Stygian: Reign of the Old Ones
Stygian: Reign of the Old Ones Review
Check out what we think about this story focused Lovecraftian RPG
» Continue reading the article...
Din's Legacy Review
Forgottenlor dived into the Hack & Slay game Din's Legacy.
» Read the article
Legends of Heroes: Trails of Cold Steel
Stygian: Reign of the Old Ones
Operencia: The Stolen Sun
Queen's Wish: The Conquerer
Tower of Time
Forum WatchHoyfjell. Industrial-Fantasy RPG by saj
Roadwarden - an RPG / Visual Novel / Text Adventure fantasy hybrid (demo available) by Aureus
SpaceWreck: postapoc space RPG inspired by Fallout by Kamaz
Trip the Ark Fantastic: an immersive story-driven scientific adventure RPG by Iggy_Gamechuck
ATOM RPG - Trudograd Sneak Peak
The latest update for ATOM RPG offers a sneak peak at the Trudograd expansion.
Sneak peek at Trudograd
Today, we wish to share with you the work we’ve done on Atom RPG’s standalone addon Trudograd so far.
An uncommon point of view for our game, but it demonstrates the new abilities of our engine well.
Here is some concept art for the game. We rely on it when creating new locations.
Pantheon - October 2019 Video Newsletter
The October video newsletter for Pantheon: Rise of the Fallen.
In this episode Creative Director Chris Perkins outlines racial passive abilities. JN Gerhart shows us the Spriggans from concept to model. And we wrap up it all up with some Burning Questions from the community.
Release: In development
Yaga - Release Date & New Trailer
@Twinfinte Yaga will be released November 12th.
Developer Versus Evil has announced the release date of its upcoming 2D action-RPG Yaga with a new trailer that showcases the game’s whimsical story and bone-crushing melee combat. The game is to launch on PS4, Xbox One, Nintendo Switch, and PC via the Epic Games Store next month, Nov. 12.
Release: In development
Copper Dreams - No-load maps and Cars
A large update for Copper Dreams announces that Beta is near and talks about some new mechanics with vehicles and a bunch of other stuff.
We wanted to share some of the final tech that went into the beta that we mentioned in the last update.
Due to some pesky life stuff, we haven’t been able to finalize what we needed to for the beta — primarily driving enemies and some visual anomalies that need updating like mesh-swapping armor pieces working and some effects that will make gameplay more clear. Our newest alpha build featuring the start of those will be up in the next few days, followed by a video showcasing the beta, and releasing it on the 15th of November. A thousand apologies for the delay — we're very excited to finally get it in your hands, and will be on track for a 2020 release.
Beta testers, you’ll be getting an email when that’s available regarding what help we’re looking for with the start of the game. It'll explain what we can focus on tweaking with your suggestions while adding more of those maps in as we continue to finish stitching them together.
The treader is the most common street car you'll find in the game. Quinton, the local syndicate that produces tech and machinery, supplies these on the colonies from surplus and outdated military supplies from the Ci-War. Tread-based vehicles were the most common militarized vehicle and transport for navigating uneven terrain before the bipedal tanks became standard. Any vehicle that uses military treads form tanks into re-purposed single seat all terrain vehicles are referred to as Treaders. Fast and durable, you'll find these throughout the city from Quinton manufacturing as well as cobbled together junkers.
Copper DreamsSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Realms Beyond - Combat Demo, Character Creation, and Screenshots
A new update for Realms Beyond talks about the status of the combat demo, and explains character creation. There are also screenshots at the link.
It’s been a while since our last update. We’ve been hard at work designing maps and writing quests – and finishing up the combat demo, which is taking us longer than expected. The main reason for that is the combat demo’s scope: rather than just giving you an arena with a handful of fights, we give you a small story, four different maps with varied environments, shops to buy new equipment in, and the full character creation system as it will appear in the complete game.
The combat already works very well, but we still need to finish up the character creation menu and the shopping interface, and the encounters you’re going to face in the combat demo will have to be playtested a couple of times to make sure it offers just the right amount of challenge. The combat demo is the first taste of the game you’re going to get, and we want to make sure the first impression is a great one. Honestly, we underestimated the actual amount of work the combat demo would require. At the end, we don’t want to release unfinished gameplay elements and that’s why we need to spend more time in designing, implementing and polishing than originally planned. Therefore we are moving the release date of the combat demo to January.
The most important part of any RPG is its character creation. Many of us have spent hours trying to create different character builds in Fallout, or assembling that perfect party of six in Icewind Dale or the old Gold Box titles. Realms Beyond is going to offer you a complex character creation tool that gives you all the classic choices you would expect – ability scores, classes, skills, feats – and some unique ideas of our own that allow you to further define your characters and their role in the world.
Rather than just picking a race and be done with it, Realms Beyond lets you choose your character’s origin: which region of the world does your character hail from? It is more than just a cosmetic choice, as your character’s origin will influence the knowledge of local customs, politics and events the character has, as well as the reaction some NPCs will have towards that character.
Furthermore, you will be able to select a descent for your characters: which social class they hail from and what they did before they became adventurers. Noble, craftsman, peasant – these descents also come with unique background knowledge for your character. Characters with a noble background will be familiar with the customs of the nobility, while characters with a peasant background will be able to tell a farmer why his crops are failing.
