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Recently Released

Aug: The Storm Guard
Aug: Deus Ex: MD
Aug: Zombasite
Aug: Tempest
Aug: Siralim 2

Sunday - August 07, 2016

Framed Wings - Released

by Hiddenx, 06:55

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 Wings

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

Details

Age of Fear 3: Legends - Progress Update

by Hiddenx, 06:33

Les has posted a progress update for his strategy RPG Age of Fear 3:

Age of Fear 3 Progress Status

Hi all,

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: Legends

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

Details

Heart Forth, Alicia - Update #44

by Aubrielle, 02:04

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 :)

Read the rest.

Source: Alonso Martin

Heart Forth, Alicia

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

Details

Saturday - August 06, 2016

Tyranny - Story: Trial by Iron

by Hiddenx, 21:51

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

Tyranny

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

Details

Tanzia - Development Update

by Hiddenx, 21:02

Here are the recent changes for the upcoming Action RPG Tanzia:

June Update

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

Full Changelog:

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!).
Good luck!

  • 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!

Tanzia

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

Details

Warlock of Firetop Mountain - Tin Man Games

by Hiddenx, 20:09

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.

[...]

loading...


 

Warlock of Firetop Mountain

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

Details

Planar Conquest - Patch 1.3.1a released

by Hiddenx, 19:41

The changelog for the Planar Conquest patch 1.3.1a:

 1.3.1a patch released - world map tooltips added

Hi,
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.

Full changelog:

  • 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 Conquest

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

Details

XCOM 2 - Alien Pack Mod

by Silver, 12:14

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 2

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

Details

BattleTech - First Look

by Hiddenx, 09:20

Take a look at the BATTLETECH 'Super-Pre-Alpha' version:

loading...


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!

BattleTech

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

Details

Stellar Overload - Sticky Block Feature

by Hiddenx, 09:01

The 'Sticky Block' feature has been added to Stellar Overload:

Dear Clones,

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.

-> Video

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 Overload

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

Details

Star Traders 2 - Updates

by Hiddenx, 08:51

The Scifi RPG Star Traders 2 is not so far from release:

Progress Update

Hail Backer-Captains,  

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 andrew@tresebrothers.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 2

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

Details

The Great Whale Road - Interview@IndieGames

by Nyx, 08:46

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 Road

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

Details

Soul Saga - Development Update

by Hiddenx, 08:35

Here's the development update #31 for the JRPG Soul Saga:

Soul Saga - Update 31 - Controller support and more!

Hello, friend!

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!

Development Status

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.

Music

Here's some lovely and catchy music by Ryan Camus while you read! This one is called "I Love My Job".

loading...

[...]

-> Steam

Soul Saga

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

Details

Sacred Fire - The Story behind the Game

by Hiddenx, 08:02

The one man project Sacred Fire is still alive:

The story behind Sacred Fire

All my friends and fans keep bugging me: What is going on? Did you get run over by a bus? Is Sacred Fire still alive? When can I play this thing?

The short answer is: yes, Sacred Fire is alive, I am working on it full time, all the time. It’s not ready yet. A playable version is coming in 2016 and the game will be released in 2017. Also, it leveled up quite nicely since you last saw it in 2014.

I am the first to agree, it’s a shame, no one freaking knew about the progress. But doing character art, learning new tools, laying out UI screens, coding, writing the story and reiterating the game design pushed me to the edge of my capacity.

Frankly, I would have never made it this far without the support of my wife. I am truly lucky she trusts me and never questions my ability to finish this thing. And at the same time is always ready to question my sanity, in situations like when I can’t find the switch to turn the light off at 3:00 AM and tap at an empty wall repeatedly. It really helps me to pace myself for this super long development run.

The good news is regular updates about Sacred Fire development progress are coming. My friend Martin has joined me as the Community Manager, so he will keep everyone in the loop.

You can join the Firekeeper Guild here:

Firekeepers Guild

Unlock extra in-game content when the game launches. Be the first to play a preview and receive important news.

A playable preview is coming in winter 2016. Sacred Fire launches on Steam in 2017.

