game was limited to a four marine squad and all gameplay was within the tactical field. This time around there's been some scope creep. Up to six marines in a squad. More gearing and skill options. More level sequence variety in winning the game. The player controls a human steampunk spaceship, the Delhi, and recruits and gears their squad there:

There's a Galaxy Map where the Delhi can approach various objects like planets (the planetary laser shields being the main objectives) as well as derelict ships the player can board and search.

Also portraits. I also regretted not having Neverwinter Nights style portraits in SM1, but this time:

Cool. What does the future hold?

Some features didn't get in, or are what I would consider half-baked. The Galaxy Map, for instance can be extended a lot more broadly, or the Delhi could be made to blast off to other galaxies. Marine relationships are implemented in the game, but have no actual gameplay effects:

There's room for just tons of new content, more enemies, more varied enemy AI, marine weapons and armor, more skills, relationships/romance/more RPG elements, et cetera.

One of the reasons I alpha launched on Itch.io alone initially is that I wanted a devoted core of players to give me input on what direction they'd like to see Steam Marines 2 go in. I need to be clear here, SM2 will not turn into a full fledged 4x or something in that vein. But there is a lot of room to grow into a more tactically deep game vs. a more strategic one.

As an example early on I did prototype ship combat, although it was real time and not turn-based, which did end up making some people unhappy.

Also marines boarding enemy ships by being fired out in capsules?

I had a bunch of weird ideas like capsule armoring/shielding/weapons and getting shot down before even boarding. Scope creep!

Would you like to know more?

The Windows and Mac alpha is out on Itch.io. The Linux build ran into some technical issues and is delayed until those get hammered out, but I am anticipating full Win/Mac/Lin support for Steam Marines 2.

Even if opt to not purchase now, if you are interested I'd be more than happy to hear your thoughts, especially over on the Itch.io forums!

I'd also like to mention that the Original Soundtrack is also on Itch - James did a really great job on the music as well as the sound effects!

As always you can reach me at [email protected] or on Twitter.

PressKit here!

 

Thanks for reading! And happy robot hunting.

Steam Marines

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

Details

April

Stardew Valley - Multiplayer in Public Beta

by Silver, Monday - April 30, 2018 22:52

PCGamesN reports that Stardew Valley's multiplayer is now in public beta.

Update, April 30: Stardew Valley's multiplayer update is now in public beta.

Been waiting for Stardew Valley multiplayer? You can play it right now. After some time in internal testing, the multiplayer beta is now open to all players on Steam, providing the full suite of options ahead of the new update’s full release. But do mind the (potential) bugs along the way.

 

You can opt in to the beta 1.3 update by opening the game properties on Steam, hitting the betas tab, and inputting the code “jumpingjunimos.” That will force the game the to pull down the update and let you start farming with your pals. The beta will also go out to GOG users in a few days.

[...]

Stardew Valley

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

Details

Realms Beyond - Combat Development & Goblin Barbecue

by Silver, Sunday - April 29, 2018 23:20

Realms Beyond showed off its fireball effect.

Combat Development and Goblin Barbecue

We haven’t posted much lately because we focused all our efforts into developing the first playable iteration of the combat system. This combat prototype (or let’s say Combat Pre-Alpha) will include almost every action and spell of the classes Fighter, Barbarian, Cleric, Wizard, Ranger and Rogue (about 100 actions and spells in total).

Along with animations, character models and visual effects, we already implemented the sound for various weapons, spells and hit effects.

Until we can show you a detailed insight of the combat system, this little preview video will give you a first impression of the Fireball spell at a higher character level. Those poor Goblins never had a chance and died many deaths during the development.

Except for the combat grid, we completely hid the user interface because it’s still work in progress.

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Realms Beyond

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

Details

Dauntless - Making Progress(ion)

by Silver, Sunday - April 29, 2018 13:52

The latest update for Dauntless, scheduled for May 2nd, introduces some new progression mechanics. Dauntless will be in open beta come May 24th.

MAKING PROGRESS(ION)

The weapons you wield, the legends you forge, the Behemoths you can claim among your conquests – it’s all part of progression. We’ve used player feedback and tools that we’ve been developing to create new experiences that will redefine the time you spend in the Shattered Isles. Today, we’re pulling back the curtain on new progression systems inspired by your feedback!

No one envies the cartographers of Ramsgate the nearly impossible task of charting the courses and positions of the Shattered Isles. By the same token, the challenges that you’ll face as a Slayer will grow, evolve, and change over time. Dauntless’ new progression system is not merely an update to quest lines or crafting requirements, but a new platform on which we’ll build the stories of this world, your relationships with the characters that inhabit it, and the content we’ll be adding for years to come.

The new world map that you’ll use to select your hunts and see what’s available to your Slayer is a result of this commitment. We know that change is inevitable and we’re excited for what the future will bring. We can’t fit all of these dreams and designs onto one map, but this is where we as a community will come together to chart the course of Dauntless.

NEW HORIZONS

When a Slayer is faced with the overwhelming odds of an especially deadly challenge, they reach for the most valuable resource at their disposal. More than any new weapon, armour, lantern, or potion, a Slayer’s reputation is critical to their success. The path to making it home in one piece is too lonely without the trust of the leaders of Ramsgate and the resources that they command.

The Seeking the Horizon update, coming May 2nd, will introduce new reputation systems to progression. Slayers can look forward to winning the favor of three characters in this update and the launch of Open Beta, with more to come in the future.

In addition to unlocking options with these characters as you progress through the story of Dauntless, the Slayer, Alchemist, and Weaponmaster paths will each offer one weekly and two daily quests. Completing these requests as they come will net Slayers reputation and other rewards. Polishing them off every day will give players access to special cells, weapons, and consumables.

Captain Katerin Sorrel will be your guide in the ways of the Slayer, unlocking new challenges as you establish your name in the Shattered Isles. Wils Bormen, Ramsgate’s weaponsmith, will be more than happy to put special attention into weaponry and cells. And the Bosun, Markus Boehr, will give you the tools to unravel the mysteries of aether-infused alchemy in exchange for your aid.

We’re also giving Slayers more choice when it comes to choosing their hunts.

Embarking on a “patrol” gives Slayers the option to pick the zone they’ll hunt in, but not the specific Behemoth or island. You’ll also receive bonus archonite for your contributions. The new “expedition” option allows Slayers to specify the island they’ll hunt on, but not the Behemoth – perfect for rounding up gatherables. You’ll also bring back an additional bundle of gatherables from the island you hunt on. Players looking to choose the Behemoth they’ll hunt can do so by embarking on a “pursuit”.

