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Sunday - April 20, 2014
Saturday - April 19, 2014
Friday - April 18, 2014
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Skullforge: The Hunt

2014-04-21

Skullforge: The Hunt Q&A

Skullforge: The Hunt is a new kickstarter from OMC Games. I had the chace to interview OMC Games James Garvin, We talked about his game, kickstarter, and other various things.
» Continue reading the article...

Might & Magic X: Legacy

2014-04-14

Might & Magic X Review

We threw a Might & Magic X key to DTE and he came back with this review
» Read the article

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Picture Watch

Legend of Grimrock 2
Box Art

Poll Watch

Do you play Original Sin - Early Access?
Yes, I am
  (24.43%)
Thinking about it
  (4.79%)
No. Only on release
  (50.63%)
Never. Early access sucks
  (10.33%)
Not now, not on release
  (3.27%)
What's Original Sin?
  (6.55%)
Vote

Recently Released

Apr: Forsaken Fortress
Mar: Age of Wonders 3
Mar: Deus Ex: The Fall
Mar: South Park

Sunday - April 20, 2014

Neverwinter - Curse of Icewind Dale

by Couchpotato, 05:20

Perfect World Entertainment announce the next expansion for their F2P MMO Neverwinter is called Curse of Icewind Dale, and it will be launching on May 19th.

We’re proud to announce that Module 3: Curse of Icewind Dale, the third free content expansion for Neverwinter, will be live on May 13, 2014. We’re excited for you to experience all the new features being introduced with Module 3 including two new adventure zones, Dwarven Valley and Icewind Pass, and all new open world PvP.

Information about

Neverwinter

SP/MP: Massive
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: Released

Details

Shroud of the Avatar - D&D #1 Contest

by Couchpotato, 05:16

Richard Garriott is holding a new contest for Shroud of the Avatar.

D&D #1 represents one of the earliest known computer role playing games. Originally created and refined between the years 1975 – 1977, this game is one of the few true founding efforts of the entire computer gaming genre. Interestingly the ascii based “tile graphics” are a clear forerunner of what followed in Ultima and many other computer role playing games, and thus remains relevant to the genre’s history.

Richard has been eager to see this simple BASIC program, resurrected in a modern usable form, but remaining true to the original in as many ways as possible.

To achieve this end, Richard is offering a bounty of Shroud of the Avatar pledge rewards for the best reincarnations of D&D #1!

Starting April 15th 2014, just past one year into the development of Shroud of the Avatar, and running for 1 month through May 15th, Richard via Portalarium will be accepting submissions of D&D1 Resurrections in each of two versions. Submissions may be a Unity Version, and or a no-plug-in Browser Version. Winners will be announced shortly after the submission deadline.

Information about

Shroud of the Avatar

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

Details

The Red Solstice - Update#18, 24 Hours

by Couchpotato, 05:13

Ironward has posted the next update for The Red Solstice with news everyone has less than 24 hours to help extend the funded game with the next stretch goal.

EVAC in 24 hours!

This is it, the last 24 hours are upon us! Thanks to unbelievable support from all of you and to some big bucks backers stepping in we are now just a bit over 8000$ shy away from our 75.000$ stretch goal that would add the Mac version of the game plus two new advanced gameplay modes!

If we manage to reach the 75.000$ stretch goal during next 24 hours we will be announcing a special surprise reward for ALL of our backers! Let's try and do it marines!

Information about

The Red Solstice

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

Details

Transistor - Hands-On Preview @ Dual Shockers

by Couchpotato, 05:09

Dual Shocks had the chance to play a demo of Transistor from Pax Prime 2014, and wrote a new hands-on preview for all of us to read.

Coming off the high anticipation from Bastion, fans of Supergiant Games can rest easy knowing that even from just a brief excursion through the world of Transistor, I already can’t wait to take a more extended trip. Coming off the demo from this weekend’s PAX East 2014, the game already shows exceptional polish, style, combat, and most of all, dedication to new ideas and a world that’s just waiting to be explored through the eyes of Red. Luckily, with the game officially set to release on May 20th, it won’t be too much longer for us to wait until we can hop back into Transistor‘s tech-infused world with Red – and the wait will be worth every second.

Information about

Transistor

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

Details

Saturday - April 19, 2014

GOG - Mac Versions & Language Packs

by Couchpotato, 07:49

GOG.com has a new post on their website with information about new mac versions, and language packs for various D&D games they sell on site.

Mac versions, new language packs for D&D games and others

Good news, Mac gamers! All of our classic Infinity Engine games from Hasbro are available for Mac OS X. You can now play Baldur's Gate: The Original Saga, Baldur's Gate 2 Complete, Icewind Dale Complete, Icewind Dale 2 Complete, Planescape: Torment, and the non-infinity engine but still a D&D classic, Temple of Elemental Evil on your Mac! There's more: all of the above games, as well as some others receive additional language packs, today. In total, we're adding over 50 new language versions to 15 of our classic games!

Information about

GOG

Details

Skullforge: The Hunt - Kickstarter Updates# 5 & 6

by Couchpotato, 06:00

OMC Games has released two more updates for Skullforge: The Hunt. The game has only managed to get $930 of the $20,000 goal. If you're interested please think about backing, or help spread the word.

Update #5 - Skullforge: The Hunt is Coming to Linux!

