West of Loathing
West of Loathing Review
Find out if playing a supernatural comedy western with stick figures is something for you.
» Continue reading the article...
Farflame interviews the developer of the cyberpunk horror game Sense
» Read the article
Grimshade - Preview @OnlySP by Carnifex
The Hand of Merlin - Turn-Based Arthurian RPG by Carnifex
Bloodstained: Ritual of the Night - Gameplay Video by Silver
Cyberpunk 2077 - E3 Demo Impressions by JDR13
Forum WatchSands of Space - old school TBC RPG by dmonin
Final Equinox: The Arrival by Couchpotato
Iratus: Lord of the Dead (In development, Demo available) by IratusLord
RPG Predictions for 2018 by joxer
Towards The Pantheon - Released
A group known as The Sworn Light have been gaining power throughout the world through divide and conquer tactics. While the humans, felines, electropunks, and ghosts argue amongst themselves, The Sworn Light are taking advantage of each situation in order to take ultimate control. One day Keltoi village chief Wuotan summons his strongest warrior Freyja to embark on a long and dangerous journey. Her mission is to trek towards The Pantheon to defeat the source of The Sworn Light before the world falls into chaos. Along the way Freyja and her party will battle deadly enemies, make new friends, and encountered long forgotten horrors!
Towards The Pantheon is a turn based 2D RPG with unique twists on the classic formula. Gone are genre standards of elemental types, elixirs, elves, inns, and generic love stories. Instead players of Towards The Pantheon will ride hamsters, journey through a survival horror inspired mansion, collect dead memories, eat copious amounts of sushi, and partake in regular chats around the campfire.loading...
- Over 10 hours of gameplay including sidequests and myriads of secrets.
- Unlockable NewGame+ mode and cheat codes for additional replay value.
- Ability to switch between party members in the overworld to use their unique mechanics.
- An eclectic original soundtrack consisting of over 65 songs which incorporate elements from orchestral, noise, drone, breakbeat, and chiptune genres.
- A massive fully connected overworld with the ability to ride Speedsters to cut down on backtracking.
- Turn based combat system where each character has unique battle stats and mechanics.
- Collectible cards and combos found throughout the world that can be used during battle.
- More than 10 regions to explore including lush forests, cities full of kitties, electropunk metropolises, barren wastelands, and a dark mysterious mansion.
- Dialog and support systems that allow for further character development and stat boosts.
- A unique and complex overarching story line that ties together all subplots and backstories.
- Over 45 unique enemies and a dozen boss battles.
Towards The PantheonSP/MP: Single-player
Arakion - Early Access Release
Arakion has been released onto Steam early access with a launch discount.
16 MAY - LAVIDIMUS
Open The Gates!
The gates of Arakion are now open - dive in and begin your journey!
As a thank you for being early adventurers, Arakion is launching heavily discounted! Not only that, but there is an additional 10% off for 1 week!
Begin Your Journeys
I am so excited for you all to begin your adventures! Currently, you can play through Chapter One, enjoy portions of the Sanctuary and even begin town building! Since this is early access your feedback is important - so head over to the forums to get involved!
What Comes Next?
Arakion is launching in Early Access for a reason, this is just the beginning. Through the coming months, the world of Arakion will expand even more. Moving forward, development each month will have a particular focus and theme. I listen closely to feedback head over to the forums and help make Arakion even greater!
As the testers already know and you're soon to find out, Arakion is updated regularly. You can usually expect [beta] updates weekly. Exactly how those updates will roll out on Steam will be discussed soon.
For the next couple of weeks, I will be focusing on player feedback for immediate changes before diving into the June dev cycle!
Start your journey today!
Black Geyser - Funded
The Kickstarter campaign for Black Geyser: Couriers of Darkness has reached its base funding goal:
We are funded!
THE BASE GOAL IS FUNDED! This is amazing! The first goal was hit quicker than anyone expected. Black Geyser: Couriers of Darkness is going to be a reality because of you!
