Aeon of Sands: The Trail
RPGWatch Indie Showcase / Aeons of Sands: The Trail
In this instalment of the Indie Showcase, we take a look at Aeons of Sands: The Trail.
» Continue reading the article...
ATOM RPG: Post-apocalyptic indie game
RPGWatch Indie Showcase/ ATOM RPG
In our second installment of the Indie Showcase, we take a look at ATOM RPG.
» Read the article
The Watcher's Guild
The Watching Eye
The Watchers' Rest
The Watchers' Place
The Vigilant Watcher
The End-of-Watch Tavern
The House of the Lost Souls
I know a better name
Outward - Reviews
Some reviews for Outward from Farflame.
My root issue with this is that Outward is really, really cool on the surface, but the combat is bad and you’re going to be spending practically all of your time walking from point A to point B. Walking makes up the bulk of the experience. There are three separate quest lines that you can do, although you can only do a single one per playthrough. I only did one, but it didn’t have much to it and seemed to mostly give you a guided tour of the areas. In other words, it makes you walk places.
I am not incredibly enthused to fight more baddies in Outward. I’m not that excited to speak to more of its cardboardy NPCs. I’m not looking forward to getting up from my chair to do some light cardio while I wait for my character to warm up by a campfire in the middle of a snowstorm, so I don’t get diseased and have to trek to the nearest village for a herbal tea and sleep for a day before I’m healthy again.
Outward - Review @ PCGamesN
PCGamesN checked out Outward:
Outward is a survival RPG that has no respect for your time
Ten hours into Outward and it feels more like hoovering up than playing a game
Survival games are all about lacking power. They depict a struggle against a world that’s not only uncaring but actively trying to kill you. Where’s the fun in that? It’s usually found in the elation of making it to day 100, whereas before you could barely struggle to day 50 – you learned to tame the environment, better manage your resources, and how to more effectively fight off the immediate threats. These are games about incremental improvement, starting from weakness and growing slowly, from a sap to a survivor and typically nothing more.
You can spend four hours working on getting new gear and walk away with a new pair of boots that might reduce the damage you take. It just isn’t worth it. There is some weird charm in how Outward delights in obfuscating progress. I supposed it’d work on me if there was nothing else to play. But there just isn’t enough here to warrant it when so many games do respect your time. If you truly want to give your all to one game then maybe Outward is for you. But, if you’re hoping for a game that you can jump into for a few hours, then actually going outward is a better choice.
Dungeons Of Aledorn - Q1 Development Update
There is a new update for Dungeons of Aledorn, the game that is labeled as a hardcore old-school RPG.
Hello friends, backers and all fans of Dungeons of Aledorn. After long delay, we have some news from development. As usual, there are multiple topics we will cover so get into it.
While playing, you will have to visit number of interiors. You will enter taverns, shops or houses of different NPCs. As we wrote in previous blog posts, interiors will be presented as 3D environments where you will not be able to move freely, but there will be interactive objects. You can click on innkeeper to start a conversation or sit down to a table with local gamblers. And (of course) you cut hole in pockets of incautious citizens. In this update we are bringing couple of screenshots of library, which you will visit during your play.
More screens at the link, where also nimated gifs can be found on hexes and animation.
Dungeons Of AledornSP/MP: Single-player
Release: In development
Wolcen: Lords of Mayhem - Beta Gameplay Video
The latest update for Wolcen: Lords of Mayhem announces that the game has entered Beta.
Wolcen's Gameplay Beta is Live!
It’s been a long year since the last update on the Alpha, and our team went through a lot to offer you this new experience with Wolcen: Lord of Mayhem.
It’s a new game.
One year ago we made the risky decision to redesign the game entirely. We had much higher quality standards, and we were aiming to support the game for many years with regular content updates. We asked patience from you, a lot of it, while we reworked every aspect of the game: art direction, monsters, skills, animations, levels, visual effects, level design, artificial intelligence, game systems… We added a lot of enthusiastic people to the team to make it possible and now there are about 40 very passionate people working on this project.
And it led the game now to offer much better performance, polished gameplay, more readable actions and…4 players Multiplayer/Coop!
Today, we can finally share this Gameplay Beta with you, and yet it’s only the beginning of a new era for Wolcen: Lords of Mayhem and Wolcen Studio.
There are still some bugs in the Gameplay Beta that we know of and will fix with regular hotfixes in the next few weeks. Balancing will also be closely monitored and tweaked based on your feedback and what we can observe. Finally, there will be content patches, one you already know of is the Wrath of Sarisel content patch that we will present properly in future news.
We still have a lot to reveal, our teams are currently working on the other acts of the game and we will continue to share our progress with you through the Trello board.
Now, it is time to take a look at our new trailer and enjoy the Gameplay Beta! You can check the Changelog on our previous news.
Thank you once more for your support. And most of all: have fun!loading...
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Sunless Skies - Wayfarer Update
A new update due in April for Sunless Skies adds plenty of new content.
Last month, we announced we were working on the first of several major updates to Sunless Skies, with a focus on providing more to see and do during voyages.
We're now ready to talk more about that release: it will be called the Wayfarer Update, and it will be available on 9th April. It will contain a major rework of Albion, as well as many narrative additions – see below for more details!Albion
For this update, we've completely reworked the map of Albion, with three main aims:
1) Improving the general look and atmosphere of the region. A few screenshots...
