Tyranny was one of the games I was looking forward to seeing, but will it live up to my expectations?
» Continue reading the article...
Divinity: Original Sin II
Divinity Original Sin 2 Preview
At Gamescom I talked to Swen and reserved plenty of time to play the game for several hours.
» Read the article
It is fine as it is
Only SP CRPG games
Also mobile RPG news
Less non-RPG stuff
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Less JRPG news
More console news
News about My Little Pony
Wednesday - August 10, 2016
Opinion - Indie Devs put AAA Companies to Shame
At GameSkinny they outline why they think that indie developers are outdoing AAA companies.
At a point not long ago in time, indie games might've had the stigma that they are simpler (if not purer) expressions of the video game art form -- whether it be in terms of longevity, gameplay or the aesthetics. Oftentimes you might've envisioned indie titles as chiefly 2D, retro-styled pixel art games. But it would appear that stigma is ringing less and less true of late.
Several indie games have generated an excited following this year -- No Man's Sky and We Happy Few perhaps being the most relevant examples. Despite being developed by smaller, independent studios, a lot of these indie games are looking all the more polished for it -- both in terms of visuals and the presented gameplay ideas.
With Season pass culture becoming more intimately tied to AAA games, gamers are beginning to wonder whether too much thought is being put into a game's potential revenue, rather than the quality and originality of the game itself. It also fosters a track of thought that you're paying 'full price' for half a game, then paying again for all of it. This practice is much less common in the indie scene.
Of course, the downside to the creative freedom of 'going indie' can be funding the project. After all, masterpieces can't happen with empty pockets, and indie devs don't have larger corporations and conglomerates backing them. Such was the case for the team of three, NoMatter Studios, who had to reach out to the public and media via Kickstarter to fund their vision, Prey for the Gods. But in spite of their need for funding, what they created was a game that one could easily be mistaken for an AAA title.
One final mention goes out to No Man's Sky, which by all indications looks to be revolutionary for the open-world genre -- or at the very least, a fresh approach to it. It sounds and looks like a huge undertaking, one that would only be suited for AAA hands. But in reality, it was developed by a 10-person indie team.
Makes you wonder who's really moving the gaming medium forward, doesn't it?
Non-RPG General NewsSP/MP: Unknown
Release: In development
Stygian - Interview @GameSkinny
At GameSkinny they interview Can Oral, lead designer of Stygian: Reign of the Old Ones about the characters and themes of the game.
Phil Fry: The protagonist of "The Outsider" is a companion of the player's character. What kind of role will the companion play in the story? What kind of interactions might occur between the player and the fallen soldier?
Oral: All of the companions in Stygian have their own background stories and motivations to follow you in your accursed journey. Without giving too much spoilers, let's just say that after facing the shame of his life, the Outsider gets lost while desperately trying to return to his ancient sanctuary of black towers, and finds himself in a grotesque, alien land which is actually our Arkham. How did he travel there? You as the player won't be able to find an answer to that question as the game begins, but since you're also planning to go beyond the lost town and to the unknown, the Outsider may decide to follow you for his chances to return to the sweet womb of his castle where all this chaos and confusion will end for good and he can safely delve into his ancient tomes once again, forever leaving this nightmare behind.
Apart from the cast of companions that will make appearances in Stygian, the players themselves will be able to choose from eight different character archetypes that all have their own unique origin stories and specialties.
A unique gameplay feature of Stygian, is that players may find that their characters develop mental illnesses in response to the events that they witness and struggle to comprehend. For example, players have Sanity points that they can lose after different scenarios. Players will be able to re-gain their sanity through Belief Systems. Some players may choose to take on a Humanistic belief in their decaying world, or others a more Nihilistic.
Either way, Belief Systems, and the mental condition of the character will affect dialogue options. Mental Illness may even benefit some players in certain combat situations. If a player develops Psychopathy, they can increase their chances to inflict critical damage, but they may lose sanity after killing a foe.
Release: In development
Tuesday - August 09, 2016
Stardew ValleySP/MP: Single-player
Tempest - Gets Release Date, Trailer
Open-world pirate RPG Tempest now has a release date and a brand new trailer. It is due for release on August 22 for PC and Mac, for the entry price of $14.99/€14.99/£10.99.
The epic Open World pirate RPG set to leave Early Access for its full release on August 22nd
KALININGRAD, Russia – 4th July 2016 – Publisher HeroCraft and developer Lion’s Shade, digital freebooters who prefer their dogs salty, are proud to announce that after eight months of adding an array of content updates, refinements and improvements, Tempest, their Open World pirate RPG will be receiving its full release on PC and Mac on August 22nd priced at $14.99/€14.99/£10.99.