Sacred Fire

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

Details

Frozen State - Released

by Hiddenx, 07:48

The Action Survival RPG Frozen State has been released:

The entire world is embraced by the man-made ice age meant to protect the human race from alien hybrids. The last survivors have formed the Resistance.

On the way to the Resistance, the main character gets stranded in the closed experimental city Duga-40, where he has to survive and repair his transport to continue the journey.

The game’s world is vast (65 different locations) and populated with the human survivors, military groups and pestilent alien hybrids. The world and loot are randomly generated every playthrough.

There is a deep crafting system that allows you not only to cook food and make different weapons, but also to build traps, barricades and shelters.

Accomplishing the main goal, which is to repair the transport and not die by the hybrid’s claws, you will discover the story of the city, meet the survivors and understand what really happened.

Key Features:

  • Rogue-like and normal modes
  • Three main characters
  • Diverse enemies
  • Large open world
  • Dynamic weather conditions
  • Procedurally generated building interiors, loot and enemies
  • Stealth
  • Crafting and building
  • Transport
  • Basic needs (hunger, thirst, sleep, etc)
  • NPCs and Quests

Frozen State

SP/MP: Single-player
Setting: Post-Apoc
Genre: Roguelike
Platform: PC
Release: Released

Details

Friday - August 05, 2016

River City Ransom - Content Complete

by Hiddenx, 23:13

The RPG beat'em up River City Ransom: Underground is now content complete:

Next steps for a release

Hello backers,

As you know, Q2 has ended, and we have not pressed the launch button yet. We worked very hard to finish up as planned, but fell a bit short.

The good news is that RCRU is now content complete! 

Our remaining tasks to get to launch are about fixing bugs, adding polish and balance, and making sure the game plays well with Steam. 

For a team as small as ours, working as we have, getting to content complete feels great and lets us focus on quality from here on out.

We want to get the game out to you as soon as possible, but we also don't want to rush it out the door just before it's ready. So we'll continue to work on getting the game ready to launch, and providing a release date as soon as possible. 

When the game is feature complete (works with Steam), we will release a final preview to backers as planned, which will closely match the final product. We'll use that preview to iron out any remaining issues, and then we'll join you all at the finish line.

 

River City Ransom

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

Details

Regalia - Development Upadate #13

by Hiddenx, 23:06

A development update from the Regalia-Kickstarter page:

Development Update 13

Welcome to the thirteenth Development Update for Regalia! Today we will discuss loot, tons of new content, some exciting news about the future of the project, aaand more. Enjoy!

New game mechanics: Loot Points

Like in any good RPG, there are two distinct ways of getting cool new items for your characters in Regalia - crafting and doing stuff in the world. The first part is pretty self-explanatory, though we will explore it in greater detail in the future updates. Today we will focus on the 'doing stuff' way of acquiring loot, which is directly tied to one of our shiny new game mechanisms: Loot Points.

Loot Points (LP) are basically a separate "experience" bar that fills whenever you complete different activities in the game. Winning battles, completing battle challenges, completing dungeons and finishing text adventures all reward you with LP.

Every time you fill the bar, the game will randomize you a pool of items appropriate for that Loot Level. You will then be able to select one of those items and keep it. The quality of items gained through Loot Points will increase each time you gain a LP level.

This mechanism ensures that you, as a player, are rewarded with cool stuff no matter what you choose to do out in the world. In addition, Social Links will also affect the LP system and will be able to both decrease the amount of LP needed to level up and increase the amount of selectable items in the pool.

New monsters

We have added two new monster types to the game, one of which could be glimpsed last month. We're almost finished with our bestiary; right now, we move on to the backer monsters.

[...]

 

Regalia

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

Details

Project Zomboid - Build 35

by Hiddenx, 20:40

The open world survival RPG Project Zomboid has reached the Early Access build 35:

Thirty fivin'

Something of an intermediary Mondoid this week, while RJ cranks out Build 35 features and fixes – while the wires of the new animation, clothing, model and combat systems we’ve developed are hooked up to the PZ mainframe.