We received several questions whether we support Add-Ons. We have an Add-Ons section before the Rewards section on the bottom of the Kickstarter page, make sure to check it out! You can use add-ons to extend your existing reward tier with additional elements. For example, if you pledged €16 for the Early bird version and want to get all future DLCs and expansion packs of the game, add €15 to your existing pledge (making your pledge €31, without changing your current reward tier).
Our next Stretch Goal is for modders (anyone who creates custom content for the game) and for those who play the game in a language other than English. Check out Update #3 for details on the Language Pack and Advanced Moddability stretch goal.
Stellar Tactics - Progress Update
Progress update - 5/11/18
Hi all - just a quick progress update to let you know what's going on with the game. No screenshots or videos this time. I'll be sure to record a video and post it as soon as I get a little farther in this update.
Many of you who have been following the game know by now how I work - content and feature updates and then bug fixes and stability.
I'm currently working on the next content update - opening the FTL gates. I don't have an ETA, though I am finally focusing 100% of my time/effort on getting everything ready.
This means I'm wrapping up a lot of content for the procedural mission system and I'm about 3/4 of the way through the mission sets - so that's great news. Following that I'll be moving them into the game and propagating them into the mission system and out into the universe.
All the various stations (agricultural, industrial, trade, outpost, shipyard, refinery, solar collector and research) have all been modeled and waiting for me for months. I finally have them all rigged and ready to go.
For the FTL update, I'l be wrapping up the Crew Manager which will allow you to recruit up to 20 mercs that you can bring with you on missions. Part of this is making sure new crew members are available for you on stations as you explore the universe. I'll be adding a number of unique crew members that you can find that have back stories and missions, though that won't come until Alpha. I have other plans for crew members and I'll explain more about that once I get a bit further along in the design.
Another part of this work will be implementing commodities trading and the ability for you to mark trade routes on the map and track commodity prices across the universe using Data Buoy's to collect information on price changes in systems you've visited. Right now ore/minerals are in the game and can be mined, bought and sold. I'll also be adding a whole slew of other commodities and goods that can be traded. After all, you are going to need something to fill your cargo holds with besides raw ore and loot. I'll also be working on some QoL features everyone has been asking for related to marking junk items for bulk sale and sorting.
I'm also going to bring the mission system to the next phase so you can mark missions and select them in the log. Selected missions will be placed on the screen in a mission tracker and you will be able to set missions as your destination. Selected missions will be highlighted on the star map and provide visual queues on the screen so you can easily navigate to systems on the FTL map (something you haven't seen in the game yet) and in systems to the actual planet or station where they are located.
In addition to the above, I'll be working on some of the items in the "What's next" pinned post - updated character animations, repair system, new tutorials for space combat and mining and more. I may roll out a few features from this list before the FTL Content update as they become ready.
So, the goal of the next major content update is to get everyone out into the sandbox so you can explore, trade and take missions.
That's all I have for this update. Hope you all have a great weekend and thanks again for supporting Stellar Tactics!
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Black Geyser - Combat Video
Black Geyser has a new video about combat and is currently crowdfunding on Kickstarter.
Ho there adventurers,
Below is a video from our ongoing walkthrough, taking place in the forest near Isilbright as we advance in the subquest 'The Cult of Zoria'. Our dwarven protagonist just switched his enchanted lightning hammer to a brand-new volcanic warhammer and cannot wait to try it. This is an early stage of the subquest, so the enemies are no match for our adventurer party.loading...
We hope you enjoyed this glimpse into the Black Geyser: Couriers of Darkness gameplay. Your feedback and interaction on Kickstarter is already making the game better than we could have ever imagined.
While we set our sights beyond the finish line and prepare to enter our final development phase, we realize some of you may be entering early stages of CRPG withdrawal, waiting for Black Geyser's official release... Don't worry, we got your back!