Focusing primarily on the most exciting elements of being a pirate – captaining your own ship and engaging in intense sea battles – the world of Tempest is set across three vast open world regions for you to discover. Create, customise and upgrade your sea vessel – the pride and joy of any sea-faring adventurer – and take to the open seas to plunder treasure-laden merchant ships, go cannon-to-cannon with enemy galleons, and storm land based fortresses with your crew.
As you navigate the deep and dangerous oceans of Tempest, the earthly challenges of heavily defended merchant vessels and rival pirates are not all that you will be faced with. Sinister disciples of a mysterious cult and fearsome mythical creatures including the infamous Kraken and monstrous Leviathan will provide completely different challenges on your travels across the oceans.
Hire your crew and level them up by completing quests and missions to create the most fearsome cutthroats on the high seas and then use them to board and capture other vessels. Choose from an array of weapons suitable for every type of sea battle including cannons, mortars and flamethrowers. Discover and unleash powerful artefacts such as mystical crystals to escape the enemy’s cannonballs, bring down meteorites from the heavens on to your rivals or summon a giant octopus to your aid.
With over 100 single-player quests to complete, a multiplayer mode for three players in both co-op and PvP and a vast open world to explore, Tempest truly allows you to choose how ruthless and cut-throat a pirate you want to be!
TempestSP/MP: Single + MP
Divinity: Original Sin II - Characters, Stats and More
The latest update for Divinity: Original Sin 2 shares information about character creation and all the things you can modify on your chacater, the new stats system and where they are going to show the game in the next weeks/months. Like at Gamescom where I will meet with them.
As Nick explained in the video, he has been diligently overhauling and re-working our stats for Divinity: Original Sin 2. The stats we are currently working and playing with are-
Memory is a new stat (and the one Nick is most excited about!). It takes Memory to memorize skills ... and only a limited amount of skills can be memorized at any one time. Your magical library will build skill by skill throughout the game, so investing in Memory will make you more flexible and adaptive on the battlefield. More powerful skills also demand a higher level of memory, so you’ll need to elegantly balance your available Memory against your combat needs. But don’t worry, you can always access skill selection outside of combat.
Strength helps fighters with melee weapons. It makes it easier to wear heavy armor, and improves warfare skills.
Finesse is for those who want to use bows, crossbows and daggers - the rogues, the rangers, all those sneaky folks. It improves hunting abilities, rogue abilities and gives a chance to dodge.
Intelligence mostly helps mages. It improves the power of staffs, wands and most elemental skills.
Constitution is useful for vitality. Sage Nick says you should never skip upgrading it, as it can make your life a lot easier (and hopefully longer).
Wits boost critical chance, helping to reveal secrets and traps and allowing you to maneuver more skilfully in tricky social situations. Wits also determine initiative and help with persuasion.
- Physical Armor protects from physical damage. One Physical Armor point absorbs one point of physical damage.
- As long as Physical Armor is above zero, physical statuses like Knocked Down, Crippled, and Bleeding will not take effect.
- Physical Armor automatically regenerates out of combat.
- Magic Armor protects from elemental damage; i.e. damage from fire, water, air, earth or poison. One Magic Armor point absorbs one point of elemental damage. Elemental resistances apply before armor protection is applied.
- As long as Magic Armor is above zero, magical statuses like Stun or Burning will not take effect.
- Magic Armor automatically regenerates out of combat.
- Memory Slots determine the number and quality of skills you can use at the same time.
- It is possible to learn every skill that you encounter in-game, but you can only keep a handful of them active at the same time. Outside of combat, characters can organize their active skills to prepare for their next encounter. The more powerful the skill is, the more Memory Slots required.
This and more also in the video.
Divinity: Original Sin IISP/MP: Single + MP
Release: In development
RPGWatch Feature - Heroes of Steel Review
Forgottenlor brings us another review. This time about Heroes of Steel, a low budget RPG, which was released in April 2014.
You can tell from beginning to end that Heroes of Steel had a small budget and was made by two guys in a relatively short time span. The maps are more or less grey. The same objects appear again and again. There are a relatively limited number of opponents considering the amount of game time. The constant narration helps make up for quite a degree for these limitations. For example, for a span of close to 15 hours the majority of the battles in Heroes of Steel are fought against ratkin. This would be a fatal flaw in a classical dungeon crawler, but the characters in the game are constantly commenting on how surprising it is to find so many ratkin in one place, guessing at why this might be, discussing a number of new units as they appear, and speculating at their motivations. Every monster seems to be where it is for a reason, which covers up the game's relatively limited number of assets.