BUILD 35 IWBUMS

The public IWBUMS test of some of Build 35’s features (reworked building, metal defences, big trees, nutrition, revamped sleeping system, night events etc) is ongoing and people seem to be liking it. We’ve now run through 35.1, 35.2 and 35.3[theindiestone.com] and recent changes include new skill books, clearer recipes, new sounds, object deconstruction balance, welding rods, sleep/pain balance and a bunch of other bug fixes.

We need especially need feedback on how the sleeping system and welding change/improve the feel of the gameplay, so if you’re taking the IWBUMS build for a spin then please deposit your thoughts in this thread. The bug tracker, meanwhile, lives here.[theindiestone.com]

ANIMS BIT

As discussed last week, all the relevant tech and anims are now in our dev branch – and what’s going on behind the scenes is tying all together.

The ladies have been finished by Binky and have been passed over to Animator Martin to do the final stage of integrating the women, getting the clothing sized appropriately for them, making sure all the anims work okay with them etc. Here’s a WIP lady model vid, with a quick image for good measure. (Martin’s only received the female stuff today, so it’s all fairly rough at the present time.)

Meanwhile, Lemmy been working on the remainder of integrating the anims and clothing into the gameplay, making sure opening/climbing through windows works, getting the weapon models integrated with the inventory etc, and is currently working on getting the clothing items working with the inventory system. There’s still more to do but we’re getting there.

[...]

Project Zomboid

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

Details

Zombasite - New Demo

by Hiddenx, 20:31

A new demo for the Action RPG Zombasite has been released:

The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!

They hadn't known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves' pride and lust, their magic twisted into Ciglio's binding, fusing into a new, uncontrollable creation, the Zombasite.

Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn't just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable---infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!

So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can't be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world's surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left.  Even within your own clan it isn't safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn't easy.

 

Zombasite

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

Details

Portal Knights - August News

by Hiddenx, 20:18

Some news for the sandbox adventure game Portal Knights:

Community Blog - August 2016

Can you believe it’s almost been 6 months since we launched Portal Knights into Early Access?

No, neither can we!

COMMUNITY MATTERS

It’s crazy to think how far we’ve come since we launched on Steam back in February. The Portal Knights you first downloaded back then is very different Portal Knights to the one you’re playing now… And we’re still pushing on! The progress we’ve made so far couldn’t have been achieved without the hard work of our development team and YOUR contribution! Our community means so much to us and your feedback is invaluable. At the end of the day we want you to love Portal Knights, which is why our doors are always open to community thoughts and suggestions. You know, we could just follow our own roadmap and dismiss any player feedback that comes our way, but in this day and age that just doesn’t work with Early Access titles.

We’re in this for the long haul and we hope you continue to stick with us. Your support really does mean everything to the team and when we do eventually leave Early Access, we’ll be proud to say we did this WITH our community! The road ahead is long and there’s still lots to do, but we’re working on it - You guys are so worth it! ;)

UPDATE V 0.5.0

Last week, we launched our latest major update, with v 0.5.0. This update saw the introduction of a bunch of community features, including larger islands, text and voice chat, vanity items and much, much more! Speaking of larger islands… On the day we made the announcement to the community, we were filled with excitement. Community Managers get ridiculously giddy over moments like this, because they know how much it’s going to mean to the fans. The response to the announcement was just fantastic… Thank you for your passion and enthusiasm, it means so, so much to us! We know these are features have been requested for a while now and our development team have been working flat out to bring them to game. The larger islands in particular have been a massive challenge, but we appreciate your patience in allowing us to work behind the scenes to get them ready. We really hope you are enjoying them as much as we are!

Now of course, we know that when a major update comes along there’s a chance bugs might creep in. Since launching v 0.5.0, our development team have been doing everything they can to iron out these issues. We’ve since gone on to release 2 hotfixes (v 0.5.1 & v 0.5.2) which should eliminate many of the problems our community have been experiencing. We know as gamers ourselves how frustrating it is when there are issues, but you guys have been brilliant! Hopefully, we’ve got rid of out most of the issues now, but if you’re still having trouble, please let us know! You can report new issues here…

[...]