The character backgrounds are more than just flavor, as they will occasionally offer unique insights into the events you encounter during the game.
Realms BeyondSP/MP: Single-player
Release: In development
Vaporum: Lockdown - Announced
Steampunk dungeon crawler Vaporum: Lockdown has been announced, and is a prequel to Vaporum.
Vaporum: Lockdown is a prequel to the award-winning steampunk dungeon crawler Vaporum. It is a grid-based, single-player, single-character game, seen from a first-person perspective in an original steampunk setting, and inspired by old-school games like Dungeon Master I and II, the Eye of the Beholder series, and the more recent Legend of Grimrock I and II.
Vaporum: Lockdown follows the story of Lisa Teller, a scientist who is a part of a mysterious research project in the middle of an ocean. Following disastrous events, she struggles to survive and escape the tower of Arx Vaporum.
- First person real-time combat
- Unique Stop Time Mode
- Puzzles and level-wide objectives
- Gadget-based RPG system
- Lots of exploration, loot, and character customization
- Mysterious storyline filled with secrets
- Fully voiced main characters
- Immersive steampunk setting
You will encounter nasty enemies with unique strengths and attack patterns. To beat them, you will have to employ a broad array of weapons, gadgets, upgrades, and smart tactics.
Fortunately, there's plenty of powerful toys to play with. Many different weapon types, each with a specific use, synergistic armor pieces, gadgets that allow you to raise your own army of underlings or to manipulate the battlefield, boosters, and more.
Prepare to solve many kinds of puzzles and hazards, using various interactive elements, which will test both your wits and reflexes. The overall storyline will have you piecing together a solution to the main obstacle, where the individual pieces are spread over several levels. You will learn a lot about the world and its inhabitants through voiced dialogs, phonodiaries, and written notes.
Vaporum: Lockdown is planned to release in 2020.
Vaporum: LockdownSP/MP: Single-player
Genre: Dungeon Crawler
Release: In development
Stellar Tactics - Crafting and Salvaging Patch
The latest patch for Stellar Tactics introduces crafting and salvaging.
Stellar Tactics - Stellar TacticsToday’s patch adds the first pass at the crafting and salvaging system. The crafting system lets you craft almost every item that can be equipped in the game other than faction armor, ammo, grenades, and devices.
Crafting requires the disassembly of items you find in your travels. When salvaging, you learn about the items you are disassembling and eventually, you earn a schematic so you can craft that item.
Salvaging – process items found in your travels into component parts for crafting.
- You must mark items in your inventories (CTRL-Click - General/Stash/Cargo Hold).
- Once items are marked, you can access the salvage toolbox from the inventory menu via a new icon above the general inventory.
- Junk items generate finishing materials used in the crafting finish process.
- Weapons, armor and other items that can be equipped generate primary crafting components.
- Salvaged items are placed in a separate infinite inventory. This inventory feeds the crafting bench and parts are automatically placed on the crafting table.
- As you salvage items, you will earn experience towards unlocking a schematic for that item. At times you may even gain experience towards the next tier schematic.
Crafting - Once you unlock a schematic, you can craft the item. All schematics come in various quality tiers that need to be unlocked. Schematics are also a very rare drop from loot crates, cargo containers, enemy packs, and lockers.
Crafting requires a number of items:
- (Required) Base item components of the same quality tier salvaged from a similar item
- (Required – In cargo hold or station storage) Refined ore. You can mine ore and refine the ore, or purchase from the Trade-Net
- (Optional – In cargo hold or station storage) Rare earth minerals to clear conditions. You can mine ore or purchase from the Trade-Net
- (Optional – In cargo hold or station storage) Finishing items salvaged from junk and rewarded during salvaging of equipment
Rare earth minerals and finishing items are optional, however, they are very important and you could end up with a sub-par item if you do not have any on hand when crafting.
To craft an item:
- Travel to any trade station and look for a crafting station. Crafting stations have a unique icon on the radar and map.
- Select the crew member you want to craft and select the crafting station. The crafting table will be shown.
- On the top left is a list of unlocked schematics (if any are unlocked). Choose one.
- You may need to adjust a few initial values before you start crafting. For example, when crafting a weapon, make sure to set the correct weapon skill level before selecting the begin crafting button. When crafting an item for your ship, make sure the correct ship is selected.
- All items except for weapons can be “re-rolled” That is, you can re-roll a number of base equipment stats.
- When you are ready, select the processing button and start crafting.
- Each process step will expend AP
- If successful, the quality of the item will improve.
- At various stages, negative and positive “conditions” may arise. You can select a condition to expend a single unit of rare earth for that step to clear negative conditions and activate positive conditions.
- Once all AP is expended, the item is ready for finishing.
- Select your finishing options if any. The higher the quality, the more options.
- Select the “Finish Crafting” button and the item will be placed in your inventory or cargo hold.
- Primary crafting components cannot be purchased. They can only be gained by salvaging equipment.
- Occasionally you are rewarded crafting components for next tier items when salvaging as a bonus
- The higher your skill in salvaging, the more components you get when salvaging an item. In some cases, you may be able to salvage enough components to build several items of a similar type.
- The value of crafted items of high quality exceeds the value of any similar items you might loot.