Near the Mausoleum:
The Avid Horizon:
2) Adding more terrain to make navigation and combat more interesting. Albion will still be much more open than the Reach, except in a small number of locations like the Ormswald. For comparison, here's a diagram of Traitor's Wood from when we were designing it:
And here's one of the new areas in Albion (the coloured patches and letters in these images are related to agent and discovery spawning):
3) Creating more variety in the creatures, locomotives and discoveries players can encounter on any given journey. Right now, many areas of the game can be quite predictable in terms of what you'll find there. We're hoping that introducing more variation will improve the experience when visiting areas you've already explored; if it does, we'll do more of this in the other regions, as well. Please let us know what you think once you've played the update!High Wilderness stories
We'll also be adding many more narrative encounters that can take place during voyages, including most (and hopefully all, but we can't promise that just yet) of the following:
- Many new ways to encounter the gods of the skies, draw their attention or their ire, and benefit or suffer from it.
- Suffering the attacks of certain foes may now have a variety of delayed consequences. In particular, caution when engaging Guests is now advised.
- It will now be possible to more closely investigate several of the greatest wonders and horrors of the skies when your travels bring you near them.
- Sometimes, you will be able to deploy your officers to pursue shore-side opportunities – these will be focused around Albion for now, but we'll add more if you enjoy them!
Sunless SkiesSP/MP: Single-player
Outward - You Never Die @ PC Gamer
Henriquejr spotted an Outward article on PC Gamer:
You never die in RPG Outward, and that makes your character's story stronger
The developer of the fantasy survival RPG talks about how not dying lets you fail your way to success.
It's weird to think of it like this, but my character in Skyrim, the legendary Dragonborn, over hundreds hours of adventure, never once died. Technically, I mean. In reality he died a number of times, but I could always erase those deaths by reloading my last save. From a roleplaying standpoint, according to my character's actual written history (if there were such a thing), my Dragonborn never lost a fight. Never failed a quest. Never messed up. Never died. He is the perfect hero, undefeated.
I can't say the same of my character in fantasy survival RPG Outward. Like my Dragonborn he's never died, but that's only because you can't die in Outward. The RPG auto-saves your game constantly so you can never rewind time and reload an earlier save. And when you're defeated in combat, you're not killed but instead you wake up somewhere else on the map.
Realms Beyond - Bavarian Support
A new update for Realms Beyond announces support from the state of Bavaria.
Bavarian Support and a new Senior Team Member
We are happy to announce that Realms Beyond: Ashes of the Fallen has received additional funding from the FilmFernsehFonds Bayern!
The additional funds of 100.000 EUR are flowing directly into development, translating into more high quality content for you to experience.
Senior Level DesignerJanos Toth joins our team to fill our world with dangerous dungeons and tranquil villages for the player to explore. He has formerly worked on games like Battle Isle, History Line, Sacred Underworld, Sacred 2, The Settlers 5 and Spellforce 3, bringing plenty of experience with the RPG and RTS genres with him. You can check out his portfolio here.
Soon, we will also post another development update about the game. We have been hard at work optimizing our tools, especially the dialogue tool, in order to allow for heavy branching in quests and conversations, and to give player decisions as heavy an impact as possible. In our next update we will show off the capabilities of our dialogue tool in detail, along with some example dialogues.
Realms BeyondSP/MP: Single-player
Release: In development
Outward - Review @ Destructoid
Destructoid has reviewed Outward:
An uphill battle
During my first ten hours in Outward, I was mauled by wolves three different times, kidnapped by bandits twice, and left shanghaied on a magic-infused mountain by a mysterious stranger. I fought subterranean monsters and laid tripwire traps in a desperate ploy to take on foes much stronger than me. At one point, I found a new backpack—one that I could attach a lantern to—and felt a genuine twinge of emotion. On my way back to town, a giant bird pecked me to death. It was a rough start, but nothing in Outward ever comes easily.
Taken as a whole, Outward practically screams "cult classic." Its consistent challenge, cumbersome combat, and co-op systems won't resonate with everyone. But for a particular type of player—ones that don't mind trading dozens of frustrating moments for open-ended experiences—Nine Dot Studios' RPG is sure to find a dedicated audience. Outward's aspirations are commendable, but just like its protagonist, the end result is just average.
RPGWatch Feature - Aeon of Sands Indie Showcase Interview
Forgottenlor chatted with the developers of Aeons of Sands: The Trail, for the Indie Showcase series of interviews.
RPGWatch: Tell us a little about your background and experience?
Florian is a Software Architect and Software Developer and responsible for technical direction, game-mechanics and programming.
I (Marco) am a draftsman and illustrator by trade and a social narrative artist; I'm responsible for game direction, story, visuals, testing and audio editing.
RPGWatch: How long did it take you to develop your game?
6.5 years, and we're still going, with post-release support.
Concept and engine prototyping from 2012 to 2014, plus six months for the first draft of the game's story (the bulk was more than 80,000 words, and it grew ever since).Then 3 years of production: all the graphics and mechanics, and a lot of testing and polishing.