Heroes of Steel focuses especially on exploration and combat. Even though there is a lot of writing in the game, much of it is used to describe the environment, and not necessarily the story per say. However, each of your player characters is fleshed out decently so you learn about their background and motivations. Also your characters comment on the environment and story based on their class. For example your mage often will explain magical things to the others in the group, while your priestess will explain about the gods, and your rogue will often comment about what she perceives around you, which makes the requirement for one character of each class make sense.
Heroes of SteelSP/MP: Single-player
The Dungeons of Castle Madness - Released
The Dungeons of Castle Madness - an old school dungeon crawler - has been released:
The Dungeons of Castle Madness is an old school style fantasy roleplaying game that combines first person dungeon crawling with fast paced combats from a top down perspective. This creates a brand new playable experience in the RPG genre. Go up against the Baron and his Castle Madness to save a village in dire need - if you can. Levels grow to become labyrinthian, battles get bigger and more exciting. All the while the tension builds for what might be around the next corner...
Featuring grid-based movement for exploration and old school level design which rewards those who want to find every secret hidden within the game, the Dungeons of Castle Madness provides a challenge for everyone. On 'hardcore' difficulty the automap is disabled altogether, forcing you to map out the levels on graph paper like in the old days - and the monsters are tougher. A unique system powers the game with a more realistic inventory than typically found in most RPG's (you won't be carrying everything and the kitchen sink around with you) and your armour can be damaged and even destroyed in battle. With 18 levels to fight your way through - 2 of which are different on every play through - you'll be tested to the limit.
Yet you are not without your own powers in this quest. Tear foes limb from limb as a shapeshifting werewolf... Blast enemies with infernal magics as a powerful wizard... Repair, upgrade and even craft magical items as a highly skilled blacksmith... Charge headlong into the fray as a warrior of the blade... Fry those foolish enough to oppose you with terrible lightning as a storm priest! Or mix these abilities up, and more, discover new spells and play the character you want to play your way.
Gather treasures to you, gain long lost magics and assemble unique artifacts of myth and legend from seperate pieces that lie hidden in dank and dusty chambers. Secrets abound for the curious hero - but be wary - for there are traps too as the Baron of Castle Madness is a cruel and vicious man.
The Dungeons of Castle MadnessSP/MP: Single-player
Genre: Dungeon Crawler
Hard West - Localization Support
Patch 1.4.3 brings with it improved language support for Hard West thanks to the efforts of the community. The game is 50% off on Steam until August 16th.
Dear Fellow Undead Gunslingers,
We greatly appreciate all of the time and hard work that some fans have invested in translating Hard West into different languages, and so we are very happy to announce that Patch 1.4,3 introduces Support for Custom Language versions of the game and its DLC. This will enable almost everyone to easily enjoy these new translations of the game, should they wish to.
The complete localization kit for Hard West (including the Scars of Freedom DLC) is available for download, translation and sharing from this link: https://www.dropbox.com/sh/zvka8p4qmo20unb/AABnPR1IdWd3QM-C5iRb7Nbxa?dl=0
The above link also contains clear instructions for importing localized files and utilizing this new custom language support. In a nutshell however, this process simply involves extracting and merging the new localization files that you wish to use in the game's local folder. The new feature then recognizes custom translations and displays them in the Options menu for easier access.
Please note that this Custom Localization support is Windows-Only for now. However we will look into developing and releasing this feature for the other platforms should there be a clear demand for it.
Thank you very much to everyone who has taken the time out of their life to translate Hard West into new languages on their own. Your passion never ceases to astound us, and we're hoping that this custom localization support is a good first step in us showing our appreciation for your efforts.
Now let's teach people the true meaning of vengeance in numerous whole new languages!
Hard WestSP/MP: Single + MP
Genre: Tactical RPG
Monday - August 08, 2016
Thea: The Awakening - Update
The new build for Thea: The Awakening introduces some balancing changes:
After a really long discussion both internal and in forum threads, today's patch brings:
- Warriors now are able to wear jewellery,
- Animals are now able to wear artifacts,
- Event fixes.
Thea: The AwakeningSP/MP: Single-player
Xenonauts - New stable Release
New release for Xenonauts is out:
Xenonauts V1.65 Stable Released!
This is a brief update, as we've pushed V1.65 from the Experimental branch to the Stable branch.
I've post the patch notes from V1.65 Experimental below so you can see what has changed, but the main reason we've pushed this update to Stable is that there's a Windows 10 specific bug that is fixed by V1.65 which is affecting some of our users.
We'll be monitoring V1.65 to see if it causes any additional problems (in which case we'll roll back to V1.64 and let people who want to keep it opt in to the Experimental branch), but we think all will be well. Please let us know if you see any new issues appearing though!