Good morning everyone.  I hope you've had a good day.  Looks like recent changes have been positively received and that's encouraging.

Originally, I was worried that converting over to Linux systems would be a bit more trouble, but after some investigation it seems that it won't be so hard to get it done.  In light of that, we'll be adding a Linux version to the funding goal.  That's right, no stretch goal required.

Ultimately, the goal is to get the game on as many systems as possible.  We just have to be careful as our manpower is limited.  I don't want to promise something we can't deliver.

Update #6 Podcast #1 Exploring the Island of Sorova

Welcome to the first Skullforge: The Hunt podcast.  In this episode, Heather and I will be talking about exploring the world and what you can expect in your journey through the island.  We hope you enjoy it.

Information about

Skullforge: The Hunt

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

Details

Bound By Flame - Images Of The Heroes

by Couchpotato, 05:54

Spiders studios sent a new press release for Bound By Flame to remind everyone of the games release date, and share a few images of how your characters change.

IMAGES OF THE HEROES IN BOUND BY FLAME!

Your choices will determine your destiny… and your appearance!

Bound by Flame, the new RPG developed by Spiders studios, is set for release on PlayStation®4, PlayStation®3, Xbox 360® and PC on May 9, and a series of exclusive images now provides another tantalizing glimpse of what’s in store! The game hero takes center stage in these screenshots, and players can create and play him before launching into an epic quest in pursuit of the Ice Lords. All your choices in Bound by Flame will therefore impact on your adventure and also on your hero’s appearance!

You therefore play a mercenary of the Freeborn Blades, who is possessed by a flame demon at the start of the adventure. When you start a new game, you are free to choose your character’s look: gender (which will affect some of the dialog, particularly with companions and potential romances), facial features, ethnicity and hairstyles.

But your character customization doesn’t end there; you will find and create new items of armor during your quest using the ingenious in-game crafting system. Not only will this have an impact on your combat tactics using the bonuses you have been granted but it will also alter your appearance, because each armor item can be customized with various extras, i.e. shoulder pads, knee pads and a range of other protective features, each having a particular style. The combinations are infinite, so each character will be unique!

Last but not least, you will be faced with many choices and dilemmas during your adventure. Depending on your decisions, you can perform heroic actions to reject the demon’s influence or be consumed by the power of the flame by allowing yourself to be controlled by the demon’s will. This demonic influence will be shown in the different stages of your transformation, and you will become increasingly demonic and less human! These screenshots illustrate all this using a selection of characters you can create and play in Bound by Flame!

Information about

Bound By Flame

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

Details

CD Projekt RED - Quo Vadis Berlin 2014 Panel

by Couchpotato, 05:49

CD Projekt RED gave a speech at Quo Vadis Berlin 2014 about why it makes sense to be independent. A lucky attendee managed to film it, and got permission to post it.

Biz Development Talk about:
"Why it makes sense to be independent"

Michal Nowakowski (CD PROJEKT S.A.)
Marcin Iwinski (CD Projekt Group)

This video is meant to give everyone who could not visit Quo Vadis 2014 a chance to watch this great presentation.I have permission of CD Projekt RED and Quo Vadis to publish this video on YouTube. Big thanks for that!

Information about

CD Projekt RED

Details

Pillars of Eternity - Interview @ PC Gamer

by Couchpotato, 05:45

Josh Sawyer is interviewd on PC Gamer to talk about world-building, magic, psychic warriors, and more for Pillars of Eternity. Here is a small sample of the interview.

PC Gamer: Memorable party characters are a big part of why people love Infinity Engine games. Do you have a favourite of the Pillars of Eternity companions?

Josh Sawyer: Well, there’s the one I’m working on now, Pallegina. We like to write our companions relatively late in development because it gives us time to react to stuff in the world. She’s cool because she has an interesting character arc and conflict. The game takes place in Dyrwood, which is a super European setting, and feels kind of like the Dalelands from Forgotten Realms. It’s very continental European, and it’s full of regular dudes and ladies going about their business. But one of the nearby countries, the Vailian Republics, are kind of like black renaissance Italians who have colonised this area. So her character is from that culture and she’s sworn to protect her homeland. But she thinks she can do it in more effective ways than she’s being told to.

Visually, she’s an interesting character, because she’s godlike. The godlike in this world are kind of like the planetouched in Forgotten Realms. She has aspects of a bird as part of her features. So she has feathers growing out of her face, and golden bird-like eyes. She’s very striking-looking and interesting, and she’s just been really fun to write. We have a lot of cool characters and a bunch of different writers are working on them, so it should be a neat mix.

PC Gamer: What kind of fantasy RPG standards or cliches are you trying to avoid or subvert?

Josh Sawyer: I just try to avoid doing things that I don’t personally like. For example, the class balance stuff was done because I’ve made a bunch of these games, and I’ve been playing D&D for most of my life, and I keep seeing very strong trends towards behaviour that I don’t think makes players happier. It doesn’t give them as much choice as the systems claim to give them, and I think we can do a better job. If someone wants to make a brilliant, weakling fighter, that is a build that is viable in our game, and it’s rewarded within the conversations and the fiction of the world. That’s not something that’s really true of playing Dungeons & Dragons.