Regardless of where you set your sights, there’s always an adventure waiting for you just beyond the horizon. We’re excited to test these new systems with players with the Seeking the Horizon update on May 2nd and in the Open Beta on May 24th!

[...]

Dauntless

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

Details

Robothorium - Open Beta Weekend

by Silver, Saturday - April 28, 2018 12:44

DSOGaming reports that Robothorium is having an open beta weekend.

Goblinz Studio has announced that an open beta weekend has been launched for its upcoming futuristic turn-based rogue-like RPG, Robothorium. In order to celebrate this announcement, the team has also released a new teaser trailer that you can watch below.

[...]

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Robothorium

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

Details

Wolcen: Lords of Mayhem - Next Patch and Beta

by Silver, Friday - April 27, 2018 10:00

A new update for Wolcen: Lords of Mayhem details what the next patch will bring and when to expect the beta. Thanks henriquejr!

Past content, future content, Beta, and a nice surprise!

[German translation]

There is a lot to say today. Before presenting you the huge surprise we made for you at the end of this news, I would like to share some information. Let’s start with…

1. News about the next patch

We want to give you an update on the development of Wolcen: Lords of Mayhem, and how things will go in the next months.

In January this year, we shared with you the Roadmap for 2018. In that Roadmap, we told you that we will release the true Act I of the game. We would like to clarify what “the true Act I” means:

- Multiplayer/Coop
- An entire new storyline
- Apocalyptic form
- New creatures
- New environments
- New quests and dialogues
- New NPCs
- New player characters
- New animations
- New armors

But also on a more technical point:

- Improved quality of assets and textures
- New shaders and visual effects
- Whole new particle effects with improved quality
- Huge optimization pass on everything
- New gameplay mechanics

Basically, we are improving the quality of everything, so it fits better our ambition, and yours.

Since the entire actual environment, armors, and characters will be modified or improved to allow the final version of the game to be implemented, we’ve decided to focus our attention on the Beta transition and no longer add content to the actual version of Wolcen.

This leads the next patch to be planned for the end of September.

We still plan to check regularly on crashes and game breaking bugs to apply hotfix for the most annoying ones, in order to improve your game comfort on the Alpha. Our Community Manager, Jessica (Calistaen on Discord/Steam), is always here to take care of you. So, please, keep giving us feedback and bug/crash reports so we can monitor these issues.

In September 2018, we will officially move into version 0.9 of Wolcen: Lords of Mayhem, meaning: Beta! For this update, all characters and stashes will be wiped, and you will have a whole new game to explore.

We’ve already been working on that content for the last months, in parallel of the patch 0.5.0.5 that we applied at the end of March.

Actually, we’ll do better than that and show you the work we’ve done at the end of this news with a nice cool new video (I told you there was a surprise!).

2. What other changes are planned for the Beta?

Before preparing to move into Beta, we had to reconsider some implementations planned during the Kickstarter. There were a lot of discussions in the office around these elements, and a lot of feedback gathered to reach a final decision. However, we’re confident that these choices will improve the production flow, the game flow, and the overall quality of the game.

The Open World

Since we hope that Wolcen: Lords of Mayhem is only the first chapter of a long story, it seemed important that the universe is properly introduced. Having an open world ARPG is an interesting challenge and we’re still enthusiastic about having one for Wolcen, but we will most likely keep the idea for a later title.

Therefore, each act of Wolcen: Lords of Mayhem will have its own map with different areas in it, and the transition between acts will be handled by teleportation/events. However, each act will be connected to a region and we’re making our best to ensure the game fluidity feels as close as possible to an open world.

Also, the environment will still allow random dungeon, optional random quests, and modifiers. So you’ll always have diversity on the maps.

The rotating camera

We wanted to try the rotating camera to customize player’s experience in the game. After checking our feedback, it seems that the feature is not used by a lot of players, and even considered quite confusing and disorienting.

Developing the game with a rotating camera forces us to make the view perfectly polished on 360° which adds a substantial amount of work for a feature barely used. To us, it means that the time spent taking into consideration the rotating camera could be used as well on more interesting features for the community. All these elements comforted us in the idea to put this feature aside and make the camera viewpoint more popular.

There will still be some cool camera effects though, and the game will be even more beautiful because we will have a full control on what you see when you play your character, but you will no longer have the possibility to rotate your camera in the game.

3. Will the game be completed?

[...]

Yes, the game will be finished and released. The Wolcen Team is growing for you, and most of all, thanks to you and your awesome support since the Kickstarter campaign. Let me assure you that we are all dedicated to making this great game flourish.

Later, I will show you around the studio and introduce all these new faces you don’t know yet.

But for now, as promised, I’ll let you take a sneak peek at what’s been done by the Wolcen team these last few months, and what you can expect when the game moves into Beta in September. Our team is very enthusiastic about this transition, and we hope you will like it despite the waiting it represents.

Thank you all for your support, now and always :)

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Wolcen: Lords of Mayhem

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

Details

RPGWatch Feature - Black Geyser: Couriers of Darkness Interview

by Myrthos, Thursday - April 26, 2018 18:00

Farflame reached out to David Zakal to talk about Black Geyser: Couriers of Darkness, for which a Kickstarter campaign has started today.

RPGWatch: You revealed a story about evil forces that repeatedly tried to destroy the world until they came up with a scheme based on greed and destruction from within. Some people would probably say it is a common fantasy story while others would see some parallel to our world in it. So how would you describe it? Is it mostly based on common fantasy tropes or is it mostly allegory? Or is it more complex than it seems?

David: In the Black Geyser: Couriers of Darkness backstory, spreading greed is indeed a new plot by dark gods to infiltrate, turn, and eventually wipe the world of mortals. Mortals have learned to cope with fear and evil, but have not learned to face their own weaknesses such as envy or greed. While fear from an external force makes people stick together, envy and greed silently divide and turn them against each other. As you said, it is destruction from inside. Another interesting point in the backstory is that one of the dark gods requires this scheme because she would cease to exist otherwise. She fights to keep a long-time status quo: her eternal life. The status quo and establishments have changed throughout our real history, and those who were interested in keeping the status quo did not hesitate to use the most subtle and ruthless methods to stay in power. Therefore, this is another point where people may find an allegory to the real world, but I would like to state that our game is purely fantasy and any similarities to real-life events are coincidental. We want to make a game our players love and enjoy.