- Miss shots should no longer go through walls; the trajectory code has been updated so they should only hit tiles that a "hit" shot would be able to hit.
- Grenade scatter calculation updated, so "miss" throws can actually miss by a meaningful amount. This applies to both Xenonauts and aliens throwing grenades.
- Stunned zombies (which appear dead) will no longer spawn zombies. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for reasons that remain unclear
- Damage from base defence turrets now correctly reduces the number of attacking aliens it fails to destroy an attacking UFO.
- Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before.
- Soldier Strength now updates correctly, as there was a bug in the formula before.
- Manufacturing screen now displays the number of required items in your stores when previewing a project, rather than just the number of required items.
- Saviour Medal and Crux Solaris medals can now be awarded and displayed correctly.
- Alien bases are now correctly destroyed if you blow the Cores and then suffer a squadwipe.
- Fixed an issue in the air combat where the aircraft throttles would sometimes not work properly.
- Geoscape performance has been optimised on some systems.
- Game startup speed has been improved.
- Fixed crash when a building collapses with a drone inside.
- Minor revisions to game manual.
Krai MiraSP/MP: Single-player
Skyrim - Remastered: Why Skyrim not Oblivion?
Gamespot asked Pete Hines why Skyrim is getting remastered and not Oblivion.
The remastered version of The Elder Scrolls V: Skyrim is set to release on PS4, Xbox One, and PC later this year. Since its announcement at E3 2016, some fans have asked why Skyrim was the game chosen to get the treatment and not Oblivion or Morrowind. Bethesda marketing boss Pete Hines told GameSpot that the work that would go into a remaster of Oblivion would be better used towards a brand new game.
"Oblivion is 10 years old, so the amount of work for that engine and that tech to bring it and remaster it and do all the things we wanted to do was significant," Hines explained. "It's not impossible, but it was mountainous. It was either like, go make an entire new game or do Skyrim."
Hines reminded us that the development team had already ported Skyrim to the Xbox One as a technical exercise, so some of the work had already been done.
"It just seemed to be a much closer path," he said. "It was the most successful game that we had ever done before Fallout 4, so it already had a huge audience."
Hines also told us how Skyrim's mod support would work on both PC and consoles.
Starcraft Universe - Hands on @RockPaperShotgun
The open beta for Starcraft Universe is underway and RockPaperShotgun are offering their first impressions of how it plays.
The RPG element kicks off immediately with character selection. Both Terran and Protoss are available, with sub-classes like Firebat and Dark Templar, three different weapons and three ‘relic aspects' to pick from. Then, it's out into space. Prologue 1 is a pretty simple demonstration of the controls and how things play, with your team heading out onto a Zerg infested planet. Prologue 2 kicks it up a notch as you end up on the spaceship Void Seeker (complete with a back-and-forth sway that's both a cute addition and an advert for space-dramamine) and go hunting for resources on a planet of aggressive dodo birds. And then Zerglings, obviously. Finally, Prologue 3 gives you a ship that I was expecting the main game to let me cut loose on, but... didn't. Still, there's still quite a chunk of game to get the feel of, and it's impressive stuff, especially an all-out Zerg assault on a docking station. Zero to screwed in roughly 30 seconds.
The basic feel, at least in these chapters, is more World of Warcraft dungeon/raid than overworld, at least in these bits - running around after hero characters like Zeratul replacement Zerash and human medic Arley Sims from encounter to encounter. The enemies being Zerglings mean quite a few of them to handle, springing up out of nowhere and ready to be cut up and cleaved open, with bonuses for doing things like destroying a particularly big one before Zerash is done with it. Missions also have difficulty levels, unlocked by rank, raising the rewards in tune with how hard the various people punch. But really, you probably don't need too much description when the goal is to emulate the feel of one of the most played games on the planet. It'd be like taking a moment out to explain how to play Myst, give or take just saying "Don't." Likewise, if you know Starcraft well enough to care, you'll know the character types. Playing as a Dark Templar you start out with cool knife attacks, cloaking, and blinking to the other side of an enemy to stab them. The Terran units follow suit for classes like Firebat and Ghost and Medic, with boy and girl options for all... as much as it matters for characters permanently stuck inside great big heavy metal suits.
MMORPG NewsSP/MP: Massive
Release: In development
Stellar Tactics - Alpha Preview
ShanePlays has given his first impressions on Stellar Tactics which will be coming to Steam early access soon.
First look and impressions of Stellar Tactics, a new Sci-Fi RPG from Maverick Games. Stellar Tactics will be available soon via Steam Early Access.