If you want to make a muscle wizard, who is mighty and powerful and a stupid idiot, you can do that. Mechanically what happens is that you’ll do a lot of damage, but their durations and areas of effects will be very small. Then in conversation they’re total idiots. [laughs] You can bully people and you can pick them up off the ground and slap them around. It’s not like I’m setting out to subvert stuff. I play tabletop games with a lot of people who have really great ideas for characters, but mechanically they’re shitty characters. So when I try to fix that stuff, it’s not because I think it’s inherently better, but that it gives more opportunities to players to create more diverse characters, and feel rewarded for doing so.

Information about

Pillars of Eternity

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

Details

Chaos Reborn - Kickstarter Funded

by Couchpotato, 05:42

ulian Gollop is happy to announce his kickstarter game Chaos Reborn has managed to get funded. The game managed to earn $210,854 of the $180,000 goal.

We Did It!

Chaos Reborn has been funded with just 34 hours to go on the clock. Thank you to everybody who backed the project and promoted it. Thanks to my team for working after hours to make the prototype possible, and providing all the art and publicity material during the campaign. And thanks mum for being such a vocal supporter!

I will be posting a final update before the campaign closes with instructions about how you can continue to support the game and get rewards, including the possibility to contribute with paypal.

Single player

I have posted a lengthy explanation of the single-player Realms of Chaos mode on the Chaos Reborn website.

Animation in Progress

I have also posted some initial creature animations  by our animator, Jason Pickering.

Information about

Chaos Reborn

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

Details

Elder Scrolls V: Skywind - Development Video

by Couchpotato, 05:35

The developers of the Morrowind mod Skywind have released their second Development Video to show the progress of the ambitious mod.

The second episode of Skywind's Developer Diary series. Take an inside look into our most recent progress for the project and learn how YOU can help. For more information about the project, visit us at http://tesrenewal.com/

Information about

Morrowind

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

Details

Might & Magic X - Mac Version Now Available

by Couchpotato, 05:32

Limbic Entertainment has posted news the Mac version of Might & Magic X: Legacy has finally been released. So good news for Mac gamers you can now play the game.

Steam Mac version now available!

Hello adventurers!

Today we are pleased to announce you the official release of Might & Magic X – Legacy on Steam for Mac! Since one piece of good news deserves another, the DLC “The Falcon & The Unicorn” will be automatically unlocked for all mac players!

We would like to apologize for the delay of this version and thank you for your amazing support on this title!

Enjoy your time in the Agyn Peninsula,
Your MMX Team

Information about

Might & Magic X

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

Details

Heart Forth, Alicia - Update#4, Stretch Goals

by Couchpotato, 05:27

Alonso Martin has posted the fourth update for his funded Metroidvania RPG Heart Forth, Alicia with a few shout outs, and gives us a tease of the games stretch goals.

Kickstarter Shout Outs & Stretch Goal Tease

Wow, almost through our first two stretch goals! Amazing stuff. We’re really surprised to see things moving along so well still, so thanks so much for pushing us forward!

Stretch goals

We have some exciting news for a whole bunch of people that have been asking for ports, and we're going to spill it tonight after we break our challenge dungeon stretch goal at $90,000. Keep your eyes on the campaign page or your inbox for an update in the next few hours. Can't wait to tell you guys what it is!

Information about

Heart Forth, Alicia

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

Details

Final Fantasy III - Possible PC Release

by Couchpotato, 05:21

Siliconera has information that Square Enix might release Final Fantasy III on the PC. So what do you guys think about this?

Before the Nintendo DS remake, Final Fantasy III was the least accessible game in the series since it was only available for Famicom in Japan. Now Luneth, the silvered haired Final Fantasy III protagonist is everywhere. Square Enix brought Final Fantasy III to DS, iOS (pictured), Android, PSP, and Ouya. Next, Final Fantasy III is coming to PC. A rating by Germany’s USK board leaked the news

Information about

Square Enix

Details

Battle Brothers - Combat Demo Released

by Couchpotato, 05:16

Overhype Studios announces you can now download the combat demo of their SRPG  game Battle Brothers. Here are the detailS on how to download, and play the demo.

Combat Demo Released!

It’s done. Finally! Get out your party hats as it’s time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers. You can download it here!

Just keep a few points in mind when you give it a spin:

  • It’s pre-alpha, meaning it is an early release of a product still in development. Everything in the game right now can be improved and most probably will for the final game.
  • It’s a combat demo. It only reflects part of what the final game will be about and doesn’t cover the strategy part at all. The final game will not consist of a few scenarios but have an open worldmap. Read more about it here in our dev blog article on the worldmap.
  • The demo can be hard. This is intentional. Every scenario can be consistently beat with the right strategy. That said, the game isn’t properly balanced and if you find something clearly out of balance or plain stupid, let us know.

The demo requires an OpenGL 3.0 compatible video card and Windows XP, 7 or 8. If the game refuses to run on your rig and gives you a shader error, update your video drivers!

We’ll take the easter weekend off to recover a bit and lose the crunchtime-related rings around our eyes. Come monday we’ll be back and look forward to your feedback and the inevitable myriad of technical problems. Let us know in our forums how you feel about the game, about any ideas you have and about any bugs you encountered. Thank you guys for your support, and enjoy the game!

Information about

Battle Brothers

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

Details

Wasteland 2 - New Beta Update

by Couchpotato, 05:11

The promised beta update for Wasteland 2 has been released, and should automatically download on Steam, but keep in mind it's a 4.7 GB update.