Aeon of SandsSP/MP: Single-player
Genre: Dungeon Crawler
Bloom - Back To Work
There is a new update featuring both the disappointing release of Bloom: Labyrinth and the status of the not yet released game Bloom: Memories.
Hey everyone, time for another update.
So, first off I know you are probably wondering how things went with Labyrinth and steam.... sadly, not very well. I just wasn't able to get much coverage for it and it went by uneventfully. Just a dozen copies sold.
Anyhow, longer term I'm not too sure how it will all work out....but at least for the last month and next month I have a bit of time (since I'm stuck where I am for healthcare)....so I figured might as well dive back into Memories to try and see just how far I could move things and getting this thing finished.
I've also went ahead and begun making videos to cover the development of Memories as I finish it up. The hope is that being a bit more visible will help avoid what happened with Labyrinth (better late than never right? haha).
So, instead of the typical updates...time for even better video ones! Though much more frequent and covering a wider range of subjects. Such as looks back as well as more real time following on what I'm doing as it comes together. The channel is also my personal one, as Ivory, so not necessarily just about the game (even if that is currently the main focus, since that's what I'm up to).
I'll probably post the videos here on KS now and then to keep everyone up to date, but if you want to get them as they come then subbing to the channel is the best way for now (and in the future I might do them earlier for patreon backers for their continued support, but it seems too early to do that just yet...and I'm still figuring all that out haha ).
Anyhow, here is the first one. Things are looking pretty good in terms of what's left!
Release: In development
Outward - Last Developer Diary Video
The fourth and last developer diary video, highlighting the multiplayer co-op gameplay of Outward, has been made available.
PREPARATION IS HALF THE BATTLE!
DEV DIARY #4 HIGHLIGHTS THE STRUGGLES AND BENEFITS OF COOPERATIVE GAMEPLAY!
March 25, 2019 - Walnut Creek, CA - Publisher Deep Silver and developer Nine Dots have released a new Developer's Diary video for their hardcore fantasy adventure OUTWARD.
A treacherous journey awaits players in the fantasy world of Outward, but you don't have to brave it alone. Tackle the dangers that lie ahead together with drop-in and drop-out local or online multiplayer. Will one player act in support, carrying the heavy equipment and loot while the other player handles combat? Or will you choose to explore the world separately to cover more ground? Whether you choose to play in local split screen or online with a faraway friend, the world and its hostile inhabitants will grow stronger with another player so plan your steps accordingly.
OUTWARD is a hardcore RPG that tempers fantasy elements with realism... but with the right preparation, you will be able to overcome most challenges that OUTWARD will throw at you.
Outward - 4K Screens and Info Graphic
Hello fans of beautiful views,
Have we got something for you! If you enjoy looking at scenic 4K screenshots, make sure to check out the Outward collection here. More images will be added throughout the week!
Who else is putting one of these as their background image?
Low Magic Age - Now on GOG and 50% Off
Low Magic Age is now available on GOG as part of its in-development program. In addition the game is currently 50% off until March 28th.
In development: Low Magic Age
Low Magic Age is now available DRM-free. Get it 50% off until March 28th, 11pm UTC. Adventure and fight in a medieval fantasy open world! Build heroic characters with various abilities, travel through villages, cities, or perilous dungeons. Strategic turn-based combat system and advanced character building - Fog of war, charging and flanking, and more in the fast-paced Arena mode. Note: This game is currently in development. See the FAQ to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.loading...
Low Magic AgeSP/MP: Single-player
Release: In development
Battle Brothers - Tunes from the North
A new dev blog for Battle Brothers introduces 'Tunes from the North.'
Dev Blog #119: Tunes from the North
Before venturing further into the northlands, let’s set the mood this week by taking a closer look at fresh music accompanying the new faction of northern barbarians coming with the “Warriors of the North” DLC. Yup, Breakdown Epiphanies are on board again to add to the game’s music. Let’s see what they have to say in this week’s dev blog!
Tunes from the North
As those of you who have been following Battle Brothers since they days of Early Access know, as composers we ourselves took an RPG approach when it comes to orchestrating soundtracks for the various factions in the game. The undead are accompanied by an orchestra solely comprised of dark string instruments and percussion that is supposed to resemble the rattling of bones, the orc music is dominated by dark and menacing brass as well as sounds of metal, for the brigands our theme was „instruments you can carry around with you“, and so on. The signature sound of each faction in the game grew from imposing limitations upon ourselves, which in turn lead to a very distinguishable tonal landscape that could even give away what the player is fighting the first time they do so.
You may be happy to hear that for the upcoming “Warriors of the North” DLC we got on board again to expand the soundtrack with new music accompanying the player’s battles against their new adversary, the northern barbarians.
Adding new factions to the soundtrack gets more tricky as time goes on: While from a gameplay standpoint, fighting the barbarians will play out differently than fighting orcs, there are certain aesthetic similarities (brute force, heavily armored higher tier units, show up in clans) that would also favour a similar approach to the music (which in case of the orcs translated to throwing all the brass instruments and war drums that we could find into the mix). Luckily, though, the barbarians also lend themselves well to going a different route, which is mostly inspired by their nordic and rus themed lore and background.loading...