This video features beginning game play and a combat sequence.
From the developer:
Bringing back the nostalgia, excitement and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic turn based ground combat system and rewarding open world space exploration. Build your team, equip your ship, explore the universe!
Stellar TacticsSP/MP: Single + MP
Genre: Tactical RPG
Release: In development
Death Trash - New Screenshots
The pixel art of the post apocalytic RPG Death Trash is just great.
Generations after the Great Galactic War, civilization rises again on Tauris V and the age-old power struggle of factions about resources, influence and beliefs begins anew. But this time the Ancients are freed from their shackles and the Evergrowing Heart pounds for the Flesh Hive. You are the key to solving or escalating this conflict...
Use realtime combat, dialogue, item crafting and psi powers to explore and survive this post-apocalyptic mystic world with larger-than-life beings.
Choose one character from a diverse selection and customize him or her through stats and making choices. A friend can join anytime for a session of local co-op.
The game is built around respecting your time and freedom.
Death TrashSP/MP: Single + MP
Release: In development
Sunday - August 07, 2016
Arena - The History of the Elder Scrolls
RPGFool spotted a Gamespot-video about the history of the Elder Scrolls RPGs:
The Elder Scrolls 6 maybe still be a ways off, but people are still just as excited as they were the day Skyrim came out. Jean-Luc looks back at 15 years of fantasy, adventure, and glitchy bugs for Bethesda's classic series.
Demons AgeSP/MP: Single-player
Release: In development
Little King's Story - Review @ HardcoreGamer
HardcoreGamer has reviewed the PC-conversion of the hybrid Strategy/RPG Little King's Story:
A long time ago on a weird little console there was a hybrid strategy/RPG that spread a thick layer of charm over its semi-cynical heart. It told the story of a boy who found a magical crown granting him the right of kingship over a run-down village, with everyone instantly responding to his commands in a way befitting of an undisputed ruler.
While the PC port is a little janky, the actual game of Little King’s Story is as instantly likeable as it’s ever been. The growing town is a lively place, and the reward for defeating an enemy is seeing it get bigger and livelier as it expands to fill the new space. As the game progresses more and more options open up to allow management of all the information, and while a few of them would have been more helpful if they showed up earlier (like the ability to use the town podium to view a menu of each citizen by job and health and assign them to your task force individually), they do show up eventually and are quite useful, so it all works out fine eventually. Running around with a trail of hand-picked citizens, taking on quests and searching for loot to afford new buildings and new jobs, and sending your followers into battle only to call everyone back again to avoid the enemy attacks makes for a cycle of explore-fight-expand that’s hard to put down. Little King’s Story is its own unique little hybrid genre combining simple strategy and town building with an irresistibly charming storybook presentation, and while it’s not quite a classic of the ages its elements come together to make a game whose flaws are completely forgotten while the warm fuzzy glow of the memory of its adventure remains strong.
Little King's StorySP/MP: Single-player
Framed Wings - Released
The Zelda-like Action RPG Framed Wings has been released:
Framed Wings is an indie action adventure RPG inspired by the Zelda game series. You play as Faust, a hero on a quest to find his kidnapped friend, but soon realise a much greater threat is approaching the island you call home. An ancient grimoire has been stolen from a library inside the School of Magic by a group of magicians. Your goal is to not only rescue your friend but also to put a stop to the magicians and their plan to use the grimoire to unlock a sealed door, which imprisons a foe that could cause a catastrophic disaster.
Prepare yourself for hours of fun as you take on dungeons, solve puzzles, complete quests, and slay formidable bosses.
- A Zelda-style action adventure RPG and combat system
- Filled with quests, dungeons, puzzles and hidden side content
- Interesting and unique locations to explore and uncover
- Estimated gameplay length of 8-10 hours
Framed WingsSP/MP: Single-player
Age of Fear 3: Legends - Progress Update
Les has posted a progress update for his strategy RPG Age of Fear 3:
Age of Fear 3 Progress Status
Over last few weeks we have been progressing with Age of Fear 3: The Legends. There is still lots to do, but I can share what is currently done and what is still in progress:
- As in AOF1 and AOF2, there will be two campaigns: Dwarves and Forest (so-called monsters-campaign - it's not that simple as you think!)
- Generally there is about 30% more content (battles + story) for each campaign in comparison to AOF1/AOF2. We will also have very nice story illustrations for both campaigns.
- There are more RPG elements (advancing your heroes and collecting items) but at the same time there is still very strong tactical element - heroes are not invincible and troops cooperation is essential
- Capturing enemy units seems to be quite fun, thus we added those mechanics to Forest campaign. It's quite balance-challenge and I am very interested how it would play out
- Dwarves campaign is 80% done and it is in playable state (it is currently beta-tested). We still need to balance it more as well as polish story.