You can also check out the the full changelog on the games Tumblr page.

Wasteland 2 Early Beta Update #39080 Notes

High Profile Fixes:

The Titans have been released!  A new area is available.

The vendor screen has been completely redesigned!

Tutorials have been added

New Mark Morgan tracks

Large balance pass on weapons and dropsets across the world

Large armor penetration pass on weapons and armor class pass on enemies

Many optimizations and compatibility fixes

Tons of new ambient tracks and in-world sounds added to all AZ levels

Ag Center/Highpool/Prison now unlocked from start

Ag Center and Highpool can both fall now

Reduced loading times across all scenes

HOTFIX: fixed infinite loading issue in certain areas

Information about

Wasteland 2

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

Details

ArsTechnica - Steam Sales Figures

by Couchpotato, 05:04

Jhwisner sent news about two new articles were ArsTechnica has data on Steam sales. I will post what he sent to save me time. Allow me to say thanks Jhwisner. 

ArsTechnica managed to produce some apparently decent estimates of total ownership/sales totals on Steam.   A few Devs have confirmed the accuracy with the author - some publicaly so.  Imporant takeaways from this are pretty positive for PC gamers in general and PC RPG gamers in general.  

Here's some interesting tidbits:

Skyrim - 5,942,000
Fallout: New Vegas - 2,630,232
The Witcher 2 - 1,725,513*
FTL - 1,651,734*
Dark Souls: Prepare to Die Edition - 1,368,606

*Only represents steam sales totals as DRM free versions without Steam integration are on offer on sites such as GoG. 

Link - http://arstechnica.com/gaming/2014/04/introducing-steam-gauge-ars-reveals-steams-most-popular-games/

Second article contains an expanded top list - expanded to 100 games (page 2 of article)

Link - http://arstechnica.com/gaming/2014/04/steam-gauge-addressing-your-questions-and-concerns/

Information about

Steam

Details

Dead Crusade - Kickstarter Cancelled

by Couchpotato, 04:55

The Kickstarter for Dead Crusade was cancelled by Aesthetic Games. They posted a new update with more information about funding, and the games future.

Kickstarter Canceled and Farewell Video

We have some good news and bad news. 

The Bad News: After 15 days we have decided to cancel the Kickstarter campaign for Dead Crusade. It has not been an easy decision to pull the project from Kickstarter, but we do not see the project getting funded at this point and would prefer to not mislead our fans and backers. A lot of sacrifice and effort went into making this Kickstarter possible, and we would prefer to not drag things out or have the project look bad.

There are a number of reasons we believe the Kickstarter did not succeed, and I wanted to take a moment to explain a few in detail. 
  • The Video: There is a saying for Kickstarter projects that if you do not immediately impress or captivate the viewer within 10 seconds, there is a good chance they are unlikely to finish watching let alone pledge to your project. When knew when putting our Story Cinematic video first we were taking a risk in boring people who wanted to see the heart of what we had to offer. We received many comments from people saying how they would have never realized how far along the game was or how much effort went into its development by watching the initial 2-3 minutes. We knew this was a risk, but genuinely thought the story elements would give a great look into the backdrop of the game and pull people in. We removed this footage and reworked the video to appeal to more of a mass audience some days later, but it was to late. 
  • Old vs. New: Because we were in a transition period of moving the project from the older Unreal Engine 3 to the new Unreal Engine 4, and also because we were planning to revamp our entire combat system to better reflect our vision for the game using new tools, we were forced to show more of our initial prototype build. This caused tons of confusion, despite various watermarks with both written and verbal explanations. Many viewers could not tell the difference between the two, assuming they were all one in the same, which sparked allot of heated debates. We ended up removing almost all Unreal 3 footage from the reworked video to help avoid confusion and put the emphasize on Unreal 4, which to us felt like losing months of work.
  • Gameplay Footage: Another likely mistake of the presentation was showing our early combat gameplay, which was harshly judged and assumed an accurate representation of the final product. Considering how much we planned to revamp it, improve it, and make it more in line with a `survival` horror setting, it was definitely a mistake on our part to show it in such a rough state. We felt it would give confidence to backers to see that we can produce functional gameplay systems in a short amount of time, as well as give them a early glimpse into the games development. 
  • Marketing and Social Media: We are first and foremost developers, not marketing specialists. Because we announced the game the same day as we launched our campaign, all major marketing and advertising efforts began the day we launched. We firmly believed that most traffic would come through Kickstarter itself once our ranking improved, and the game would `sell itself` so to speak. In retrospect, Kickstarter only generates a very limited amount of traffic on its own, and the rest is earned through massive media and networking efforts- some of which can be expensive. Your first few days are critical to the success of your campaign, and you want as many people talking and showcasing your game as possible to help build momentum as things begin to slow down after the initial launch hype is over. 

The good News: Due to the massive amount of feedback we received (both good and bad) we have a much clearer understanding of what went wrong and more importantly, how to do things right if we are able to attempt a re-launch in the future. Sadly, we cannot say at this time when or if that will happen, as without any funding we cannot proceed with the games development at this time. But it does not mean the project has been canceled!

We wanted to thank everyone who believed in the project and showed there support by backing us. It really proved to us that despite lack of exposure, the game was still well received! We put together a farewell video as a tribute to everyone who supported us these past few weeks. For all our fans, we hope you enjoy it and sorry things did not work out with the Kickstarter!