- Occasionally you are rewarded experience towards the next tier schematic when salvaging a lower tier item
- Higher tier schematics require more disassembly than lower-tier schematics. Bonus experience offsets the number of items you need to disassemble to unlock that next tier.
- You can find schematics when looting ship containers and gear in ground missions. These are extremely rare.
- You are rewarded experience regardless of failures when salvaging.
- Schematic experience is rewarded for every component that is disassembled. It is best to use the third salvaging option initially that rewards additional schematic unlock EXP.
Grenades and ammo will have a separate utility device that will let you break down these objects and craft other ammo types. That will come in a future patch.
The patch includes entries in the in-game guide for salvaging and crafting for reference.
Armor visual types are random for now until I can get more sets in the game. I’ll also likely add an “appearance” slot in the future that lets you equip a visual appearance of your choice. The faction armor set appearances are reserved for faction armor.
Perks are not available for Salvaging and Crafting at this time. As usual, I’ll add those after I gather more feedback on the system.
Note: Salvaging has been moved to the general skill area. It is no longer a space specific skill.
There are a few other things I’d like to do with salvaging – salvaging enemy ship wreckage and various items found in ground exploration locations.
I hope you enjoy the crafting system. I’ll be reading feedback on the forums and will make adjustments over time.
So, what’s next? I’ll be updating the ground combat animations and adding weapon-specific special attacks. I’ve gathered a lot of feedback from the community and there will be a few new options for targeting enemies and displaying target information. In general, I’ll be taking a deep dive into the combat system and adding a new pass at polishing the ground combat system.
After that, boarding. I have everything I need for this now including all the ship interiors. I know many of you have been waiting for this and I’m eager to get started.
Stellar TacticsSP/MP: Single + MP
Release: In development
Wasteland 3 - Factoring Feedback
A new update for Wasteland 3 talks about factoring in player feedback and the Kodiak.
It’s been a couple of months since we released the backer Alpha, and while game development continues, we’ve been incorporating bug reports and feedback. While most of the results are being kept in-house so we can work on them, determine best steps forward, etc. we have a few fun highlights to share with you further down this update.
Alongside the Alpha, Wasteland 3 was at gamescom, where we debuted a new trailer, had hands-on with the game both behind closed doors with press and in the Deep Silver and Xbox booths, and were ecstatic to have been awarded “Best RPG” at the show.
If you missed it, here’s the trailer we revealed, and if you have seen it, it’s worth watching again.loading...
We’re happy to announce that we will be attending X019! Tickets are . If you’re going, be sure to stop by and say hello, and of course don’t miss the Inside Xbox livestream at 12pm PDT on November 14 for plenty of Xbox Game Studios news and announcements.
The Kodiak is your vehicle in Wasteland 3, and as you can customize and outfit your team of Rangers, so too can you upgrade and outfit your vehicle to get around Colorado. We think of the Kodiak as a full-fledged member of the team, and it’s a big part of your play experience. It gets you around the world map, but even more important are its capabilities in combat. Changing paint schemes and visual appearances is awesome (and will offer a ton of customization), but making it tougher and more formidable against your enemies will be what transforms it from a junker to a high-end war machine.
We’re going to give you a little sneak peek of some concepts for the turrets you can attach to the Kodiak in Wasteland 3—which is the most powerful weapon slot type you can equip. The Railgun you’ve likely already seen from the Alpha, but there are a few new ones below.
Backer Alpha Feedback Survey
We sent a survey to Alpha backers allowing them to easily provide feedback on a number of topics from the demo. While the majority of them discuss specific areas where we are looking to improve the experience, we thought it'd be interesting to share a few of the broader ones.
Time spent between starting the Alpha and reaching the final confrontation in the level:
- 67% reported playing for 1 hour or more before reaching Vic
- 33% reported playing for around 30 – 60 minutes before reaching Vic
Note: When we began developing the Alpha we estimated the length to be around 20 minutes.
Did players find the hidden bunker?
- 52% said they DID find it
- 32% said they DID NOT find it
- 16% said they weren’t sure/didn’t remember
Did Alpha players take the left path or the right path?
- 57% said they took the left path
- 33% said they took the right path
Note: The likelihood of finding the Bunker and experiencing the left path were also, not surprisingly, higher for those who reported a longer play time.
How did Alpha players resolve the showdown with Vic?
- 41% chose to arrest Vic
- 35% chose to recruit Vic
- 12% had Vic kill himself
- 9% shot Vic
Thanks for reading, and we’re looking forward to seeing you at X019!
Wasteland 3SP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Wolcen: Lords of Mayhem - Update #114
Henriquejr spotted Kickstarter update #114 for Wolcen: Lords of Mayhem:
Next hotfix: Animation cancel improvement, Simplified Chinese localization
We would like to inform you that a hotfix is planned for next week. In addition to bringing improvements to Bladestorm and fixing a few bugs like the Consuming Embers buff, the hotfix will also contain:
Animation cancel improvement: The setup for this system was not optimal in the latest version for certain skills(Consuming Embers for example). With the next hotfix, all skills will be properly set up with the animation cancel system when the character performs a “movement”. Potions and dodge roll will also count as “movements”, therefore have a higher priority over skills when they are used. This will drastically improve the fluidity of actions in-game and survivability in dangerous situations.