Avoiding brass (and the resulting overlap with the orc faction) completely, we decided to use vocals as the tonal backbone of this faction of northmen. Aside from more common singing styles, we incorporated mouth percussion, overtone and throat singing, which is a vocal style found in Norwegian folklore, Mongolian music and shamanist rituals leading back to the stone ages. As, from a gameplay perspective, the barbarians are a variant of the brigands, we also fell back on the brigands’ „instruments you can carry around with you“ philosophy. Only a single violin, a Swedish nyckelharpa (a medieval string instrument), a couple of drums and a choir of hardened nordmen come together to add new signature battle tracks to the Battle Brothers soundtrack. While production is still ongoing, we are happy to give you this sneak peek today.
Battle BrothersSP/MP: Single-player
Guilds Of Delenar - Early Access Impressions
Be the Guildmaster you were meant to be and lead your guild from a failing group of has-beens into an unstoppable force of powerful heroes that are praised by thy friends and feared by thy enemies. Govern everything from guild contracts, hero wounds, resource management, guild rivalries, and guild member satisfaction. Not to forget, Guild realm politics between nobles and the crown itself!
- Grow your guild from a rag tag group of low level weaklings into a regional powerhouse.
- Hire and manage a variety of heroes.
- Compete with the existing guilds in each town for superiority.
- Fight off marauding parties that plague each town.
- Send parties of your guildies to complete quests for the townsfolk.
- Gear out your guild with Epic Loots from the procedually generated gear system.
- Customize each hero through multiple talent trees.
- Combo your heroes into up to 5 man parties.
- Battle through dungeons full of baddies in order to protect the towns from their menacing evil.
- Fight in a diverse set of tactical battlefields in a variety of tilesets.
Play at your skill level in one of our many difficulty levels.
Guilds Of DelenarSP/MP: Single-player
Release: In development
Starpoint Gemini 3 - Lore Timeline
A new update for Starpoint Gemini 3 looks at the series timeline and the events that have taken place.
In recent days, we got a number of questions regarding the timeline lore of all games from Starpoint Gemini series. Since each sequel had a different perspective on the events in the SPG universe, but they are all linked, we've decided to make a quick rundown of all major events dating back to a period even before the original Starpoint Gemini took place.
Hope you'll like this little chronology, as it puts things in a linear, easy to follow chain of events.
Just to give you a heads up - timeline stops just as Starpoint Gemini 3 is about to begin. We wouldn't want to spoil it for you...
Btw, if you have any comments, questions or simply want to chat with some like-minded players in a more direct manner, feel free to join our OFFICIALLY VERIFIED DISCORD server:
But, back to our ancient story of what really happened in Gemini (and beyond)...
First human expedition arrives on the planet Mars and establishes several permanent outposts2040.
Construction of the first Martian city and a planetary shipyard2050.
Colonization from both Earth and Mars spreads further to other planets of the Solar system2065.
Horrible tragedy on Earth during testing of an advanced new ship propulsion for extra-solar travels. Main governments and corporations evacuate to Mars2072.
Colonial Alliance is founded and includes all colonized planets of the Solar system2091.
Colonial Alliance returns to Earth and starts a war with the remaining population in order to establish a new social structure2102.
War on Earth ends, new Earth Alliance is established and it includes the planet Earth and six Solar colonies2137.
Construction of the first Starpoint, a gateway to Sirius system2140.
First scientific and military vessels enter Sirius system. A new colonization begins2183.
Colonized planets in the Sirius system in open rebellion against Earth Alliance. State of emergency is declared2184.
Earth Alliance crushes the Sirius rebellion. First Colonial Directorate is established in Sirius to maintain order2185.
Foundation of the Earth Empire, all emergency jurisdiction is permanently in the hands of High Governor and his Council2189.
Colonization of Orion system begins, second Colonial Directorate introduced2192.
Science vessel „Nostromo“ investigates newly discovered wormhole and reaches the Gemini system, very unusual and unstable system with large number of habitable planets2197.
Starpoint Gemini constructed, colonization begins rapidly, third Colonial Directorate founded2210.
Empire begins the Orion Project, the creation of enhanced humans based on uncovered alien technology2270.
First uprising erupts in now very populated and wealthy Gemini system2271.
Enhanced human clones in Orion start an open rebellion. Imperial Command attempts to shut down the project2273.
Colonial Directorate defeated in Gemini, the Starpoint incident closes the Starpoint and Gemini remains separated from the Empire2274.
Empire makes the first contact with a presumably extinct alien species in the Orion system. Aliens help human clones in the rebellion2279.
Imperial forces are driven out of the Orion system. Project Eulogy begins with great haste.2280.
First two Leviathans cross to Orion system, both get destroyed in heavy battles2290.
Human hybrid clones invade Imperial main space with the alien support2295.
Empire is losing grip on its main space. It is driven to desperate measures. Two Leviathans travel to Sirius system but are lost without a trace. Spread out imperial armada abandons search2296.
Starpoint Gemini is reopened, second Gemini war ends. Empire suddenly commands full withdrawal of all remaining forces to Gemini system, including the remaining Leviathans. Earth in the Solar system is no longer the foothold of humankind.
Starpoint Gemini 3SP/MP: Single + MP
Release: In development
Guilds Of Delenar - Releasing 22nd March
A new patch for Guilds of Delenar which releases on the 22nd March.
Patch .13: Rogue Shadow Tree and lots of improvements and fixes.Hi Everyone!