Black Geyser's contributing Story Consultant and Narrative Designer, Nick Macari, co-developed the story and took the role as lead script writer on Tower of Time–a fantasy CRPG recently available on Steam. Combining old school, text intensive fantasy RPG elements and a modern real-time combat system, this game is kicking butt and taking names in both user and critic reviews. If you need a gaming fix in the coming months, as we finalize and polish off Black Geyser, Tower of Time just might be the game for you.
Black GeyserSP/MP: Single-player
Release: In development
For the King - Review @ COG
COG has reviewed the rogue-like For the King:
For the King Review – A Tabletop Rogue-Like That You Lose to Win
For The King by Iron Oak Games is a cooperative, tabletop-esque, rogue-like RPG that just happens to live inside your computer. If any of those words appealed to you, For The King is right up your alley. I recommend not even bothering with the rest of this review. Just go get it!. Honestly, how long have you been waiting for such an idea to come forward? Too long in my opinion. Still here? Okay, let’s get into it.
And there lies the rub. For The King, despite its inviting art style, is a game that you need to play and lose repeatedly before you have a real chance of winning. While this will definitely to appeal to many, I found my enjoyment hampered by the many surprises that were popping up without any means to overcome them in the moment. If you’re not fettered by losing, For The King can be quite enjoyable experience and it’s even better with friends. But be warned, you will earn your victories in this harsh world. And you will earn them only through your many failures.
For the KingSP/MP: Single + MP
Arakion - Involved Crafting
@Moddb Arakion will have crafting that is quite involved.
Unlike many other dungeon crawlers, you can’t go to spot X and grab the Hammer of Destiny to crush all foes. Instead, most equipment must be crafted. There are two aspects to crafting: developing new ideas and putting them together.
Developing An Idea
The first thing to do before crafting is to develop an idea for an object. Ideas are primarily developed by taking a picture of a relevant object, such as this spear. However, ideas can also be developed by gaining traits, learning lore, reading storybooks and much more.
Taking A Photo
In order to develop an idea with your camera, you first have to find a promising object. These are often accompanied by a rare species of blue butterfly. Looking at the object with your camera will highlight it, and taking a picture will grant you the new idea.
Crafting The Object
Crafting the object itself is pretty straightforward. Head to the forge. Once there, you can either talk to the Forgemaster or simply open the crafting panel directly while you're near the forge. Click on the object, and, if you have enough resources, click 'craft' to craft it.
Crafting Is Additive
A Wooden Spear isn't very exciting on its own - the next part of crafting is where Arakion gets unique. Nearly every craftable object can be upgraded in different ways.
The spear has a number of unique upgrades. These include a Brass Spear, a Pitchfork, and a Javelin. In turn, each one of those items has their own set of upgrades - and so on.
Thanks For Reading!
There you have it - the basics of crafting! Crafting is core to your heroes' performance, and selecting which objects to craft is nearly as critical as crafting them at all! Crafting is something that I love in Arakion and just another way to customize your heroes. Arakion launches Early Access on May 15th, be sure to dive in and tell me what you think about crafting!
Have a wonderful day!
Iron Danger - Announcement Trailer
Iron Danger has now been officially announced with a new pre-alpha gameplay trailer.
Helsinki, Finland - 9th of May, 2018
Finnish developer Action Squad Studios announces their new game, Iron Danger, with release of the pre-alpha gameplay trailer. Iron Danger is a genre-blending tactical RPG with simultaneous turns and time rewinding mechanics, providing an uniquely experimental take on combat and puzzles. It is also a game that focuses heavily on story and aims to minimize grinding as a part of the character progress.
The world of Iron Danger draws its inspiration from Nordic mythos, and especially from Kalevala and Finnish folklore. It tells a story of Kipuna, a simple village girl, who becomes imbued with a cosmic power that grants dominion over time and death. The group of unsung heroes, led by Kipuna, must use their wits and power over the time as they’re drawn into the midst of a war between the city of Kalevala, ruled by an immortal, who has renounced the gods, and the armies of the Northlanders driven by their Witch Queen.