 

Portal Knights

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

Details

Popup Dungeon - The Combat Grid

by Hiddenx, 20:08

Take a first look at the combat grid of Popup Dungeon:

Combat Grid, New Cards, and More

This month’s update is all about UI. It’s filled to the brim with all sorts of game play information, so drink lustfully from the cup of knowledge!

The Grid

First, we jump right in with a video covering the movement and skill activation grid that we’ve been working on. As you’ll see, the system does a lot to make using skills as clear and simple as possible without sacrificing any control.

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Popup Dungeon

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

Details

Pixel Noir - Development Update

by Hiddenx, 20:02

Pixel Noir is making great progress since the Kickstarter campaign:

Update #37: PIXEL NOIR GO

Hi folks!

You might think we have been getting actual physical exercise and hunting Pokemon, but nope! Still glued to our computers working hard on your favorite game <3 <3 

It's been a bit since our last update, so we figured it's time for a good ol' fashioned progress update! The team has been moving full-steam ahead on multiple fronts here!

Coding

We spent the last couple of weeks building and refining the first version of the Weapons Upgrade system. Now you can go to specialty shops within Pinnacle city to add or remove specialty components from your weapons! Be warned...if you remove an upgrade, it's gone forever, so choose your upgrade path carefully!

[...]

 

Pixel Noir

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

Details

Dishonored 2 - Highlights from QuakeCon Demo

by Hiddenx, 19:49

henriquejr spotted this Dishonored 2 news from the QuakeCon:

Dishonored 2 at QuakeCon – Corvo High Chaos Demo

Fifteen years later and Corvo’s still on point.

Dishonored 2 features a new playable character – the young Empress, Emily Kaldwin – but it also marks the return of the first game’s hero: the Royal Protector-turned-assassin Corvo Attano. At E3 2016, Arkane Co-creative Director Harvey Smith delivered the world-premiere of Dishonored 2 gameplay, which featured Emily Kaldwin along with her all-new powers. At this year’s QuakeCon, Smith showed off new gameplay behind closed doors – this time with Corvo in the spotlight. And from what he revealed, it’s clear that Corvo’s out for blood, playing for keeps.

Here are some highlights from the Dishonored 2 QuakeCon demo.

Powers Revisited

While Corvo’s original powers are back, they’ve all been extended and enhanced. A high-chaos jaunt through the Dust District revealed just how brutal combat continues to be – but now with new tools at Corvo’s disposal.

And it all starts with Blink – Corvo’s signature traversal power. Our first glimpse of Blink shows us exactly what we expect to see: Corvo teleports from the ground to a balcony and ducks into a sealed building; Corvo instantly transports himself from a second-story window to some exposed ductwork across an alleyway. But Blink isn’t just for movement anymore. Twice we saw Corvo use his signature power in newly aggressive ways: blinking into a foe and immediately stabbing him in the neck, and later using it to slam into an enemy, shoving him back with deadly force. Corvo’s Blink also includes the “stop time and redirect” improvement from the Dishonored DLC The Knife of Dunwall (often called “Daud’s Blink” by the community and YouTubers), giving him more flexibility in traversal and stealth.

[...]

Dishonored 2

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

Details

Pamela - Development Update

by Hiddenx, 19:44

Some updates for the Scifi Action Adventure Pamela:

Dev Blog #43: World Building and... more Animation Work!

It's that time again. The time we've all come to know and love/dread/feel neutral towards; weekly devblog time!

We've been chipping away as always, making solid progress across many aspects of the game. On the art side of things, we've been churning out some new NPC and attachment models, as well as making some great progress on polishing up Eden's transit hub, Origin Station. It's been coming together quite nicely, check out the screenshot above!

Continued work on animations is another major highlight for the week, as we've begun restructuring our back-end systems to accommodate the new methodology we're implementing. The end result with have much more natural movement overall and make all of our AI behaviors more organic.

Those are the highlights, but wait, there's more! Check out the in-depth list below.