Chinese localization: Thanks to Wshepherd(传说娘), Spendaem(夜紫尘) and MshKai(陌上花开), we will be able to restore the Simplified Chinese localization in the game. We want to thank these awesome members of our community for their help, they’ve done a great job and we’re more than happy to reintroduce Chinese in Wolcen: Lords of Mayhem.
German localization improvement: CoTTo has also provided us with the latest files of the German localization and we will update it with the hotfix planned next week. Many thanks to him as well!
On a side note concerning localization, we will now be using the Crowdin website for future localizations of the game. We find it to be quite user-friendly and practical for our use, so any member of the community from any language can participate in making the game available in tons of languages at the release.
If you wish to contribute, you can contact me(Calistaen) on Discord: http://discord.gg/wolcenstudio
Another hotfix is planned following this one to improve loading times and memory issues leading the game to shut down on start-up.
Thank you for your support!
Wolcen: Lords of MayhemSP/MP: Single + MP
Genre: Hack & Slash
Release: In development
Nehrim: At Fate's Edge - Steam Release: 2020
The Oblivion total conversion mod Nehrim will get a Steam release in 2020:
Nehrim: At Fate's Edge
Nehrim: At Fate's Edge is a total conversion for TES IV: Oblivion. Explore the namegiving land of Nehrim with dense forests and deserts, delve into old crypts and caves, and experience an unusual, multi-layered storyline that takes place beyond known patterns of good and evil.
How extensive is the world space and how has it been created?
The land mass approximately equals the one of Oblivion. However, in Nehrim the landscape is entirely hand-built and thus has a lot more variety in it than those forests in Oblivion.
How long will it take me to beat the game?
As opposed to Oblivion, the Main Quest, including 35 single quests, is to the fore in Nehrim. Our Main Quest isn't just much more intense than Oblivion's, but also more extensive. You can beat Oblivion in about 10 hours. This most definitely will not be possible in Nehrim. Additionally, there will be about 30 side quests.
What is the most profound difference to Oblivion?
The skill system. In Nehrim, you level up by gaining experience points. You gain experience points by killing monsters and most of all for finishing quests. This is the best way to motivate the player to play them. At each level-up you get "learning points" you can trade for skill upgrades at a teacher - just as in the Gothic series.
Nehrim: At Fate's EdgeSP/MP: Single-player
Release: In development
Silk - Released
Explore the ancient silk road in the simulation RPG Silk:
Enter the biggest handcrafted open world of all time, fifty times larger than Elder Scrolls II: Daggerfall! Explore three million square miles of uncharted terrain from Roman Damascus to Three Kingdoms China in an exploration RPG that transports you onto the Ancient Silk Road of 200AD.loading...
From a parallel dimension where they still make keyboard-controlled, square-based RPGs in 2019 comes the new game from Chris Bateman (Discworld Noir, Ghost Master, Heretic Kingdoms). Can you puzzle out the secrets of the four distinct challenges await you in Silk?
- Explore the vast expanse of the Silk Road in an epic journey across dangerous wilderness as The Traveller.
- Overthrow Rome's greatest enemy, the powerful Parthian Empire, as The Rebel.
- Master the art of raiding to capture the fortunes of rival kingdoms as The Warlord.
- Carve out a trading empire between the brutal battlegrounds of the Silk Road as The Noble.
One colossal world, four unique challenges. Do you have what it takes to master Silk?
- Level up any seven of the thousands of Advisors in the game as you hire your perfect party, each of which unlocks hundreds of unique choices in the world
- Battle, Trade, or Explore: play the game your way as you amass a well-provisioned caravan or build your own renegade army
- Discover the lost genre of tile-based RPGs (Eye of the Beholder, The Bard’s Tale) remastered for the twenty first century
Vagrus: The Riven Realms - New Build is out
A new build of Vagrus: The Riven Realms has been released:
New Open Access build is OUT! - Includes FIVE Milestone Deliveries
The Story Behind the Patch
We have had a busy two months: we got through a Unity upgrade (always fun), overhauled how we store and calculate stats in the game (Property System), added character idle animations, while of course continued to spend significant time with promoting Vagrus through various channels. A good example of this is when we showcased the game in Graz (AT) at GameDevDaysGraz. It was an amazing event, and the greatest moment of course was when RPG dev legend Josh Sawyer came to our table and played the game himself.
As the lead designer of many great RPG titles (Neverwinter Nights 2, Pillars of Eternity I-II, Fallout: New Vegas), Josh is a role model for us and his works are very important sources of inspiration, so him playing Vagrus and talking about RPGs was a dream come true. Our team was beaming when he joined us for a team photo, too.
Vagrus: The Riven RealmsSP/MP: Single-player
Release: In development
Legend of Keepers - Prologue Released
An alpha version of Legend of Keepers has been released and is available for free in the Steam store.
Legend of Keepers: Prologue is a free playable alpha demo of Legend of Keepers. It's a tactical dungeon management game where you play as the bad guys! You're the Boss of the Dungeons Defending Department and need to protect the company's treasures against pesky heroes! This version of the game contains around 1-2 hours of gameplay and introduces Legend of Keepers mechanics, lore building and game strategy.