Lots of small things this weekend, and a bit more Rogue stuff... Im pretty sure I forgot to write some stuff down, but more of the small things are stuff I noticed while watching gameplay videos from people... The UI is starting to get more smooth (still has a ways to go, but I am trying to round off the sharp edges the best I can).
- Rogue Shadow Tree is expanded now.
- New Skill Weaving Resource: Conceal, This reduces all damage taken by 2% per stack.
- New Rogue Talented Skill: Blind, Blind causes all abilities with a chance to hit (meaning not heals or buffs), to have a 35% chance to miss or resist.
- New Rogue Talented Skill: Slowing Poison, This skill reduces actions points by 1 (minimum 1), and does moderate damage over 3 seconds. This can stack up to 3 times.
- Fixed a bug where music volume was not adjustable.
- The tavern in Drom will now also attract Rogues and Paladins.
- Fixed a bug with the displayed path in dungeon.
- Fixed a bug with treasure chests gold and fame transfers.
- Fixed a 1080p sizing issue in the party menu.
- Fixed a bug where a defeated dungeon party could becomes dislodged from the draw manager.
- Added some text below the party slots that tell you to click the slots to select party members.
- Changed the tutorial that tells you to go to Cletus' house, to now require that you have a path there before going away... This should prevent users from dismissing the tutorial without reading it, and then having no idea what to do...
- Added a tutorial that describes how to move and use abilities in combat.
- fixed a bug where upon the first load, the Home Town Heroes had incorrect health/mana values.
- Fixed a bug with background music being to quiet.
- Guild members in the barracks are not much easier to select
- The tavern should no longer generate lag when creating new heroes.
- Now if you drag a party over a building it will lock to the node point. This is in direct response to videos of the game being played by others :)
- The screen centering now detects if the active unit is within a range rather than the exact middle, the scroll speed is also much faster.
Anyways I hope you all can see that I am gonna be patching a lot (thats kinda my MO for those that dont know me), and that things will get fixed, improved and expanded pretty rapidly as the days/weeks go by.
Game comes out in under 5 days, I hope to see you all on the 22nd!
Guilds Of DelenarSP/MP: Single-player
Release: In development
Eternity - Review @ Wccftech
Wccftech has reviewed Eternity: The Last Unicorn:
Eternity: The Last Unicorn Review – Deserving of Extinction
Video games have been on a bit of a Viking kick recently. God of War, The Banner Saga, Hellblade: Senua’s Sacrifice, and more have tapped into those heavy-metal album cover Nordic vibes, and why not? Who doesn’t enjoy cleaving a frost giant’s head in two with a battle axe? Eternity: The Last Unicorn, a new action-RPG from Brazilian developer Void Studios, is the latest game to go to the Norse mythology well.
Actually, Eternity: The Last Unicorn has a number of influences. Yes, it does the Viking thing, but it’s also inspired by PS1-era fixed-camera classics and modern hardcore action-RPGs like Dark Souls. Needless to say, the game is a bit of a mishmash, but is the combination just crazy enough to work? Is Eternity: The Last Unicorn action-RPG Valhalla or will it pillage your patience? Let’s find out…
Eternity: The Last Unicorn is a less-than-magical mix of misplaced PS1-era nostalgia and shallow Dark Souls mimicry. Nearly everything about the game, from its fixed camera angles, to its clunky combat, to its copious backtracking is broken or irritating in some way. If challenge is all you’re looking for in a game, perhaps Eternity: The Last Unicorn is for you. Everyone else will likely find it as fun as a sharpened horn to the eye.
- You may learn a bit about Norse myths
- Masochists might enjoy themselves
- Fairly lengthy quest
- Bland story and characters
- Dated camera angles and visuals
- Sluggish, shallow, broken combat
- Tons of tedious backtracking
- Worst crafting system ever
- Riddled with bugsScore: 3.5/10
Phantom Brigade - Steam Page Up
Phantom Brigade is a turn-based tactical RPG, focusing on in-depth customization and player driven stories. As the last surviving squad of mech pilots, you must capture enemy equipment and facilities to level the playing field. Outnumbered and out-gunned, lead The Brigade through a desperate campaign to retake their war-torn homeland.
- Cinematic spin on the turn-based genre • Predict enemy movements, orchestrate precisely timed countermeasures and watch the action unfold.
- Strategy • Make high-level tactical decisions on the world map, manage your base, and decide how to apply your limited resources.
- Tactical combat • Take command of your squad in varied missions ranging from sabotage of enemy equipment and infiltration of high tech facilities to convoy ambushes and challenging outpost onslaughts.
- Customization • Featuring a rich customization system, the game enables you to fine-tune performance of your mechs, install a wide selection of equipment and access a wealth of cosmetic options. Make your ready to face any challenge - in style.
- Destructible environments • It's not a proper game about walking tanks without some falling buildings. The game allows every square meter of every scene to be destroyed. Blow up any cover and collapse buildings over your enemies.
Phantom BrigadeSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Battle Brothers - The Barbarians Part 2
A new update for Battle Brothers provides further details on 'The Barbarians'.
Dev Blog #118: The Barbarians, Part II
Following the introduction of the barbarian faction in part one, this week we’ll take a look at the first three of their unit types and some general combat mechanics. All part of the upcoming ‘Warriors of the North’ DLC, of course. As always, keep in mind that things are still in development and may change. With that said, let’s delve in!