Adam

  • Polished off work on Origin Station transit hub
  • Created player animation for activating utility attachments

Alayna

  • Created several new NPC concepts

Christian

  • Rebuilding NPC animator system to facilitate major animation upgrade
  • Reworking NPC combat logic to accommodate new animations

Patrick

  • Some miscellaneous fixed/tweaks on previous models
  • Started work on randomized Afflicted deformations/growths

Ian

  • Finished implementing several new equip-able utility attachments
  • Implemented new attack animations for melee weapons
  • Some bug fixing on inventory menu

Mathew

  • Finished work on texture optimization, for now
  • Created several new equip-able utility attachments

Stephen

  • Added saving and loading support to doors, containers, power transmitters, power cells, and more

Pamela

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

Details

Tempest - Release Date: August 22

by Hiddenx, 19:21

The release date for the open world Pirate RPG Tempest is finally set. The Early Access game will be released on August 22:

Release date is finally set!

Ahoy!

This is finally happening! It took almost nine months of hard (exciting) work and dozens of updates for us to leave Early Access.

Tempest will be fully launched for the PC and Mac on 22nd August priced at $14.99/€14.99/£10.99!

Tutorial, bug fixes, balance tweaking and more! Also expect more content updates to come post release!

Pirates, thank you for your faith in us. This is your game as much as ours.

Good hunting.

Tempest

SP/MP: Single + MP
Setting: Historical
Genre: Action-RPG
Platform: PC
Release: Released

Details

PC Gamer - Why I love Multi-Classing

by Silver, 05:27

PC Gamer has an editorial up about the fun of multi-classing in rpgs.

Have you ever experienced specialisation anxiety? You're playing an RPG as a single character, and the game gives you lots of ways to develop your hero. So far, so good. But! Only a couple of hours in you're forced to make important choices about your skill path. Will you become a choppy close combat hero, or a shooty hero? Will you choose magic or brute force? Make your choice now, or go away and play something else.

Once you've chosen a route, you're probably committed to it. Even in systems that let you climb skill trees incrementally by spending points, the desire for maximum efficiency incentivises you to rally around your early expenditure and push toward the extremes of your chosen path. If the path isn't to your taste, what then?

It's an interesting problem, because we expect choice from upgrade systems. When Diablo 3 moved to a flat skill system that let you collect and swap in abilities at will, some felt that an important element of the RPG had been removed. Picking skills and spending attribute points let you personalise your avatar, establish a role and shape the game experience to your interests.

[...]

Multi-classing means that you have the option to spread your resources around a little, to create contradictory builds that are quirky and fun. Grim Dawn is good at this. It's a dark action RPG from Crate Entertainment. I start out as an occultist. That gives me a couple of nice summons (crackling lightning bird and weak exploding fire dog). He can also suck away enemy life force with a glyph, and throw poisonous eyeballs around. He's a wizard gone bad, but can also swing around a double-handed sword quite ably. At level 10, I realise that I enjoy the big melee weapons more than ranged attacks, so I select 'soldier' as my second class and create a hybrid mage-o-warrior, and then use my occult ability to imbue melee weapons with psychic oomph. Synergy!

PC Gamer

Details

Soulblight - Greenlight & PAX trailer

by Silver, 00:38

Soulblight has released a new trailer for Greenlight and PAX.

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Soulblight is a top­down roguelike, more specifically rougelite, as it takes the genre mechanics and expands on it. The game is built around a literal meaning of RPG. Instead of XP grinding it introduces a unique Taint System. While traveling through shattered reality of an old temple you will receive personality traits based on your choices. These will be the main source of your strength. To harness them you will have to act accordingly. Becoming an alcoholic means that you will be rewarded for getting drunk but from now on being sober might prove itself unbearable.

Features:
- Unique Taint System designed to encourage role-playing.
- Tons of weapons, armour and utility items.
- Dynamic and tactical combat build around stamina management and distance control.
- Optional sneaking approach complementary to fighting.
- Breathtaking randomly generated levels.
- High difficulty level emphasized by permadeath mechanics.
- Gameplay driven narrative.

General News

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development

Details

Torment: Tides of Numenera - New Trailer

by Silver, 00:25

The latest Torment kickstarter update comes with a new trailer and an announcement of a console version. This won't effect the estimated release date.