Iron Danger will be released for PC, PS4 and Xbox One.
Iron DangerSP/MP: Single-player
Genre: Tactical RPG
Release: In development
KotC II - Kickstarter possibly this November
On the Knights of the Chalice 2 forums an update by the developer announces that he is thinking of launching a Kickstarter for the game November this year.
Hello everyone, thank you so much for your support. When I read about how interested people are in KotC 2, it inspires me to make a really great game!
Time flies. I might launch the Kickstarter in November this year. It depends on how fast I can finish the AI and make a nice polished demo.
I've already worked on AI for around 5 weeks nonstop and I expect that it will require an additional two or three months. It takes a lot of time to do the required testing and fix bugs and make sure that the AI plays well in all situations.
Take care and stay tuned!
Knights of the Chalice IISP/MP: Single-player
Release: In development
Age of Decadence - May 2018 Update
A new update for Age of Decadence fixes some issues and integrates Sunfire's mod. Thanks Pladio!
May 2018 updateWe constantly update the build sitting on the public test branch and every now and then move it to the default branch, so it's business as usual.
This time around we fixed two recently reported issues: high level poison was applied incorrectly to arrows and Gaelius' troops accompanying him to the temple were too weak and didn't stand a chance against the Imperial Guards holding the Dead River pass.
While we were at it, we decided to integrate Sunfire's (who's a giant among men) most excellent and comprehensive mod into the core gameplay files. The changelog is too long to include here, so here is a summary of fixes and improvements:
- Death screens and endings
- Quest and combat rewards (sp, cs, reputation)
- Minor consistency issues (when Faelan is killed or Ganezzar is taken)
- Map visuals, interaction, and passability
- Added proper banners and soldiers when House Aurelian or the Imperial Guards take Ganezzar.
- Typos and minor dialogue issues
- Russian and Spanish localization issues
While it's not a major update, there's always a chance of new issues popping up when you change something. If you see any, let us know and we'll fix it asap.
In unrelated news this month's The New World's update introduces the Monks of the House of Ecclesiastes and another party member, so here is a link if you want to take a look:
Age of DecadenceSP/MP: Single-player
Iron Danger - Story Driven Tactical RPG
We've been asked a lot what engine we are using. This is the best day to tell that we are using @unity3d as it is #madewithunity Friday!— Iron Danger (@IronDangerWorld) April 6, 2018
To make it even better, here is our fresh teaser trailer for you to watch & share.#IronDanger #indiedev #rpg #indiegame #gamedev #pcgaming pic.twitter.com/wxXMgFu2Ds
Epic Scale, Personal Stakes
Iron Danger is a fully story-driven game, in which the action flows from the choices of the heroes and the events that surround them. The fate of an entire world is in your hands, and you will grapple with cosmic magic, terrifying monsters, and colossal war machines to save it. But you're not a conquering warrior or master of sorcery by birth: you have to grow into your destiny step by step, and you can't do it alone. Along your journey, you're joined by companions with their own goals, backgrounds, abilities and personalities. They will guide and protect you, but also bring challenges of their own, and their lives are ultimately also in your hands. Together, you engage in epic struggles and make magical discoveries, but just as important are the relationships you form along the way.
Along the way, if you survive, Kipuna's magic grows stronger and more versatile, bringing new options and opportunities to combat. Of course, your other fighting abilities improve as well, and you have control over which of Kipuna's and the companion characters' stats you wish to upgrade. Instead of repetitively accumulating piles of experience points, however, character development is based on distinctive, level-specific challenges that each provide unique new skill upgrades. These challenges respond to your play style, with trade-offs between different approaches such as offense vs. defense and magic vs. stealth, so that your characters gain new abilities that reflect the way you choose to approach the game.