Information about

Dead Crusade

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

Details

Diablo III: Reaper of Souls - Interview @ Player Attack

by Couchpotato, 04:50

Player Attack has posted a new interview with Lead Character Artist Paul Warzech at Blizzard about how he created Diablo III: Reaper of Souls.

Warzecha is one part of a team that specialises in taking relatively sensible elements and blending them into one fantastic outcome, and he's quick to point out that - generally - creating a new character class, monster or boss really is a group effort.

"Usually once we've got stuff down that we like, we'll get together with our monster strike team. We've got somebody in from every different discipline, we'll have a designer and we'll have somebody from story in there who can kinda help shape that from that aspect. We'll hit back and forth on [the character idea] until we're all pretty happy with stuff."

But! The process can vary - considerably - depending on just which monsters are on the proverbial drawing board that day. Inspiration can strike from anywhere, says Warzecha. Sometimes, that lightning will spark something in the writing department, leading the lore nerds to draft out a description of a monster that fits the story perfectly. Other times, it will land squarely at the artists' table, prompting creative drawings and sculptures that then need to be woven back into the history of Sanctuary. Still other times (like with the new character class, the Crusader, introduced in Reaper of Souls) it's a matter of an obvious niche appearing in the game, even if that niche is purely cosmetic. "There was nobody of that silhouette in Westmarch," we're told, matter-of-factly.

"Sometimes you come up with something that's just So Cool that we're just like "Y'know what? We've got to build this". Then, we'll sit with story - "Hey, this is what we were thinking, is there a way to work this into lore?", because #1: It's just cool; and #2: Maybe it works for gameplay in a way that it fills a void that needed to be filled."

Information about

Diablo III: Reaper of Souls

SP/MP: Single + MP
Setting: Fantasy
Genre: MMORPG
Platform: PC
Release: Released

Details

Friday - April 18, 2014

Risen 3: Titan Lords - Trailer & Pre-order

by Myrthos, 22:42

Here is a Risen 3 trailer, which might be interesting eventhough it is a CGI trailer:

If you like to pre-order based on this  or just because you know you will like it, you can do that at the DeepSilver site.

Source: Blues News

Information about

Risen 3: Titan Lords

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

Details

FireFlower Games - Two RPGs on Sale

by Myrthos, 22:37

Fireflower games has atwo RPG's on sale:

 

 

 

Information about

FireFlower Games

Details

The Red Solstice - Funded

by Myrthos, 22:33

With close to 48 hours to go, The Red Solstice Kickstarter campaign has reached its goal of $50.000.

We are left speechless as we have reached our main funding goal with 48 hours to spare! Thank you, thank you so much everybody for supporting, sharing and playing the Alpha last few days! You are all amazing and we are making this game for you!

Can we reach the stretch goal?

With almost two days left for our Kickstarter campaign we have enough time to try and continue fighting to reach our first stretch goal? Can we make it? With your amazing support we think we can! So let's double the efforts marines, share few more times with your friends, consider some of the additional reward Add-Ons and higher level reward tiers and what's even more important try out the Alpha that is available to everybody right now for the remaining hours of Kickstarter campaign!

You can also find news on a new critter, Ripjaw, and..

Our CEO and lead game designer Hrvoje Horvatek will be doing an AMA at Reddit today at 5PM EST / 11PM CET! Be there and get your questions ready as he will answer almost anything about the game and our development process :)

Information about

The Red Solstice

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

Details

The Mandate - Post-Funding Update #37

by Myrthos, 22:28

Update number 37 of The Mandate brings us news on mod support, the Osmani action and community designs.

First things first, back when we ran the Kickstarter we announced a series of mini-stretch goals. We had one each at $550k, $650k and $750k and are happy to report that we have now passed the $750k threshold. This means that everybody who backed minimum $25 or more will also get the digital add-ons strategy guide, art bible and character pack #3 at no additional cost! 

Furthermore, since we fully expect to hit the $800k stretch goal (extended mod support) during 2014, we decided to go ahead as if this stretch goal was already met. Having more powerful mod tools will be useful not only to modders after launch but also help developers before launch since we invest in more robust tools that save us time. We have a lot of respect for the time and effort put in by mod communities to extend the lifespan of games like Mount&Blade, Elder Scrolls/Fallout, Total War, X3, Torchlight and many others. We look forward to seeing what kind of mods will pop up for The Mandate as well as total conversion projects for <insert your favourite sci-fi universe>.

Information about

The Mandate

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

Details

Dark Souls II - Editorial @ PC Gamer

by Couchpotato, 12:16

PC Gamer has a new article with Peter "Durante" Thoman the man who made the DSfix mod where he talks about the ports of Dark Souls I & II.

Dark Souls 2 PC port: mod god Durante's verdict

In 2012, Peter "Durante" Thoman wrote the popular mod DSfix for Dark Souls: Prepare to Die on PC, fixing its locked 1024x720 resolution and other issues. In 2013, he released a similar fix for Deadly Premonition. We asked Durante to analyze the PC port of Dark Souls 2 in a series of articles.