- Place traps, launch spells and slay these damn heroes looting your dungeons
- Fight with your monsters and discover their unique abilities
- Hire monsters, manage your employees and your stock of traps
- Deal with employees strikes and other fun events
Each run will be different but players will keep some bonuses for their master between runs. In fact, our game is a mix between Roguelite and a Dungeon Management. How did we achieve that? We've run many tests to find the perfect mix between a management and a dungeon phase!
Legend of KeepersSP/MP: Single-player
Release: In development
Iron Danger - Teaser
Daedalic is going to publish Action Squad Studio's RPG Iron Danger, which is an RPG which features a rather unique combat system:
You have control over time
The core of Iron Danger is its unique time control mechanic. You can rewind time for up to 5 seconds whenever you want, trying different strategies and combinations of moves until you find the right one for the task at hand.
The time manipulation allows us to combine real-time combat gameplay with controls from more traditional, tactical turn-based combat games. This gives tactical combat a puzzle-like element, as you can continuously keep trying new approaches to turn impossible odds to your advantage and synchronize the actions of your characters for the perfect outcome.
Iron DangerSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Zenith - Review @ Midlife Gamer
Midlife Gamer checked out the action RPG Zenith:
Zenith – Review
From the outset, Zenith forcefully conveys its difference from other modern Action-RPGs with its distinctive aesthetic, satirical humour and ArcanePunk setting, and while it achieves this aim, it is not all a positive distinction.
When we meet our protagonist, Argus Wendell, he has been apprehended by Elves from the Homogeny, who are currently at war with the empire that Argus serves as an Imperial Wizard and member of the Infinigon. It is in this first conversation that the level of humour is established, as Argus attempts to distract his captors with tales of running from “Tenor Spiders” that sing as they attack, only for the camera to pan to reveal the very Spiders the Elves mocked awaiting their moment to pounce, accompanied by an acapella attack song.
The story continues apace with Argus and his mage colleagues racing to unlock a forgotten temple before the Elves, recovering an ancient artifact that could turn the tide of the war and earning promotions for their efforts.
The story then jumps forward seven years, to find Argus has settled down in a quiet town to become a potionist, (the most maligned role for a Mage), and the empire has collapsed entirely in the intervening years. It is not long before you discover adventurers are sniffing about a nearby dungeon and Argus is catapulted back into the world of elves, empires and ancient weapons.
Despite the clunky and sometimes frustrating combat, the relatively light touch armoury, skill and weapon systems, and the clunky controls I found I enjoyed the game overall. It was short enough to keep things interesting and moving along at a decent pace while the unique story, quirky dialogue and numerous nods to rpg tropes and pop culture hit the mark more often than not.
Stygian - RPG Codex Review
Stygian: Reign of the Old Ones has been reviewed by RPG Codex.
The first controversial decision you'll notice is that there is no manual saving; only ten rolling autosaves and save-and-quit (which are also part of the roll, so they can be lost). There also aren't any save profiles, meaning if you want to try out another character before finishing, all your progress is lost. The developers have promised to patch this out, but as it is now, it's not so bad (other than the lack of profiles). Areas are small enough so that saves are frequent, and there's never more than one combat encounter per map. I lived with my bad substance-addiction rolls and some of my less-than-ideal decisions and made it to the end.
The second is the bane of numerous RPG players: time limits. If you go without rations, you'll go hungry, get stat penalties, and eventually starve to death. If you go without sleep, you'll get fatigued and eventually end up with heavier stat penalties, and resting is never free, requiring either money or camping supplies (which are rarely found in the world itself). Making matters worse, the passage of time is opaque to the player, though the developers claim the meters remain paused during dialogue, menu screens, and combat. A few hours in, you'll find yourself rolling in enough money that these will be mere nuisance mechanics, but I don't believe they belong here to begin with. Why make any player feel rushed? First, this has a relatively short length for a role-playing game. Second, it isn't a hardcore dungeon crawl or survival game. Third, there are a lot of text descriptions in the world one can read that a time limit will make one want to avoid entirely. It's like tacking on a day/night cycle and a periodically-draining blood meter to Vampire: The Masquerade: Bloodlines; just obnoxious. It's also not like there are a lack of strategic gameplay elements; the management of health and sanity meters is sufficient.
Bloom - New Kickstarter
The development of Bloom has been challenging and in order to try and get the last stretch of the game done the developer has decided to launch a new Kickstarter campaign, asking for $6.500, which will allow new backers to help make this game see the light of day.
Hey everyone, I'd been mulling over how to approach the final development leg for a while (up to release). It's been a back and forth thing, setting up another KS....but then trying out patreon instead and all that.
Anyhow, finally decided to jump into a "home stretch" campaign!
Hopefully it all goes ok and I can drum up a bit of extra help for this last bit of development.
And from the Kickstarter page:
Development on Bloom began properly about 7+ years ago. The journey till now has been a roller-coaster of advancement and setbacks... but after all this time we are finally in the home stretch with the artwork, design, and programming nearing completion.
Five years ago we were lucky enough to raise $45,000 (after taxes and Kickstarter fees) , thanks to a group of amazing people believing in us here on kickstarter.
Back then we were trying to launch an ambitious dream, but now we are working to finish an ambitious reality.