Fight - Die - Adapt
Iron Danger is a story driven tactical RPG with simultaneous turns. It is a streamlined, action-packed single-player game in which repetitive grinding is kept to a minimum and every moment advances the story. The player controls Kipuna and one of two individual companion characters in tactically challenging battles against a variety of different threats. At center stage in combat is the unique time shifting mechanic that represents Kipuna's magical influence over the flow of time. It gives the player the ability to rewind at any point with fraction-of-a-second precision, pinpointing strikes to enemies' unguarded moments, deflecting and dodging attacks exactly when they happen, synchronizing magical and physical attacks to overwhelm difficult enemies, and overcoming impossible odds through trial and error. Iron Danger challenges you to think of combat and puzzles from a different perspective: you may be an experienced gamer who knows all the tricks, but you've never played a game like this.
Iron DangerSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Ash of GodsSP/MP: Single-player
Genre: Tactical RPG
Ghost of a Tale - Review @ Flayrah
Flayrah has reviewed Ghost of a Tale:
Review: Ghost of a Tale
Ghost of a Tale is described as an action-RPG game with stealth elements, dialogues and quests. Of particular interest to furs is that you play as an anthropomorphic mouse character in a world that's very reminiscent of Brian Jacques' Redwall series. Impressively, it is primarily the work of a single developer, Seith, and was funded by IndieGoGo donations. Ghost of a Tale was available in early access for a long time although I waited until after the full game was released, in March 2018, before buying a copy.
Ghost of a Tale is beautiful, bright and charming with some real surprises, interesting characters and funny dialogue. It's let down by the lack of voice acting, repetitive quests and several, sometimes game-breaking, bugs. It will probably disappoint hardcore stealth gamers though it might make for a light-hearted break from the darker tone of other stealth games. For furs, the characters and visuals will be the main drawcard and, once started, Ghost of a Tale should be able to draw you in for a very cute ride.
Ghost of a TaleSP/MP: Single-player
Demon's Rise: Lords of Chaos - Two Patches
Demon's Rise: Lords of Chaos got two patches recently:
1.4 Patch Uploaded
- Fixed a bug where pressing the End Turn button while a unit was performing a move or attack would cause the end turn button to disappear.
- Removed the “Leave Area” button and instead gold is now picked up and the end turn screen is loaded automatically without user input. This fixes a bug where sometimes pressing the leave area button would cause the game to become unresponsive.
- Fixed a bug where sometimes clicking the leave area, level up, restart level or return to camp buttons would cause the game to hang.
- Fixed a bug where pressing tab to switch characters would not work if the mouse cursor was hovering over any UI button.
- Fixed a bug where double clicking the start battle button would cause slightly erratic camera motions.
- Fixed a bug where the summoning penalty for the Soul Eater’s Greater Summoning ability was not being applied.
- Fixed a bug where the Stone Troll’s shield slot and icon would not indicate that he can equip a shield when a shield was picked up in the inventory or shop screens.
- Increased the experience points, gold and item quality reward for the first 15 quick battles.
- Added number of attacks per turn the character can make on the team selection stat sheet.
- Added the ability to tilt the camera along the vertical axis with the R and F keys.
1.3 Patch Uploaded
- Items that the player cannot afford in the vendor are now greyed out.
- The item detail window on an item slot now appears when the mouse hovers over it and does not require the item slot to be clicked.
- A small indicator appears on the quick battle button when you finish it. This allows you to see which quick battles you have completed from that menu more easily.
- Added unit level information on the unit’s stat sheet during battle.
- Fixed a bug where right clicking on a tile would make the tile or unit stat sheet appear even if another UI window was already open.
- Fixed a bug where clicking the morale or attack indicator in the top left screen would sometimes cause the UI to disappear and the game to become locked.
- Removed drag and drop functionality for items in the store as this would sometimes cause items to disappear.
- Removed some incorrect text that said that switching characters for a new class cost gold.
- Removed the shadow demon spell from the Greater Demon character for game balance.
- Reduced Greater Demon health but increased its melee attack damage.
- Reduced War Drake’s health but increased its melee and ranged attack damage.
- Improved animations for the Volcrate character class.