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ABOUT THE GAME:
Explore Earth one billion years in the future in the science-fantasy setting of Numenera. Discover the Ninth World built on the bones of eight advanced civilizations and leave your own mark on it. Make thousands of essential choices, face the consequences, and meet death incarnated as you seek the answer to the ultimate question: What does one life matter?

Torment: Tides of Numenera is a thematic successor to Planescape: Torment, one of the greatest computer RPGs ever created. The new game explores similar deep and personal themes of life, mortality, and sacrifice, challenging players to take intellectual stances and make moral decisions.

Torment: Tides of Numenera

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

Details

Thursday - August 04, 2016

The Elder Scrolls: Legends - Now in open Beta

by Hiddenx, 23:12

PC Gamer reports: Bethesda's Elder Scrolls card game is now available to all to play for free:

The Elder Scrolls: Legends is now in open beta

The Elder Scrolls: Legends, Bethesda's digital card game set in the same universe as Skyrim and Morrowind, has just entered open beta. Bethesda announced at QuakeCon today that the game is now free to download and play through their Bethesda.net launcher. So if the game seems interesting, there's nothing except the ballache of installing another proprietary client onto your computer, to stop you from trying it out.

Legends has only been in closed beta for a few months now, but it's already turning heads. Tim reckons that Legends is good enough to be "the first serious contender" Hearthstone has faced in the digital CCG space.

[...]

Thanks henriquejr!

Non-RPG General News

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Just One Line - Is Greenlit

by Hiddenx, 20:52

Just One Line has been successfully greenlit:

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-> Game Demo
-> Website

Just One Line

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

Details

INT - Trailer #4

by Hiddenx, 20:39

Here's a new trailer for the SciFi RPG INT:

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INT is an upcoming Sci-Fi RPG set on the war torn planet of Bastion during the Interstellar Civil War. INT has Sci-Fi themes, RPG elements, a story driven narrative and much more. Check us out on our websites: http://www.int-game.net/ and starboardgamesllc.com.

INT

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

Details

Indivisible - Anime Expo 2016 Panel

by Hiddenx, 20:34

Take a look at the Anime Expo panel of the Indivisible devs:

Indivisible's developer, Lab Zero Games, held a panel at Anime Expo 2016 and presented the latest on Indivisible's progress!

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Q&A:

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Indivisible

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

Details

Kickstarter Games - ReElise Campaign started

by Hiddenx, 20:24

ReElise - a HipHop RPG - is now on Kickstarter:

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ReElise is a journey of unyielding conquest which leads to the ultimate confrontation... her own soul reflected. Old school RPG.

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development

Details

Planet Explorers - Beta 0.1 Released

by Hiddenx, 20:15

The Early Access Game Planet Explorers enters beta:

Beta 0.1 Released

It has been a long road, but we've finally entered beta. What beta means for us is that all the major technical and artistic assets are in game, it does not mean we're only going to balance and bug fix from now on. There are still much left to do. Some key items on our to do list during the beta:

  • Ingame aid - something like the Word paperclip, optional but should be very helpful for new players.
  • Adventure storyline - we'll be adding in a more mission based system to the adventure mode that ties up all the gameplay elements.
  • AI tweaks and additions - there are still several species and behaviors to be added, also lots of balancing to do.
  • Storyline tweaks - adding in more cutscenes and more animation to bring the story to life, also balancing.
  • Optimization - optimize the game where ever possible.
  • Balancing gameplay - tweaks on animation, damage, hp, armor, defense, where to buy stuff, etc.
  • Animation - polishing up animation
  • Make ISO site - attempt to make an official download site for ISOs.
  • Bugs - terminate all bugs.
  • 32 bit - Make the game run decent enough on a 32 bit machine.

Our beta will not last long, we should be out of it in 1-2 months. Does beta mean that saves will be protected? For story mode, yes. For adventure, no. If you want to be completely safe as far as saves are concerned, please wait for the final in a bit. Now that we're in beta, we need all of your help to determine the best balance and find all the bugs. Please give us your feedback on our board or the Steam boards or email us!

For this build, we've fixed a ton of things and added a ton more. We're still working on the ending cg for the story mode, we will add that over the next two weeks. Here's a non-spoiler screenshot from it.

[...]

Planet Explorers

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

Details