- Forest campaign is 50% done, but it's still not it playable state. Levels' graphics have been done, but we are still writing story and placing units.
- There are about 50 new units in various stages of done (portrait, voices, sprites, skills etc.). They still need to be balanced for both single- and multi-player.
- Aside from game there are various activities that needs to be done: setting up Steam page, introduction video, etc.
Looking at speed how we currently progressing we should be able to release sometime in late 2017 (but it's not a promise!).
Age of Fear 3: LegendsSP/MP: Single-player
Release: In development
Heart Forth, Alicia - Update #44
The Heart Forth, Alicia team has a lot to say in the game's latest update. A playable early alpha is coming soon for higher-tier backers. The game is also seeing great strides in terms of polishing and even customization.
General Development Report
Among the usual things, we’ve been pressing on with the development of the core path of the game which includes making new rooms, areas, their respective enemies, new environment art, making some pretty elaborate cutscenes, and finally checking off some smaller things that had been in the checklist for a while.
We've balanced some of the finer details about the game’s items and variables. Some power-ups are are now acquired via pieces like the ol’ Zelda games, giving me an excuse to add even more rooms and secrets to scatter across the game world.
We've also done subtler things like improving the HUD, redesigning the status effects bar to be more readable, being able to alter Alicia's cloth color via accessories (notice her white robes in the gifs below), tweaking the enemy damage in some of the areas to smooth out the difficulty curve, among other things.
There's been a lot of work done on back-end stuff that’s hard to show in a gif or screenshot. Some of that includes most of the coding work Lukas has made recently, some user interface/game menu code, the NPC shop system, as well as working on some debug tools to make development a little faster.
A lot of effort's been directed towards tweaking the structure of the story & game flow these past months. It’s a complex process to translate what is on paper into actual game content. Sometimes it just works and I do the happy dance™, but sometimes it takes a few tries and revisions, as well as some breathing time in-between, before things feel right. This type of creative process can be a bit exhausting at times, but it has greatly helped the game flow and become much better through the various iterations, and I'm really excited with the way everything's coming together. I think you will be pleased too :)
Source: Alonso Martin
Heart Forth, AliciaSP/MP: Single-player
Genre: Metroidvania RPG
Release: In development
Saturday - August 06, 2016
Tyranny - Story: Trial by Iron
Enjoy the story 'Trial by Iron' from the Tyranny blog:
Greetings from the Narrative Design team! I’m here to bring you another story from the world of Tyranny. “Trial by Iron” showcases Barik, one of the Fatebinder’s companion characters first introduced in a prior Dev Diary. As the entry describes, Barik is trapped in a rusted-together suit of iron scrap. He’s a mess. The literal and metaphorical chip on his shoulder weighs a ton.
I wanted to spend some time with Barik outside of his armor (which sounds naughty when I write it like that). This is Barik before the events of the game – proud, ambitious, self-defeating and eager to prove his worth. Soon you’ll see how well this troubled boy fares after a few years of war. In the meantime, enjoy “Trial by Iron!”
~Paul Kirsch, Narrative Designer
Release: In development
Tanzia - Development Update
Here are the recent changes for the upcoming Action RPG Tanzia:
Hey everybody! I'm here again to let you know about the changes we've made to Tanzia during May and June.
There's a ton of new content, so Here's a quick Summary:
The Lagoon: Yes, you can finally go and explore the Lagoon! Most people already visited the area because we opened it right after the last update. But we wanted to write it here for posterity.
Watch out for the bees though, they're poisonous!
Bear Island: What? Another island? YES! And it's filled with brand new enemies that'll make the Emuri Village look like a florist convention (?). Complete the main quest there to get an awesome new ability (can't tell you what it is, but it rhymes with "Pear Scone"... sort of).
The boat at the Docks will take you there now after you finish the Lagoon quest.
Forgotten Jungle: Welcome to the jungle, we've got fun 'n' games! Yeah! (Please don't sue us, Axel...).
The most mysterious place in the island, and you know what? You´ve passed it a hundred times already and never saw it!
Big secrets will be revealed there, so keep your eyes open. And also, good luck if you're arachnophobic! : P
Since no one reads the full changelog, I added an item that doesn't belong, be the first to find it, post it on Twitter or Facebook and we'll give you a Tanzia beta key! (only one key!).
- add "return Kurame's boots to Kurame" task to the Kurame quest chain.
- fix issue where Abenaki disappears from The Village and there's nobody to un-pigify you.
- expand hotbar to 10 slots.