Demon's Rise: Lords of ChaosSP/MP: Single-player
Genre: Tactical RPG
Vigilantes - Version 26 Released
Vigilantes is now up to version 26.
Vigilantes version 26 has just gone live. Now that the focus has shifted away from developing new features, we've been able to release what is likely the single largest content and balance update so far. The headline addition is a new ally, Edgar Kowalski, a hard-hitting fire fighter who may or may not be a firebug. Is he? Hear him out, and decide for yourself!loading...
Below you will find a summary of the new content and balance improvements released with version 26. If you would like more detail on the update, you will find a development video further down.
We really appreciate your support and patience as we work to make Vigilantes the best game that it can be. If you have any questions, observations, or would like to talk about any aspect of Vigilantes, please do leave a comment!
- 5 new perks: Volatile, Better Criticals, UPLIFT!, Berserker Charge, Pack Mule
- 2 new melee weapons: Combat Machete & Nailed Baseball Bat
- 2 new firearms: Abramovich Pump & General Arms Red Hawk
- 2 new maps, based in the rural outskirts of Reiker City
- 3 new dialogue encounters
- Trading cards on Steam
- The melee perks Solar Plexis Strike, Concussive Blow and Deep Cut are now free to all characters
- Firearms do slightly more damage
- Criminal Rackets now provide greater bonuses to their owners
- Church of the Final Exodus are tougher and get a bonus to melee weapon quality
- Survivalists get a penalty to melee weapon quality
- Added movement AP
- Added equipment weight and negative status effects for overloading
- Well Oiled perk is now Tinkerer, and the reduction to item deterioration extends to armour
- Athletic Perk now adds 2 movement AP, rather than 1 standard AP
Genre: Tactical RPG
Release: In development
Ash of Gods - Iron Man Mode and more
Update 1.2 for Ash of Gods introduces iron man mode, post-mortem for the story, combat log, and other stuff.
Hey! In this major update we not just fixed a lot of issues but also added new features, such as hardcore mode 'Iron Man', post-mortem for the story, combat log, portraits and emotions feature for multiplayer and many balance changes for single player.
IRON MAN MODE
As you may know, we were very attentive to community feedback after the release, and one of the very first problems was very high difficulty of the game. Of course, we took it into account and made some changes to make the game more comfortable.
But this decision also disappointed the ones who prefer to face challenges, that's why we decided to make a separate hardcore mode for them—and today we are glad to introduce you 'Iron Man':
- You have only one save
- No lowered attributes for AI units
- AI has no limitations since the very first level of Reaping
- You can't change the level of Reaping manually
- Balanced abilities, which can be used to create so-called 'imba-tactics' based on such classes as guardian, fighter and archer in small teams
- Three additional achievements which could be earned in hardcore mode onlyPOST-MORTEM
Players who already beat Ash of Gods, also wanted to know more about what happened in the end of the story and what happened to the rest of their beloved characters.
It was a great idea, and we changed the end of the game with post-mortem, where you can find some additional details about what happened with the world and those characters who still alive. But keep in mind, that fate of characters are non-linear as well and depends on your unique story.
Now you can track everything what happens on a battle field with combat log. It is hidden on default but you can easily turn it on by pressing the icon with 'L'-letter near the clock.
Combat log available in both single-player and multiplayer.
PORTRAITS AND EMOTIONS
Now you can talk with your opponent in multiplayer via our chat analogue, which allows to share emotions like 'Well played!' or 'Victory will be mine!'