 

RPGWatch: How does the skill system and character progression work? I noticed that classes have unique skills but are there also common skill trees for everybody? Some perks? Pets?

David: Your characters gain experience points during gameplay and combat. When they collect enough experience for a level-up, the game indicates this, and you can finalize the level-up by allocating various things (e.g. skill points). There are three general skills that are available to all classes: Bargain & Persuasion, Learning & Research and Brewing & Drying. Of course, the maximum points you can allocate may be different for each class (a Fighter will never brew as well as a Druid or research as well as a Spellweaver). Additionally, there are a few weapon skills as well (such as Throwing) that are available to all classes.

The closest equivalent to perks I can think of are special abilities that characters may receive at level-up or after special, rare events. In terms of activation, these work like spell-like abilities and behave in the same way as spells in terms of re-memorization. For example, Thunderclap Berserk and Prolonged Berserk are such abilities for the Fighter class.

Pets and familiars are planned to be a Kickstarter stretch goal.

Black Geyser

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

Details

Demon's Rise: Lords of Chaos - Released

by Silver, Wednesday - April 25, 2018 13:13

Demon's Rise: Lords of Chaos has been released on Steam to a 40% discount.

About This Game

You are no hero … no prancing knight or scholarly wizard but a champion of the dark gods. As their chosen, you have command of legions of barbarians, beastmen and demons. Wield unholy strength, necromancy and hellfire to bring ruin to the civilized realms. Honor your gods on the bloody fields of battle in a quest for power and ascension.

Demon’s Rise: Lords of Chaos is a turn-based, tactical RPG set in a brutal and unforgiving fantasy world. Taking place amidst a horrific war in the cold north, the campaign will see your party fight innumerable enemies, huge monsters and powerful sorcerers. Victory will require the tactical use of terrain, morale, formations and magic. Build an increasingly powerful war band, command demonic allies, and crush those that stand against you.

• Tactical Choices: Use terrain effects, cover and line of sight to gain an edge over your enemies. Employ spells to hinder powerful enemies, area effect damage to clear the field of lesser foes and buffs to strengthen your allies.

• Build Your Party: Choose from 20 diverse character classes to build your war band. Your warriors will improve with every victory, becoming stronger and unlocking new powers and skills. Acts of courage and savagery on the battlefield will bring favor from your gods, which can mean the difference between glory and defeat.

• Collect Gear: Equip your warriors with powerful weapons, arcane objects, runic armor and legendary artifacts. There are thousands of items to find and collect, each with their own stat effects and background lore.

• Campaign: Fight through a lengthy campaign and numerous side quests that span more than 80 hours of play time. No level caps and the ability to replay levels at a harder difficulty add to the longevity.

• Engaging Lore: Immerse yourself in the history of Tarren, the world of Demon’s Rise. A land of broken empires and shattered kingdoms where armies of humans, demons and other races fight for bitter survival.

Demon's Rise: Lords of Chaos

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

Details

Unsung Story - Developer Blog #1

by Myrthos, Monday - April 23, 2018 16:27

The first developer blog for Unsung Story is about the level design process.

Our Game Plan

We’re still dong some pre-production, which means the team is engaging in a whole lot of planning and documentation that will let us work more quickly and efficiently as we move forward. This can be a little bit frustrating for both fans and developers, as neither of us get to see the game come together as soon as we’d like, but it always makes for a better game in the long run.

Quite some time has been spent on working out the ideal size that our levels should be. Successful turn-based tactics games tend to keep their maps on the small side, as bigger levels often have a lot of unused space. In early testing we also found this to be the case, and have been slowly reducing our level size until it feels right. Of course, making the maps too small can be just as detrimental. It’s a tricky balance!

The grid system has been a fun challenge to work with and we’ve had to take a notably different approach to designing levels on a triangle grid (as opposed to a square grid). Right-angles, for example, do not flow naturally on the grid system that we're using, but they're such a common aspect of human architecture and we have to allow for them. This requires us to think outside the box (pun intended) in regards to how we design our levels.

Unsung Story

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

Details

Wellspring: Altar of Roots - Formerly Bevontule

by Silver, Monday - April 23, 2018 03:35

Bevontule has had a name change to Wellspring: Altar of Roots. In addition the developers have updated their demo which you can find on the Steam page.

Wellspring Pre-Alpha Demo 1.3.2 is LIVE!

Wellspring: Altar of Roots

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

Details

For the King - Review @ Dualshockers

by Hiddenx, Sunday - April 22, 2018 12:09

Dualshockers reviewed the tabletop inspired RPG For the King:

For the King Review — An Addictive Tabletop RPG Inspired Roguelike

For the King on PC is saved by its fun tabletop RPG inspired mechanics and multiplayer capabilities, which help it stand out in a sea of roguelikes.

While the roguelike is undoubtedly a crowded genre in the indie scene, I also find it to be one of the most interesting. Having to restart from scratch after a game over is not just punishing, but encourages players to be more methodical in their action and forces developers to be more creative in design to adapt to this deliberate design decision. For the King from IronOak Games and Curve Digital attempts to stand out from other roguelikes with its unique blend of tabletop inspired RPG gameplay and engaging multiplayer.

While some of that early-game roguelike frustration is present here in full force, For the King is a memorable and fun title that both fans of roguelikes and standard turn-based RPGs should have a good time with. The game may be a bit rough around the edges with some glitches and frustrating RNG, but if those things improve post-launch, For the King keeps pulling me back in, and is poised to become a staple roguelike for me.

[...]

As an indie title straight out of Early Access, For the King isn’t without a few rough spots, especially when it comes to the technical side of things. Luckily, the game is saved by its fun tabletop RPG inspired mechanics and multiplayer capabilities, which help it stand out in a sea of roguelikes. As a fan of the genre, I can see myself consistently returning to For the King, and think other roguelike fans and people who enjoy tabletop RPGs will find something to enjoy here.

Score: 8/10

 

For the King

SP/MP: Single + MP
Setting: Fantasy
Genre: Roguelike
Platform: PC
Release: Released

Details

Ash of Gods - Update 1.1.36

by Hiddenx, Saturday - April 21, 2018 11:06

Pladio spotted a new update for Ash of Gods:

UPDATE 1.1.36

In the update 1.1.36, we have fixed the problems you have reported, and also added some optimizations to the PC version, which were created for the mobile and console versions of the game.