ThrallsNorthern barbarians are not born free, but as thralls in servitude to their elders, and ultimately their tribe. They have no say on tribal matters, and they may possess only what they can carry. On occasion, members of other tribes are also accepted into thralldom, either peacefully or after being captured in battle.
It is expected that a thrall seek the respect of their master, their ancestors, and the tribe as a whole, and ultimately earn their status as a free man or woman. Indeed, young folk are considered to have reached adulthood as they become free, and to have then earned their place and say in the tribe. One way to do so, but not the only one, is to prove their worth in battle.
Thralls are the light and nimble infantry of the barbarian tribes. Clad only in furs, and sometimes with nothing but warpaint on their bare chests, armed either with weapons made from readily available materials like bone, or looted from the battlefield, they rely on ferociously overwhelming the enemy. They’re quick and agile, making ample use of the ‘Adrenaline’ skill. And having both the ‘Anticipation’ and ‘Dodge’ perks makes them harder to hit, at least until they’ve exhausted themselves after a couple of rounds.
Like all barbarian infantry, thralls have a very physical combat style of wrestling with the enemy, throwing their weight against them, and jostling to put their opponent out of balance. Their ‘Barbarian Wrath’ perk makes them fight even harder as they get hit, and the next time they land a hit of their own, they confer a status effect which for one turn knocks their target out of balance to lower their damage and defense until they have regained their footing.
ReaversReavers are the medium infantry of the barbarian tribes. They’re battle-hardened free men, yet not necessarily warriors by trade. Some may be bloodthirsty veterans of many battles that seek immortality through their deeds on the battlefield, and have tattoos on their skin tell the saga of their life. Others are merely hunters or craftsmen that join with the rest of the tribe to raid and ensure their survival in the upcoming winter.
Reavers are often armed with armor and weapons that have been passed down through generations and show signs of wear, but may also have claimed equipment in duels that settled disputes. Like thralls, they have an offensive and nimble combat style, but backed up with experience and skill. Like all barbarians, they don’t fear death the same as southern folk do, and so are not easily broken. They’re roughly comparable to brigand raiders, but may be more or less of a challenge, depending on your approach.
ChampionsWarriors who show exceptional skill on the battlefield are said to be blessed by the ancestors, and those who also have impressive victories to show are said to eventually take a place beside the ancestors in the afterlife to watch over the tribe. These champions of the ancestors are the heavy infantry of the barbarians, and they wear weighty metal armor and heavy two-handed weapons – trophies from vanquished foes and gifts from invested elders.
Unlike thralls and reavers, champions rely on their heavy armor for defense. They can shrug off status effects more easily, and excel even when fighting against several opponents at once. Tougher enemies than any brigand, other than perhaps brigand leaders, they are mid to late game opponents.
Battle BrothersSP/MP: Single-player
Star Traders: Frontiers - Big Update
A big update for Star Traders: Frontiers sees many changes.
Update #138: Light of a Thousand Suns
Captains, after an all-too-long drought, word is finally filtering down through the spice halls that Update #138 has arrived! The extended delay has resulted in an over-sized update, which we will get into detail below. We've improved the ship combat UI, added new animations, sped up play by adding new keybindings and tuning the orbital ops play loop, made balance changes to Rep from ship encounters with Smugglers and Explorers, tweaked 3 RP torps and the Dart Jammer ship, and made a host of small improvements and bug fixes to boot.
We also want to share an important change to the dev roadmap. The 14+ day delay between updates here was in preparation for a big move -- the upcoming release of fighters and carriers. For a number of reasons, we've decided to swap the 6th Era and the launch of Fighters from Carriers. So, while this update does not yet contain the major milestone, it is a huge prep step, especially in the changes to the ship combat UI. When are carriers coming? Soon :D
Once we get past the newly updated v2.4.x, we'll hit v2.5.x and there will be an extended period of adding Eras and vignette story arcs to the game.
But for now, on to the update!Ship Combat Improvements
With Update #138, missiles finally go boom as they deserve! The new animation helps them stand out from the other types of weapons and helps give that split second warning so your officer can shout "missiles incoming!"
Also with Update #138, the ship combat UI is starting to get the needed stream of improvements that will prepare it for carriers and fighters release. In this update, we've made some changes to the main control scheme, added animation and improved player cues.
The biggest change is the shifting of the move and range change orders out of the center lists. These have now been promoted to a constantly available set of buttons on the left side of the combat HUD, giving the option to escape, retreat, advance or board. Their tooltips have been improved to be more dynamic and list RP cost as well as target range.
You can now get to these with fewer clicks as well as using the newly added keyboard shortcuts (default to Q for retreat / escape and A for advance / board). And of course, setup your own customization for the fastest play.
Finally, to match the weapon counter in the HUD tabs, we've added a checkmark to the Talents tab. If you've selected a Talent to run for the turn, the checkmark appears, so that if you return to your weapons tab you can still see that you've picked a Talent for the turn and are ready to go.Ship Builder AI Update
In the last update, the enemy ship builder AI got a little carried away with itself. In the early game, it was gaining accessing to some components that were out of band. We've made another round of improvements to the AI, both softening up its access to more powerful components earlier but also helping it to be more focused in its ship upgrade strategy in the later game. Early game captains will probably see a bit of a reprieve from last update, while late game captains may find their enemies have upped their design game once again.