Bots also use emotions to answer you.SINGLE-PLAYER
- Added new 'Iron Man' mode and three achievements
- Added post-mortem which explains what happened with alive characters and what happened in the final video
- Added combat log
- Added option to turn off autofocus of combat camera
- Lo Pheng's team now getting increased amount of experience—both Pheng and Thorn teams should have equal level in the end
- Strixes usage of Thorn's team increased on three strixes a day
- Changed sorting of the deck in inventory (now sorting for level and availability)
- Numerous balance changes for abilities (guardian, archer, fighter, spearman)
- Added Galaxy support (achievements and overlay) for GOG version of the gameMULTIPLAYER
- Added portraits and emotions feature
- Added combat log
- Injuries in common fights are disabled
- Added injuries information to profile's window
- Added version check when connecting to server
Ash of GodsSP/MP: Single-player
Genre: Tactical RPG
Stardew Valley - Now With Mad At Your Polygamy
@PCGamesN Stardew Valley has some new features including having all your girlfriends or boyfriends getting mad at you.
Amorous players on Reddit who’ve loaded the beta update have occasionally found themselves met with tribunals of angry boyfriends and girlfriends, as Polygon have noted. The event seems to trigger if you’re unmarried and have reached 10 hearts will all available dating options, at which point you’ll face either the boys down at the saloon or the girls at Haley’s house.
Unsung Story - May Update
In the may update for Unsung Story, there is talk about an upcoming stream, physical copies for console versions, current state, maps and a development update.
am extremely happy with the development progress. Not only did we get our first console builds this month, but we also got to play initial versions of several different battle maps that included many new classes and abilities.
So that's what I'm going to talk about for the rest of this update.
But first, here is a quick review of what Unsung Story is all about for context. Back in August we started from scratch and rebuilt the story and design based around Yasumi Matsuno's original ideas.
Matsuno's goals in the design
- Instead of a World Map, we have a Historical Map that allows the player to revisit various battles and moments in the War
- Players will explore the game across 5 different chapters - each with their own main Story Character
- Classes have pure gameplay mechanics (Warrior, Priest, Wizard, Pioneer)
- Players can level up and unlock new classes to switch between
- Player units can have a Primary and Secondary class which creates lots of variations and unique combinations
- Environmental height and incline affect movement, speed, and attack
- Simplify the presentation of stats to make them less complicated without sacrificing depth
- Introduce the triangle grid for slightly different tactical choices
Basic story concepts
- The game takes place in a medieval fantasy world filled with wild chaotic magic that is fueled by vibration and shaped by songs. This magic literally has the power to reshape reality around the caster.
- Realizing that the world could not sustain life, the first inhabitants built the Opus of History - the first and oldest song that holds the world together. Since that time History has been sung and recorded in magical schools around the world.
- The game opens at the end of a 77-Year War. Cities have been decimated, and the schools ravaged. A final, desperate war summit has been called - a plea to finally end the war because the Opus of History is starting to fail, and no one knows why. The world is coming apart at the seams.
- A small band of aging heroes are given an impossible task. Armed with an experimental spell, they must brave the unknown by traveling into the Opus to find a way to repair the tears.
- But something unexpected happens, the spell doesn't work as expected. Instead the squad is transported backwards in time and thrust into the middle of a recent major turning point.
- From there the player will meet key figures on both sides of the war. They will fight each key battle working their way backwards and gaining a small new opportunity each time – methodically unraveling the intricacies of history in an effort to prevent the war in the first place.
So there you have it. A narrative told in reverse that allows the player to slowly learn about the past, then visit those battles, and even come back to play them again to experience alternative timelines. At its core, the game focuses on the war. Each map and encounter needs to capture that spirit in a different way.
Last month, I shared the entire class list because it wasn't going to be possible to share progress without discussing those in more detail. This month, we're going to deep dive a couple battle maps and discuss some of the class abilities. Again, the standard disclaimers apply. Some of this will change as we get further into iterating on the game.
Unsung StorySP/MP: Single + MP
Release: In development
Arakion - Early Access in May
It has been in development for quite some time and Arakion will now go into Early Access on Steam May 15.
Arakion Early Access is rolling out on May 15th!
Get ready to begin your journey into the unique world that is Arakion. The one-of-a-kind dungeon crawling experience you all helped bring to life! Why Early Access? Well, Arakion is large. Our testers currently spend ~10 hours on current content in the first playthrough. So, although it's Early Access there is a lot to do.