CHANGELIST:

SINGLEPLAYER:

  • Optimized loading time of fights (battles should load up to 3 times faster than before)
  • Optimized video memory consumption for video cards of Intel HD Graphics series 2500 and older (until 2012)
  • Added the ability to delete the saves
  • An additional confirmation question was added during the choice for Hopper - to resist the Reaping or not
  • Updated English text with new editing in the last week (thanks to Reavy and K. Constantine)
  • Fixed restrictions on wearing the “Emerald Amulet”
  • Fixed incorrect text in English, German and Italian in chapter 4 (the text did not correspond to the dialogue)
  • Fixed a possible freeze of the game during a dialogue with Ruor in Pheng's camp
  • Fixed the quest logic for the 3rd and 5th quests from the line of quests "Sinvicta"
  • Fixed switching of fonts in the main menu when switching from Chinese to German
  • Fixed a bug that made the interface freeze if you opened the biography of the character before the video ended for the death of the character
  • Fixed the incorrect behavior of the window for strixes’ distribution, when the team has both Gleda and Mact and there are not enough strixes for the travel
  • Fixed an error in leveling up for "Monk" which made one of the skills improve energy instead of health
  • Fixed a bug that sometimes prevented injuries from showing correctly on the strixes management screen
  • Fixed a situation in which it was possible to kill a character with a plot armor (Gleda on a number of parts of the game and Mact on some travelling)
  • Fixed a visual glitch on the combat help screen at 1024 * 768 resolution
  • Multiple edits for spelling for Russian, Ukrainian (thanks @awg), Italian, German and English

MULTIPLAYER:

  • Now, when one wins a multiplayer game, the winner gets the chests for his arena
  • Removed the restrictions on wearing items in multiplayer
  • When defeated, players receive 10 gold for each enemy unit killed
  • Improved UI for the team management screen to make removing cards from the hand easier (you needed to aim at the slots)
  • Fixed several holes during data synchronization, which allowed cheating when updating skills and leveling up
  • Corrected the behavior of UI on authorization and entering the multiplayer mode, if you try to close it by the “Esc” button
  • Fixed issue with sorting and displaying items in team management
  • Fixed a problem which made the animation for passive skills freeze if the unit was killed with a card
  • Fixed a problem with the false indication of new skill points on max level characters
  • Fixed problem with duplicate characters in team management
  • Fixed displaying of wounds in the popup-window of the results of the battle
  • Fixed the persistence of wounds in the current game session
  • Fixed the freezing when pressing space button during a match search
  • Fixed a possible freeze when changing from multiplayer to single player

WHAT ARE WE WORKING ON NOW:

  • We fix the mistakes you report
  • We add clans to the multiplayer - about a third is ready
  • We test the 'Iron man' mode with high difficulty
  • We test the integration of GOG Galaxy (achievements, overlays, cloud storage)
  • We test "postmortem" after the final video - it has already been translated into all languages and added into the game
  • We test the battle log
  • We do additional editing for the English language (now with the help of 4 people - two new editors from our translation company and with the help of community members - Reavy and K. Constantine)
  • Preparing for the LQA for the Polish language. If you speak Polish and can help us—please, write in the comments.

IMPORTANT:

  • If you having issues with launching the game on Mac, please open Properties of the game via Steam, choose Launch option and copy-paste this here: -force-glcore
  • There is still a problem in Unity with detecting the list of available resolutions in some versions of Linux X64. To fix an error «Receiving unhandled exception in funlockfile», please, run the game in windowed mode, there is no full-screen solution for now, it is up to Unity.
  • Games on Unity in Mint Linux, Ark Linux do not work with tiling desktop manager dwm — please use OpenBox or analogues.
  • If you the game crashes on Windows 7 with Intel HD graphics cards 2500, 4xxx, GT3 - please open Properties of the game via Steam, choose Launch option and copy-paste this text here:
     -force-glcore
    Unfortunately, this is a problem with video card drivers that were not updated for these series since 2012.

Ash of Gods

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

Details

Depth of Extinction - Build 41

by Hiddenx, Saturday - April 21, 2018 10:59

This is new in build 41 of Depth of Extinction:

Build 41 - UX Improvements, Character Customization and More Loot!

Depth of Extinction First Access » Devlog

Hey everyone! We’ve gotten a ton of feedback over the last few months, and as you may (or may not) have seen, we have posted a final release roadmap for the game that hopefully clears the way to release to Steam in late May or early June. Very exciting but busy times for us as we get ready and try to finish up everything on that list!

[...]

So enough about the launch and the future - let's talk about the present and all the changes we have in Build 41.

Build 41 Release Notes

Tutorial Overhaul - shortened it significantly, added doors to the tutorial steps and hopefully made it a bit more interesting for new players. When playing the tutorial, you will also skip the objective screens to get you right into the action!

Icons Updated - almost every icon in the game was updated, including equipment, missions, map areas and the Republic icon is now a Kraken!

Movement Path and Hovering - A pretty big change was made to remove the need to click to draw a character movement path (except in some cases) and a redesign to how the path appears. Should make it a bit more satisfying to move around and eliminate that extra click.

Custom Cursor
- When hovering over a targetable entity (enemy, cover, etc) the cursor will turn into a reticle. When hovering over something you can interact with (doors) it will turn into a hand or a hand with an “x” if you are out of range. Between this and the path changes, it seems much easier to tell where you are moving and what you are clicking on!

More Loot in Levels
- in addition to the usual 2 items of loot (which we are going to mix up soon) there are between 1-5 extra items scattered around the facility. These are either credits or fuel.

Procedural Level Generation Improvements - the levels are less similar now and will be in numerous shapes. You’ll also see larger and smaller facilities mixed in all areas.

Music tied to alert levels - nine new tracks were added to the game and we have categorized them by “alert level” in the game. So now when enemies come in sight, the music transitions to a faster track!

Credits Editor on Objective Loadout - when you are prepping your team for loadout, you can now allocate any amount of credits stored in the base to take with you on the mission. Remember, this is risk/reward as the credits may help you but if the team gets wiped then they are lost!

Character Customization - a new pane is added to the character settings to let you change your unit’s name and permanent equipment if you want. Any name can be typed in or you can choose from our random name generator.