This update also ties the intelligence of the ship builder to game difficulty more closely which is a trend we'll keep pushing as we continue to make improvements.Orbital Play Loop
In the endless quest to smooth out pace of play and reduce clicks, we've made an important change to how the orbital ops card games play. If you end up in a ship combat due to a card draw, after the encounter and or combat is resolved you now return directly to the orbital ops screen you were on, instead of the system orbit screen. It is a small change, but for those captains who rely on these operations in their career, it is a big one. Combined with the fast speed option, orbital ops now fly!Medium Torps and Dart Jammer
After a great discussion on the Steam boards, we've improved medium slot Torpedos. These heavier torps are still best at softening up and crippling the enemy, but for their 3 RP cost they have gained additional points of Accuracy and more Void Damage.
The Dart Jammer comes out of the starport with one additional Officer Cabin and one less Mass Dampener, making it more ready to fly immediately.
As it seems to be a steady point of confusion, we have removed the languag "Boost Ship Skills" from components that increase ship Skill Pools. We've also fixed the install time on Defense Pattern Matrix 4.Talents Oh Talents
With almost 500 Talents in the game, its a constant drum beat of fixes, rebalances and improvements. With this update, we've improved the rules for Diplomat's "Legal Pressure" Talent which now grants 20% + Intimidate extra when ransoming an enemy ship. The Talent description also warns of the chance to have a small Rep loss for using it.
To avoid too much use of the word "Scavenger" except for the job, we've renamed Mechanic's "Expert Scavenger" Talent to "Orchestrated Salvage". Bounty Hunter's "Red Badge" no longer incorrectly reports affect on xeno rep.
We've fixed a host of issues with Xeno Hunter Talents. "Puncture Points" no longer removes enemy debuffs. "Macabre Harvest" is now correctly counted toward boarding victory Talents. In addition, the Combat Medic "Toxin Terror" no longer remove the buffs from the character using it (what a weird little bug).
Star Traders: FrontiersSP/MP: Single-player
Mage's Initiation - Review
Game On Aus has reviewed the adventure RPG Mage's Initiation: Reign of the Elements:
Mage’s Initiation: Reign of the Elements Review
“Mage’s Initiation: Reign of the Elements is a fantastic point-and-click hybrid adventure RPG inspired by the Quest for Glory series, with a focus on playing as an elemental mage.”
Mage’s Initiation: Reign of the Elements is a point-and-click hybrid adventure/RPG developed by Himalaya Studios and released on January 31, 2019. Mage’s Initiation took inspiration from Sierra Online’s Quest for Glory (QFG) and King’s Quest series’. I recently reviewed Hero-U: Rogue to Redemption by Lori Ann and Corey Cole, two legends in the adventure game genre who developed the QFG games. Playing Hero-U really hit the nostalgia for me, so when the opportunity came along to review Mage’s Initiation, I jumped at the chance.
In 2001, a not-for-profit company called AGD Interactive, founded by Britney Brimhall and Chris Warren, made a name for themselves by developing remakes of King’s Quest I, II and III, as well as a remake of Quest for Glory II. Britney and Chris later founded Himalaya Studios in 2011 and, similar to the Coles’ path of development for Hero-U, created a kickstarter campaign for Mage’s Initiation: Reign of the Elements in 2013. Over 3000 backers helped Himalaya reach a respectable funding target which almost met all their stretch goals, and fast forward 6 years, the game was finally released on Steam, GOG and the Humble Store.
When I completed my first playthrough with 493 out of a possible 500 xp points (so close!), the game prompted me to create a save game which can then be imported into future games in this series. This, along with a sneaky end-credits scene gives me hope that there’ll be more games to follow. I very much hope Himalaya Studios is supported enough to do so.
Overall, I gave the game a 7.5/10. Mage’s Initiation: Reign of the Elements is a fantastic point-and-click hybrid adventure RPG inspired by the Quest for Glory series, with a focus on playing as an elemental mage. I enjoyed the great storytelling and fully voice-acted and lip-synced characters. The absence of an in-game journal and clunky combat may frustrate modern gamers, but for those of us that grew up with these types of games, there was a good balance of challenge, thinking and fun throughout the game.
Mage's InitiationSP/MP: Single-player
Pathway - Gameplay Preview
The first gameplay preview for Pathway.
Wishlist Pathway now on Steam:
Pathway is a strategy adventure game from Germany-based developers Robotality, featuring turn-based combat and unique story encounters.
Explore temples, tombs and the desert wilderness in a grand pulp adventure! Coming to Windows, Mac & Linux in 2019!
In this gameplay preview you'll see an insight into the game's second campaign adventure, The Wrath of God. There's 5x campaign adventures in total to discover and complete, each with varying difficulty.
Your quest is to track down the Nazis, and foil their plans to get hold of the mysterious and eponymous object the Wrath of God.
The video shows off team party building, a small selection of the 400 hand-crafted story events with choice-based unique encounters, the procedural overworld map, inventory management, mysterious (and rather horrifying) bunker discoveries, as well as turn-based strategic maneuvers against the Nazis, the undead and even some supernatural forces at work!