After an initial outing on PC which was barely serviceable—rendering at 1024x720, locked at 30 FPS with unusable mouse controls—From Software and Namco Bandai have a lot to prove with this sequel. For Dark Souls 2, PC was reportedly considered a major target platform from the start. In this article, I'll first investigate the technical quality of the port compared to Dark Souls: Prepare to Die Edition and the console versions of Dark Souls 2. Then I'll have a closer look at the options included in the game and analyze their impact.

A Good Port

Dark Souls 2 on PC is a massively improved effort compared to its predecessor. It renders at any resolution a given system supports, its framerate varies smoothly up to 60 FPS, it performs well even on modest systems—more on that topic later—and it comes with a wealth of graphical options. The following table summarizes most of the improvement

Information about

Dark Souls II

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

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Darkest Dungeon - Video Interviews

by Couchpotato, 05:17

I managed to roundup two more video interviews that were released today for Darkest Dungeon. The first video is from PC Gamer with Tyler Sigman of Red Hook Studios.

The second video is from Kotaku at PAX East 2014.

Information about

Darkest Dungeon

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

Details

Zpocalypse - Update #1, Stretch Goals & Dev Diary

by Couchpotato, 01:58

Greenbrier Games has posted the first update for Zpocalypse: Survival with information on Steam Greenlight, stretch goals, and posts a new Dev Diary.

Great start, Greenlight, Stretch Goals & Dev Diary 1

Thank you all for your support so far! Just before I posted this update we hit 10% so we are off to a great start and we are just kicking up our marketing again after coming back from PAX East 2014! So hopefully we will start seeing some news about the game on various websites. From PAX it was great to see so many people checking out the game and giving good feedback. We hope that continues as the campaign progresses, we are happy you are backers but we would also love for you to be contributors.

Steam Greenlight

If you haven’t seen, we have put the game up on Steam Greenlight. If you have an opportunity go check it out and show your support. Plus spread the news about it. The great thing about Greenlight is that it gets us even more visibility with more gamers which helps get the Kickstarter more visibility. Please note that while we do plan to use Steam as a distribution option we are looking at other distribution methods that offer DRM free options for those who prefer to not use Steam.

# Backer Stretch Goals

We have added some new stretch goals. This time based on our number of backers.  

  • 625 Backers - Option to start the game with a Bug-Out-Bag
  • 1250 Backers - Option to start the game with an advanced weapon (Voted)
  • 2500 Backers - Kickstarter Exclusive menu screen (Toggleable) (Voted)
  • 5000 Backers - Soundboard app of SFX from the game (Available as Add-on)
  • 10000 Backers - Option to start the game at a location (Voted)

I will be adding a graphic for this to the main page soon.

New Pledge Level

We have added an extra pledge level, due to backers request, that includes the base Zpocalypse game and a copy of the digital game. You can now get both of these at the $65 reward tier. 

Dev Diary

So one thing I want to do in some of our updates is give you some info about the game, its development and our goals. For the future, please let us know what subjects you might be interested in and we will get you the news! To start of, lets go to the beginning… 

We've been hard at work on our first digital title Zpocalypse: Survival for the past 12 months. There have been slow times and fast times, particularly since September and we've already gone through a number of iterations of the game. Real development for the current state of the game has been going on for about the last 6 months. I've wanted to make a digital game based of the Zpocalypse franchise ever since I first joined up with the team back in August of 2012, not too long after GBG finished up their first Kickstarter for the original Zpocalypse game. I started off helping them put together a small app that could be used to play the boardgame, with some added enhancements of music. Once we launched that around March 2013 we started looking at our next steps. We started off thinking of just making another app, keep it really simple, 2D and basically a direct port of the boardgame. So we started our design doc and one of our earliest design concepts.

Information about

Zpocalypse: Survival

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

Details

Earthlock - Post-Funding Update #21

by Couchpotato, 01:52

Snowcastle Games gives out more information on how they will be handling the Post-Campaign for Earthlock: Festival of Magic in the latest kickstarter update.

General Information for Post-Campaign Handling

This update will cover some general information about pledges, add-ons, rewards and Paypal as well as to hopefully address some of your most pressing questions about the post-campaign experience.

Collecting Pledges

We are currently in the process of collecting the pledge funds from everyone. This process will take about two weeks to give backers some time to fix any issues they may have had with the initial transfer. 

Pledge Manager

After the initial two weeks (this is an estimate) and if the system is ready we will be sending out invites to all kickstarter backers and Paypal backers to our Pledge Manager. The Pledge Manager is a system for us to manage all backers, pledges, and rewards and is not part of Kickstarter (as a company) itself.

In the pledge manager, you will be able to select which add-ons you want for your pledge, add-on funds if you want more than you had allotted during the kickstarter, supply us with your shipping address (if you have pledged for any physical rewards), and select the platform you want the game on for each of your copies. 

You will also be able to add more add-ons if you desire! So, for anyone who missed our late-campaign physical add-on announcements such as the art book or the Amon figure, there is no need to worry. You may add those in the Pledge Manager.

The Pledge Manager will also be used to manage digital reward distribution such as download links and unlock codes. 

The invite for the Pledge Manager will be sent to the same email as the one receiving this  update (the one registered with your Kickstarter account). That same email will also be registered to your pledge manager account. You will be able to change this email in the account settings in the pledge manager. 

PayPal

Our Paypal system is still live on www.fomgame.com and will be out until the end of the month of May. Anyone who was not able to back our kickstarter is more than welcome to support us through our Paypal site while this is active!  