Dialog UI Redesign - the dialog has been redesigned in preparation for a future update where we will add avatars for the characters to match their currently equipped items. This should come in with the Build that introduces character dialog (looking like 43 right now).
Bug Fixes

Delay on Overwatch, Defend or End Turn
- the delay between turns was sped up in the last build but it looks like we missed one more thing that was causing some noticeable delays when doing an interaction that immediately ended the turn.

Commands during Dialog Cutscenes
- you could click around disrupting the camera during pirate cutscenes.

Wrong Loot Triggering Evac - if the same item was in both loot boxes, then the system didn’t know which was the “goal” item

Walking through Doors when both sides aren’t fogged

A lot of small stuff!

Depth of Extinction

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

Details

For the King - Released

by Hiddenx, Thursday - April 19, 2018 19:18

The strategic RPG For the King has been released:

For the King

Full Release is here!

Yes that’s right, Adventurers: Full Release is here!

"Is it everything we’ve dreamed?!"

We sure hope so, Joe Player. We’re so excited and thankful for our wonderful helpful community throughout Early Access.

We’ve experienced the trials and tribulations of all that Early Access had to offer. From great feedback, amazing stories of victory, to terrible bugs that had to be quashed and everything between.

"It was an adventure all on its own"

It sure was. And we’re happy say that we’re not done yet. Of course, we’re going to be in full on support mode for the next while. But once things level off, we will start scheming internally on the next best way to make you all party wipe.

For now, enjoy our three adventures!

Again, thank you so much to our Kickstarter Backers, Early Access Community, and to all you newcomers joining the quest. We wouldn’t be here without you.

Sincerely IronOak Games

p.s. - Keep those discussions coming in on the Discussion forums, and Discord!

For the King

SP/MP: Single + MP
Setting: Fantasy
Genre: Roguelike
Platform: PC
Release: Released

Details

ATOM RPG - Update 0.7

by Hiddenx, Thursday - April 19, 2018 18:57

A major update for the ATOM RPG has been released:

0.7 Krasnoznamenny!

Dear friends!

It is time for another update of ATOM RPG! And we're not talking about bugfixes... Our April update is quite huge as it touches most aspects of the game. As soon as you update ATOM, you will be getting new quests, new characters, new stories, and new gameplay mechanics from all around. According to your wishes - part of Krasnoznamenny is now open, and many other locations are now filled with interactive content. You will also get to play the first of many backer quests we promised during our Kickstarter campaign. This time we made our good friend Rojson's ( youtube.com/user/ROJOV13 ) creation come to life in a long and arduous journey through the Wastes.
Working on this update took most of the last two months and we really hope that you guys will like it. Please, share your opinions and caught bugs on our Steam page. But speaking of bugs - this time we won't be able to fix them before next week, since on April 21st, our whole team (plus a very special Backer) is moving out to Chernobyl! As you can remember, this was one of the top-tier rewards on our Kickstarter page. We're also doing it to catch some glimpses of a true post-nuclear landscape. This will surely help us make the game better in the long run, and once we're back those bugs won't stand a chance! As for the time while we're gone - check on the progress of our adventure using the social media of your choice:

Instagram: https://www.instagram.com/atomrpg
Twitter: https://twitter.com/atomrpg
Facebook: https://www.facebook.com/atomrpg

  • 15+ new characters with unique dialogue;
  • 28 new and renewed portraits;
  • 15+ quests;
  • up to 2000+ lines of new dialogue and system text;
  • new weapons, such as the APS pistol;
  • new headgear;
  • new clothes;
  • new loot;
  • new books;
  • new maps for both quests and random encounters;
  • new use for the Amanita mushrooms...
  • some empty maps are now settled;
  • new crafting recipes;
  • new traders;
  • new Easter eggs;
  • new interaction with an in-game fraction;
  • previously incomplete quest is now finishable!
  • new companion screen, to help manage your fellowship better;
  • advanced tactics for the Follower NPCs
  • updated combat and AI;
  • a possibility of becoming a slaver;
  • many long-term problems, including the one with the intro movie are now solved;

...and many, many more new things await!

ATOM RPG

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

Details

Knight Bewitched - Released

by Hiddenx, Wednesday - April 18, 2018 19:37

Today is the release day of Knight Bewitched:

Knight Bewitched

After slaying a dragon, fearless knight Ruth and her companions are tasked with hunting the witch Gwendolyn. In an unfortunate turn of events, Ruth collapses from illness and is nursed back to health by no other than the witch she was tasked to kill. Unable to slay the woman who saved her life, Ruth is jailed on suspicion of bewitchment and later saved by her comrades.

As a new threat looms over the horizon, Ruth and Gwen, together with young orphaned companion Stray and mysterious rogue Uno, rise to the occasion. As they journey, a flame slowly ignites between the hearts of Ruth and Gwen.

But is this true love, or is Ruth truly bewitched?

Features

  • An LGBT-positive story-driven adventure
  • Four difficulty modes: Play on Casual for a story-focused experience or Heroic for RPG veterans
  • Crisp, vibrant graphics
  • Gameplay reminiscent of classic RPGs
  • Steam Achievements

Knight Bewitched

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

Details

Healer's Quest - Released

by Hiddenx, Wednesday - April 18, 2018 19:33

Today is the release day of Healer's Quest:

Healer's Quest

When evil forces awaken in the darkness, the world needs a team of heroes… But when these heroes are a ragtag bunch of unskilled jerks, only the healer can save the day.

Healer’s Quest is a lighthearted Comedy RPG where you take on the role of the most underappreciated party member in any fantasy realm: the Healer. Joining a band of inept misfits - a bossy tank, a handsome archer, a depraved mage, and a raging barbarian - you must keep your party’s health topped up whilst simultaneously managing dwindling mana reserves.

Not only can your party be taken down when their health ebbs away, they can also be hit with a range of debilitating status effects. It’s like juggling with magic, and the crowd hates you. If you let party members die, they may well go into a sulk in subsequent encounters. Manage moods with magical curatives, death prevention, and witty dialogue choices.

Features:

  • Master 22 different spells to successfully buff your party to victory
  • Use in-depth skill trees and upgrades to carve out your own playstyle
  • Choose your karma alignment, each with its own dialogue options (Good, Evil, or Victim)
  • Secure legendary loot for your allies
  • Heal, buff, and cure ailments
  • Keep everyone alive to avoid moody party members

Healer's Quest

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

Details

Din's Legacy - Announced for Q4 2018

by Hiddenx, Wednesday - April 18, 2018 19:29

Soldak Entertainment announced Din's Legacy for Q4 2018:

Din's Legacy

Din's Legacy is an action RPG with mutating characters, set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.