Heretic Operative - Some Gameplay
SplatterCatGaming checked out Heretic Operative:
Heretic Operative - Tabletop Occult Board Game!loading...
Heretic Operative Gameplay with Splat! Let's Play Heretic Operative and check out a board game where you'll resist the forces of chaos and attempt to save the world from their corrupted influence!
Heretic OperativeSP/MP: Single-player
HellSign - Combat Improvements
A new update for HellSign brings combat improvements.
HellSign v18.104.22.168 Update
15 Mar @ 7:03pm - Ballistic
Greetings hunters, the first combat update is upon us!
Surface Bullet Penetration System
Bullets now pierce light surfaces such as chairs, cabinets and the majority of the interior furniture, but stops at hard surfaces such as floor and wall foundations.
This was added to address the issue of furniture ‘consuming’ shots and adding artificial difficulty to target enemies.
Precision aim mode can now be toggled via a single click, and will stay in that mode until you holster/switch that gun.
This allows for smoother play as you can now focus on other things like dodging, reload, etc.
This setting is on by default, and we highly recommend veteran players to give it a few minutes to get used to it, however we’ve included an option in settings to change it back to the old “hold” mode.
The crosshair is now more distinct (previously was hard to see on white surfaces).
It also has its own size options in the settings. (to prevent tiny crosshairs in hardware mode).loading...
Release: In development
Vagrus: The Riven Realms - Delivering News
In a new blog post for Vagrus: The Riven Realms, more information is provided on how news is being delivered in the world of Vagrus.
This time we would like to introduce a brand new game mechanic to you that you will see quite a lot in Vagrus: the acquiring and delivering of news across vast tracts of wasteland. Carrying news between settlements not only makes sense from a gameplay perspective but has its foundations in-world, too, that is, *comitati *are known to have a vital role in distributing news and taking messages all over the continent of Xeryn.Acquiring News
News are tied to settlements: each settlement, however small, has its own News entry. You will acquire the entry for the given settlement when you enter the mansio in it. Alternatively, if you already have the entry in your Journal, it is reset to the freshest state when you enter the mansio. Sometimes you can also find News entries through Events as well - these often give you entries from faraway places.
You can deliver news by turning them in at the [cur]mansio[/cur] in settlements. Doing so will grant you coins depending on the number of entries, their freshness, and your current distance from their source. Note that News entries are not lost when you turn them in but you can not turn them in at that settlement again for a while. Entries can only disappear from your Journal when they lose all their freshness (but this can be reset by acquiring that same entry again).
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Edge Of Eternity - Chapter II Major Patch
A new major patch for Edge of Eternity.
Chapter II Major Patch
Important info about localization: We had very few time to do the localization of the chapter II so there is a few dialogs not translated yet and achievements, their translations is in progress and should be integrated in a few days, our apologies for the delay.
We playtested the new chapter as best as possible with some members of the community and internally but we recommend backuping your save located in steam/userdata/<youraccountid>/269190 before starting the chapter II.
You can now use the action button to make your character sprint in exploration, your character have a stamina bar, if you continue to run when the stamina bar is depleted your energy is consumed instead, the stamina bar refill over time.
A fluffy companion that you will be able to ride, he will increase your running speed and also the nekaroo have multiple abilities like finding hidden chests and tracking npcs, monsters and rewards by following scents.
Available as part of the story and as dynamic events Nekaroo races will make their grand debut, it’s a very early version but it will be improved and expanded over time!
Weathers are now a lot more important than before and also there is new ones and the rendering of them has been improved, weathers now can also change the balance of battles by applying some special effects during battle, for example during acid rain all entities get damaged periodically and the energy is consumed more quickly, during sandstorms physical attacks have high miss rate etc…
New weathers are: Snow, Acid Rain, Sandstorm they are added to the existing Rain and Clear weather.
Weakness Discovery system
A new interface has been added during battles ontop of monsters showing their weaknesses and resistances but you have to find them, by using elemental skills and magics you’ll be able to discover the weaknesses and HPs of your enemies and memorize them for next battles.
Procedural dungeon - The Lighthouse
The lighthouse is a very unique secret and optional dungeon, each floors are procedurally generated and each floor is harder than the previous one, no save inside but you can exit at any time but the dungeon reset when you leave it and you’ll have to break through each floors again, who knows what the ultimate 100th floor contains?
Edge Of EternitySP/MP: Single-player
Release: In development
Knights of the Chalice II - Kickstarter Trailer
A trailer on the eve of the Kickstarter for Knights of the Chalice 2: The Dark Arena.
This is the main Kickstarter trailer for Knights of the Chalice 2 (KotC 2), a party-based RPG with turn-based combat and hand-drawn 2D graphics.
In KotC 2: Augury of Chaos, your heroic party confronts a group of evil fanatics allied with various demons and fiendish dragons. Blast your enemies with more than 700 spells, bull rush them into spike pits, trick them with your superior guile, or crush them with your enchanted greatsword! See them driven before you and hear the lamentations of their women, as your valiant party progresses all the way from level 1 to level 21. KotC 2 uses the OGL 3.5, the ruleset at the root of Dungeons and Dragons 3.5.
Knights of the Chalice IISP/MP: Single-player
Release: In development