As our testers have already found out, Arakion also gets updated a lot, weekly in fact! So be sure to check out the Roadmap & Updates to always stay up to date with Arakion's developments!
If you haven't already, be sure to head over to Steam and follow Arakion!
Over the next two weeks, I'll be showcasing all the new and awesome stuff in Arakion such as crafting, constructs, randomized dungeons and more! Additionally, shortly after the launch, I will begin holding polls and contests for the backer-created content such as the backer-created profession. More details on backer-exclusives soon.
Mount & Blade - Retrospective
Mount & Blade retrospective from PC Gamer
"I took some fencing lessons, but I’m not an athletic guy," says Armağan Yavuz, founder and CEO of TaleWorlds. "I was just more interested in the idea of fencing." A fascination with melee combat—how it feels, how it works, how it plays—drove the development of Mount and Blade, the game developed by Yavuz and his wife, İpek Yavuz, and released in 2008.
"My initial idea was to get the swordfighting element right," Yavuz says from his home in Ankara, Turkey. "I tried to make the combat part of the game more involved and more interesting. If all you had to do was clicking, there wasn't enough to keep a hardcore gamer interested… I wanted a mechanic that gave you more decisions and relied on reflexes and combined elements like horse riding and blocking… You really had to hit a good sweet spot to be intuitive, immersive, and easy to grasp, but complicated enough that you don’t get bored with it after a few hours."
Tales of Maj'Eyal - Forbidden Cults on May 16
The Forbidden Cults DLC for Tales of Maj'Eyal will release on May 16.
'Tales of Maj'Eyal' Expands into the Nether on May 16th with 'Forbidden Cults' DLC
Dark forces at work and coming soon to Steam, GOG and Humble Store
May 1st, 2018 -- Tales of Maj'Eyal developer NetCore Games announces the latest expansion of its hit roguelike series will launch May 16th on Steam, GOG, and Humble Store! Tales of Maj'Eyal: Forbidden Cults is a big expansion for ToME that allows you to explore horrors that lurk beneath the surface, to delve in long lost knowledge and lore, and as usual to die a lot!
Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal. That something is you.
Forbidden Cults DLC Includes:
Tales of Maj'Eyal: Forbidden Cults will be priced at $6.99, with a discount planned for the DLC and all other ToME products during launch week.
- Two new classes: Writhing One and Cultist of Entropy -- both of which use a new resource dubbed Insanity.
- Two new races: Drem (corrupt dwarves) and Krog (transformed ogres).
- New zones to explore and inevitably die in -- including a huge living corrupted worm!
- New lore, artifacts, events, achievements, as well as other additions like the new wyrmic tree and Glass Golem.
- And many new horrors! So many! Searing Horrors, Nethergates, Netherworms, Fearful Symmetry, Entropic Shards, and more!
Tales of Maj'EyalSP/MP: Single-player
Steam Marines 2 - Alpha Launch
Steam Marines 2 has launched into Alpha according to the latest developer blog.
Steam Marines 2 - Alpha Launch!
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:
- Procedural Generation,
- Turn-Based Player and AI Control,
- and Small Unit Tactics.
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?
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!
Thanks for reading! And happy robot hunting.
Steam MarinesSP/MP: Single-player
Stardew Valley - Multiplayer in Public Beta
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.
Realms Beyond - Combat Development & Goblin Barbecue
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.loading...
Realms BeyondSP/MP: Single-player
Release: In development
Dauntless - Making Progress(ion)
The latest update for Dauntless, scheduled for May 2nd, introduces some new progression mechanics. Dauntless will be in open beta come May 24th.
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.
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!
DauntlessSP/MP: Single + MP
Release: In development
Robothorium - 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.
Release: In development
Wolcen: Lords of Mayhem - Next Patch and Beta
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!
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:
- 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 :)loading...
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
RPGWatch Feature - Black Geyser: Couriers of Darkness Interview
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.