It wasn’t a lot for our team of 3….but we split it between us and, ultimately, helped keep me (Ivory) working full time for a while.
After the money ran out though, I kept going for years to complete the over 400 unique environments, 75+ unique models (rigged, textured, and animated), and create the other various bits Bloom needed (such as icons, UI, abilities, effects, and writing / game design).
Now, the bulk of the work is over and it's just a short stretch to finally getting it together and finishing.
Sadly, during development we had some catastrophic setbacks (such as vital team members leaving the project and going on to rebuild under a new engine).
These setbacks would have killed most projects….but, as they say, where there is a will there is a way. The journey hasn’t been easy, but we have a lot to show for it.
So we are back to try and find a little more help getting through this last stage of development.
There are numerous videos available for the game in the form of development updates and this is the latest one:
Release: In development
Sense - Interview @TheGG
TheGG interviewed Benjamin Suzaku, developer of Sense - A cyberpunk ghost story, about Cyberpunk waifus, horror, and thoughts on censorship and cancel culture.
What could you tell us about “Sense: A Cyberpunk Ghost Story”? And how did you even come up with the idea for the game and title name in the first place? And is “Sense” a game that you have wanted to create for a long time?
Sense is a game I’ve wanted to make for nearly a decade. Fatal Frame is in my top three favorite game series of all time, and the sparse releases (particularly in the US) left this giant hole in my chest, especially after the butchered US release of Fatal Frame 5.
I wanted to make a game that wouldn’t just fill that void, but be something different that I personally would kill to play. I loved Fatal Frame 4, and especially 5’s attention to the waifu player characters, and pushing that line further was always a core idea of mine.
The narrative, though, was meant to be a Japanese ghost story set in the cyberpunk world I had been creating.
No culture gets ghost stories better than the Japanese, and pulling as much as I could from literature, movies, and even manga I wrote something that was based on a true story from where I was living at the time.
It was my wife’s suggestion to switch the Japanese setting to Hong Kong, which is where she’s originally from.
We realized that Hong Kong is a rarely used setting in video games. Even cyberpunk stories, which pull a huge amount of their aesthetic from Kowloon and other older areas in HK, rarely go the full mile.
We also found almost no Cantonese culture presented anywhere in media. I fell in love with Hong Kong the first time I visited and wanted to share that with the world in my own way.
The other key aspect was the biggest and most unique thing, hence the title “A Cyberpunk Ghost Story”. Horror and cyberpunk are very rarely mixed, Observer did it 3 years after I started writing what’d became sense (and a few months after I began earnest development), but at the time Cyberpunk Horror was a totally untapped genre.
It was really exciting, and still is because almost no one’s doing it, and no one is doing an old fashioned ghost story in the setting but us.
Release: In development
Rain of Reflections - Reviews
Some reviews for Rain of Reflections.
All that said, Rain of Reflections manages to introduce a cast of interesting characters and plot that becomes so emotionally complicated in the final minutes that I want to continue playing just to find out how they unravel the knot. The adoption and adaptation of tactical gameplay shows real promise, and I hope the next two chapters continue to build on those instincts.
If you’re itching for a character-focused story set against the grime and rot of cyberpunk dystopia, Rain of Reflections checks all the boxes. It’s a bit of a rough introduction, but I’m hopeful Lionbite can sand down the edges for Chapter 2.
[Reviewed on PC]
Rain of Reflections offers a neat adventure game fused with the combat element which sets it above similar games. Chapter 1 acts as an introduction and if the following two chapters expand upon the ideas here (especially the turn-based combat) then this will be an interesting series to dive into. The hacking lets the game down somewhat, but perhaps some players will enjoy the mild puzzle element here. For under £15 it’s not bad value at all but in terms of replay it’s not offering too many choices if any at all considering once you playthrough you know what to expect. Perhaps a difficulty option could have improved replay. As it stands, Rain of Reflections comes as a interesting prospect but not a game for all players.
Rain of ReflectionsSP/MP: Single-player
Release: In development
Din's Legacy - Reviews and Patch
Here are some reviews for Din's Legacy.
So would I recommend Din’s Legacy? Absolutely, this game has gobbled up all the best features of their preceding games with the exception of their sci-fi living world game Drox Operative, which I also recommend.
3rd Strike, 8/10 :
Din’s Legacy is complex but fun game hiding behind low-end graphics and sound. While no game is for everyone, it’s clear that they had a very specific target audience in mind: older and more advanced players. This game is pretty much a gem for those who can look past the rugged exterior. Fans of old-school titles such as Diablo 2 and Dungeon Siege will love the freedom this game has to offer, but this freedom comes at the price of messing up your character.
Gaming Respawn, 4/10:
For fans of Soldak Entertainment's previous releases, you'll feel right at home with Din's Legacy. Although it may feel like more of an expansion rather than a full blown title release, for the rest of us, the lack of a story-based narrative, walls of texts explaining every detail of the game and the sheer difficulty spikes from monster traps to the world generation will probably put you off from playing this title for any lengthy amount of time.