During the Orc Schism, the entire Orc race was violently split into Dark Orcs, Zombielords, and the Mutated. The Mutated are tainted with Orc blood, a zombie parasite, and necromancer magic. This makes people seriously mistrust and even fear them. The fact that they slowly mutate over time makes it even worse. Who is going to trust you when you grow horns overnight?

Despite all of this, the Mutated are actually more closely related to the Elves, both their behavior and physically. They want to prove this to the world, but they are facing a tremendous uphill battle.

The trickster god Din was intrigued by their chaotic mutations and burning desire to prove themselves to the world. Always in need of champions, he made a pact with the Mutated. Each volunteer would become one of his champions trying to save the world wherever Din sends them. In return, each time they die in his service he resurrects them to continue their service.

Din's Legacy, as well as the Mutated's and yours, are all in your hands! Can you be the Champion that is needed?
 
Features

  • Experience your character mutating over time for good and bad
  • Guide your character's evolution (choosing/improving skills, suppressing unwanted mutations, etc)
  • Use mutation points to mutate your character towards another character or sub-class
  • Uniquely created worlds for every game, with different scenario, win/lose conditions, areas, monsters, items, and quests, give the player a new experience every time
  • Explore a dynamic, evolving, living world
  • Your choices truly impact the game
  • Co-op multiplayer to adventure with friends

Din's Legacy

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

Details

Wasteland 3 - On The Road To Alpha

by Silver, Tuesday - April 17, 2018 01:41

A lengthy Fig update for Wasteland 3 talks about the road to Alpha.

Production Greetings with Stewart Spilkin, Senior Producer

Stewart here!   

As we roll on into 2018, Wasteland 3 has been in full production for a while and I’m happy to say we’re hitting all our major milestones on design, art, and engineering. Long-time fans of inXile may know our production philosophy puts a heavy emphasis on iteration. Practically speaking, that means we want to have levels and systems in so we can test and improve on our ideas.  This allows us to find out sooner rather than later what works and doesn’t work.

At this point, over 90% of the scenes in the game have first pass scripting as well as first pass art. We have Rangers killing stuff, vehicles driving around (and also killing stuff), multiplayer working on consoles and PC, the works! This allows our level and systems designers to experience and polish up their scenes, and for our Design Lead George Ziets to do playthroughs and take (very meticulous) notes. The value of getting this kind of revision time early on can’t be overstated.

We have a few new team members to mention. On the Environment Art side is Yong-Ha Hwang, recently on the Blizzard cinematics team, and Josh Deeb, who is joining us from Daybreak. In our NOLA studio, we've also picked up Germ Revoso as a concept artist, and Greg Roberts is doing some great animation work for us. On the writing team, author Cassandra Khaw has been doing some amazingly twisted dialog work for us, and Nathan Long, the principal writer on Wasteland 2, is cranking out volumes of great material too.

Checking In On: Gameplay Systems with Eric Schwarz, Systems Designer

Hi everyone! The last several months of development have seen huge strides as far as our gameplay goes. As we barrel forward on development, we're continuing to refine the feature set and details of our character system, skills, abilities, weapon types, gameplay styles, and more. Being system designer on the game means ensuring that the game is fun to play, that the user interface and experience is as smooth as possible, and that I advocate for (and design) as many features as we can possibly get in. Most of my efforts lately have been focused both on ensuring our core combat and exploration systems are at a level where we feel there are no major unknowns left to solve, and are in a good state for iteration, balancing, and, later, polishing up.

In addition to making the core gameplay as good as it can be, I've also been working heavily with George so that our area design is in sync with our gameplay mechanics and makes the best possible use of them. This also means working on content design for all of our enemies, whether those are our different factions of NPCs, robots, animals, and even bigger, meaner things, so that each of them has a distinct gameplay identity, weapon types, and in some cases, abilities they use in combat. We're spending considerable effort to ensure that our combat encounters and enemy types have plenty of variety, and fitting personality for our post-apocalyptic version of Colorado.

Of course, all that high-level stuff is important, but what matters is getting those features directly in the game to play and experience first-hand. As such, a bunch of my time also involves coordinating with the level design team to implement all our features in all the locations you'll explore. Jeremy, Zack, Ben, Alex, Leland, Jeffrey, and others have been working hard to not only build the gameplay scenes and missions, but also do passes on combat implementation, loot, skill interactions, and more. It's a huge undertaking for the team, but with each and every revision, our scenes and gameplay get better and more fleshed out.

While we're still building on the foundation of Wasteland 2, there are also dozens of little tweaks, changes, improvements, and quality-of-life updates, many of which came directly out of feedback from our previous games. In future updates, we hope to be able to go into more detail about these. Until next time!

Eric Schwarz
Systems Designer

Checking In On: Content Design with George Ziets, Lead Designer

Hello all, Ziets here. The writers and level designers are working hard to get the whole game to a first draft state - especially the critical path. By the end of next month, we should be able to start the game at the tutorial and follow the critical path all the way to the end. It won’t be bug-free, of course, but getting to a solid first draft (as early as possible) is a critical step.

Some of our zones are already at an alpha state, which means that first-pass dialogue and level scripting are done, and combat, missions, and exploration all exist in some form. I’ve been playing through our zones and sending long lists of feedback to the design team. Our current focus is the city of Colorado Springs and Ranger HQ, our main hubs that contain the most reactivity to events that occur elsewhere. We’re also developing the endgame sequence and writing some of the most important characters in the game, like the Patriarch (the ruler of Colorado) and a returning Ranger from Wasteland 2 (who will, for the moment, remain nameless).

Once we're satisfied that all our zones have reached alpha, we’ll shift our emphasis toward playtesting, bug-fixing, and iterating. The iteration phase is the moment when a game really begins to shine, so the more time we can spend in iteration, the better the final product will be.

Final note: When we reach the final installment of our "Building the Everest" series of updates, we'll give you an early look at how our mission system will actually work in game.

George Ziets
Lead Designer

Checking In On: Art Design with Charlie Bloomer, Art Director

Hi all, I'm here to give you some news about what the Art team has been up to lately. The pace of production has been astounding! As with any production cycle, as the design becomes more and more fleshed out, the remaining questions begin to melt away, leaving a relatively clear path for artists to move in.