Please note that if you have backed us through Kickstarter then do not use the Paypal site to back us further as that would create duplicate accounts for you in the Pledge Manager. You will be able to back us further if you wish through the Add-On system in the Pledge Manager once that system is live. 

Any additional funds we get through more add-ons in the Pledge Manager as well as new pledges through Paypal will go towards our Stretch Goals and we will keep you regularly updated on the total amount raised. 

Rewards

Rewards will not be sent out until the Pledge Manager system is live as that system is the easiest for us to manage and distribute rewards to our backers. Once the Pledge Manager goes live we will send out invites to our backers only section of our forum as well!

Alpha and Beta

We have had many of you asking about the projected Alpha and Beta schedule for Earthlock. We wanted to give you an idea of what we had in mind so far: 

The Alpha testing phase is estimate to begin sometime late this year.

The Beta testing phase is estimated to begin early next year. 

We will update with more specific dates once we get further in development and have more information. 

Information about

Earthlock

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

Details

Kenshi - Impression & Q&A @ Leviathyn

by Couchpotato, 01:48

Leviathyn has posted a new preview of Kenshi, and they included a new Q&A with the games Creator & Lead Developer Chris Hunt.

Where did idea for the game came from and telling us how long it’s been in development? Where there any particular inspirations for this sort of sandbox gameplay?

I’ve been working on Kenshi for around 7 years now, juggling it with part-time employment as a security guard to get by. It wasn’t until last year when Kenshi was accepted on Steam Greenlight that I was able to hire a team of developers. I started working on Kenshi because I got irritated with so-called open-ended games and wanted to make an awesome RPG that I would want to play myself. Players get mollycoddled too much, with super strong hero charters and guided missions that force you to take certain routes and directions. I want to explore places when I feel like, do what I want when I feel like it. Kenshi has no super strong characters, you’re not special, just a puny normal person who needs to work hard to improve like everyone else.

When I played the game’s alpha, I found myself really digging the game’s visual look? Where there any particular inspirations for this?


The current look of the game has a kind of desert sword-punk style to it, most inspired by the Fallout series and Mad Max movies. I’ve always appreciated that open, lonely and harsh environment in games and movies. Saying that though, there will a lot more different terrains coming up in later updates, mostly arid, different deserts and canyons, but also swamplands and others.

Speaking of which, how has the feedback been now that the game is in Early Access on Steam?

It’s been pretty good, people seem excited about it’s potential. The city building aspect I think is most attractive to people – just being able to wander the desert, set up a base and fight off bandit or cannibal raids. The difficulty also makes it pretty addictive.

Information about

Kenshi

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

Details

Planet Explorers - Patch 0.761 Released

by Couchpotato, 01:44

Pathea Games has posted information on the Steam forums about a new Alpha update for Planet Explorers. Here are the details of the new patch.

A0.761 Patch

Hey everyone, you'll note that we had the a0.76 patch out last weekend...that was a mistake, we actually only wanted to launched that into the Beta version. Ah, can't do anything about that. Since it was out, we did get to hear what people thought of the bugs and such, so we went ahead and tried to fix some of them with the a0.761 patch. Here's the changelist:

Alpha 0.761 Changelist

Added laser weapon items in Creation Editor
Added motorcycle items in Creation Editor
Added jet items in Creation Editor
Added new vehicle weapon types in Creation Editor
Forward inertia after character dies in a vehicle
Optimized weapon movement and aiming for vehicles
Added field of view slider for camera
Added another 10 slots for saves
Changed the way items are organized in the NPC store
Added the Ostrov Shark (giant fish)
Added the Caelum Rex (giant bird)
Always day time in Build Mode
No ai enemies in start area of Adventure Mode
Added durability to multiplayer
Added oxygen level to multiplayer
Added stamina to multiplayer
Added animal ai options to versus mode
Changed multiplayer day/night cycle so that night is shorter
Added limitations to naming conventions in multiplayer
Added parsing options in multiplayer lobby for game type, server name, room number, etc.
Started using Steam Workshop for ISO storage in multiplayer
Added ISO download failure prompt
Added map marking
Optimized multiplayer memory use and database use
Optimized procedural terrain and resource location
In Windows and Linux, players can now open the client even when the server is still running
Fixed Layerback mission problems
The climate in Adventure mode is now saved
Fixed the lag when exporting multi-barrel guns in multiplayer
Fixed multiplayer saving objects to wrong location
Fixed female character unable to climb ladders
NPCs on patrol will now stop to have a conversation with player
Fixed some plants crashing the game when gathering them
Fixed colony repair machine causing crashes
Some resources have their limit upped to 9999

We've now moved on to a0.8. That build's contents are going well, I think you'll really like some of the new things we're adding. We're aiming for early May release.

Information about

Planet Explorers

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

Details

Heart Forth, Alicia - Updates #1-3. Funded

by Couchpotato, 01:40

Heart Forth, Alicia has been funded in three days, and managed to make $72,477 of $60,000 goal. The developer Alonso Martin has also released three new updates.

Update #1 - Stretch Goals and Chucklefish Games

What an amazing first day! Never in my life did I imagine we'd receive the generous support and excitement we've gotten from you guys. I honestly launched the campaign expecting we'd have a very rough time even getting past the first half of the goal, and I'm completely bewildered by how things have played out—completely beyond-words grateful to you.