- use items directly from inventory.
- add a control bindings menu for control customization.
- add a global sound volume slider.
- add volume sliders for fx and ambient sounds.
- fix a bunch of ambient audio issues where ambient sounds don't respond to ambient volume level.
- add images for slides 0-1 and 2-1.
- prototype for first vision cutscene.
- mako's rage now resets all spell cooldowns when you use it so you can enjoy a more pleasant and uninterrupted rage experience.
- remove collision fence preventing drop down from crossroads.
- allow walking in turtle beach "lagoon".
- adjust collision fence at The Docks so you can go in the water by the waterfall.
- don't allow using invis potion during combat
- allow deleting of saved games.
- made Akura a little harder to melee.
- fix bug preventing completion of Erudi's bags quest.
- fix the Erudi's bag on the cliff bug where you can see it but can't get it before zoning out.
- fix bug where pig hotbar grays out permanently.
- fix bug where verdant blossom icon doesn't show up on journal map during haste quest.
- fix missing collision panel on the EmuriVillage->Lagoon bridge.
- fixed car handling issues when driving over sand.
- fix a lighting/visual artifact bug causing you to see a big bright blue square projected over water near torches.
- fix bug where if you use see invis, save, reload, you don' t have the effect or the potion anymore.
- fix missing loincloth bug on starting armor.
- fix bug where ice comet is hitting NPCs.
- many other fixes and changes that either wouldn't make sense to read or nobody cares about!
Release: In development
Warlock of Firetop Mountain - Tin Man Games
Watcher rjshae spotted an article on Gamasutra about Tin Man Games and their upcoming RPG The Warlock of Firetop Mountain:
How Tin Man Games resurrected and reimagined adventure gamebooks
The Warlock of Firetop Mountain was an adventure gamebook published in 1982 by Steve Jackson and Ian Livingstone, the first entry in what would be the Fighting Fantasy series. The cover proclaimed, "This is a book with a difference--one in which YOU become the hero!"
Adventure gamebooks were like a cross between a Choose Your Own Adventure novel and a tabletop RPG, with player choices and dice rolls determining your progress through the story. The series proved immensely successful, with 59 titles selling around 15 million copies between 1982 and 1995.
This month, Australian indie studio Tin Man Games will release a videogame adaptation of that pioneering adventure gamebook. It's just the latest example of how the developer has carved out a niche for itself by resurrecting this moribund form of interactive novel.
Warlock of Firetop MountainSP/MP: Single-player
Release: In development
Planar Conquest - Patch 1.3.1a released
The changelog for the Planar Conquest patch 1.3.1a:
1.3.1a patch released - world map tooltips added
the new patch has been released already.
Among fixes and small updates regarding the visuals, we have added a new feature that you have requested for.
Tooltips displayed at the World Map.
- Fixed invisible Galley
- Fixed issues when autoresolving combat after casting certain spells
- Added World tooltips
- Fixed issues when opening the wall’s unit panel
- Fixed load issues
- Fixed issues with damage-boosting effects being removed twice
- Added fail-safe mechanism for negative damage and mana issues
- Sneak attacks can’t be countered
- Fixed issues with combat enchantments cast by heroes blocking sorcerer lord’s spellbook
- Fixed combat icon for defensive structures
- Income bar now correctly shows incomes modified by city penalty
- AI should not target their own with negative spells anymore
- Fixed/improved particles for many combat spells
- Quicksand now correctly costs 3 movement points to pass through.
Previous hotfix notes can be found here.
Planar ConquestSP/MP: Single-player
XCOM 2 - Alien Pack Mod
The XCOM official site reports that Long War Studios have released another mod for XCOM 2 titled 'Alien Pack'. It adds a lot of new enemy types and variations. Its available now on Steam workshop and replaces the 'Muton Centurion' mod.
Long War Studios, the developers behind the Long War mod for XCOM: Enemy Unknown and multiple XCOM 2 mods, has released the "Alien Pack" mod for XCOM 2 today.