The Gamers Lounge, 2.5/5:
Overall I feel that Soldak Entertainment has found a niche in their game design, and in order to appreciate it you must take the good with the bad. However, I do see improvements when comparing Din’s Legacy to previous games and their general opinions across the web. Din’s Legacy could use a little more focus and a little less randomization. The overall storyline could use a bump up in importance, and a tutorial of some sort that actively taught you some of the more basic pieces of game design would be greatly appreciated. However, the overall gameplay cycle is a lot of fun, and it is nice to level up a character and import them into a new game so you can at least start with a little more footing. Being able to tweak the game’s random mechanics and difficulty allows you to make just the right amount of difficulty, and the diplomacy between nations spices up what would usually be a bland Diablo-Clone. Din’s overall control scheme, interface, and ability management may be overwhelming to some, but to others, that kind of control is exactly what they’re looking for.
Through the good and the bad, Din's Legacy is absolutely worthy of your time and money. Truly the most unique action RPG in over a decade? Yes, I would say so. Din's Legacy is just another example of just how great a game can turn out when it is made from the love and passion of a dedicated developer rather than for the corporate obligation of a AAA studio. There are certainly issues present, but the good far exceeds the bad in Din's Legacy's case. From the incredibly in depth role-playing mechanics to a truly dynamic world, Din's Legacy is unmatched in pure content for an indie game. The most heinous crime surrounding Din's Legacy is just how underrated it is. Do yourself a favor and check this one out.
SciFi Fantasy Network, positive:
Overall, this is a great indie title which gives a lot of gameplay for your money. The new explorer mode makes it much more new player friendly. So, if you tried one of the previous titles and found it too unforgiving and overwhelming while getting started then I would suggest that you to give this game a try. Selecting the new exploration option, will give new players more breathing space in order to get to grips with the basics before plunging fully in.
There is also a new patch out for the game (the 5th patch at thispoint in time) . This patch fixes a high level slowdown, makes it much easier to find uprising targets, fixed a couple major DOT issues, and fixes a bunch of smaller issues. More information to be found here.
Din's LegacySP/MP: Single + MP
Stygian - Reviews
Some reviews for Stygian: Reign of the Old Ones.
Once again, I find my old frame hurtling through time and space to another video game realm. When I slid into the dimensionally displaced city of Arkham, I adopted the clever pseudonym Mord Aithinsworth. I woke up in some dingy attic over the top a noisy bar, from some horrible dream about a man with questionable fashion taste.
I had some expectations going in. I was adopting the persona of a conman, a charlatan, a nogoodnik – in other words, a not-very-nice person at all. I was expecting in this world of madness to sneak, creep, and generally lie my way through things. And I was mostly correct. There was a problem with my expectations, though one fixed with a growing understanding of the genre I found myself in.
Stygian isn’t just a horror game, nor is it just a noir mythos game. I mean, it is those, but it also smacks of pulpy adventure stories. There is a loving camp to everything (that thankfully does not break the grim tone of the game.) The story makes mention of masked vigilantes, but all the heroes are dead now. There are evil criminals – ones that would be at home in a Dick Tracy comic, though maybe with a darker source of power and debauchery? And combat with the eldritch horrors was a more viable option than I was expecting going in… Though still not the best of ideas.
Aside from the skill set of managing and successfully engaging in combat, Stygian also requires players to maintain personal health through survival mechanics. This means that not only do you have to keep an eye on health before diving headfirst into conflict, but you have to be aware of other things such as hunger, fatigue and most importantly sanity. Unlike hunger, which can be automatically quenched by simply having rations in your inventory, sanity has to be delicately managed, else you will succumb to the Abyss and, well, die.
One of the ways to do this is to steer clear of horrific scenes such as mangled bodies, never presenting yourself with the opportunity to be affected, however, this will impede your progress. Losing sanity means you will be afflicted by some form of mental illness during a playthrough (schizophrenia was the most common for us), resulting in gameplay being altered, such as certain dialogue options being ruled out or the general perception of your character changing.
Pathway - Update 1.1 Details
Devlog #17 - Adventurers Wanted Coming October 9!
We're excited to announce that the 1.1 update to Pathway titled Adventurers Wanted is coming out October 9!
Whilst we're busy getting everything finalized we want to share some more details about the update. In our previous devlog we already talked about the new abilities, Chinese & Japanese translations and the new content. Today we want to expand on a few more changes that are part of the Adventurers Wanted Update:
Reworked Skill Trees
With the addition of the new abilities we've also reworked the skill trees of all characters. Each character now begins with an additional ability specific to them. Natalya for example begins with the "Bait" ability, whilst Brunhilda starts out with "Sucker Punch". As they level-up they can unlock two more abilities.
We feel these changes really help in making the character roster feel more varied. Each character now has their own combination of up to 3 special abilities which opens up a range of new tactical options. It gets even more interesting when trying them out in various team configurations.
New euippable item: Artifacts
With 1.1 we're introducing a new type of equippable items: Artifacts. They're unique (and very rare) items that can only be found once per profile. Artifacts can be placed in a character's off-hand equipment slot. Some of them yield stat boosts or open up event options whilst others may even unlock new abilities.
It's worth noting that Artifacts can be used by all characters and don't require a skill to use.
More Difficulty Customization Options
We've completely reworked the difficulty customization options in the game. You are now able to adjust the enemy difficulty and the size of combat groups independently.
Whilst larger combat groups do increase the difficulty slightly, it mostly presents the player with a more involved combat experience. So if you enjoy longer and more involved combat sessions crank this setting up. On the other hand if you like easy and quick combat you can lower this setting.