This is probably most evident with our environments. Every scene in our game has passed the blockout stage by Design, which means there is nothing stopping the Environment Art team from moving forward on first pass treatments for every scene in the game. We even took scenes from three different zones to a finished (polished) state before Alpha, since doing so would allow us to test assumptions about overall aesthetic approach, performance, and about how well our special shader solutions for snow etc. will work across ALL platforms. The other aspect of environments that we switched into high gear was props. We have a mix of in-house and outsourcing resources cranking through a long list of carefully vetted assets that include props, interactables, items, and weapons.

In January we made the decision to focus our Character Art effort leading up to Alpha on the assets that would have the most wide-reaching impact on our game - namely our factions. The world of Wasteland 3 is populated by many distinct groups! Each faction character is constructed out of a collection of "parts" - chests, legs, hands, feet, heads - that results in a large amount of variation across the Wasteland 3 landscape. By focusing all of our resources on these character factions, we've developed an excellent visual language for each group and a firm foundation for the next stage - characters with more unique appearances that will play a specific role in conversations and/or gameplay. Here's an example of a Scar Collector outfit, kitted out for the harsh winter enviornment:

Speaking of conversations, we've fully tested our pipeline for generating facial animation and the accompanying full-body gestures that will make up our cinematic conversations! We've settled on a system of processing audio tracks, combined with motion capture, that yields the quality we have been aiming for. As we work toward Alpha, the last piece of the puzzle is being addressed. That has to do with how our tools for managing the complex conversation system in Wasteland 3 can actually drive the animation and audio at runtime as well. In the end, it's a cleverly automated system that handles the heavy lifting with relatively little hand-holding required by us mortals.

Our Animation team has been focusing on establishing really nice idle poses that will serve as the starting and stopping points for all of our combat animations. The end result is animations across all our weapons sets that demonstrate excellent readability and also personality! The same can be said for our new fidgets and reaction animations as well. And the most recent leap forward has to do with a clever way of using additive layers for our damage animations so they now take into account both the direction and severity of an attack and then randomize the result. We really like how it's coming together and hope you will, too.

The Wasteland 3 UI departs in appearance from that of its predecessor. While the functionality has been improved in many spots, visually we've moved toward a look that is intended to provide the same information in a less "physical" shell. Part of the change is aesthetic - we tie into the game's themes with shades of blue and with hints at ice and frost. Beyond that, we're keeping the interface elements clean and easier to read. We've established our visual language and now it is simply a matter of executing on the plan.

Across the whole project, the excellent pace of art creation in the last several months has been exhilarating and positions us well to dive into the part of the project I like best - that time after Alpha where our focus shifts from getting things in and functional to making things beautiful! Things like the Meat Clown!

[...]

 

Wasteland 3

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

Details

Underrail - The Rig

by Silver, Sunday - April 15, 2018 12:22

A new update explains that the expansion content will connect with the existing areas in Underrail.

The Rig

Friday, 13 April 2018 12:36

Hi guys, here's a quick update on what we've been up to in the past few months.

Underrail - Lower Caves Global Map

In order to wrap up the geographical consistency of the base game, we had to create a number of water maps that connect SGS, Junkyard, Core City, Camp Hathor, and the Black Sea. In the expansion the player will be able to traverse and explore these maps with his jet ski, but he won't be the only one as a number of factions also utilize these waters, such as Protectorate, Black Eels, and Black Sea pirates. Also encounters with random sea bandits are not uncommon.

Underrail - The Rig
Underrail - Scrappy Narrow
Underrail - Port Zenith

The most powerful naval faction in the South Underrail is, of course, the Black Eels. Their naval platform The Rig is perfectly positioned to facilitate the trade between different stations as well as their own scrap exporting business. The Rig is also used to control the central body of water of the Lower Caves in order to fend off pirates. This place will be vital for pirate missions that the player will be able to take part in if he chooses to ally with the them in the expansion.

The Rig missions are not 100% complete yet, but will be soon. After that we'll be returning to the Black Sea to wrap up and polish off the maps we made so far and integrate them into the global map. And then we still have two more areas to develop - the villages of the savage natives and the final dungeon.

Let us know how you like the aesthetics of the new areas.

Cheers.

Underrail

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

Details

Knight Bewitched - Release: April 18

by Hiddenx, Saturday - April 14, 2018 11:17

The casual J-RPG Knight Bewitched will be released on April 18:

Knight Bewitched

After slaying a dragon, fearless knight Ruth and her companions are tasked with hunting the witch Gwendolyn. In an unfortunate turn of events, Ruth collapses from illness and is nursed back to health by no other than the witch she was tasked to kill. Unable to slay the woman who saved her life, Ruth is jailed on suspicion of bewitchment and later saved by her comrades.

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As a new threat looms over the horizon, Ruth and Gwen, together with young orphaned companion Stray and mysterious rogue Uno, rise to the occasion. As they journey, a flame slowly ignites between the hearts of Ruth and Gwen.

But is this true love, or is Ruth truly bewitched?

Features

  • An LGBT-positive story-driven adventure
  • Four difficulty modes: Play on Casual for a story-focused experience or Heroic for RPG veterans
  • Crisp, vibrant graphics
  • Gameplay reminiscent of classic RPGs
  • Steam Achievements

Knight Bewitched

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

Details

Demon's Rise: Lords of Chaos - Release: April 24

by Hiddenx, Saturday - April 14, 2018 10:55

The mobile-port of the tactical RPG Demon's Rise: Lords of Chaos will be available for the PC on April 24:

Demon's Rise: Lords of Chaos

You are no hero … no prancing knight or scholarly wizard but a champion of the dark gods. As their chosen, you have command of legions of barbarians, beastmen and demons. Wield unholy strength, necromancy and hellfire to bring ruin to the civilized realms. Honor your gods on the bloody fields of battle in a quest for power and ascension.

Demon’s Rise: Lords of Chaos is a turn-based, tactical RPG set in a brutal and unforgiving fantasy world. Taking place amidst a horrific war in the cold north, the campaign will see your party fight innumerable enemies, huge monsters and powerful sorcerers. Victory will require the tactical use of terrain, morale, formations and magic. Build an increasingly powerful war band, command demonic allies, and crush those that stand against you.