The "Alien Pack" mod adds a host of new enemies to the alien roster - some completely unique and new, while others are variations on existing enemy units. Here's a rundown of what's in the mod:
- Drone (two variations) - an ADVENT scout and crowd control unit
- Naja (three variations) - a subspecies of the Viper that serves as an alien sniper unit
- Muton Elite - a version of the Muton much more powerful than its predecessors
- Sectoid Commander - an enhanced Sectoid with even greater psionic capabilities
- Sidewinder (three variations) - a subspecies of the Viper that serves as a fast and agile flanker
- Chryssalid Soldier - a larger and more intimidating variation of the Chryssalid
- Hive Queen - an even larger Chryssalid all other Chryssalids bow down to
- MEC Archer (two variations) - an ADVENT MEC equipped with long-range weaponry
- ADVENT Sentry (three variations) - an ADVENT soldier that has great Overwatch abilities
- ADVENT Rocketeer (three variations) - an ADVENT soldier with explosive ordinance
- ADVENT Grenadier (three variations) - an ADVENT soldier equipped with flashbangs, fire grenades or acid grenades
- ADVENT Gunner (three variations) - an ADVENT soldier with a cannon and the ability to suppress multiple XCOM soldiers at once
- Muton Centurion - a variation on the Muton, previously made available in the "Muton Centurion" mod
Additionally, the "Alien Pack" mod adds two upgrades to the Viper unit, as well as an upgrade to the Archon and the standard ADVENT MEC. A configurable system will also be included for changing colors and size on many units, as well as mixing and matching ADVENT soldier components to create your own ADVENT soldier types.
XCOM 2SP/MP: Single + MP
BattleTech - First Look
Take a look at the BATTLETECH 'Super-Pre-Alpha' version:
A short sneak-peek of combat in an early pre-alpha build of BATTLETECH! We look forward to showing you more of the game later this year. And if you happen to be in Indianapolis this weekend for GenCon, stop by Booth 2329 to say hi and try the demo out for yourself!
Genre: Tactical RPG
Release: In development
Stellar Overload - Sticky Block Feature
The 'Sticky Block' feature has been added to Stellar Overload:
Effective this day, the use of the "Sticky Block" feature (also know as "secondary fire") of the primitive weapon you call "Blocks-Thrower" to degrade any Imperium's Complex will lead to corporal pursuits.
Any information on the whereabouts of a wrongdoer will be rewarded.
This was an official message of the Imperium Machina for the protection of Order and Peace.
Stellar OverloadSP/MP: Single + MP
Release: In development
Star Traders 2 - Updates
The Scifi RPG Star Traders 2 is not so far from release:
After another month of development on Star Traders 2 it is just a few days short of the official start of summer. We’re writing today with a recap of development progress and reward fulfillment. Let’s get started!
For rewards, we’d like to send our sincere thanks to everyone who participated in the Join the Lore reward by submitting their unique Captain’s stories and character. We will be using these to inspire Contacts, villains, rumors, flavor text and storylines within the game. If you did not receive the Join the Lore invitation through KickStarter, but believe you should have ($100 or higher reward), please email me at email@example.com and we can get that mistake straightened out.
In general, from time to time, check the reward status chart we now include in every update. Make sure you’ve received or been invited to participate in all the rewards marked as “done”. At any time, just shoot us a message or an email if you think you’ve missed out on some of the fun! We’re starting to work over designs for the t-shirts now, so that will likely be the next reward out of the gate.
Star Traders 2SP/MP: Single-player
Release: In development
The Great Whale Road - Interview@IndieGames
The Great Whale Road has been in Early Access for about a week IndieGames brings us an interview with Joachim Sammer from Sunburned Games. Read the entire interview here!
How much research went into The Great Whale Road? From what I can tell, you strive for historical accuracy. Are there any actual scholars on your team?
A lot. I have been researching on and off for a year, and I am continuously looking into new areas when I am working on events and stories, for example early medieval epizootics. We also offered a history internship in cooperation with the University of Valencia last summer, during which our intern amassed a large amount of material and data. We have a decent library at the studio as well. I studied history at the University of Vienna in the early nineties, and was just short of my final thesis when I threw the towel and switched direction to go into IT. I always found the medieval period fascinating and my focus areas were medieval social history, the early medieval economy, and the Hundred Years' War.
Source: Indie Games
The Great Whale RoadSP/MP: Single-player
Release: In development
Soul Saga - Development Update
Here's the development update #31 for the JRPG Soul Saga:
Soul Saga - Update 31 - Controller support and more!
How are you? I hope this past month has been treating you well. If it hasn't, let me know and I'll give it a stern talking to! It worked well for me because this has been a great month for Soul Saga!
The current state of development is in an excellent spot. I keep spending time adding more bulk and polish to Soul Saga's main and side content, and I really want to squeeze as much in there for you as feasibly possible. As such, this last 10% is really feeling impossible to estimate exactly. It could take a few more months to get it all in the way I intend it to be. My goal for Soul Saga has always been to give you the best game I possibly can, so I'm going to keep pushing forward and keep you posted on where it's all at next month! In the meantime, let's go over some things I accomplished this past month.
Here's some lovely and catchy music by Ryan Camus while you read! This one is called "I Love My Job".loading...
Soul SagaSP/MP: Single + MP
Release: In development