The difficulty slider really pushes the overall power of enemies up. In practice it means you can play the earlier adventures at the difficulty of later adventures and push the later adventures even higher. If you increase the difficulty of the adventure, you are also going to find better loot. Additionally, each difficulty level presents the adventure in a new daytime setting.
We are really excited to get this update into everyone's hands!
Oh and if you live near London come say hi to us at the EGX. We will be showing the new update between 17th and 19th of October at the Chucklefish stand! (More details and tickets here: https://www.egx.net/egx)
OutwardSP/MP: Single + MP
The Iron Oath - September Update
Hey everyone! Another thirty days have passed by and we're back to show you some of our work from the month of September. We don't have too much to share this time around, as the majority of our workload from this past month is a bit of a secret and not something we're ready to reveal quite yet ;) You'll have to wait a few more months for that but it's something we think is pretty cool and hopefully you will all feel the same!
Earlier in the month, Chris spent his time implementing new enemies and creating sound effects to go with it. You can see a small sample of this below:
...and a few gifs from other abilities!
Next month's update will have a bit more to showcase. The dialogue windows (including player responses/choices) have received some love this past month but there's still a little bit more cleaning up we'd like to do before we show it off. We've also begun work on prototyping and implementing some new environments, so we'll be looking to share some of that next month as well (might even make it a subject for a dev video!). It's our intent to make combat environments more varied and less straight forward (with more obstacles and hazards that are unique to each environment, requiring careful attention!), so we hope you'll like the direction we're taking with that.
See you next month, and as always, if you haven't already done so, please add us to your wishlist us on Steam as it helps to boost visibility and awareness! Thanks as always for taking the time to read :)
The Iron OathSP/MP: Single-player
Genre: Tactical RPG
Release: In development
Yaga - Open for Pre-Orders
TheGG reports that isometric action RPG Yaga is now available for pre-orders. The game will launch in November.
Baltimore, MD – September 26th 2019 Independent games publisher Versus Evil in partnership with Breadcrumbs Interactive today announced that pre-orders are now available for its action role-playing game “Yaga” ahead of its November launch on PC via the Epic Games Store. Yaga will also be arriving to Nintendo Switch, PS4, and Xbox One at the same time.
Gamers who pre-order on the Epic Games store can save 20% on the game, the soundtrack, and the Bad Luck Bundle.
Release: In development
Stygian - First Update
The first update for Stygian features many fixes.
First update is NOW OUT - 1.0.3!We have just released very first update for Stygian -1.0.3!
Greetings to you all!
It has been an incredibly wild ride, these four days... We have listened, analyzed and discussed a LOT. We have been humbled by your outstanding interest but also learned a lot of lessons and still do in the process. We are collecting tons of feedback provided by you, which is extremely helpful as it allows us to improve the game.
We'd like to announce that we have released our very first patch, which will solve some major issues such as resolution issues on Mac computers, companions not being able to craft, a common and nasty reload (R hotkey) bug and others. You will find the complete list of the fixes at the end of this message.
We will also be releasing another update tomorrow and have plans for more coming in the upcoming days. Including improving Spanish and Chinese localization!
We have started working on a 'save anywhere' feature which will be accompanied by the familiar autosave and story save slots. It will arrive in the future patches when we're done testing it.
We will work on speeding up the combat but some blockers that you have addressed are our top priority at the moment.
We know that some of you really enjoy the veil of mystery on some of the game's mechanics but for our other players we'll pretty soon have a game guide that teaches about some of our systems in depth.
One last thing, ladies and gentlemen: Stygian is a labor of love for us and it is priceless to see that you feel so strong about our game. Rest assured that we want you to live this experience as deep and as immersive as it could get, as it was the fundamental idea all along. Of course, during our testing process we have identified plenty of bugs and issues that we were able to solve before the release, but the game’s complexity and the number of variables in place make it difficult for an indie team to process them all but we've also never had thousands of curious players reporting all of these to us before.
Now we do.
And we will work on them.
And we will do our bests to carry this game as close to your expectations as it can get.
Until we meet again in one of the forgotten alleys of our doomed Arkham.
- Credits video
- Improve inventory active handset sync after combat
- Companions can also perform crafting now
- Fix combat logs that are appearing on Desktop.
- MacOS Retina resolution issues
- Fix dropdown does not read display resolutions in settings
- Winston and Wilkins spawned in the attic even they are killed
- Character Creator summary screen placeholder text removed
- Chinese Look-At pop-up display time fixed
- Fix tough characters’ throwable issue
- Fix dead enemies being looted after combat ends
- Isidore's challenge UI must be inactivated if TheBankOfLunatics is active
- Fix reload shortcut “R” not working / blocking the game
- Sonia Greene Carter intro dialogue 2 token
- Grimoire HP Cost Display Issue
- Blood Circle wrong spell cost description (numeric)
- If an equipped item is not present in inventory, causes soft lock after trading
- Outsider Cutscene Issue In Old Eel Attic
For the people who can not venture forth with their starting companions (Werner for Aristocrat and Winston the hound for Explorer), we'll have another patch tomorrow that will solve the issue completely along with a good number of issues with the Chinese and Spanish localizations.