  • Tactical Choices: Use terrain effects, cover and line of sight to gain an edge over your enemies. Employ spells to hinder powerful enemies, area effect damage to clear the field of lesser foes and buffs to strengthen your allies.
  • Build Your Party: Choose from 20 diverse character classes to build your war band. Your warriors will improve with every victory, becoming stronger and unlocking new powers and skills. Acts of courage and savagery on the battlefield will bring favor from your gods, which can mean the difference between glory and defeat.
  • Collect Gear: Equip your warriors with powerful weapons, arcane objects, runic armor and legendary artifacts. There are thousands of items to find and collect, each with their own stat effects and background lore.
  • Campaign: Fight through a lengthy campaign and numerous side quests that span more than 80 hours of play time. No level caps and the ability to replay levels at a harder difficulty add to the longevity.
  • Engaging Lore: Immerse yourself in the history of Tarren, the world of Demon’s Rise. A land of broken empires and shattered kingdoms where armies of humans, demons and other races fight for bitter survival.

Demon's Rise: Lords of Chaos

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

Details

Vaporum - Eye of the Beholder fan art

by Silver, Thursday - April 12, 2018 09:16

The developers of Vaporum did a fan art video for Eye of the Beholder.

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Dungeon Master was a defining game of this type, but many of us have also spent a lot of time playing one of its successors. We could even say that it is the second best known representative of this sub-genre of RPGs. Eye of the Beholder is very close to our gamers’ hearts, and, several decades later, it definitely was one of the strong examples we were drawing inspiration from while creating Vaporum.

Perhaps if it wasn’t for Legend of Grimrock, nobody would even think that this old type of gameplay could work in modern times. But, as Grimrock has proven, and we hope that Vaporum has too, a system based on the legacy of Dungeon Master and the likes works like a charm, even today. So it’s no surprise that while working on Vaporum, we sometimes talked about Eye of the Beholder and its appeal. What could this game look like in this age, with today’s possibilities? Dressed in modern 3D graphics, yet at the same time staying true to its original style?

During the winter holidays, we created a small visual homage to this big piece of inspiration of ours, and now we want to share it with you.

Vaporum

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

Details

Battle Brothers - Video Review

by Hiddenx, Wednesday - April 11, 2018 21:19

CNonsense has reviewed Battle Brothers:

Battle Brothers Review | Tactical Turn-Based RPG Medieval Low-Magic Dark Fantasy

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Battle Brothers is a tactical turn-based RPG set in a low-magic dark fantasy medieval setting which has you taking control over and managing your own group of mercenaries, first trying to survive, then grow, and possibly even thrive so as to create a name and reputation for your band. The game focuses primarily on tactical combat coupled with a secondary focus on resource management but is it a solid enough overall experience to keep the diehard tactics player interested long enough to reach the end-game?

Battle Brothers

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

Details

Avernum 3: Ruined World - To be Released for iPad

by Myrthos, Wednesday - April 11, 2018 13:10

The iPad version of Avernum 3: Ruined World HD, is scheduled to be released next week the 18th of April.

Spiderweb Software Announces Avernum 3: Ruined World HD, A Fantasy Role-Playing Game for the iPad

Conclusion to epic saga coming April 18, 2018

April 10th, 2018 - Spiderweb Software, Inc., makers of fine indie games for 24 years, have announced Avernum 3: Ruined World HD for iOS. A tale of desperate exiles and their battle for a land to call their own, Avernum 3 is an epic fantasy role-playing adventure coming to the iPad on April 18th.

At last, your people are free. You broke out of the underworld prison of Avernum. You emerge onto the surface, finally back into the sun, only to find that the world is being destroyed. Plagues of horrifying monsters scourge the surface. If you don't stop them, you will have no home to escape to.

Avernum 3: Ruined World is the conclusion to the epic Avernum saga and a full remaster of Spiderweb Software's greatest hit. It is a huge fantasy role-playing adventure in an enormous world, with over 60 hours of gameplay spanning an underworld and a gigantic surface continent. Fight the plagues of monsters that are destroying your home. Explore a world that evolves as time passes. Towns are destroyed. Refugees flee. Disasters happen. 

Fight to save the world. Or don't! Do odd jobs. Become a bounty hunter or a merchant. Buy a house. Explore a multitude of towns and dungeons. Master over 60 spells, battle disciplines, and hunt for hundreds of magical artifacts. Explore one of the biggest, most unique worlds in computer games! 

Avernum 3: Ruined World is out for Windows and Macintosh now and will be out for the iPad on April 18th. Avernum 3 has no in-app purchases. Pay once and get the entire game!

Avernum 3: Ruined World

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

Details

For the King - Release In April

by Myrthos, Wednesday - April 11, 2018 13:07

For the King is scheduled for release April 19th and will be discounted 20% for a week at that time.

For The King ventures out of Steam Early Access on April 19th
Step onto a new frontier and fight in the daunting Frozen Expanse with a 20% discount at launch

London, Tuesday 10th April 2018 - Multi-award winning publisher Curve Digital, is pleased to announce that IronOak Games' For the King will leave Steam Early Access on 19th April 2018. For the King is a rogue-like RPG adventure for which sees players journey into procedurally generated levels to avenge their recently murdered King.

Mixing up a challenging blend of strategy, tabletop RPG, and rogue-like elements, For The King features both a single player experience as well as the ability for three heroes to play cooperatively both online and locally. Taking place in the gorgeous, hexagonal kingdom of Fahrul, players must strategically explore and battle their way through the fairytale, stylized landscape in a bid to discover and survive, lest they succumb to death.

The game's short run in Early Access allowed for new features to be tested, balanced and tweaked following suggestions from the community. As a result, IronOak Games have added a horde of new features including a Dungeon Crawl Mode, Discord integration, a whole host of multiplayer functionality and, of course, vital enemy and economy balancing. The full list of updates can be found via the game's Steam page.

The exit from Early Access will be accompanied by an extensive free update which adds an all new adventure into the daunting Frozen Expanse. This includes three entirely new realms: The Shivering Woods, Frozen Expanse and the Frigid Sea. Along with these new realms comes two vast new dungeons, a brand-new playable character to unlock and plenty of fiendish traps. Plus over 20 new enemies and encounters, two new Scourges and a wealth of new weapons, armour and loot. For completionists,10 new steam achievements are up for grabs.

For the King will be priced at $19.99 / £15.49 / 19,99€ with a 20% launch week discount, when it leaves Steam Early Access on April 19th. PlayStation 4, Xbox One and Nintendo Switch versions of the game are slated for release in early 2019

For the King

SP/MP: Single + MP
Setting: Fantasy
Genre: Roguelike
Platform: PC
Release: Released

Details