Update #2 - Funded! Stretch goals on their way!

My. Goodness. I cannot believe what has just happened! You guys have funded us in such a short amount of time! We’re funded! I’m in a ridiculous mix of agitation, incredulity and absolute gratitude. Thanks so much to everyone who helped us through our amazing first days! Again, never in our wildest dreams did we expect anything close to the kind of support that we’ve received, but now that we have it, we’ll do everything we can to live up to your expectations!

We were also Greenlit yesterday—we expected that to take months to get through. Unbelievable! But thanks again to everyone who managed to make it over to the page and cast their vote before we got the go-ahead! I hope you’re not tired already of hearing us say this, but we can’t stop saying thank you for helping us solidify the future of this project! I personally completely indebted to you.

Update #3 - Stretch Goals Are Here!

Apologies for the delay while we worked out the final kinks, but it’s finally begun! Let’s go through our first set of stretch goals one by one:

$75,000 - New Game+ 

Our first stretch goal is for that good old fashioned RPG staple, New Game+. Heart Forth, Alicia's New Game+ mode will put players in a drastically more difficult world where many of the games variables will be altered to make the playthrough more challenging, including stronger enemies, more lethal environments, unique New Game+ foes, and plenty of other hidden surprises. You won’t be helpless, though. Players will start with all of the money from their previous run, three New Game+ exclusive accessories, increased stats compared to a normal playthrough, and more. We might even toss in some super special secrets only available to players on their New Game+ run :)

$90,000 - Challenge Dungeons 

We’ll carefully hide three secret challenge dungeons in different spots of the game world, each one creating a unique sequence of challenging rooms filled with swarms of enemies for Alicia to conquer on her way downward (or upward!) to retrieve a shiny new reward. Think “Deep Dungeon” from Final Fantasy Tactics or “Savage Labyrinth” from Wind Waker and you’re on the right track. Of course, we’re always open to backer input, so if you have an idea you think would work great in a challenge dungeon, let us know!

$110,000 - The PS4 Port 

The big one. We know that tons of you have been dying for any news on ports, so we’re incredibly excited to confirm that Heart Forth, Alicia is coming to the PS4! We’re working on implementing the PS4 port into our tiers, so keep an eye out for more news soon. 
If we manage to break through this set of stretch goals, we’ll definitely do our best to be much more punctual with our next set. What will they be? You’ll have to wait and see :)

Information about

Heart Forth, Alicia

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

Details

Hyper Light Drifter - Interview @ Destructoid

by Couchpotato, 01:34

Destructoid had the chance to interview Alex Preston of Heart Machine at Pax East 2014 to talk about his upcoming ARPG Hyper Light Drifter.

Information about

Hyper Light Drifter

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

Details

Agarest: Generations of War Zero - Released

by Couchpotato, 01:30

Stem announces that Agarest: Generations of War Zero is now available. The game is a prequel to last years Agarest: Generations of War.

Now Available on Steam - Agarest: Generations of War Zero

Agarest: Generations of War Zero is Now Available on Steam!

From the void, the gods of darkness and light created Agarest, a most perfect and divine world. As the generations passed, paradise sadly fell to the ravages of time. War darkened the skies and Agarest soon became a torturous hell as the gods divided and immense armies clashed, desecrating the once beautiful land…

Information about

Steam

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Frontiers - March Update about Textures

by Couchpotato, 01:26

Lars Simkins has posted another post-funding update for Frontiers with his next monthly  development update were he talks textures, and a few problems using Unity.

March Update - Case Study: Textures

Hello, everyone! Some of your suggestions for update topics back in February were:

  • Architecture / iteration
  • Multiplayer
  • More tech stuff in general
  • Interface
  • Tools

I'm dealing with a problem right now that falls into the tools / tech stuff categories: Texture management. (This is exactly the kind of thing I would assume is too boring to write about, but hey you asked for it!)

Arg, Unity

Unity is a great tool. An amazing tool, really. But it has limitations. The biggest is that it assumes you'll be using 'levels' in your game. This doesn't rule out open world games, but if you were playing by their rules it would be something like Metro: Last Light where the world is carved up into discrete regions with maybe two or three entrance/exit points, plus loading screens in between them. You load a level and everything in it when you enter an area, then unload everything when you leave. Sure some minor stuff like enemies might spawn and despawn while you're there but the general rule is: load all the things / unload all the things. (Including any textures used in the level.)

FRONTIERS isn't like that. There aren't levels - there's just a world. I have exactly one 'level' that's loaded on startup. After that I load and unload individual objects - characters, rocks, terrain tiles - into whatever area the player needs to see.

This was the root of the problem I faced last year - how do I organize content so that I can load and unload it as I move through the world? How do I avoid loading too many objects at once, or too few? I came up with some decent solutions. It'll never be as seamless as a truly streaming open world like Grand Theft Auto, but it works.

Unfortunately this approach prevents also me from using a lot of Unity's built-in tools - stuff like pathfinding, occlusion culling and (apparently) texture memory management. (Note: I keep hedging when making statements about Unity's texture memory because the truth is, I have no idea what's going on under the hood, and no one else seems to either. Google this problem and all you'll find is lots of unanswered questions & educated guesses.)

Information about

Frontiers

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

Details